// EXTERNAL INCLUDES
#include <dali/dali.h>
+#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/atlas-manager/atlas-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>
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_ATLAS_RENDERER");
+#endif
using namespace Dali;
using namespace Dali::Toolkit;
{
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 );
+ const Vector2 PADDING( 4.0f, 4.0f ); // Allow for variation in font glyphs
}
-struct AtlasRenderer::Impl
+struct AtlasRenderer::Impl : public ConnectionTracker
{
+ enum Style
+ {
+ STYLE_NORMAL,
+ STYLE_DROP_SHADOW
+ };
+
struct MeshRecord
{
uint32_t mAtlasId;
MeshData mMeshData;
+ FrameBufferImage mBuffer;
};
struct AtlasRecord
Text::GlyphIndex mIndex;
};
+ struct MaxBlockSize
+ {
+ FontId mFontId;
+ Vector2 mNeededBlockSize;
+ };
+
Impl()
- : mSlotDelegate( this )
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
- mGlyphManager.SetAtlasSize( DEFAULT_ATLAS_SIZE, DEFAULT_BLOCK_SIZE );
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, DEFAULT_BLOCK_SIZE );
mBasicShader = BasicShader::New();
- mBGRAShader = BgraShader::New();
+ mBgraShader = BgraShader::New();
+ mBasicShadowShader = BasicShadowShader::New();
}
- void AddGlyphs( const std::vector<Vector2>& positions, const Vector<GlyphInfo>& glyphs )
+ void AddGlyphs( const std::vector<Vector2>& positions,
+ const Vector<GlyphInfo>& glyphs,
+ const Vector2& shadowOffset,
+ const Vector4& shadowColor )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
+ FontId lastFontId = 0;
+ Style style = STYLE_NORMAL;
+
+ if ( shadowOffset.x > 0.0f || shadowOffset.y > 0.0f )
+ {
+ style = STYLE_DROP_SHADOW;
+ }
- if (mImageIds.Size() )
+ if ( mImageIds.Size() )
{
// Unreference any currently used glyphs
RemoveText();
}
- // Set the block size to use, if an atlas is created
- mGlyphManager.SetAtlasSize( DEFAULT_ATLAS_SIZE, CalculateBlockSize( glyphs ) );
+ CalculateBlocksSize( glyphs );
for ( uint32_t i = 0; i < glyphs.Size(); ++i )
{
}
else
{
+
+ // Select correct size for new atlas if needed....?
+ if ( lastFontId != glyph.fontId )
+ {
+ for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
+ {
+ if ( mBlockSizes[ j ].mFontId == glyph.fontId )
+ {
+ mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, mBlockSizes[ j ].mNeededBlockSize );
+ }
+ }
+ lastFontId = glyph.fontId;
+ }
+
// Glyph doesn't currently exist in atlas so upload
BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
{
for ( uint32_t i = 0; i < meshContainer.size(); ++i )
{
- Mesh mesh = Mesh::New( meshContainer[ i ].mMeshData );
- MeshActor actor = MeshActor::New( mesh );
- actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );;
+ MeshActor actor = MeshActor::New( Mesh::New( meshContainer[ i ].mMeshData ) );
+ actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
// Check to see what pixel format the shader should be
if ( mGlyphManager.GetPixelFormat( meshContainer[ i ].mAtlasId ) == Pixel::L8 )
{
+ // Create an effect if necessary
+ if ( style == STYLE_DROP_SHADOW )
+ {
+ actor.Add( GenerateEffect( meshContainer[ i ], shadowOffset, shadowColor ) );
+ }
actor.SetShaderEffect( mBasicShader );
}
else
{
- actor.SetShaderEffect( mBGRAShader );
+ actor.SetShaderEffect( mBgraShader );
}
if ( i )
mActor = actor;
}
}
- mActor.OffStageSignal().Connect( mSlotDelegate, &AtlasRenderer::Impl::OffStageDisconnect );
+ mActor.OffStageSignal().Connect( this, &AtlasRenderer::Impl::OffStageDisconnect );
+ }
+#if defined(DEBUG_ENABLED)
+ Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
+ DALI_LOG_INFO( gLogFilter, Debug::Concise, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
+ 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, "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 ].mWidth,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mHeight,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlockWidth,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlockHeight,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlocksUsed,
+ metrics.mAtlasMetrics.mAtlasMetrics[ i ].mTotalBlocks );
}
+#endif
}
void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
mImageIds.Resize( 0 );
}
- Vector2 CalculateBlockSize( const Vector<GlyphInfo>& glyphs )
+ void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
{
- float maxWidth = glyphs[ 0 ].width;
- float maxHeight = glyphs[ 0 ].height;
+ MaxBlockSize maxBlockSize;
+ for ( uint32_t i = 0; i < glyphs.Size(); ++i )
+ {
+ // 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;
+ bool foundFont = false;
+
+ for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
+ {
+ if ( mBlockSizes[ j ].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;
+ }
+ }
+ }
- for ( uint32_t i = 1u; i < glyphs.Size(); ++i )
+ if ( !foundFont )
+ {
+ maxBlockSize.mNeededBlockSize = Vector2( paddedWidth, paddedHeight );
+ maxBlockSize.mFontId = fontId;
+ mBlockSizes.push_back( maxBlockSize );
+ }
+ }
+ }
+
+ MeshActor GenerateEffect( 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();
+ const float zero = 0.0f;
+ const float one = 1.0f;
+ 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 ( maxWidth < glyphs[ i ].width )
+ if ( verts[ i ].x < tlx )
{
- maxWidth = glyphs[ i ].width;
+ tlx = verts[ i ].x;
}
- if ( maxHeight < glyphs[ i ].height )
+ if ( verts[ i ].y < tly )
{
- maxHeight = glyphs[ i ].height;
+ tly = verts[ i ].y;
+ }
+ if ( verts[ i ].x > brx )
+ {
+ brx = verts[ i ].x;
+ }
+ if ( verts[ i ].y > bry )
+ {
+ bry = verts[ i ].y;
+ }
+ }
+
+ float width = brx - tlx;
+ float height = bry - tly;
+ float divWidth = 2.0f / width;
+ float divHeight = 2.0f / height;
+
+ // Create a buffer to render to
+ // TODO bloom style filter from this buffer
+ 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, zero ),
+ Vector3( zero, zero, zero ) ) );
+
+ vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, tly + shadowOffset.y, zero ),
+ Vector2( one, zero ),
+ Vector3( zero, zero, zero ) ) );
+
+ vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, zero ),
+ Vector2( zero, one ),
+ Vector3( zero, zero, zero ) ) );
+
+ vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, zero ),
+ Vector2( one, one ),
+ Vector3( zero, zero, zero ) ) );
+
+ face.push_back( 0 ); face.push_back( 2u ); face.push_back( 1u );
+ face.push_back( 1u ); face.push_back( 2u ); face.push_back( 3u );
+
+ MeshData meshData;
+ Material newMaterial = Material::New("effect buffer");
+ newMaterial.SetDiffuseTexture( meshRecord.mBuffer );
+ meshData.SetMaterial( newMaterial );
+ meshData.SetVertices( vertices );
+ meshData.SetFaceIndices( face );
+ 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( one ); // 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 );
}
}
- return Vector2( maxWidth + PADDING.x, maxHeight + PADDING.y );
}
RenderableActor 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
+ 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
};
Text::RendererPtr AtlasRenderer::New()
std::vector<Vector2> positions;
positions.resize( numberOfGlyphs );
view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
- mImpl->AddGlyphs( positions, glyphs );
+ mImpl->AddGlyphs( positions,
+ glyphs,
+ view.GetShadowOffset(),
+ view.GetShadowColor() );
}
return mImpl->mActor;
}
AtlasRenderer::~AtlasRenderer()
{
delete mImpl;
-}
\ No newline at end of file
+}