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 : public ConnectionTracker
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
struct MaxBlockSize
{
FontId mFontId;
- Vector2 mNeededBlockSize;
+ uint32_t mNeededBlockWidth;
+ uint32_t mNeededBlockHeight;
};
Impl()
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
- mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_SIZE, DEFAULT_BLOCK_SIZE );
mBasicShader = BasicShader::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,
+ const Vector4& textColor,
const Vector2& shadowOffset,
- const Vector4& shadowColor )
+ 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 ( shadowOffset.x > 0.0f || shadowOffset.y > 0.0f )
+ if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 )
{
style = STYLE_DROP_SHADOW;
}
// 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 );
{
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 );
}
}
// 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 )
{
- MeshActor actor = MeshActor::New( Mesh::New( meshContainer[ i ].mMeshData ) );
- 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( GenerateEffect( meshContainer[ i ], shadowOffset, shadowColor ) );
+ actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
}
actor.SetShaderEffect( mBasicShader );
}
actor.SetShaderEffect( mBgraShader );
}
- if ( i )
+ if ( mActor )
{
mActor.Add( actor );
}
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 );
}
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;
}
}
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 );
}
}
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 );
}
}
}
- MeshActor GenerateEffect( MeshRecord& meshRecord,
+ 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();
- 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;
+ float brx = ZERO;
+ float bry = ZERO;
for ( uint32_t i = 0; i < verts.size(); ++i )
{
float width = brx - tlx;
float height = bry - tly;
- float divWidth = 2.0f / width;
- float divHeight = 2.0f / height;
+ float divWidth = TWO / width;
+ float divHeight = TWO / 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, tly + shadowOffset.y, ZERO ),
+ Vector2::ZERO,
+ Vector3::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, tly + shadowOffset.y, ZERO ),
+ Vector2( ONE, ZERO ),
+ Vector3::ZERO ) );
- vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, zero ),
- Vector2( one, one ),
- Vector3( zero, zero, zero ) ) );
+ vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, ZERO ),
+ Vector2( ZERO, ONE ),
+ Vector3::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 );
+ 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( face );
+ meshData.SetFaceIndices( mFace );
meshData.SetHasNormals( true );
meshData.SetHasColor( false );
meshData.SetHasTextureCoords( true );
MeshActor actor = MeshActor::New( Mesh::New( meshData ) );
- actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
actor.SetShaderEffect( mBgraShader );
actor.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
- actor.SetSortModifier( one ); // force behind main text
+ actor.SetSortModifier( 0.1f ); // force behind main text
// Create a sub actor to render once with normalized vertex positions
MeshData newMeshData;
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;
+ vertex.x = ( ( vertex.x - tlx ) * divWidth ) - ONE;
+ vertex.y = ( ( vertex.y - tly ) * divHeight ) - ONE;
newVerts.push_back( vertex );
}
newMeshData.SetHasTextureCoords( true );
MeshActor subActor = MeshActor::New( Mesh::New( newMeshData ) );
- subActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
subActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
subActor.SetColor( shadowColor );
subActor.SetShaderEffect( mBasicShadowShader );
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()
view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
mImpl->AddGlyphs( positions,
glyphs,
+ view.GetTextColor(),
view.GetShadowOffset(),
- view.GetShadowColor() );
+ view.GetShadowColor(),
+ view.IsUnderlineEnabled(),
+ view.GetUnderlineColor(),
+ view.GetUnderlineHeight() );
}
return mImpl->mActor;
}