/*
- * 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/dali.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/internal/atlas-manager/atlas-manager.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/atlas/atlas-mesh-factory.h>
+#include <dali-toolkit/internal/text/text-view.h>
using namespace Dali;
using namespace Dali::Toolkit;
namespace
{
- const Vector2 DEFAULT_ATLAS_SIZE( 512.0f, 512.0f );
- const Vector2 DEFAULT_BLOCK_SIZE( 16.0f, 16.0f );
- const Vector2 PADDING( 2.0f, 2.0f );
+#if defined(DEBUG_ENABLED)
+ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_RENDERING");
+#endif
+
+#define MAKE_SHADER(A)#A
+
+const char* VERTEX_SHADER = MAKE_SHADER(
+attribute mediump vec2 aPosition;
+attribute mediump vec2 aTexCoord;
+attribute mediump vec4 aColor;
+uniform mediump vec2 uOffset;
+uniform mediump mat4 uMvpMatrix;
+varying mediump vec2 vTexCoord;
+varying mediump vec4 vColor;
+
+void main()
+{
+ mediump vec4 position = vec4( aPosition.xy + uOffset, 0.0, 1.0 );
+ gl_Position = uMvpMatrix * position;
+ vTexCoord = aTexCoord;
+ vColor = aColor;
+}
+);
+
+const char* FRAGMENT_SHADER_L8 = MAKE_SHADER(
+uniform lowp vec4 uColor;
+uniform sampler2D sTexture;
+varying mediump vec2 vTexCoord;
+varying mediump vec4 vColor;
+
+void main()
+{
+ mediump vec4 color = texture2D( sTexture, vTexCoord );
+ gl_FragColor = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a * color.r );
+}
+);
+
+const char* FRAGMENT_SHADER_RGBA = MAKE_SHADER(
+uniform lowp vec4 uColor;
+uniform sampler2D sTexture;
+varying mediump vec2 vTexCoord;
+
+void main()
+{
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
+}
+);
+
+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
{
+ enum Style
+ {
+ STYLE_NORMAL,
+ STYLE_DROP_SHADOW
+ };
struct MeshRecord
{
+ MeshRecord()
+ : mAtlasId( 0u )
+ {
+ }
+
uint32_t mAtlasId;
- MeshData mMeshData;
+ AtlasManager::Mesh2D mMesh;
+ FrameBufferImage mBuffer;
};
- struct AtlasRecord
+ /**
+ * brief Struct used to generate the underline mesh.
+ * There is one Extent per line of text.
+ */
+ struct Extent
{
- uint32_t mImageId;
- Text::GlyphIndex mIndex;
+ Extent()
+ : mBaseLine( 0.0f ),
+ mLeft( 0.0f ),
+ mRight( 0.0f ),
+ mUnderlinePosition( 0.0f ),
+ mUnderlineThickness( 0.0f ),
+ mMeshRecordIndex( 0u )
+ {
+ }
+
+ float mBaseLine;
+ float mLeft;
+ float mRight;
+ float mUnderlinePosition;
+ float mUnderlineThickness;
+ uint32_t mMeshRecordIndex;
};
struct MaxBlockSize
{
+ MaxBlockSize()
+ : mFontId( 0 ),
+ mNeededBlockWidth( 0 ),
+ mNeededBlockHeight( 0 )
+ {
+ }
+
+ FontId mFontId;
+ uint32_t mNeededBlockWidth;
+ uint32_t mNeededBlockHeight;
+ };
+
+ struct CheckEntry
+ {
+ CheckEntry()
+ : mFontId( 0 ),
+ mIndex( 0 )
+ {
+ }
+
FontId mFontId;
- Vector2 mNeededBlockSize;
+ Text::GlyphIndex mIndex;
+ };
+
+ struct TextCacheEntry
+ {
+ TextCacheEntry()
+ : mFontId( 0 ),
+ mIndex( 0 ),
+ mImageId( 0 )
+ {
+ }
+
+ FontId mFontId;
+ Text::GlyphIndex mIndex;
+ uint32_t mImageId;
};
Impl()
- : mSlotDelegate( this )
+ : mDepth( 0 )
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
- mGlyphManager.SetAtlasSize( DEFAULT_ATLAS_SIZE, DEFAULT_BLOCK_SIZE );
- mBasicShader = BasicShader::New();
- mBGRAShader = BgraShader::New();
+
+ mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+ mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
+ mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
}
- void AddGlyphs( const std::vector<Vector2>& positions, const Vector<GlyphInfo>& glyphs )
+ 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( Text::ViewInterface& view,
+ const Vector<Vector2>& positions,
+ const Vector<GlyphInfo>& glyphs,
+ const Vector4& defaultColor,
+ const Vector4* const colorsBuffer,
+ const ColorIndex* const colorIndicesBuffer,
+ int depth,
+ float minLineOffset )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
+ Vector< Extent > extents;
+ TextCacheEntry textCacheEntry;
+ mDepth = depth;
+
+ 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 (mImageIds.Size() )
+ if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
{
- // Unreference any currently used glyphs
- RemoveText();
+ style = STYLE_DROP_SHADOW;
}
CalculateBlocksSize( glyphs );
- for ( uint32_t i = 0; i < glyphs.Size(); ++i )
+ // 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();
+ const Vector2 lineOffsetPosition( minLineOffset, 0.f );
+
+ for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
{
- 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 )
{
- Vector2 position = positions[ i ];
- MeshData newMeshData;
- mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
-
- if ( slot.mImageId )
- {
- // This glyph already exists so generate mesh data plugging in our supplied position
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
- mImageIds.PushBack( slot.mImageId );
- }
- else
+ // Are we still using the same fontId as previous
+ 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 ) );
+ const float descender = ceil( fabsf( fontMetrics.descender ) );
+
+ if( fabsf( underlineHeight ) < Math::MACHINE_EPSILON_1000 )
+ {
+ currentUnderlineThickness = fontMetrics.underlineThickness;
+ // Ensure underline will be at least a pixel high
+ if ( currentUnderlineThickness < ONE )
+ {
+ currentUnderlineThickness = ONE;
+ }
+ else
+ {
+ currentUnderlineThickness = ceil( currentUnderlineThickness );
+ }
+ }
+
+ // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
+ if( currentUnderlinePosition > descender )
+ {
+ currentUnderlinePosition = descender;
+ }
+
+ if( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 )
+ {
+ // Move offset down by one ( EFL behavior )
+ currentUnderlinePosition = ONE;
+ }
+
+ lastUnderlinedFontId = glyph.fontId;
+ } // underline
+
+ 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 )
{
- mGlyphManager.SetAtlasSize( DEFAULT_ATLAS_SIZE, mBlockSizes[ j ].mNeededBlockSize );
+ currentBlockSize = index;
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+ DEFAULT_ATLAS_HEIGHT,
+ blockSize.mNeededBlockWidth,
+ blockSize.mNeededBlockHeight );
}
}
- lastFontId = glyph.fontId;
}
- // Glyph doesn't currently exist in atlas so upload
- BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
+ // Create a new image for the glyph
+ PixelData bitmap;
+
+ // Whether the current glyph is a color one.
+ const bool isColorGlyph = mFontClient.IsColorGlyph( glyph.fontId, glyph.index );
+
+ // Retrieve the emoji's bitmap.
+ TextAbstraction::FontClient::GlyphBufferData glyphBufferData;
+ glyphBufferData.width = isColorGlyph ? glyph.width : 0; // Desired width and height.
+ glyphBufferData.height = isColorGlyph ? glyph.height : 0;
+
+ mFontClient.CreateBitmap( glyph.fontId,
+ glyph.index,
+ glyphBufferData );
- // Locate a new slot for our glyph
- mGlyphManager.Add( glyph, bitmap, slot );
+ // Create the pixel data.
+ bitmap = PixelData::New( glyphBufferData.buffer,
+ glyph.width * glyph.height * GetBytesPerPixel( glyphBufferData.format ),
+ glyph.width,
+ glyph.height,
+ glyphBufferData.format,
+ PixelData::DELETE_ARRAY );
- // Generate mesh data for this quad, plugging in our supplied position
- if ( slot.mImageId )
+ if( bitmap )
{
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
- mImageIds.PushBack( slot.mImageId );
+ MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
+
+ // Ensure that the next image will fit into the current block size
+ bool setSize = false;
+ if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
+ {
+ setSize = true;
+ blockSize.mNeededBlockWidth = bitmap.GetWidth();
+ }
+ if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
+ {
+ setSize = true;
+ blockSize.mNeededBlockHeight = bitmap.GetHeight();
+ }
+
+ if( setSize )
+ {
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+ DEFAULT_ATLAS_HEIGHT,
+ blockSize.mNeededBlockWidth,
+ blockSize.mNeededBlockHeight );
+ }
+
+ // Locate a new slot for our glyph
+ 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 - lineOffsetPosition;
+
+ // Generate mesh data for this quad, plugging in our supplied position
+ AtlasManager::Mesh2D newMesh;
+ mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
+ textCacheEntry.mFontId = glyph.fontId;
+ textCacheEntry.mImageId = slot.mImageId;
+ textCacheEntry.mIndex = glyph.index;
+ newTextCache.PushBack( textCacheEntry );
+
+ AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
+
+ // 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, slot );
+ StitchTextMesh( meshContainer,
+ newMesh,
+ extents,
+ position.y + glyph.yBearing,
+ underlineGlyph,
+ currentUnderlinePosition,
+ currentUnderlineThickness,
+ slot );
+ lastFontId = glyph.fontId;
}
+ } // glyphs
+
+ // Now remove references for the old text
+ RemoveText();
+ mTextCache.Swap( newTextCache );
+
+ if( thereAreUnderlinedGlyphs )
+ {
+ // Check to see if any of the text needs an underline
+ 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 ( uint32_t i = 0; i < meshContainer.size(); ++i )
+ if( !mActor )
{
- Mesh mesh = Mesh::New( meshContainer[ i ].mMeshData );
- MeshActor actor = MeshActor::New( mesh );
- actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );;
+ // 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 );
+ mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ }
- // Check to see what pixel format the shader should be
- if ( mGlyphManager.GetPixelFormat( meshContainer[ i ].mAtlasId ) == Pixel::L8 )
- {
- actor.SetShaderEffect( mBasicShader );
- }
- else
+ for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
+ endIt = meshContainer.end();
+ it != endIt; ++it )
+ {
+ MeshRecord& meshRecord = *it;
+
+ Actor actor = CreateMeshActor( meshRecord, textSize, STYLE_NORMAL );
+
+ // Whether the actor has renderers.
+ const bool hasRenderer = actor.GetRendererCount() > 0u;
+
+ // Create an effect if necessary
+ if( hasRenderer &&
+ ( style == STYLE_DROP_SHADOW ) )
{
- actor.SetShaderEffect( mBGRAShader );
+ // Change the color of the vertices.
+ for( Vector<AtlasManager::Vertex2D>::Iterator vIt = meshRecord.mMesh.mVertices.Begin(),
+ vEndIt = meshRecord.mMesh.mVertices.End();
+ vIt != vEndIt;
+ ++vIt )
+ {
+ AtlasManager::Vertex2D& vertex = *vIt;
+
+ vertex.mColor = shadowColor;
+ }
+
+ Actor shadowActor = CreateMeshActor( meshRecord, textSize, STYLE_DROP_SHADOW );
+#if defined(DEBUG_ENABLED)
+ shadowActor.SetName( "Text Shadow renderable actor" );
+#endif
+ // Offset shadow in x and y
+ shadowActor.RegisterProperty("uOffset", shadowOffset );
+ 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 ( i )
+ if( hasRenderer )
{
mActor.Add( actor );
}
- else
- {
- mActor = actor;
- }
}
- mActor.OffStageSignal().Connect( mSlotDelegate, &AtlasRenderer::Impl::OffStageDisconnect );
}
+#if defined(DEBUG_ENABLED)
+ Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
+ DALI_LOG_INFO( gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
+ metrics.mGlyphCount,
+ metrics.mAtlasMetrics.mAtlasCount,
+ metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 );
+
+ 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",
+ i + 1, i > 8 ? "" : " ",
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mPixelFormat == Pixel::L8 ? "L8 " : "BGRA",
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mWidth,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mHeight,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockWidth,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockHeight,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlocksUsed,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mTotalBlocks );
+ }
+#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, Style style )
+ {
+ 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 ) );
+
+ // Choose the shader to use.
+ const bool isColorShader = ( STYLE_DROP_SHADOW != style ) && ( Pixel::BGRA8888 == mGlyphManager.GetPixelFormat( meshRecord.mAtlasId ) );
+ Shader shader;
+ if( isColorShader )
+ {
+ // The glyph is an emoji and is not a shadow.
+ if( !mShaderRgba )
+ {
+ mShaderRgba = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_RGBA );
+ }
+ shader = mShaderRgba;
+ }
+ else
+ {
+ // The glyph is text or a shadow.
+ if( !mShaderL8 )
+ {
+ mShaderL8 = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_L8 );
+ }
+ shader = mShaderL8;
+ }
+
+ 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 );
+ actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ return actor;
}
void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
- MeshData& newMeshData,
+ AtlasManager::Mesh2D& newMesh,
+ Vector< Extent >& extents,
+ float baseLine,
+ bool underlineGlyph,
+ float underlinePosition,
+ float underlineThickness,
AtlasManager::AtlasSlot& slot )
{
if ( slot.mImageId )
{
+ 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 ?
- for ( uint32_t i = 0; i < meshContainer.size(); ++i )
+ uint32_t index = 0;
+ for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(),
+ mEndIt = meshContainer.end();
+ mIt != mEndIt;
+ ++mIt, ++index )
{
- if ( slot.mAtlasId == meshContainer[ i ].mAtlasId )
+ if( slot.mAtlasId == mIt->mAtlasId )
{
- // Stitch the mesh to the existing mesh
- mGlyphManager.StitchMesh( meshContainer[ i ].mMeshData, newMeshData );
+ // 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;
}
}
// 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.mMesh = newMesh;
meshContainer.push_back( meshRecord );
+
+ if( underlineGlyph )
+ {
+ // Adjust extents for this new meshrecord
+ AdjustExtents( extents,
+ meshContainer,
+ meshContainer.size() - 1u,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness );
+ }
}
}
- // Unreference any glyphs that were used with this actor
- void OffStageDisconnect( Dali::Actor actor )
+ void AdjustExtents( Vector< Extent >& extents,
+ std::vector< MeshRecord>& meshRecords,
+ uint32_t index,
+ float left,
+ float right,
+ float baseLine,
+ float underlinePosition,
+ float underlineThickness )
{
- RemoveText();
- }
+ bool foundExtent = false;
+ for ( Vector< Extent >::Iterator eIt = extents.Begin(),
+ eEndIt = extents.End();
+ eIt != eEndIt;
+ ++eIt )
+ {
+ if ( Equals( baseLine, eIt->mBaseLine ) )
+ {
+ foundExtent = true;
+ if ( left < eIt->mLeft )
+ {
+ eIt->mLeft = left;
+ }
+ if ( right > eIt->mRight )
+ {
+ eIt->mRight = right;
+ }
- void RemoveText()
- {
- for ( uint32_t i = 0; i < mImageIds.Size(); ++i )
+ if ( underlinePosition > eIt->mUnderlinePosition )
+ {
+ eIt->mUnderlinePosition = underlinePosition;
+ }
+ if ( underlineThickness > eIt->mUnderlineThickness )
+ {
+ eIt->mUnderlineThickness = underlineThickness;
+ }
+ }
+ }
+ if ( !foundExtent )
{
- mGlyphManager.Remove( mImageIds[ i ] );
+ Extent extent;
+ extent.mLeft = left;
+ extent.mRight = right;
+ extent.mBaseLine = baseLine;
+ extent.mUnderlinePosition = underlinePosition;
+ extent.mUnderlineThickness = underlineThickness;
+ extent.mMeshRecordIndex = index;
+ extents.PushBack( extent );
}
- mImageIds.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 )
{
- // Get the fontId of this glyph and check to see if a max size exists?
- FontId fontId = glyphs[ i ].fontId;
- float paddedWidth = glyphs[ i ].width + PADDING.x;
- float paddedHeight = glyphs[ i ].height + PADDING.y;
+ 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;
- if ( mBlockSizes[ j ].mNeededBlockSize.x < paddedWidth )
- {
- mBlockSizes[ j ].mNeededBlockSize.x = paddedWidth;
- }
- if ( mBlockSizes[ j ].mNeededBlockSize.y < paddedHeight )
- {
- mBlockSizes[ j ].mNeededBlockSize.y = paddedHeight;
- }
+ break;
}
}
if ( !foundFont )
{
- maxBlockSize.mNeededBlockSize = Vector2( paddedWidth, paddedHeight );
+ FontMetrics fontMetrics;
+ mFontClient.GetFontMetrics( fontId, fontMetrics );
+
+ MaxBlockSize maxBlockSize;
+ maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
+ maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth;
maxBlockSize.mFontId = fontId;
+
mBlockSizes.push_back( maxBlockSize );
}
}
}
- RenderableActor mActor; ///< The actor parent which renders the text
+ void GenerateUnderlines( std::vector< MeshRecord >& meshRecords,
+ Vector< Extent >& extents,
+ const Vector4& underlineColor )
+ {
+ AtlasManager::Mesh2D newMesh;
+ unsigned short faceIndex = 0;
+ for ( Vector< Extent >::ConstIterator eIt = extents.Begin(),
+ eEndIt = extents.End();
+ eIt != eEndIt;
+ ++eIt )
+ {
+ AtlasManager::Vertex2D vert;
+ uint32_t index = eIt->mMeshRecordIndex;
+ Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
+
+ // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
+ float u = HALF / uv.x;
+ float v = HALF / uv.y;
+ float thickness = eIt->mUnderlineThickness;
+ float baseLine = eIt->mBaseLine + eIt->mUnderlinePosition - ( thickness * HALF );
+ float tlx = eIt->mLeft;
+ float brx = eIt->mRight;
+
+ 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 );
+ }
+ }
+
+ Actor mActor; ///< The actor parent which renders the text
AtlasGlyphManager mGlyphManager; ///< Glyph Manager to handle upload and caching
- Vector< uint32_t > mImageIds; ///< A list of imageIDs used by the renderer
- TextAbstraction::FontClient mFontClient; ///> The font client used to supply glyph information
- SlotDelegate< AtlasRenderer::Impl > mSlotDelegate; ///> Signal generated to unreference glyphs when renderable actor is removed
- ShaderEffect mBasicShader; ///> Shader to render L8 glyphs
- ShaderEffect mBGRAShader; ///> Shader to render BGRA glyphs
- std::vector< MaxBlockSize > mBlockSizes; ///> Maximum size needed to contain a glyph in a block within a new atlas
+ TextAbstraction::FontClient mFontClient; ///< The font client used to supply glyph information
+ Shader mShaderL8; ///< The shader for glyphs and emoji's shadows.
+ Shader mShaderRgba; ///< The shader for emojis.
+ 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
+ int mDepth; ///< DepthIndex passed by control when connect to stage
};
Text::RendererPtr AtlasRenderer::New()
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n" );
+
return Text::RendererPtr( new AtlasRenderer() );
}
-RenderableActor AtlasRenderer::Render( Text::ViewInterface& view )
+Actor AtlasRenderer::Render( Text::ViewInterface& view,
+ float& alignmentOffset,
+ int depth )
{
+ DALI_LOG_INFO( gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n" );
UnparentAndReset( mImpl->mActor );
- Text::Length numberOfGlyphs = view.GetNumberOfGlyphs();
+ Length numberOfGlyphs = view.GetNumberOfGlyphs();
- if( numberOfGlyphs > 0 )
+ if( numberOfGlyphs > 0u )
{
Vector<GlyphInfo> glyphs;
glyphs.Resize( numberOfGlyphs );
- view.GetGlyphs( &glyphs[0], 0, numberOfGlyphs );
+ Vector<Vector2> positions;
+ positions.Resize( numberOfGlyphs );
+
+ numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
+ positions.Begin(),
+ alignmentOffset,
+ 0u,
+ numberOfGlyphs );
- std::vector<Vector2> positions;
- positions.resize( numberOfGlyphs );
- view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
- mImpl->AddGlyphs( positions, glyphs );
+ glyphs.Resize( numberOfGlyphs );
+ positions.Resize( numberOfGlyphs );
+
+ const Vector4* const colorsBuffer = view.GetColors();
+ const ColorIndex* const colorIndicesBuffer = view.GetColorIndices();
+ const Vector4& defaultColor = view.GetTextColor();
+
+ mImpl->AddGlyphs( view,
+ positions,
+ glyphs,
+ 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. */
+ if ( !mImpl->mActor )
+ {
+ mImpl->mActor = Actor::New();
+ }
}
+
return mImpl->mActor;
}
AtlasRenderer::~AtlasRenderer()
{
+ mImpl->RemoveText();
delete mImpl;
-}
\ No newline at end of file
+}