Reduced size of control depth index ranges
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
index 33423eb..2332c7a 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.h>
 
 // EXTERNAL INCLUDES
-#include <dali/integration-api/debug.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/geometry.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/public-api/images/frame-buffer-image.h>
 #include <dali/devel-api/text-abstraction/font-client.h>
+#include <dali/integration-api/debug.h>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
 #include <dali-toolkit/internal/text/glyph-run.h>
 #include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
 #include <dali-toolkit/internal/text/rendering/atlas/atlas-mesh-factory.h>
@@ -38,7 +39,7 @@ using namespace Dali::Toolkit::Text;
 namespace
 {
 #if defined(DEBUG_ENABLED)
-  Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
+  Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_RENDERING");
 #endif
 
 const float ZERO( 0.0f );
@@ -141,7 +142,6 @@ struct AtlasRenderer::Impl
     mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
     mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
     mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
-    mQuadIndexFormat[ "indices" ] = Property::INTEGER;
   }
 
   bool IsGlyphUnderlined( GlyphIndex index,
@@ -166,8 +166,11 @@ struct AtlasRenderer::Impl
   void AddGlyphs( Text::ViewInterface& view,
                   const Vector<Vector2>& positions,
                   const Vector<GlyphInfo>& glyphs,
-                  const Vector<Vector4>& colors,
-                  int depth )
+                  const Vector4& defaultColor,
+                  const Vector4* const colorsBuffer,
+                  const ColorIndex* const colorIndicesBuffer,
+                  int depth,
+                  float minLineOffset )
   {
     AtlasManager::AtlasSlot slot;
     std::vector< MeshRecord > meshContainer;
@@ -175,14 +178,16 @@ struct AtlasRenderer::Impl
     TextCacheEntry textCacheEntry;
     mDepth = depth;
 
-    const Vector2& actorSize( view.GetControlSize() );
-    const Vector2 halfActorSize( actorSize * 0.5f );
+    const Vector2& textSize( view.GetLayoutSize() );
+    const Vector2 halfTextSize( textSize * 0.5f );
     const Vector2& shadowOffset( view.GetShadowOffset() );
     const Vector4& shadowColor( view.GetShadowColor() );
     const bool underlineEnabled( view.IsUnderlineEnabled() );
     const Vector4& underlineColor( view.GetUnderlineColor() );
     const float underlineHeight( view.GetUnderlineHeight() );
 
+    const bool useDefaultColor = ( NULL == colorsBuffer );
+
     // Get the underline runs.
     const Length numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns();
     Vector<GlyphRun> underlineRuns;
@@ -211,12 +216,11 @@ struct AtlasRenderer::Impl
     Vector< TextCacheEntry > newTextCache;
     const GlyphInfo* const glyphsBuffer = glyphs.Begin();
     const Vector2* const positionsBuffer = positions.Begin();
-    const Vector4* const colorsBuffer = colors.Begin();
+    const Vector2 lineOffsetPosition( minLineOffset, 0.f );
 
     for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
     {
       const GlyphInfo& glyph = *( glyphsBuffer + i );
-
       const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
       thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph;
 
@@ -286,7 +290,7 @@ struct AtlasRenderer::Impl
           }
 
           // Create a new image for the glyph
-          BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
+          PixelData bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
           if( bitmap )
           {
             MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
@@ -323,7 +327,7 @@ struct AtlasRenderer::Impl
         }
 
         // Move the origin (0,0) of the mesh to the center of the actor
-        const Vector2 position = *( positionsBuffer + i ) - halfActorSize;
+        const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition;
 
         // Generate mesh data for this quad, plugging in our supplied position
         AtlasManager::Mesh2D newMesh;
@@ -351,7 +355,8 @@ struct AtlasRenderer::Impl
         }
 
         // Get the color of the character.
-        const Vector4& color = *( colorsBuffer + i );
+        const ColorIndex colorIndex = useDefaultColor ? 0u : *( colorIndicesBuffer + i );
+        const Vector4& color = ( useDefaultColor || ( 0u == colorIndex ) ) ? defaultColor : *( colorsBuffer + colorIndex - 1u );
 
         for( unsigned int index = 0u, size = newMesh.mVertices.Count();
              index < size;
@@ -389,16 +394,29 @@ struct AtlasRenderer::Impl
     // For each MeshData object, create a mesh actor and add to the renderable actor
     if( !meshContainer.empty() )
     {
+      if( !mActor )
+      {
+        // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
+        mActor = Actor::New();
+        mActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+        mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+        mActor.SetSize( textSize );
+      }
+
       for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
               endIt = meshContainer.end();
             it != endIt; ++it )
       {
         MeshRecord& meshRecord = *it;
 
-        Actor actor = CreateMeshActor( meshRecord, actorSize );
+        Actor actor = CreateMeshActor( meshRecord, textSize );
+
+        // Whether the actor has renderers.
+        const bool hasRenderer = actor.GetRendererCount() > 0u;
 
         // Create an effect if necessary
-        if( style == STYLE_DROP_SHADOW )
+        if( hasRenderer &&
+            ( style == STYLE_DROP_SHADOW ) )
         {
           // Change the color of the vertices.
           for( Vector<AtlasManager::Vertex2D>::Iterator vIt =  meshRecord.mMesh.mVertices.Begin(),
@@ -411,37 +429,22 @@ struct AtlasRenderer::Impl
             vertex.mColor = shadowColor;
           }
 
-          // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
-          Actor containerActor = Actor::New();
-          containerActor.SetParentOrigin( ParentOrigin::CENTER );
-          containerActor.SetSize( actorSize );
-
-          Actor shadowActor = CreateMeshActor( meshRecord, actorSize );
+          Actor shadowActor = CreateMeshActor( meshRecord, textSize );
 #if defined(DEBUG_ENABLED)
           shadowActor.SetName( "Text Shadow renderable actor" );
 #endif
           // Offset shadow in x and y
           shadowActor.RegisterProperty("uOffset", shadowOffset );
-          if( actor.GetRendererCount() )
-          {
-            Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
-            renderer.SetDepthIndex( renderer.GetDepthIndex() - 1 );
-            shadowActor.SetParentOrigin( ParentOrigin::CENTER );
-            shadowActor.SetSize( actorSize );
-            containerActor.Add( shadowActor );
-            containerActor.Add( actor );
-            actor = containerActor;
-          }
+          Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
+          int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
+          renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
+          mActor.Add( shadowActor );
         }
 
-        if( mActor )
+        if( hasRenderer )
         {
           mActor.Add( actor );
         }
-        else
-        {
-          mActor = actor;
-        }
       }
     }
 #if defined(DEBUG_ENABLED)
@@ -479,24 +482,28 @@ struct AtlasRenderer::Impl
 
   Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize )
   {
-    PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
-    PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
-    quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ) );
-    quadIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );
+    PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat );
+    quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() );
 
     Geometry quadGeometry = Geometry::New();
     quadGeometry.AddVertexBuffer( quadVertices );
-    quadGeometry.SetIndexBuffer( quadIndices );
-
-    Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
-    Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
-    renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
+    quadGeometry.SetIndexBuffer( &meshRecord.mMesh.mIndices[0],  meshRecord.mMesh.mIndices.Size() );
+
+    TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) );
+    Shader shader( mGlyphManager.GetShader( meshRecord.mAtlasId ) );
+    Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader );
+    renderer.SetTextures( textureSet );
+    renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON );
+    renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
     Actor actor = Actor::New();
 #if defined(DEBUG_ENABLED)
     actor.SetName( "Text renderable actor" );
 #endif
     actor.AddRenderer( renderer );
-    actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
+
+    // Keep all of the origins aligned
+    actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+    actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
     actor.SetSize( actorSize );
     actor.RegisterProperty("uOffset", Vector2::ZERO );
     return actor;
@@ -679,22 +686,26 @@ struct AtlasRenderer::Impl
       vert.mPosition.y = baseLine;
       vert.mTexCoords.x = ZERO;
       vert.mTexCoords.y = ZERO;
+      vert.mColor = underlineColor;
       newMesh.mVertices.PushBack( vert );
 
       vert.mPosition.x = brx;
       vert.mPosition.y = baseLine;
       vert.mTexCoords.x = u;
+      vert.mColor = underlineColor;
       newMesh.mVertices.PushBack( vert );
 
       vert.mPosition.x = tlx;
       vert.mPosition.y = baseLine + thickness;
       vert.mTexCoords.x = ZERO;
       vert.mTexCoords.y = v;
+      vert.mColor = underlineColor;
       newMesh.mVertices.PushBack( vert );
 
       vert.mPosition.x = brx;
       vert.mPosition.y = baseLine + thickness;
       vert.mTexCoords.x = u;
+      vert.mColor = underlineColor;
       newMesh.mVertices.PushBack( vert );
 
       // Six indices in counter clockwise winding
@@ -706,8 +717,6 @@ struct AtlasRenderer::Impl
       newMesh.mIndices.PushBack( faceIndex + 1u );
       faceIndex += 4;
 
-      vert.mColor = underlineColor;
-
       Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh );
     }
   }
@@ -718,7 +727,6 @@ struct AtlasRenderer::Impl
   std::vector< MaxBlockSize > mBlockSizes;            ///> Maximum size needed to contain a glyph in a block within a new atlas
   Vector< TextCacheEntry > mTextCache;                ///> Caches data from previous render
   Property::Map mQuadVertexFormat;                    ///> Describes the vertex format for text
-  Property::Map mQuadIndexFormat;                     ///> Describes the index format for text
   int mDepth;                                         ///> DepthIndex passed by control when connect to stage
 };
 
@@ -729,8 +737,12 @@ Text::RendererPtr AtlasRenderer::New()
   return Text::RendererPtr( new AtlasRenderer() );
 }
 
-Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
+Actor AtlasRenderer::Render( Text::ViewInterface& view,
+                             float& alignmentOffset,
+                             int depth )
 {
+  DALI_LOG_INFO( gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n" );
+
   UnparentAndReset( mImpl->mActor );
 
   Length numberOfGlyphs = view.GetNumberOfGlyphs();
@@ -743,24 +755,27 @@ Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
     Vector<Vector2> positions;
     positions.Resize( numberOfGlyphs );
 
-    Vector<Vector4> colors;
-    colors.Resize( numberOfGlyphs, view.GetTextColor() );
-
     numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
                                      positions.Begin(),
-                                     colors.Begin(),
+                                     alignmentOffset,
                                      0u,
                                      numberOfGlyphs );
 
     glyphs.Resize( numberOfGlyphs );
     positions.Resize( numberOfGlyphs );
-    colors.Resize( numberOfGlyphs );
+
+    const Vector4* const colorsBuffer = view.GetColors();
+    const ColorIndex* const colorIndicesBuffer = view.GetColorIndices();
+    const Vector4& defaultColor = view.GetTextColor();
 
     mImpl->AddGlyphs( view,
                       positions,
                       glyphs,
-                      colors,
-                      depth );
+                      defaultColor,
+                      colorsBuffer,
+                      colorIndicesBuffer,
+                      depth,
+                      alignmentOffset );
 
     /* In the case where AddGlyphs does not create a renderable Actor for example when glyphs are all whitespace create a new Actor. */
     /* This renderable actor is used to position the text, other "decorations" can rely on there always being an Actor regardless of it is whitespace or regular text. */