Rendering API clean-up
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
index 8653b43..7a76534 100644 (file)
@@ -25,7 +25,7 @@
 #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>
@@ -59,12 +59,10 @@ struct AtlasRenderer::Impl
   struct MeshRecord
   {
     MeshRecord()
-    : mColor( Color::BLACK ),
-      mAtlasId( 0 )
+    : mAtlasId( 0u )
     {
     }
 
-    Vector4 mColor;
     uint32_t mAtlasId;
     AtlasManager::Mesh2D mMesh;
     FrameBufferImage mBuffer;
@@ -82,7 +80,7 @@ struct AtlasRenderer::Impl
       mRight( 0.0f ),
       mUnderlinePosition( 0.0f ),
       mUnderlineThickness( 0.0f ),
-      mMeshRecordIndex( 0 )
+      mMeshRecordIndex( 0u )
     {
     }
 
@@ -142,6 +140,7 @@ struct AtlasRenderer::Impl
 
     mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
     mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
+    mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
     mQuadIndexFormat[ "indices" ] = Property::INTEGER;
   }
 
@@ -167,6 +166,7 @@ struct AtlasRenderer::Impl
   void AddGlyphs( Text::ViewInterface& view,
                   const Vector<Vector2>& positions,
                   const Vector<GlyphInfo>& glyphs,
+                  const Vector<Vector4>& colors,
                   int depth )
   {
     AtlasManager::AtlasSlot slot;
@@ -176,8 +176,8 @@ struct AtlasRenderer::Impl
     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() );
@@ -212,6 +212,7 @@ struct AtlasRenderer::Impl
     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 )
     {
@@ -221,10 +222,10 @@ struct AtlasRenderer::Impl
       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;
@@ -232,7 +233,7 @@ struct AtlasRenderer::Impl
           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;
 
@@ -248,11 +249,12 @@ struct AtlasRenderer::Impl
           }
 
           // 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;
@@ -261,47 +263,54 @@ struct AtlasRenderer::Impl
           lastUnderlinedFontId = glyph.fontId;
         } // underline
 
-        if ( !mGlyphManager.IsCached( 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
@@ -315,7 +324,7 @@ struct AtlasRenderer::Impl
         }
 
         // 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;
@@ -325,21 +334,40 @@ struct AtlasRenderer::Impl
         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,
@@ -356,42 +384,50 @@ struct AtlasRenderer::Impl
     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 )
         {
+          // 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 = Actor::New();
+          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() )
+          if( actor.GetRendererCount() )
           {
-            Dali::Renderer renderer( actor.GetRendererAt( 0 ) );
-            Geometry geometry = renderer.GetGeometry();
-            Material material = renderer.GetMaterial();
-
-            Dali::Renderer shadowRenderer = Dali::Renderer::New( geometry, material );
-            shadowRenderer.SetDepthIndex( renderer.GetDepthIndex() - 1 );
-            shadowActor.AddRenderer( shadowRenderer );
-            shadowActor.SetParentOrigin( ParentOrigin::CENTER );
-            shadowActor.SetSize( actorSize );
-            shadowActor.SetColor( shadowColor );
+            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;
@@ -417,7 +453,7 @@ struct AtlasRenderer::Impl
 
     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 ? "" : " ",
@@ -434,7 +470,7 @@ struct AtlasRenderer::Impl
 
   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*/ );
     }
@@ -443,26 +479,32 @@ struct AtlasRenderer::Impl
 
   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;
   }
@@ -470,7 +512,6 @@ struct AtlasRenderer::Impl
   void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
                        AtlasManager::Mesh2D& newMesh,
                        Vector< Extent >& extents,
-                       const Vector4& color,
                        float baseLine,
                        bool underlineGlyph,
                        float underlinePosition,
@@ -489,7 +530,7 @@ struct AtlasRenderer::Impl
             mIt != mEndIt;
             ++mIt, ++index )
       {
-        if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
+        if( slot.mAtlasId == mIt->mAtlasId )
         {
           // Append the mesh to the existing mesh and adjust any extents
           Toolkit::Internal::AtlasMeshFactory::AppendMesh( mIt->mMesh, newMesh );
@@ -514,7 +555,6 @@ struct AtlasRenderer::Impl
       MeshRecord meshRecord;
       meshRecord.mAtlasId = slot.mAtlasId;
       meshRecord.mMesh = newMesh;
-      meshRecord.mColor = color;
       meshContainer.push_back( meshRecord );
 
       if( underlineGlyph )
@@ -584,25 +624,36 @@ struct AtlasRenderer::Impl
 
   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 );
       }
     }
@@ -610,8 +661,7 @@ struct AtlasRenderer::Impl
 
   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;
@@ -663,18 +713,9 @@ struct AtlasRenderer::Impl
       newMesh.mIndices.PushBack( faceIndex + 1u );
       faceIndex += 4;
 
-      if ( underlineColor == textColor )
-      {
-        Toolkit::Internal::AtlasMeshFactory::AppendMesh( 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;
+
+      Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh );
     }
   }
 
@@ -709,17 +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;