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Merge "Moves shader creation from Text Atlas Renderer to GlyphManager" into devel...
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
text
/
rendering
/
atlas
/
text-atlas-renderer.cpp
diff --git
a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp
b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp
index
b72b64a
..
2f7677a
100644
(file)
--- a/
dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp
+++ b/
dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp
@@
-25,12
+25,8
@@
// INTERNAL INCLUDES
// INTERNAL INCLUDES
-#include <dali-toolkit/internal/atlas-manager/atlas-manager.h>
-#include <dali-toolkit/internal/text/line-run.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
-#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shader.h>
-#include <dali-toolkit/internal/text/rendering/shaders/text-bgra-shader.h>
-//#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shadow-shader.h>
using namespace Dali;
using namespace Dali::Toolkit;
using namespace Dali;
using namespace Dali::Toolkit;
@@
-317,7
+313,6
@@
struct AtlasRenderer::Impl : public ConnectionTracker
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( 0 );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
@@
-607,7
+602,9
@@
struct AtlasRenderer::Impl : public ConnectionTracker
material.AddSampler( sampler );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
material.AddSampler( sampler );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( -1 );
+
+ // Ensure shadow is behind the text...
+ renderer.SetDepthIndex( CONTENT_DEPTH_INDEX - 1 );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );