Rendering API clean-up
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
index 7c629fd..7a76534 100644 (file)
 
 // EXTERNAL INCLUDES
 #include <dali/integration-api/debug.h>
-#include <dali/public-api/common/stage.h>
-#include <dali/public-api/images/frame-buffer-image.h>
-#include <dali/public-api/render-tasks/render-task.h>
-#include <dali/public-api/render-tasks/render-task-list.h>
 #include <dali/devel-api/rendering/renderer.h>
 #include <dali/devel-api/rendering/geometry.h>
 #include <dali/devel-api/text-abstraction/font-client.h>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
 #include <dali-toolkit/internal/text/glyph-run.h>
 #include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
+#include <dali-toolkit/internal/text/rendering/atlas/atlas-mesh-factory.h>
 #include <dali-toolkit/internal/text/text-view.h>
 
 using namespace Dali;
@@ -47,11 +44,11 @@ namespace
 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 AtlasRenderer::Impl
 {
   enum Style
   {
@@ -62,12 +59,10 @@ struct AtlasRenderer::Impl : public ConnectionTracker
   struct MeshRecord
   {
     MeshRecord()
-    : mColor( Color::BLACK ),
-      mAtlasId( 0 )
+    : mAtlasId( 0u )
     {
     }
 
-    Vector4 mColor;
     uint32_t mAtlasId;
     AtlasManager::Mesh2D mMesh;
     FrameBufferImage mBuffer;
@@ -85,7 +80,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker
       mRight( 0.0f ),
       mUnderlinePosition( 0.0f ),
       mUnderlineThickness( 0.0f ),
-      mMeshRecordIndex( 0 )
+      mMeshRecordIndex( 0u )
     {
     }
 
@@ -145,15 +140,13 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 
     mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
     mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
+    mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
     mQuadIndexFormat[ "indices" ] = Property::INTEGER;
   }
 
   bool IsGlyphUnderlined( GlyphIndex index,
                           const Vector<GlyphRun>& underlineRuns )
   {
-    // TODO: At the moment it works because we always traverse the glyphs starting from the beginning
-    //       and there is only one glyph run! If there are more they should be ordered.
-
     for( Vector<GlyphRun>::ConstIterator it = underlineRuns.Begin(),
            endIt = underlineRuns.End();
            it != endIt;
@@ -173,6 +166,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker
   void AddGlyphs( Text::ViewInterface& view,
                   const Vector<Vector2>& positions,
                   const Vector<GlyphInfo>& glyphs,
+                  const Vector<Vector4>& colors,
                   int depth )
   {
     AtlasManager::AtlasSlot slot;
@@ -182,8 +176,8 @@ struct AtlasRenderer::Impl : public ConnectionTracker
     mDepth = depth;
 
     const Vector2& actorSize( view.GetControlSize() );
-    const Vector2 halfActorSize( actorSize * 0.5f );
-    const Vector4& textColor( view.GetTextColor() );
+    const Vector2& textSize( view.GetLayoutSize() );
+    const Vector2 halfTextSize( textSize * 0.5f );
     const Vector2& shadowOffset( view.GetShadowOffset() );
     const Vector4& shadowColor( view.GetShadowColor() );
     const bool underlineEnabled( view.IsUnderlineEnabled() );
@@ -218,6 +212,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker
     Vector< TextCacheEntry > newTextCache;
     const GlyphInfo* const glyphsBuffer = glyphs.Begin();
     const Vector2* const positionsBuffer = positions.Begin();
+    const Vector4* const colorsBuffer = colors.Begin();
 
     for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
     {
@@ -227,10 +222,10 @@ struct AtlasRenderer::Impl : public ConnectionTracker
       thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph;
 
       // No operation for white space
-      if ( glyph.width && glyph.height )
+      if( glyph.width && glyph.height )
       {
         // Are we still using the same fontId as previous
-        if ( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) )
+        if( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) )
         {
           // We need to fetch fresh font underline metrics
           FontMetrics fontMetrics;
@@ -238,7 +233,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker
           currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) );
           const float descender = ceil( fabsf( fontMetrics.descender ) );
 
-          if ( underlineHeight == ZERO )
+          if( fabsf( underlineHeight ) < Math::MACHINE_EPSILON_1000 )
           {
             currentUnderlineThickness = fontMetrics.underlineThickness;
 
@@ -254,11 +249,12 @@ struct AtlasRenderer::Impl : public ConnectionTracker
           }
 
           // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font
-          if ( currentUnderlinePosition > descender )
+          if( currentUnderlinePosition > descender )
           {
             currentUnderlinePosition = descender;
           }
-          if ( ZERO == currentUnderlinePosition )
+
+          if( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 )
           {
             // Move offset down by one ( EFL behavior )
             currentUnderlinePosition = ONE;
@@ -267,47 +263,54 @@ struct AtlasRenderer::Impl : public ConnectionTracker
           lastUnderlinedFontId = glyph.fontId;
         } // underline
 
-        if ( !mGlyphManager.Cached( glyph.fontId, glyph.index, slot ) )
+        if( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) )
         {
           // Select correct size for new atlas if needed....?
-          if ( lastFontId != glyph.fontId )
+          if( lastFontId != glyph.fontId )
           {
-            for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
+            uint32_t index = 0u;
+            for( std::vector<MaxBlockSize>::const_iterator it = mBlockSizes.begin(),
+                   endIt = mBlockSizes.end();
+                 it != endIt;
+                 ++it, ++index )
             {
-              if ( mBlockSizes[ j ].mFontId == glyph.fontId )
+              const MaxBlockSize& blockSize = *it;
+              if( blockSize.mFontId == glyph.fontId )
               {
-                currentBlockSize = j;
+                currentBlockSize = index;
                 mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
                                                DEFAULT_ATLAS_HEIGHT,
-                                               mBlockSizes[ j ].mNeededBlockWidth,
-                                               mBlockSizes[ j ].mNeededBlockHeight );
+                                               blockSize.mNeededBlockWidth,
+                                               blockSize.mNeededBlockHeight );
               }
             }
           }
 
           // Create a new image for the glyph
           BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
-          if ( bitmap )
+          if( bitmap )
           {
+            MaxBlockSize& blockSize = mBlockSizes[currentBlockSize];
+
             // Ensure that the next image will fit into the current block size
             bool setSize = false;
-            if ( bitmap.GetWidth() > mBlockSizes[ currentBlockSize ].mNeededBlockWidth )
+            if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
             {
               setSize = true;
-              mBlockSizes[ currentBlockSize ].mNeededBlockWidth = bitmap.GetWidth();
+              blockSize.mNeededBlockWidth = bitmap.GetWidth();
             }
-            if ( bitmap.GetHeight() > mBlockSizes[ currentBlockSize ].mNeededBlockHeight )
+            if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
             {
               setSize = true;
-              mBlockSizes[ currentBlockSize ].mNeededBlockHeight = bitmap.GetHeight();
+              blockSize.mNeededBlockHeight = bitmap.GetHeight();
             }
 
-            if ( setSize )
+            if( setSize )
             {
               mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
                                              DEFAULT_ATLAS_HEIGHT,
-                                             mBlockSizes[ currentBlockSize ].mNeededBlockWidth,
-                                             mBlockSizes[ currentBlockSize ].mNeededBlockHeight );
+                                             blockSize.mNeededBlockWidth,
+                                             blockSize.mNeededBlockHeight );
             }
 
             // Locate a new slot for our glyph
@@ -321,7 +324,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker
         }
 
         // Move the origin (0,0) of the mesh to the center of the actor
-        Vector2 position = *( positionsBuffer + i ) - halfActorSize;
+        const Vector2 position = *( positionsBuffer + i ) - halfTextSize;
 
         // Generate mesh data for this quad, plugging in our supplied position
         AtlasManager::Mesh2D newMesh;
@@ -331,21 +334,40 @@ struct AtlasRenderer::Impl : public ConnectionTracker
         textCacheEntry.mIndex = glyph.index;
         newTextCache.PushBack( textCacheEntry );
 
+        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 i=0; i<newMesh.mVertices.Count(); ++i )
+          for( unsigned int index = 0u, size = newMesh.mVertices.Count();
+               index < size;
+               ++index )
           {
-            newMesh.mVertices[i].mPosition.x = position.x + ( ( newMesh.mVertices[i].mPosition.x - position.x ) * glyph.scaleFactor );
-            newMesh.mVertices[i].mPosition.y = position.y + ( ( newMesh.mVertices[i].mPosition.y - position.y ) * glyph.scaleFactor );
+            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 Vector4& color = *( colorsBuffer + i );
+
+        for( unsigned int index = 0u, size = newMesh.mVertices.Count();
+             index < size;
+             ++index )
+        {
+          AtlasManager::Vertex2D& vertex = *( verticesBuffer + index );
+
+          // Set the color of the vertex.
+          vertex.mColor = color;
+        }
+
         // 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,
                         newMesh,
                         extents,
-                        textColor,
                         position.y + glyph.yBearing,
                         underlineGlyph,
                         currentUnderlinePosition,
@@ -358,27 +380,58 @@ struct AtlasRenderer::Impl : public ConnectionTracker
     // Now remove references for the old text
     RemoveText();
     mTextCache.Swap( newTextCache );
-    RemoveAllShadowRenderTasks();
 
     if( thereAreUnderlinedGlyphs )
     {
       // Check to see if any of the text needs an underline
-      GenerateUnderlines( meshContainer, extents, underlineColor, textColor );
+      GenerateUnderlines( meshContainer, extents, underlineColor );
     }
 
     // For each MeshData object, create a mesh actor and add to the renderable actor
-    if ( meshContainer.size() )
+    if( !meshContainer.empty() )
     {
-      for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
+      for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
+              endIt = meshContainer.end();
+            it != endIt; ++it )
       {
-        Actor actor = CreateMeshActor( *mIt, actorSize );
+        MeshRecord& meshRecord = *it;
+
+        Actor actor = CreateMeshActor( meshRecord, textSize );
 
         // Create an effect if necessary
-        if ( style == STYLE_DROP_SHADOW )
+        if( style == STYLE_DROP_SHADOW )
         {
-          Actor shadowActor = GenerateShadow( *mIt, actorSize, shadowOffset, shadowColor );
-          shadowActor.Add( actor );
-          actor = shadowActor;
+          // Change the color of the vertices.
+          for( Vector<AtlasManager::Vertex2D>::Iterator vIt =  meshRecord.mMesh.mVertices.Begin(),
+                 vEndIt = meshRecord.mMesh.mVertices.End();
+               vIt != vEndIt;
+               ++vIt )
+          {
+            AtlasManager::Vertex2D& vertex = *vIt;
+
+            vertex.mColor = shadowColor;
+          }
+
+          // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
+          Actor containerActor = Actor::New();
+          containerActor.SetParentOrigin( ParentOrigin::CENTER );
+          containerActor.SetSize( actorSize );
+
+          Actor shadowActor = CreateMeshActor( meshRecord, textSize );
+#if defined(DEBUG_ENABLED)
+          shadowActor.SetName( "Text Shadow renderable actor" );
+#endif
+          // Offset shadow in x and y
+          shadowActor.RegisterProperty("uOffset", shadowOffset );
+          if( actor.GetRendererCount() )
+          {
+            Dali::Renderer renderer( shadowActor.GetRendererAt( 0 ) );
+            int depthIndex = renderer.GetProperty<int>(Dali::Renderer::Property::DEPTH_INDEX);
+            renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 );
+            containerActor.Add( shadowActor );
+            containerActor.Add( actor );
+            actor = containerActor;
+          }
         }
 
         if( mActor )
@@ -400,7 +453,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 
     DALI_LOG_INFO( gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str() );
 
-    for ( uint32_t i = 0; i < metrics.mAtlasMetrics.mAtlasCount; ++i )
+    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 ? "" : " ",
@@ -417,7 +470,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 
   void RemoveText()
   {
-    for ( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter )
+    for( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter )
     {
       mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, -1/*decrement*/ );
     }
@@ -426,33 +479,39 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 
   Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize )
   {
-    PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
-    PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
-    quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ) );
-    quadIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );
+    PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat );
+    PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat );
+    quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() );
+    quadIndices.SetData(  const_cast< unsigned int* >(           &meshRecord.mMesh.mIndices[ 0 ] ),  meshRecord.mMesh.mIndices.Size() );
 
     Geometry quadGeometry = Geometry::New();
     quadGeometry.AddVertexBuffer( quadVertices );
     quadGeometry.SetIndexBuffer( quadIndices );
 
-    Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
-    Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
-    renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
+    TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) );
+    Shader shader( mGlyphManager.GetShader( meshRecord.mAtlasId ) );
+    Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader );
+    renderer.SetTextures( textureSet );
+    renderer.SetProperty( Dali::Renderer::Property::BLENDING_MODE, BlendingMode::ON );
+    renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
     Actor actor = Actor::New();
 #if defined(DEBUG_ENABLED)
     actor.SetName( "Text renderable actor" );
 #endif
     actor.AddRenderer( renderer );
-    actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
+
+    // Keep all of the origins aligned
+    actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+    actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+
     actor.SetSize( actorSize );
-    actor.SetColor( meshRecord.mColor );
+    actor.RegisterProperty("uOffset", Vector2::ZERO );
     return actor;
   }
 
   void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
                        AtlasManager::Mesh2D& newMesh,
                        Vector< Extent >& extents,
-                       const Vector4& color,
                        float baseLine,
                        bool underlineGlyph,
                        float underlinePosition,
@@ -471,10 +530,10 @@ struct AtlasRenderer::Impl : public ConnectionTracker
             mIt != mEndIt;
             ++mIt, ++index )
       {
-        if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
+        if( slot.mAtlasId == mIt->mAtlasId )
         {
-          // Stitch the mesh to the existing mesh and adjust any extents
-          mGlyphManager.StitchMesh( mIt->mMesh, newMesh );
+          // Append the mesh to the existing mesh and adjust any extents
+          Toolkit::Internal::AtlasMeshFactory::AppendMesh( mIt->mMesh, newMesh );
 
           if( underlineGlyph )
           {
@@ -496,7 +555,6 @@ struct AtlasRenderer::Impl : public ConnectionTracker
       MeshRecord meshRecord;
       meshRecord.mAtlasId = slot.mAtlasId;
       meshRecord.mMesh = newMesh;
-      meshRecord.mColor = color;
       meshContainer.push_back( meshRecord );
 
       if( underlineGlyph )
@@ -566,25 +624,36 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 
   void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
   {
-    MaxBlockSize maxBlockSize;
-    for ( uint32_t i = 0; i < glyphs.Size(); ++i )
+    for( Vector<GlyphInfo>::ConstIterator glyphIt = glyphs.Begin(),
+           glyphEndIt = glyphs.End();
+         glyphIt != glyphEndIt;
+         ++glyphIt )
     {
-      FontId fontId = glyphs[ i ].fontId;
+      const FontId fontId = (*glyphIt).fontId;
       bool foundFont = false;
-      for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
+
+      for( std::vector< MaxBlockSize >::const_iterator blockIt = mBlockSizes.begin(),
+             blockEndIt = mBlockSizes.end();
+           blockIt != blockEndIt;
+           ++blockIt )
       {
-        if ( mBlockSizes[ j ].mFontId == fontId )
+        if( (*blockIt).mFontId == fontId )
         {
           foundFont = true;
+          break;
         }
       }
+
       if ( !foundFont )
       {
         FontMetrics fontMetrics;
         mFontClient.GetFontMetrics( fontId, fontMetrics );
+
+        MaxBlockSize maxBlockSize;
         maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height );
-        maxBlockSize.mNeededBlockHeight = static_cast< uint32_t >( fontMetrics.height );
+        maxBlockSize.mNeededBlockHeight = maxBlockSize.mNeededBlockWidth;
         maxBlockSize.mFontId = fontId;
+
         mBlockSizes.push_back( maxBlockSize );
       }
     }
@@ -592,8 +661,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker
 
   void GenerateUnderlines( std::vector< MeshRecord >& meshRecords,
                            Vector< Extent >& extents,
-                           const Vector4& underlineColor,
-                           const Vector4& textColor )
+                           const Vector4& underlineColor )
   {
     AtlasManager::Mesh2D newMesh;
     unsigned short faceIndex = 0;
@@ -645,186 +713,20 @@ struct AtlasRenderer::Impl : public ConnectionTracker
       newMesh.mIndices.PushBack( faceIndex + 1u );
       faceIndex += 4;
 
-      if ( underlineColor == textColor )
-      {
-        mGlyphManager.StitchMesh( meshRecords[ index ].mMesh, newMesh );
-      }
-      else
-      {
-        MeshRecord record;
-        record.mMesh = newMesh;
-        record.mAtlasId = meshRecords[ index ].mAtlasId;
-        record.mColor = underlineColor;
-        meshRecords.push_back( record );
-      }
-    }
-  }
+      vert.mColor = underlineColor;
 
-  Actor GenerateShadow( MeshRecord& meshRecord,
-                        const Vector2& actorSize,
-                        const Vector2& shadowOffset,
-                        const Vector4& shadowColor )
-  {
-    // Scan vertex buffer to determine width and height of effect buffer needed
-    const Vector< AtlasManager::Vertex2D >& verts = meshRecord.mMesh.mVertices;
-    float tlx = verts[ 0 ].mPosition.x;
-    float tly = verts[ 0 ].mPosition.y;
-    float brx = ZERO;
-    float bry = ZERO;
-
-    for ( uint32_t i = 0; i < verts.Size(); ++i )
-    {
-      if ( verts[ i ].mPosition.x < tlx )
-      {
-        tlx = verts[ i ].mPosition.x;
-      }
-      if ( verts[ i ].mPosition.y < tly )
-      {
-        tly = verts[ i ].mPosition.y;
-      }
-      if ( verts[ i ].mPosition.x > brx )
-      {
-        brx = verts[ i ].mPosition.x;
-      }
-      if ( verts[ i ].mPosition.y > bry )
-      {
-        bry = verts[ i ].mPosition.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 );
-
-    // We will render a quad into this buffer
-    unsigned int indices[ 6 ] = { 1, 0, 2, 2, 3, 1 };
-    PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, 4u );
-    PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, sizeof(indices)/sizeof(indices[0]) );
-
-    AtlasManager::Vertex2D vertices[ 4 ] = {
-    { Vector2( tlx + shadowOffset.x, tly + shadowOffset.y ), Vector2( ZERO, ZERO ) },
-    { Vector2( brx + shadowOffset.x, tly + shadowOffset.y ), Vector2( ONE, ZERO ) },
-    { Vector2( tlx + shadowOffset.x, bry + shadowOffset.y ), Vector2( ZERO, ONE ) },
-    { Vector2( brx + shadowOffset.x, bry + shadowOffset.y ), Vector2( ONE, ONE ) } };
-
-    quadVertices.SetData( vertices );
-    quadIndices.SetData( indices );
-
-    Geometry quadGeometry = Geometry::New();
-    quadGeometry.AddVertexBuffer( quadVertices );
-    quadGeometry.SetIndexBuffer( quadIndices );
-
-    Sampler sampler = Sampler::New( meshRecord.mBuffer, "sTexture" );
-    Material material = Material::New( mGlyphManager.GetEffectBufferShader() );
-    material.AddSampler( sampler );
-
-    Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
-
-    // Set depth index to -1.0 to make sure shadow is rendered first in 3D layers
-    renderer.SetDepthIndex( -1.0f );
-    Actor actor = Actor::New();
-    actor.AddRenderer( renderer );
-    actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
-    actor.SetSize( actorSize );
-
-    // Create a sub actor to render the source with normalized vertex positions
-    Vector< AtlasManager::Vertex2D > normVertexList;
-    for ( uint32_t i = 0; i < verts.Size(); ++i )
-    {
-      AtlasManager::Vertex2D vertex = verts[ i ];
-      vertex.mPosition.x = ( ( vertex.mPosition.x - tlx ) * divWidth ) - ONE;
-      vertex.mPosition.y = ( ( vertex.mPosition.y - tly ) * divHeight ) - ONE;
-      normVertexList.PushBack( vertex );
-    }
-
-    PropertyBuffer normVertices = PropertyBuffer::New( mQuadVertexFormat, normVertexList.Size() );
-    PropertyBuffer normIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
-    normVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &normVertexList[ 0 ] ) );
-    normIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );
-
-    Geometry normGeometry = Geometry::New();
-    normGeometry.AddVertexBuffer( normVertices );
-    normGeometry.SetIndexBuffer( normIndices );
-
-    Material normMaterial = Material::New( mGlyphManager.GetGlyphShadowShader() );
-    Sampler normSampler =  mGlyphManager.GetSampler( meshRecord.mAtlasId );
-    normMaterial.AddSampler( normSampler );
-    Dali::Renderer normRenderer = Dali::Renderer::New( normGeometry, normMaterial );
-    Actor subActor = Actor::New();
-    subActor.AddRenderer( normRenderer );
-    subActor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
-    subActor.SetSize( actorSize );
-    subActor.SetColor( shadowColor );
-
-    // Create a render task to render the effect
-    RenderTask shadowTask = Stage::GetCurrent().GetRenderTaskList().CreateTask();
-    shadowTask.SetTargetFrameBuffer( meshRecord.mBuffer );
-    shadowTask.SetSourceActor( subActor );
-    shadowTask.SetClearEnabled( true );
-    shadowTask.SetClearColor( Vector4::ZERO );
-    shadowTask.SetExclusive( true );
-    shadowTask.SetRefreshRate( RenderTask::REFRESH_ONCE );
-    shadowTask.FinishedSignal().Connect( this, &AtlasRenderer::Impl::RenderComplete );
-    mShadowTasks.push_back( shadowTask );
-    actor.Add( subActor );
-
-    return actor;
-  }
-
-  void RemoveShadowRenderTask( RenderTask renderTask )
-  {
-    if( renderTask )
-    {
-      renderTask.FinishedSignal().Disconnect( this, &AtlasRenderer::Impl::RenderComplete );
-
-      // Guard to prevent accessing Stage after dali-core destruction
-      if( Stage::IsInstalled() )
-      {
-        Stage::GetCurrent().GetRenderTaskList().RemoveTask( renderTask );
-      }
-      renderTask.Reset();
-    }
-  }
-
-  void RenderComplete( RenderTask& 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 );
-      }
-    }
-
-    RemoveShadowRenderTask( renderTask );
-  }
-
-  void RemoveAllShadowRenderTasks()
-  {
-    for ( std::vector< RenderTask >::iterator shadowIterator = mShadowTasks.begin();
-          shadowIterator != mShadowTasks.end(); ++shadowIterator )
-    {
-      RemoveShadowRenderTask( *shadowIterator );
+      Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh );
     }
   }
 
   Actor mActor;                                       ///< The actor parent which renders the text
   AtlasGlyphManager mGlyphManager;                    ///< Glyph Manager to handle upload and caching
-  std::vector< RenderTask > mShadowTasks;             ///< Used to render shadows
   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
-  std::vector< uint32_t > mFace;                      ///> Face indices for a quad
-  Vector< TextCacheEntry > mTextCache;
-  Property::Map mQuadVertexFormat;
-  Property::Map mQuadIndexFormat;
-  int mDepth;
+  Vector< TextCacheEntry > mTextCache;                ///> Caches data from previous render
+  Property::Map mQuadVertexFormat;                    ///> Describes the vertex format for text
+  Property::Map mQuadIndexFormat;                     ///> Describes the index format for text
+  int mDepth;                                         ///> DepthIndex passed by control when connect to stage
 };
 
 Text::RendererPtr AtlasRenderer::New()
@@ -848,17 +750,31 @@ Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
     Vector<Vector2> positions;
     positions.Resize( numberOfGlyphs );
 
+    Vector<Vector4> colors;
+    colors.Resize( numberOfGlyphs, view.GetTextColor() );
+
     numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
                                      positions.Begin(),
+                                     colors.Begin(),
                                      0u,
                                      numberOfGlyphs );
+
     glyphs.Resize( numberOfGlyphs );
     positions.Resize( numberOfGlyphs );
+    colors.Resize( numberOfGlyphs );
 
     mImpl->AddGlyphs( view,
                       positions,
                       glyphs,
+                      colors,
                       depth );
+
+    /* In the case where AddGlyphs does not create a renderable Actor for example when glyphs are all whitespace create a new Actor. */
+    /* This renderable actor is used to position the text, other "decorations" can rely on there always being an Actor regardless of it is whitespace or regular text. */
+    if ( !mImpl->mActor )
+    {
+      mImpl->mActor = Actor::New();
+    }
   }
 
   return mImpl->mActor;
@@ -872,8 +788,6 @@ AtlasRenderer::AtlasRenderer()
 
 AtlasRenderer::~AtlasRenderer()
 {
-  mImpl->RemoveAllShadowRenderTasks();
-
   mImpl->RemoveText();
   delete mImpl;
 }