+ 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 );
+ }
+ }
+ }
+