Changed Atlas manager to use Dali::Texture instead of Dali::Atlas
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
index 5eca29d..3ee577f 100644 (file)
 #include <dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.h>
 
 // EXTERNAL INCLUDES
-#include <dali/dali.h>
 #include <dali/integration-api/debug.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/geometry.h>
 #include <dali/devel-api/text-abstraction/font-client.h>
-#include <dali/devel-api/actors/mesh-actor.h>
-#include <dali/devel-api/geometry/mesh.h>
-
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/internal/atlas-manager/atlas-manager.h>
-#include <dali-toolkit/internal/text/line-run.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/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>
+#include <dali-toolkit/internal/text/rendering/atlas/atlas-mesh-factory.h>
+#include <dali-toolkit/internal/text/text-view.h>
 
 using namespace Dali;
 using namespace Dali::Toolkit;
@@ -41,20 +38,18 @@ 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 );
-  const float HALF( 0.5f );
-  const float ONE( 1.0f );
-  const float TWO( 2.0f );
-  const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
-  const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
+const float ZERO( 0.0f );
+const float HALF( 0.5f );
+const float ONE( 1.0f );
+const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
+const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
 }
 
-struct AtlasRenderer::Impl : public ConnectionTracker
+struct AtlasRenderer::Impl
 {
-
   enum Style
   {
     STYLE_NORMAL,
@@ -63,15 +58,32 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 
   struct MeshRecord
   {
-    Vector4 mColor;
+    MeshRecord()
+    : mAtlasId( 0u )
+    {
+    }
+
     uint32_t mAtlasId;
-    MeshData mMeshData;
+    AtlasManager::Mesh2D mMesh;
     FrameBufferImage mBuffer;
-    bool mIsUnderline;
   };
 
+  /**
+   * brief Struct used to generate the underline mesh.
+   * There is one Extent per line of text.
+   */
   struct Extent
   {
+    Extent()
+    : mBaseLine( 0.0f ),
+      mLeft( 0.0f ),
+      mRight( 0.0f ),
+      mUnderlinePosition( 0.0f ),
+      mUnderlineThickness( 0.0f ),
+      mMeshRecordIndex( 0u )
+    {
+    }
+
     float mBaseLine;
     float mLeft;
     float mRight;
@@ -82,6 +94,13 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 
   struct MaxBlockSize
   {
+    MaxBlockSize()
+    : mFontId( 0 ),
+      mNeededBlockWidth( 0 ),
+      mNeededBlockHeight( 0 )
+    {
+    }
+
     FontId mFontId;
     uint32_t mNeededBlockWidth;
     uint32_t mNeededBlockHeight;
@@ -89,48 +108,100 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 
   struct CheckEntry
   {
+    CheckEntry()
+    : mFontId( 0 ),
+      mIndex( 0 )
+    {
+    }
+
     FontId mFontId;
     Text::GlyphIndex mIndex;
   };
 
   struct TextCacheEntry
   {
+    TextCacheEntry()
+    : mFontId( 0 ),
+      mIndex( 0 ),
+      mImageId( 0 )
+    {
+    }
+
     FontId mFontId;
     Text::GlyphIndex mIndex;
     uint32_t mImageId;
   };
 
   Impl()
+  : mDepth( 0 )
   {
     mGlyphManager = AtlasGlyphManager::Get();
     mFontClient = TextAbstraction::FontClient::Get();
-    mBasicShader = BasicShader::New();
-    mBgraShader = BgraShader::New();
-    mBasicShadowShader = BasicShadowShader::New();
 
-    mFace.reserve( 6u );
-    mFace.push_back( 0 ); mFace.push_back( 2u ); mFace.push_back( 1u );
-    mFace.push_back( 1u ); mFace.push_back( 2u ); mFace.push_back( 3u );
+    mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+    mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
+    mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
+  }
+
+  bool IsGlyphUnderlined( GlyphIndex index,
+                          const Vector<GlyphRun>& underlineRuns )
+  {
+    for( Vector<GlyphRun>::ConstIterator it = underlineRuns.Begin(),
+           endIt = underlineRuns.End();
+           it != endIt;
+         ++it )
+    {
+      const GlyphRun& run = *it;
+
+      if( ( run.glyphIndex <= index ) && ( index < run.glyphIndex + run.numberOfGlyphs ) )
+      {
+        return true;
+      }
+    }
+
+    return false;
   }
 
-  void AddGlyphs( const std::vector<Vector2>& positions,
+  void AddGlyphs( Text::ViewInterface& view,
+                  const Vector<Vector2>& positions,
                   const Vector<GlyphInfo>& glyphs,
-                  const Vector4& textColor,
-                  const Vector2& shadowOffset,
-                  const Vector4& shadowColor,
-                  bool underlineEnabled,
-                  const Vector4& underlineColor,
-                  float underlineHeight )
+                  const Vector4& defaultColor,
+                  const Vector4* const colorsBuffer,
+                  const ColorIndex* const colorIndicesBuffer,
+                  int depth )
   {
     AtlasManager::AtlasSlot slot;
     std::vector< MeshRecord > meshContainer;
     Vector< Extent > extents;
     TextCacheEntry textCacheEntry;
+    mDepth = depth;
+
+    const Vector2& actorSize( view.GetControlSize() );
+    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;
+    underlineRuns.Resize( numberOfUnderlineRuns );
+    view.GetUnderlineRuns( underlineRuns.Begin(),
+                           0u,
+                           numberOfUnderlineRuns );
+
+    bool thereAreUnderlinedGlyphs = false;
 
     float currentUnderlinePosition = ZERO;
     float currentUnderlineThickness = underlineHeight;
     uint32_t currentBlockSize = 0;
     FontId lastFontId = 0;
+    FontId lastUnderlinedFontId = 0;
     Style style = STYLE_NORMAL;
 
     if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
@@ -138,31 +209,33 @@ struct AtlasRenderer::Impl : public ConnectionTracker
       style = STYLE_DROP_SHADOW;
     }
 
-    if ( mTextCache.Size() )
-    {
-      // Update the glyph cache with any changes to current text
-      RemoveText( glyphs );
-    }
-
     CalculateBlocksSize( glyphs );
 
+    // Avoid emptying mTextCache (& removing references) until after incremented references for the new text
+    Vector< TextCacheEntry > newTextCache;
+    const GlyphInfo* const glyphsBuffer = glyphs.Begin();
+    const Vector2* const positionsBuffer = positions.Begin();
+
     for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
     {
-      const GlyphInfo& glyph = glyphs[ i ];
+      const GlyphInfo& glyph = *( glyphsBuffer + i );
+
+      const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
+      thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph;
 
       // No operation for white space
-      if ( glyph.width && glyph.height )
+      if( glyph.width && glyph.height )
       {
         // Are we still using the same fontId as previous
-        if ( glyph.fontId != lastFontId )
+        if( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) )
         {
           // We need to fetch fresh font underline metrics
           FontMetrics fontMetrics;
           mFontClient.GetFontMetrics( glyph.fontId, fontMetrics );
           currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) );
-          float descender = ceil( fabsf( fontMetrics.descender ) );
+          const float descender = ceil( fabsf( fontMetrics.descender ) );
 
-          if ( underlineHeight == ZERO )
+          if( fabsf( underlineHeight ) < Math::MACHINE_EPSILON_1000 )
           {
             currentUnderlineThickness = fontMetrics.underlineThickness;
 
@@ -178,129 +251,196 @@ struct AtlasRenderer::Impl : public ConnectionTracker
           }
 
           // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
-          if ( currentUnderlinePosition > descender )
+          if( currentUnderlinePosition > descender )
           {
             currentUnderlinePosition = descender;
           }
-          if ( ZERO == currentUnderlinePosition )
+
+          if( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 )
           {
             // Move offset down by one ( EFL behavior )
             currentUnderlinePosition = ONE;
           }
-        }
 
-        const Vector2& position = positions[ i ];
-        MeshData newMeshData;
+          lastUnderlinedFontId = glyph.fontId;
+        } // underline
 
-        if ( !mGlyphManager.Cached( glyph.fontId, glyph.index, slot ) )
+        if( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) )
         {
           // Select correct size for new atlas if needed....?
-          if ( lastFontId != glyph.fontId )
+          if( lastFontId != glyph.fontId )
           {
-            for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
+            uint32_t index = 0u;
+            for( std::vector<MaxBlockSize>::const_iterator it = mBlockSizes.begin(),
+                   endIt = mBlockSizes.end();
+                 it != endIt;
+                 ++it, ++index )
             {
-              if ( mBlockSizes[ j ].mFontId == glyph.fontId )
+              const MaxBlockSize& blockSize = *it;
+              if( blockSize.mFontId == glyph.fontId )
               {
-                currentBlockSize = j;
+                currentBlockSize = index;
                 mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
                                                DEFAULT_ATLAS_HEIGHT,
-                                               mBlockSizes[ j ].mNeededBlockWidth,
-                                               mBlockSizes[ j ].mNeededBlockHeight );
+                                               blockSize.mNeededBlockWidth,
+                                               blockSize.mNeededBlockHeight );
               }
             }
           }
 
           // Create a new image for the glyph
-          BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
-          if ( bitmap )
+          PixelData bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
+          if( bitmap )
           {
+            MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
+
             // Ensure that the next image will fit into the current block size
             bool setSize = false;
-            if ( bitmap.GetWidth() > mBlockSizes[ currentBlockSize ].mNeededBlockWidth )
+            if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
             {
               setSize = true;
-              mBlockSizes[ currentBlockSize ].mNeededBlockWidth = bitmap.GetWidth();
+              blockSize.mNeededBlockWidth = bitmap.GetWidth();
             }
-            if ( bitmap.GetHeight() > mBlockSizes[ currentBlockSize ].mNeededBlockHeight )
+            if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
             {
               setSize = true;
-              mBlockSizes[ currentBlockSize ].mNeededBlockHeight = bitmap.GetHeight();
+              blockSize.mNeededBlockHeight = bitmap.GetHeight();
             }
 
-            if ( setSize )
+            if( setSize )
             {
               mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
                                              DEFAULT_ATLAS_HEIGHT,
-                                             mBlockSizes[ currentBlockSize ].mNeededBlockWidth,
-                                             mBlockSizes[ currentBlockSize ].mNeededBlockHeight );
+                                             blockSize.mNeededBlockWidth,
+                                             blockSize.mNeededBlockHeight );
             }
 
             // Locate a new slot for our glyph
-            mGlyphManager.Add( glyph.fontId, glyph, bitmap, slot );
+            mGlyphManager.Add( glyph, bitmap, slot );
           }
         }
+        else
+        {
+          // We have 2+ copies of the same glyph
+          mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, 1/*increment*/ );
+        }
+
+        // Move the origin (0,0) of the mesh to the center of the actor
+        const Vector2 position = *( positionsBuffer + i ) - halfTextSize;
 
         // Generate mesh data for this quad, plugging in our supplied position
-        mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
+        AtlasManager::Mesh2D newMesh;
+        mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
         textCacheEntry.mFontId = glyph.fontId;
         textCacheEntry.mImageId = slot.mImageId;
         textCacheEntry.mIndex = glyph.index;
-        mTextCache.PushBack( textCacheEntry );
+        newTextCache.PushBack( textCacheEntry );
+
+        AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
+
+        // Adjust the vertices if the fixed-size font should be down-scaled
+        if( glyph.scaleFactor > 0 )
+        {
+          for( unsigned int index = 0u, size = newMesh.mVertices.Count();
+               index < size;
+               ++index )
+          {
+            AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+
+            // Set the position of the vertex.
+            vertex.mPosition.x = position.x + ( ( vertex.mPosition.x - position.x ) * glyph.scaleFactor );
+            vertex.mPosition.y = position.y + ( ( vertex.mPosition.y - position.y ) * glyph.scaleFactor );
+          }
+        }
+
+        // Get the color of the character.
+        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;
+             ++index )
+        {
+          AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+
+          // Set the color of the vertex.
+          vertex.mColor = color;
+        }
 
         // Find an existing mesh data object to attach to ( or create a new one, if we can't find one using the same atlas)
         StitchTextMesh( meshContainer,
-                        newMeshData,
+                        newMesh,
                         extents,
-                        textColor,
                         position.y + glyph.yBearing,
+                        underlineGlyph,
                         currentUnderlinePosition,
                         currentUnderlineThickness,
                         slot );
         lastFontId = glyph.fontId;
       }
-    }
+    } // glyphs
+
+    // Now remove references for the old text
+    RemoveText();
+    mTextCache.Swap( newTextCache );
 
-    if ( underlineEnabled )
+    if( thereAreUnderlinedGlyphs )
     {
       // Check to see if any of the text needs an underline
-      GenerateUnderlines( meshContainer, extents, underlineColor, textColor );
+      GenerateUnderlines( meshContainer, extents, underlineColor );
     }
 
     // For each MeshData object, create a mesh actor and add to the renderable actor
-    if ( meshContainer.size() )
+    if( !meshContainer.empty() )
     {
-      for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
+      for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
+              endIt = meshContainer.end();
+            it != endIt; ++it )
       {
-        MeshActor actor = MeshActor::New( Mesh::New( mIt->mMeshData ) );
-        actor.SetColor( mIt->mColor );
+        MeshRecord& meshRecord = *it;
 
-        // Ensure that text rendering is unfiltered
-        actor.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
-        if ( mIt->mIsUnderline )
-        {
-          actor.SetColorMode( USE_OWN_COLOR );
-        }
-        else
-        {
-          actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-        }
+        Actor actor = CreateMeshActor( meshRecord, textSize );
 
-        // Check to see what pixel format the shader should be
-        if ( mGlyphManager.GetPixelFormat( mIt->mAtlasId ) == Pixel::L8 )
+        // Create an effect if necessary
+        if( style == STYLE_DROP_SHADOW )
         {
-          // Create an effect if necessary
-          if ( style == STYLE_DROP_SHADOW )
+          // Change the color of the vertices.
+          for( Vector<AtlasManager::Vertex2D>::Iterator vIt =  meshRecord.mMesh.mVertices.Begin(),
+                 vEndIt = meshRecord.mMesh.mVertices.End();
+               vIt != vEndIt;
+               ++vIt )
           {
-            actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
+            AtlasManager::Vertex2D& vertex = *vIt;
+
+            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, 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 ) );
+            int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
+            renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
+            containerActor.Add( shadowActor );
+            containerActor.Add( actor );
+#if defined(DEBUG_ENABLED)
+            containerActor.SetName("TextContainer");
+#endif
+            actor = containerActor;
           }
-          actor.SetShaderEffect( mBasicShader );
-        }
-        else
-        {
-          actor.SetShaderEffect( mBgraShader );
         }
 
-        if ( mActor )
+        if( mActor )
         {
           mActor.Add( actor );
         }
@@ -316,9 +456,12 @@ struct AtlasRenderer::Impl : public ConnectionTracker
                                                 metrics.mGlyphCount,
                                                 metrics.mAtlasMetrics.mAtlasCount,
                                                 metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 );
-    for ( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i )
+
+    DALI_LOG_INFO( gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str() );
+
+    for( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i )
     {
-      DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n",
+      DALI_LOG_INFO( gLogFilter, Debug::Verbose, "   Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n",
                                                  i + 1, i > 8 ? "" : " ",
                                                  metrics.mAtlasMetrics.mAtlasMetrics[ i ].mPixelFormat == Pixel::L8 ? "L8  " : "BGRA",
                                                  metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mWidth,
@@ -331,37 +474,82 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 #endif
   }
 
+  void RemoveText()
+  {
+    for( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter )
+    {
+      mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, -1/*decrement*/ );
+    }
+    mTextCache.Resize( 0 );
+  }
+
+  Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize )
+  {
+    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( &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 );
+
+    // 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;
+  }
+
   void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
-                       MeshData& newMeshData,
+                       AtlasManager::Mesh2D& newMesh,
                        Vector< Extent >& extents,
-                       const Vector4& color,
                        float baseLine,
+                       bool underlineGlyph,
                        float underlinePosition,
                        float underlineThickness,
                        AtlasManager::AtlasSlot& slot )
   {
     if ( slot.mImageId )
     {
-      MeshData::VertexContainer verts = newMeshData.GetVertices();
-      float left = verts[ 0 ].x;
-      float right = verts[ 1 ].x;
+      float left = newMesh.mVertices[ 0 ].mPosition.x;
+      float right = newMesh.mVertices[ 1 ].mPosition.x;
 
       // Check to see if there's a mesh data object that references the same atlas ?
       uint32_t index = 0;
-      for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt, ++index )
+      for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(),
+              mEndIt = meshContainer.end();
+            mIt != mEndIt;
+            ++mIt, ++index )
       {
-        if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
+        if( slot.mAtlasId == mIt->mAtlasId )
         {
-          // Stitch the mesh to the existing mesh and adjust any extents
-          mGlyphManager.StitchMesh( mIt->mMeshData, newMeshData );
-          AdjustExtents( extents,
-                         meshContainer,
-                         index,
-                         left,
-                         right,
-                         baseLine,
-                         underlinePosition,
-                         underlineThickness );
+          // Append the mesh to the existing mesh and adjust any extents
+          Toolkit::Internal::AtlasMeshFactory::AppendMesh( mIt->mMesh, newMesh );
+
+          if( underlineGlyph )
+          {
+            AdjustExtents( extents,
+                           meshContainer,
+                           index,
+                           left,
+                           right,
+                           baseLine,
+                           underlinePosition,
+                           underlineThickness );
+          }
+
           return;
         }
       }
@@ -369,21 +557,21 @@ struct AtlasRenderer::Impl : public ConnectionTracker
       // No mesh data object currently exists that references this atlas, so create a new one
       MeshRecord meshRecord;
       meshRecord.mAtlasId = slot.mAtlasId;
-      meshRecord.mMeshData = newMeshData;
-      meshRecord.mColor = color;
-      meshRecord.mIsUnderline = false;
+      meshRecord.mMesh = newMesh;
       meshContainer.push_back( meshRecord );
 
-      // Adjust extents for this new meshrecord
-      AdjustExtents( extents,
-                     meshContainer,
-                     meshContainer.size() - 1u,
-                     left,
-                     right,
-                     baseLine,
-                     underlinePosition,
-                     underlineThickness );
-
+      if( underlineGlyph )
+      {
+        // Adjust extents for this new meshrecord
+        AdjustExtents( extents,
+                       meshContainer,
+                       meshContainer.size() - 1u,
+                       left,
+                       right,
+                       baseLine,
+                       underlinePosition,
+                       underlineThickness );
+      }
     }
   }
 
@@ -397,7 +585,10 @@ struct AtlasRenderer::Impl : public ConnectionTracker
                       float underlineThickness )
   {
     bool foundExtent = false;
-    for ( Vector< Extent >::Iterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
+    for ( Vector< Extent >::Iterator eIt = extents.Begin(),
+            eEndIt = extents.End();
+          eIt != eEndIt;
+          ++eIt )
     {
       if ( Equals( baseLine, eIt->mBaseLine ) )
       {
@@ -434,94 +625,55 @@ struct AtlasRenderer::Impl : public ConnectionTracker
     }
   }
 
-  void RemoveText( const Vector<GlyphInfo>& glyphs )
-  {
-    Vector< CheckEntry > checked;
-    CheckEntry checkEntry;
-
-    for ( Vector< TextCacheEntry >::Iterator tCit = mTextCache.Begin(); tCit != mTextCache.End(); ++tCit )
-    {
-      uint32_t index = tCit->mIndex;
-      uint32_t fontId = tCit->mFontId;
-
-      // Check that this character has not already been checked...
-      bool wasChecked = false;
-      for ( Vector< CheckEntry >::Iterator cEit = checked.Begin(); cEit != checked.End(); ++cEit )
-      {
-        if ( fontId == cEit->mFontId && index == cEit->mIndex )
-        {
-          wasChecked = true;
-        }
-      }
-
-      if ( !wasChecked )
-      {
-
-        int32_t newCount = 0;
-        int32_t oldCount = 0;
-
-        // How many times does this character occur in the old text ?
-        for ( Vector< TextCacheEntry >::Iterator oTcit = mTextCache.Begin(); oTcit != mTextCache.End(); ++oTcit )
-        {
-          if ( fontId == oTcit->mFontId && index == oTcit->mIndex )
-          {
-            oldCount++;
-          }
-        }
-
-        // And how many times in the new ?
-        for ( Vector< GlyphInfo >::Iterator cGit = glyphs.Begin(); cGit != glyphs.End(); ++cGit )
-        {
-          if ( fontId == cGit->fontId && index == cGit->index )
-          {
-            newCount++;
-          }
-        }
-        mGlyphManager.AdjustReferenceCount( fontId, tCit->mImageId, newCount - oldCount );
-        checkEntry.mIndex = index;
-        checkEntry.mFontId = fontId;
-        checked.PushBack( checkEntry );
-      }
-    }
-    mTextCache.Resize( 0 );
-  }
-
   void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
   {
-    MaxBlockSize maxBlockSize;
-    for ( uint32_t i = 0; i < glyphs.Size(); ++i )
+    for( Vector<GlyphInfo>::ConstIterator glyphIt = glyphs.Begin(),
+           glyphEndIt = glyphs.End();
+         glyphIt != glyphEndIt;
+         ++glyphIt )
     {
-      FontId fontId = glyphs[ i ].fontId;
+      const FontId fontId = (*glyphIt).fontId;
       bool foundFont = false;
-      for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
+
+      for( std::vector< MaxBlockSize >::const_iterator blockIt = mBlockSizes.begin(),
+             blockEndIt = mBlockSizes.end();
+           blockIt != blockEndIt;
+           ++blockIt )
       {
-        if ( mBlockSizes[ j ].mFontId == fontId )
+        if( (*blockIt).mFontId == fontId )
         {
           foundFont = true;
+          break;
         }
       }
+
       if ( !foundFont )
       {
         FontMetrics fontMetrics;
         mFontClient.GetFontMetrics( fontId, fontMetrics );
+
+        MaxBlockSize maxBlockSize;
         maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
-        maxBlockSize.mNeededBlockHeight = static_cast< uint32_t >( fontMetrics.height );
+        maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth;
         maxBlockSize.mFontId = fontId;
+
         mBlockSizes.push_back( maxBlockSize );
       }
     }
   }
 
-  void GenerateUnderlines( std::vector< MeshRecord>& meshRecords,
+  void GenerateUnderlines( std::vector< MeshRecord >& meshRecords,
                            Vector< Extent >& extents,
-                           const Vector4& underlineColor,
-                           const Vector4& textColor )
+                           const Vector4& underlineColor )
   {
-    MeshData newMeshData;
-    for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
+    AtlasManager::Mesh2D newMesh;
+    unsigned short faceIndex = 0;
+    for ( Vector< Extent >::ConstIterator eIt = extents.Begin(),
+            eEndIt = extents.End();
+          eIt != eEndIt;
+          ++eIt )
     {
-      MeshData::VertexContainer newVerts;
-      newVerts.reserve( 4u );
+      AtlasManager::Vertex2D vert;
       uint32_t index = eIt->mMeshRecordIndex;
       Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
 
@@ -533,195 +685,52 @@ struct AtlasRenderer::Impl : public ConnectionTracker
       float tlx = eIt->mLeft;
       float brx = eIt->mRight;
 
-      newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine, ZERO ),
-                                            Vector2::ZERO,
-                                            Vector3::ZERO ) );
-
-      newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine, ZERO ),
-                                            Vector2( u, ZERO ),
-                                            Vector3::ZERO ) );
-
-      newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine + thickness, ZERO ),
-                                            Vector2( ZERO, v ),
-                                            Vector3::ZERO ) );
-
-      newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine + thickness, ZERO ),
-                                            Vector2( u, v ),
-                                            Vector3::ZERO ) );
-
-      newMeshData.SetVertices( newVerts );
-      newMeshData.SetFaceIndices( mFace );
-
-      if ( underlineColor == textColor )
-      {
-        mGlyphManager.StitchMesh( meshRecords[ index ].mMeshData, newMeshData );
-      }
-      else
-      {
-        MeshRecord record;
-        newMeshData.SetMaterial( meshRecords[ index ].mMeshData.GetMaterial() );
-        newMeshData.SetHasNormals( true );
-        newMeshData.SetHasColor( false );
-        newMeshData.SetHasTextureCoords( true );
-        record.mMeshData = newMeshData;
-        record.mAtlasId = meshRecords[ index ].mAtlasId;
-        record.mColor = underlineColor;
-        record.mIsUnderline = true;
-        meshRecords.push_back( record );
-      }
-    }
-  }
-
-  MeshActor GenerateShadow( MeshRecord& meshRecord,
-                            const Vector2& shadowOffset,
-                            const Vector4& shadowColor )
-  {
-    // Scan vertex buffer to determine width and height of effect buffer needed
-    MeshData::VertexContainer verts = meshRecord.mMeshData.GetVertices();
-    float tlx = verts[ 0 ].x;
-    float tly = verts[ 0 ].y;
-    float brx = ZERO;
-    float bry = ZERO;
-
-    for ( uint32_t i = 0; i < verts.size(); ++i )
-    {
-      if ( verts[ i ].x < tlx )
-      {
-        tlx = verts[ i ].x;
-      }
-      if ( verts[ i ].y < tly )
-      {
-        tly = verts[ i ].y;
-      }
-      if ( verts[ i ].x > brx )
-      {
-        brx = verts[ i ].x;
-      }
-      if ( verts[ i ].y > bry )
-      {
-        bry = verts[ i ].y;
-      }
+      vert.mPosition.x = tlx;
+      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
+      newMesh.mIndices.PushBack( faceIndex + 1u );
+      newMesh.mIndices.PushBack( faceIndex );
+      newMesh.mIndices.PushBack( faceIndex + 2u );
+      newMesh.mIndices.PushBack( faceIndex + 2u );
+      newMesh.mIndices.PushBack( faceIndex + 3u );
+      newMesh.mIndices.PushBack( faceIndex + 1u );
+      faceIndex += 4;
+
+      Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh );
     }
-
-    float width = brx - tlx;
-    float height = bry - tly;
-    float divWidth = TWO / width;
-    float divHeight = TWO / height;
-
-    // Create a buffer to render to
-    meshRecord.mBuffer = FrameBufferImage::New( width, height );
-
-    // Create a mesh actor to contain the post-effect render
-    MeshData::VertexContainer vertices;
-    MeshData::FaceIndices face;
-
-    vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
-                                          Vector2::ZERO,
-                                          Vector3::ZERO ) );
-
-    vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, tly + shadowOffset.y, ZERO ),
-                                          Vector2( ONE, ZERO ),
-                                          Vector3::ZERO ) );
-
-    vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
-                                          Vector2( ZERO, ONE ),
-                                          Vector3::ZERO ) );
-
-    vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
-                                          Vector2::ONE,
-                                          Vector3::ZERO ) );
-
-    MeshData meshData;
-    Material newMaterial = Material::New("effect buffer");
-    newMaterial.SetDiffuseTexture( meshRecord.mBuffer );
-    meshData.SetMaterial( newMaterial );
-    meshData.SetVertices( vertices );
-    meshData.SetFaceIndices( mFace );
-    meshData.SetHasNormals( true );
-    meshData.SetHasColor( false );
-    meshData.SetHasTextureCoords( true );
-    MeshActor actor = MeshActor::New( Mesh::New( meshData ) );
-    actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-    actor.SetShaderEffect( mBgraShader );
-    actor.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
-    actor.SetSortModifier( 0.1f ); // force behind main text
-
-    // Create a sub actor to render once with normalized vertex positions
-    MeshData newMeshData;
-    MeshData::VertexContainer newVerts;
-    MeshData::FaceIndices newFaces;
-    MeshData::FaceIndices faces = meshRecord.mMeshData.GetFaces();
-    for ( uint32_t i = 0; i < verts.size(); ++i )
-    {
-      MeshData::Vertex vertex = verts[ i ];
-      vertex.x = ( ( vertex.x - tlx ) * divWidth ) - ONE;
-      vertex.y = ( ( vertex.y - tly ) * divHeight ) - ONE;
-      newVerts.push_back( vertex );
-    }
-
-    // Reverse triangle winding order
-    uint32_t faceCount = faces.size() / 3;
-    for ( uint32_t i = 0; i < faceCount; ++i )
-    {
-      uint32_t index = i * 3;
-      newFaces.push_back( faces[ index + 2 ] );
-      newFaces.push_back( faces[ index + 1 ] );
-      newFaces.push_back( faces[ index ] );
-    }
-
-    newMeshData.SetMaterial( meshRecord.mMeshData.GetMaterial() );
-    newMeshData.SetVertices( newVerts );
-    newMeshData.SetFaceIndices( newFaces );
-    newMeshData.SetHasNormals( true );
-    newMeshData.SetHasColor( false );
-    newMeshData.SetHasTextureCoords( true );
-
-    MeshActor subActor = MeshActor::New( Mesh::New( newMeshData ) );
-    subActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-    subActor.SetColor( shadowColor );
-    subActor.SetShaderEffect( mBasicShadowShader );
-    subActor.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
-
-    // Create a render task to render the effect
-    RenderTask task = Stage::GetCurrent().GetRenderTaskList().CreateTask();
-    task.SetTargetFrameBuffer( meshRecord.mBuffer );
-    task.SetSourceActor( subActor );
-    task.SetClearEnabled( true );
-    task.SetClearColor( Vector4::ZERO );
-    task.SetExclusive( true );
-    task.SetRefreshRate( RenderTask::REFRESH_ONCE );
-    task.FinishedSignal().Connect( this, &AtlasRenderer::Impl::RenderComplete );
-    actor.Add( subActor );
-    return actor;
   }
 
-  void RenderComplete( RenderTask& renderTask )
-  {
-    // Disconnect and remove this single shot render task
-    renderTask.FinishedSignal().Disconnect( this, &AtlasRenderer::Impl::RenderComplete );
-    Stage::GetCurrent().GetRenderTaskList().RemoveTask( renderTask );
-
-    // Get the actor used for render to buffer and remove it from the parent
-    Actor renderActor = renderTask.GetSourceActor();
-    if ( renderActor )
-    {
-      Actor parent = renderActor.GetParent();
-      if ( parent )
-      {
-        parent.Remove( renderActor );
-      }
-    }
-  }
-
-  RenderableActor mActor;                             ///< The actor parent which renders the text
+  Actor mActor;                                       ///< The actor parent which renders the text
   AtlasGlyphManager mGlyphManager;                    ///< Glyph Manager to handle upload and caching
   TextAbstraction::FontClient mFontClient;            ///> The font client used to supply glyph information
-  ShaderEffect mBasicShader;                          ///> Shader used to render L8 glyphs
-  ShaderEffect mBgraShader;                           ///> Shader used to render BGRA glyphs
-  ShaderEffect mBasicShadowShader;                    ///> Shader used to render drop shadow into buffer
   std::vector< MaxBlockSize > mBlockSizes;            ///> Maximum size needed to contain a glyph in a block within a new atlas
-  std::vector< MeshData::FaceIndex > mFace;           ///> Face indices for a quad
-  Vector< TextCacheEntry > mTextCache;
+  Vector< TextCacheEntry > mTextCache;                ///> Caches data from previous render
+  Property::Map mQuadVertexFormat;                    ///> Describes the vertex format for text
+  int mDepth;                                         ///> DepthIndex passed by control when connect to stage
 };
 
 Text::RendererPtr AtlasRenderer::New()
@@ -731,8 +740,10 @@ Text::RendererPtr AtlasRenderer::New()
   return Text::RendererPtr( new AtlasRenderer() );
 }
 
-RenderableActor AtlasRenderer::Render( Text::ViewInterface& view )
+Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
 {
+  DALI_LOG_INFO( gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n" );
+
   UnparentAndReset( mImpl->mActor );
 
   Length numberOfGlyphs = view.GetNumberOfGlyphs();
@@ -742,24 +753,35 @@ RenderableActor AtlasRenderer::Render( Text::ViewInterface& view )
     Vector<GlyphInfo> glyphs;
     glyphs.Resize( numberOfGlyphs );
 
-    std::vector<Vector2> positions;
-    positions.resize( numberOfGlyphs );
+    Vector<Vector2> positions;
+    positions.Resize( numberOfGlyphs );
 
     numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
-                                     &positions[0],
+                                     positions.Begin(),
                                      0u,
                                      numberOfGlyphs );
+
     glyphs.Resize( numberOfGlyphs );
-    positions.resize( numberOfGlyphs );
+    positions.Resize( numberOfGlyphs );
+
+    const Vector4* const colorsBuffer = view.GetColors();
+    const ColorIndex* const colorIndicesBuffer = view.GetColorIndices();
+    const Vector4& defaultColor = view.GetTextColor();
 
-    mImpl->AddGlyphs( positions,
+    mImpl->AddGlyphs( view,
+                      positions,
                       glyphs,
-                      view.GetTextColor(),
-                      view.GetShadowOffset(),
-                      view.GetShadowColor(),
-                      view.IsUnderlineEnabled(),
-                      view.GetUnderlineColor(),
-                      view.GetUnderlineHeight() );
+                      defaultColor,
+                      colorsBuffer,
+                      colorIndicesBuffer,
+                      depth );
+
+    /* 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. */
+    if ( !mImpl->mActor )
+    {
+      mImpl->mActor = Actor::New();
+    }
   }
 
   return mImpl->mActor;
@@ -773,7 +795,6 @@ AtlasRenderer::AtlasRenderer()
 
 AtlasRenderer::~AtlasRenderer()
 {
-  Vector< GlyphInfo > emptyGlyphs;
-  mImpl->RemoveText( emptyGlyphs );
+  mImpl->RemoveText();
   delete mImpl;
 }