#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,