#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/common/stage.h>
+#define MAKE_SHADER(A)#A
+
+namespace
+{
+const char* VERTEX_SHADER = MAKE_SHADER(
+attribute mediump vec2 aPosition;
+attribute mediump vec2 aTexCoord;
+uniform mediump mat4 uMvpMatrix;
+uniform mediump vec3 uSize;
+varying mediump vec2 vTexCoord;
+
+void main()
+{
+ mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
+ position.xyz *= uSize;
+ gl_Position = uMvpMatrix * position;
+ vTexCoord = aTexCoord;
+}
+);
+
+const char* FRAGMENT_SHADER = MAKE_SHADER(
+uniform sampler2D sTexture;
+varying mediump vec2 vTexCoord;
+
+void main()
+{
+ gl_FragColor = texture2D( sTexture, vTexCoord );
+}
+);
+
+const char* VERTEX_SHADER_SHADOW = MAKE_SHADER(
+attribute mediump vec2 aPosition;
+attribute mediump vec2 aTexCoord;
+uniform mediump vec3 uSize;
+varying mediump vec2 vTexCoord;
+
+void main()
+{
+ mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
+ position.xyz *= uSize;
+ gl_Position = position;
+ vTexCoord = aTexCoord;
+}
+);
+
+const char* FRAGMENT_SHADER_SHADOW = MAKE_SHADER(
+uniform sampler2D sTexture;
+uniform lowp vec4 uColor;
+varying mediump vec2 vTexCoord;
+
+void main()
+{
+ mediump vec4 color = texture2D( sTexture, vTexCoord );
+ gl_FragColor = vec4(uColor.rgb, uColor.a*color.r);
+}
+);
+}
+
namespace Dali
{
namespace Internal
{
-//#define DISPLAY_ATLAS
-
AtlasGlyphManager::AtlasGlyphManager()
-: mCount( 0 )
{
mAtlasManager = Dali::Toolkit::AtlasManager::New();
+ mEffectBufferShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ mShadowShader = Shader::New( VERTEX_SHADER_SHADOW, FRAGMENT_SHADER_SHADOW, Dali::Shader::HINT_MODIFIES_GEOMETRY );
}
AtlasGlyphManager::~AtlasGlyphManager()
mAtlasManager.Add( bitmap, slot );
record.mImageId = slot.mImageId;
mGlyphRecords.PushBack( record );
-
-#ifdef DISPLAY_ATLAS
- {
- uint32_t atlasCount = mAtlasManager.GetAtlasCount();
- if ( atlasCount > mCount )
- {
- for ( uint32_t i = 0; i < atlasCount; ++i )
- {
- ImageActor actor = ImageActor::New( mAtlasManager.GetAtlasContainer( i + 1u ) );
- actor.SetParentOrigin( Vector3( 0.5f, 0.25f + ( static_cast< float >( i ) * 0.25f ), 0.5f ) );
- actor.SetAnchorPoint( AnchorPoint::CENTER );
- actor.SetSize( 256.0f, 256.0f );
- Stage::GetCurrent().Add( actor );
- }
- }
- mCount = atlasCount;
- }
-#endif
}
void AtlasGlyphManager::GenerateMeshData( uint32_t imageId,
const Vector2& position,
- MeshData& meshData )
+ Toolkit::AtlasManager::Mesh2D& mesh )
{
- mAtlasManager.GenerateMeshData( imageId, position, meshData );
+ mAtlasManager.GenerateMeshData( imageId, position, mesh );
}
-void AtlasGlyphManager::StitchMesh( MeshData& first,
- const MeshData& second )
+void AtlasGlyphManager::StitchMesh( Toolkit::AtlasManager::Mesh2D& first,
+ const Toolkit::AtlasManager::Mesh2D& second )
{
mAtlasManager.StitchMesh( first, second );
}
Vector2 AtlasGlyphManager::GetAtlasSize( uint32_t atlasId )
{
- return mAtlasManager.GetAtlasSize( atlasId );
+ Toolkit::AtlasManager::AtlasSize size = mAtlasManager.GetAtlasSize( atlasId );
+ return Vector2( static_cast< float >( size.mWidth ), static_cast< float >( size.mHeight ) );
}
-void AtlasGlyphManager::SetNewAtlasSize( const Vector2& size,
- const Vector2& blockSize )
+void AtlasGlyphManager::SetNewAtlasSize( uint32_t width, uint32_t height, uint32_t blockWidth, uint32_t blockHeight )
{
- mAtlasManager.SetNewAtlasSize( size, blockSize );
+ Toolkit::AtlasManager::AtlasSize size;
+ size.mWidth = width;
+ size.mHeight = height;
+ size.mBlockWidth = blockWidth;
+ size.mBlockHeight = blockHeight;
+ mAtlasManager.SetNewAtlasSize( size );
}
void AtlasGlyphManager::Remove( uint32_t imageId )
return mAtlasManager.GetPixelFormat( atlasId );
}
+Material AtlasGlyphManager::GetMaterial( uint32_t atlasId ) const
+{
+ return mAtlasManager.GetMaterial( atlasId );
+}
+
+Sampler AtlasGlyphManager::GetSampler( uint32_t atlasId ) const
+{
+ return mAtlasManager.GetSampler( atlasId );
+}
+
const Toolkit::AtlasGlyphManager::Metrics& AtlasGlyphManager::GetMetrics()
{
mMetrics.mGlyphCount = mGlyphRecords.Size();