Fix for Text Rendering Artefacts
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
index 41dfac9..7891391 100644 (file)
@@ -27,7 +27,7 @@
 #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
@@ -38,18 +38,40 @@ using namespace Dali::Toolkit::Text;
 
 namespace
 {
-  const Vector2 DEFAULT_ATLAS_SIZE( 512.0f, 512.0f );
-  const Vector2 DEFAULT_BLOCK_SIZE( 16.0f, 16.0f );
-  const Vector2 PADDING( 4.0f, 4.0f ); // Allow for variation in font glyphs
+  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;
 }
 
-struct AtlasRenderer::Impl
+struct AtlasRenderer::Impl : public ConnectionTracker
 {
 
+  enum Style
+  {
+    STYLE_NORMAL,
+    STYLE_DROP_SHADOW
+  };
+
   struct MeshRecord
   {
+    Vector4 mColor;
     uint32_t mAtlasId;
     MeshData mMeshData;
+    FrameBufferImage mBuffer;
+    bool mIsUnderline;
+  };
+
+  struct Extent
+  {
+    float mBaseLine;
+    float mLeft;
+    float mRight;
+    float mUnderlinePosition;
+    float mUnderlineThickness;
+    uint32_t mMeshRecordIndex;
   };
 
   struct AtlasRecord
@@ -61,26 +83,48 @@ struct AtlasRenderer::Impl
   struct MaxBlockSize
   {
     FontId mFontId;
-    Vector2 mNeededBlockSize;
+    uint32_t mNeededBlockWidth;
+    uint32_t mNeededBlockHeight;
   };
 
   Impl()
-  : mSlotDelegate( this )
   {
     mGlyphManager = AtlasGlyphManager::Get();
     mFontClient = TextAbstraction::FontClient::Get();
-    mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, DEFAULT_BLOCK_SIZE );
     mBasicShader = BasicShader::New();
-    mBGRAShader = BgraShader::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 );
   }
 
-  void AddGlyphs( const std::vector<Vector2>& positions, const Vector<GlyphInfo>& glyphs )
+  void AddGlyphs( const std::vector<Vector2>& positions,
+                  const Vector<GlyphInfo>& glyphs,
+                  const Vector4& textColor,
+                  const Vector2& shadowOffset,
+                  const Vector4& shadowColor,
+                  bool underlineEnabled,
+                  const Vector4& underlineColor,
+                  float underlineHeight )
   {
     AtlasManager::AtlasSlot slot;
     std::vector< MeshRecord > meshContainer;
+    Vector< Extent > extents;
+
+    float currentUnderlinePosition = ZERO;
+    float currentUnderlineThickness = underlineHeight;
+    uint32_t currentBlockSize = 0;
     FontId lastFontId = 0;
+    Style style = STYLE_NORMAL;
 
-    if (mImageIds.Size() )
+    if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
+    {
+      style = STYLE_DROP_SHADOW;
+    }
+
+    if ( mImageIds.Size() )
     {
       // Unreference any currently used glyphs
       RemoveText();
@@ -95,6 +139,42 @@ struct AtlasRenderer::Impl
       // No operation for white space
       if ( glyph.width && glyph.height )
       {
+        // Are we still using the same fontId as previous
+        if ( glyph.fontId != lastFontId )
+        {
+          // 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 ) );
+
+          if ( underlineHeight == ZERO )
+          {
+            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 ( ZERO == currentUnderlinePosition )
+          {
+            // Move offset down by one ( EFL behavior )
+            currentUnderlinePosition = ONE;
+          }
+        }
+
         Vector2 position = positions[ i ];
         MeshData newMeshData;
         mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
@@ -115,15 +195,39 @@ struct AtlasRenderer::Impl
             {
               if ( mBlockSizes[ j ].mFontId == glyph.fontId )
               {
-                mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, mBlockSizes[ j ].mNeededBlockSize );
+                currentBlockSize = j;
+                mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+                                               DEFAULT_ATLAS_HEIGHT,
+                                               mBlockSizes[ j ].mNeededBlockWidth,
+                                               mBlockSizes[ j ].mNeededBlockHeight );
               }
             }
-            lastFontId = glyph.fontId;
           }
 
-          // Glyph doesn't currently exist in atlas so upload
+          // Create a new image for the glyph
           BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
 
+          // Ensure that the next image will fit into the current block size
+          bool setSize = false;
+          if ( bitmap.GetWidth() > mBlockSizes[ currentBlockSize ].mNeededBlockWidth )
+          {
+            setSize = true;
+            mBlockSizes[ currentBlockSize ].mNeededBlockWidth = bitmap.GetWidth();
+          }
+          if ( bitmap.GetHeight() > mBlockSizes[ currentBlockSize ].mNeededBlockHeight )
+          {
+            setSize = true;
+            mBlockSizes[ currentBlockSize ].mNeededBlockHeight = bitmap.GetHeight();
+          }
+
+          if ( setSize )
+          {
+            mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+                                           DEFAULT_ATLAS_HEIGHT,
+                                           mBlockSizes[ currentBlockSize ].mNeededBlockWidth,
+                                           mBlockSizes[ currentBlockSize ].mNeededBlockHeight );
+          }
+
           // Locate a new slot for our glyph
           mGlyphManager.Add( glyph, bitmap, slot );
 
@@ -135,31 +239,59 @@ struct AtlasRenderer::Impl
           }
         }
         // 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,
+                        newMeshData,
+                        extents,
+                        textColor,
+                        position.y + glyph.yBearing,
+                        currentUnderlinePosition,
+                        currentUnderlineThickness,
+                        slot );
+       lastFontId = glyph.fontId;
       }
     }
 
+    if ( underlineEnabled )
+    {
+      // Check to see if any of the text needs an underline
+      GenerateUnderlines( meshContainer, extents, underlineColor, textColor );
+    }
+
     // For each MeshData object, create a mesh actor and add to the renderable actor
     if ( meshContainer.size() )
     {
-      for ( uint32_t i = 0; i < meshContainer.size(); ++i )
+      for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
       {
-        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( mIt->mMeshData ) );
+        actor.SetColor( mIt->mColor );
+
+        // 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 );
+        }
 
         // Check to see what pixel format the shader should be
-        if ( mGlyphManager.GetPixelFormat( meshContainer[ i ].mAtlasId ) == Pixel::L8 )
+        if ( mGlyphManager.GetPixelFormat( mIt->mAtlasId ) == Pixel::L8 )
         {
+          // Create an effect if necessary
+          if ( style == STYLE_DROP_SHADOW )
+          {
+            actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
+          }
           actor.SetShaderEffect( mBasicShader );
         }
         else
         {
-          actor.SetShaderEffect( mBGRAShader );
+          actor.SetShaderEffect( mBgraShader );
         }
 
-        if ( i )
+        if ( mActor )
         {
           mActor.Add( actor );
         }
@@ -168,7 +300,7 @@ struct AtlasRenderer::Impl
           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();
@@ -181,10 +313,10 @@ struct AtlasRenderer::Impl
       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 ].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 );
     }
@@ -193,17 +325,35 @@ struct AtlasRenderer::Impl
 
   void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
                        MeshData& newMeshData,
+                       Vector< Extent >& extents,
+                       const Vector4& color,
+                       float baseLine,
+                       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;
+
       // 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(); mIt != meshContainer.end(); ++mIt, ++index )
       {
-        if ( slot.mAtlasId == meshContainer[ i ].mAtlasId )
+        if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
         {
-          // Stitch the mesh to the existing mesh
-          mGlyphManager.StitchMesh( meshContainer[ i ].mMeshData, newMeshData );
+          // 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 );
           return;
         }
       }
@@ -212,7 +362,67 @@ struct AtlasRenderer::Impl
       MeshRecord meshRecord;
       meshRecord.mAtlasId = slot.mAtlasId;
       meshRecord.mMeshData = newMeshData;
+      meshRecord.mColor = color;
+      meshRecord.mIsUnderline = false;
       meshContainer.push_back( meshRecord );
+
+      // Adjust extents for this new meshrecord
+      AdjustExtents( extents,
+                     meshContainer,
+                     meshContainer.size() - 1u,
+                     left,
+                     right,
+                     baseLine,
+                     underlinePosition,
+                     underlineThickness );
+
+    }
+  }
+
+  void AdjustExtents( Vector< Extent >& extents,
+                      std::vector< MeshRecord>& meshRecords,
+                      uint32_t index,
+                      float left,
+                      float right,
+                      float baseLine,
+                      float underlinePosition,
+                      float underlineThickness )
+  {
+    bool foundExtent = false;
+    for ( Vector< Extent >::Iterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
+    {
+      if ( Equals( baseLine, eIt->mBaseLine ) )
+      {
+        foundExtent = true;
+        if ( left < eIt->mLeft )
+        {
+          eIt->mLeft = left;
+        }
+        if ( right > eIt->mRight  )
+        {
+          eIt->mRight = right;
+        }
+
+        if ( underlinePosition > eIt->mUnderlinePosition )
+        {
+          eIt->mUnderlinePosition = underlinePosition;
+        }
+        if ( underlineThickness > eIt->mUnderlineThickness )
+        {
+          eIt->mUnderlineThickness = underlineThickness;
+        }
+      }
+    }
+    if ( !foundExtent )
+    {
+      Extent extent;
+      extent.mLeft = left;
+      extent.mRight = right;
+      extent.mBaseLine = baseLine;
+      extent.mUnderlinePosition = underlinePosition;
+      extent.mUnderlineThickness = underlineThickness;
+      extent.mMeshRecordIndex = index;
+      extents.PushBack( extent );
     }
   }
 
@@ -236,45 +446,237 @@ struct AtlasRenderer::Impl
     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;
-          }
         }
       }
-
       if ( !foundFont )
       {
-        maxBlockSize.mNeededBlockSize = Vector2( paddedWidth, paddedHeight );
+        FontMetrics fontMetrics;
+        mFontClient.GetFontMetrics( fontId, fontMetrics );
+        maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
+        maxBlockSize.mNeededBlockHeight = static_cast< uint32_t >( fontMetrics.height );
         maxBlockSize.mFontId = fontId;
         mBlockSizes.push_back( maxBlockSize );
       }
     }
   }
 
+  void GenerateUnderlines( std::vector< MeshRecord>& meshRecords,
+                           Vector< Extent >& extents,
+                           const Vector4& underlineColor,
+                           const Vector4& textColor )
+  {
+    MeshData newMeshData;
+    for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
+    {
+      MeshData::VertexContainer newVerts;
+      newVerts.reserve( 4u );
+      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;
+
+      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;
+      }
+    }
+
+    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
   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
+  std::vector< MeshData::FaceIndex > mFace;           ///> Face indices for a quad
 };
 
 Text::RendererPtr AtlasRenderer::New()
@@ -299,7 +701,14 @@ RenderableActor AtlasRenderer::Render( Text::ViewInterface& view )
     std::vector<Vector2> positions;
     positions.resize( numberOfGlyphs );
     view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
-    mImpl->AddGlyphs( positions, glyphs );
+    mImpl->AddGlyphs( positions,
+                      glyphs,
+                      view.GetTextColor(),
+                      view.GetShadowOffset(),
+                      view.GetShadowColor(),
+                      view.IsUnderlineEnabled(),
+                      view.GetUnderlineColor(),
+                      view.GetUnderlineHeight() );
   }
   return mImpl->mActor;
 }