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 );
}
// Create a new image for the glyph
- PixelData bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
+ 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 );
+
+ // 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 );
+
if( bitmap )
{
MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
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 );
{
MeshRecord& meshRecord = *it;
- Actor actor = CreateMeshActor( meshRecord, textSize );
+ Actor actor = CreateMeshActor( meshRecord, textSize, STYLE_NORMAL );
// Whether the actor has renderers.
const bool hasRenderer = actor.GetRendererCount() > 0u;
vertex.mColor = shadowColor;
}
- Actor shadowActor = CreateMeshActor( meshRecord, textSize );
+ Actor shadowActor = CreateMeshActor( meshRecord, textSize, STYLE_DROP_SHADOW );
#if defined(DEBUG_ENABLED)
shadowActor.SetName( "Text Shadow renderable actor" );
#endif
mTextCache.Resize( 0 );
}
- Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize )
+ 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() );
quadGeometry.SetIndexBuffer( &meshRecord.mMesh.mIndices[0], meshRecord.mMesh.mIndices.Size() );
TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) );
- Shader shader( mGlyphManager.GetShader( 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 );
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
- 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
+ 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()