// EXTERNAL INCLUDES
#include <dali/dali.h>
-#include <dali/integration-api/debug.h>
+#include <dali/devel-api/object/property-buffer.h>
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/sampler.h>
+#include <dali/devel-api/rendering/shader.h>
#include <dali/devel-api/text-abstraction/font-client.h>
-
-
+#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/internal/atlas-manager/atlas-manager.h>
-#include <dali-toolkit/internal/text/line-run.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#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>
using namespace Dali;
using namespace Dali::Toolkit;
Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
#endif
- 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;
-
- #define MAKE_SHADER(A)#A
-
- const char* VERTEX_SHADER = MAKE_SHADER(
- attribute mediump vec2 aPosition;
- attribute mediump vec2 aTexCoord;
- uniform mediump mat4 uMvpMatrix;
- uniform mediump vec3 uSize;
- varying mediump vec2 vTexCoord;
-
- void main()
- {
- mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
- position.xyz *= uSize;
- gl_Position = uMvpMatrix * position;
- vTexCoord = aTexCoord;
- }
- );
-
- const char* FRAGMENT_SHADER = MAKE_SHADER(
- uniform sampler2D sTexture;
- varying mediump vec2 vTexCoord;
-
- void main()
- {
- //gl_FragColor = vec4( 1.0 );
- gl_FragColor = texture2D( sTexture, vTexCoord );
- }
- );
-
- const char* VERTEX_SHADER_SHADOW = MAKE_SHADER(
- attribute mediump vec2 aPosition;
- attribute mediump vec2 aTexCoord;
- uniform mediump vec3 uSize;
- varying mediump vec2 vTexCoord;
-
- void main()
- {
- mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
- position.xyz *= uSize;
- gl_Position = position;
- vTexCoord = aTexCoord;
- }
- );
-
- const char* FRAGMENT_SHADER_SHADOW = MAKE_SHADER(
- uniform sampler2D sTexture;
- uniform lowp vec4 uColor;
- varying mediump vec2 vTexCoord;
-
- void main()
- {
- mediump vec4 color = texture2D( sTexture, vTexCoord );
- gl_FragColor = vec4(uColor.rgb, uColor.a*color.r);
- }
- );
+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
{
uint32_t mMeshRecordIndex;
};
- struct AtlasRecord
+ struct MaxBlockSize
{
- uint32_t mImageId;
+ FontId mFontId;
+ uint32_t mNeededBlockWidth;
+ uint32_t mNeededBlockHeight;
+ };
+
+ struct CheckEntry
+ {
+ FontId mFontId;
Text::GlyphIndex mIndex;
};
- struct MaxBlockSize
+ struct TextCacheEntry
{
FontId mFontId;
- uint32_t mNeededBlockWidth;
- uint32_t mNeededBlockHeight;
+ Text::GlyphIndex mIndex;
+ uint32_t mImageId;
};
Impl()
mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
-
- mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mShadowShader = Shader::New( VERTEX_SHADER_SHADOW, FRAGMENT_SHADER_SHADOW, Dali::Shader::HINT_MODIFIES_GEOMETRY );
}
void AddGlyphs( const std::vector<Vector2>& positions,
const Vector4& shadowColor,
bool underlineEnabled,
const Vector4& underlineColor,
- float underlineHeight )
+ float underlineHeight,
+ unsigned int depth )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
Vector< Extent > extents;
+ TextCacheEntry textCacheEntry;
+ mDepth = static_cast< int >( depth );
float currentUnderlinePosition = ZERO;
float currentUnderlineThickness = underlineHeight;
style = STYLE_DROP_SHADOW;
}
- if ( mImageIds.Size() )
+ if ( mTextCache.Size() )
{
- // Unreference any currently used glyphs
- RemoveText();
+ // Update the glyph cache with any changes to current text
+ RemoveText( glyphs );
}
CalculateBlocksSize( glyphs );
const Vector2& position = positions[ i ];
AtlasManager::Mesh2D newMesh;
- mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
- if ( slot.mImageId )
+ if ( !mGlyphManager.Cached( glyph.fontId, glyph.index, slot ) )
{
- // This glyph already exists so generate mesh data plugging in our supplied position
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
- mImageIds.PushBack( slot.mImageId );
- }
- else
- {
-
// Select correct size for new atlas if needed....?
if ( lastFontId != glyph.fontId )
{
// Locate a new slot for our glyph
mGlyphManager.Add( glyph, bitmap, slot );
-
- // Generate mesh data for this quad, plugging in our supplied position
- if ( slot.mImageId )
- {
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
- mImageIds.PushBack( slot.mImageId );
- }
}
}
+
+ // Generate mesh data for this quad, plugging in our supplied position
+ mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
+ textCacheEntry.mFontId = glyph.fontId;
+ textCacheEntry.mImageId = slot.mImageId;
+ textCacheEntry.mIndex = glyph.index;
+ mTextCache.PushBack( textCacheEntry );
+
// 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,
currentUnderlinePosition,
currentUnderlineThickness,
slot );
- lastFontId = glyph.fontId;
+ lastFontId = glyph.fontId;
}
}
actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
}
- if ( mActor )
+ if( mActor )
{
+ actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
mActor.Add( actor );
}
else
mActor = actor;
}
}
- mActor.OffStageSignal().Connect( this, &AtlasRenderer::Impl::OffStageDisconnect );
}
#if defined(DEBUG_ENABLED)
Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( 0 );
+ renderer.SetDepthIndex( mDepth );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
}
}
- // Unreference any glyphs that were used with this actor
- void OffStageDisconnect( Dali::Actor actor )
+ void RemoveText( const Vector<GlyphInfo>& glyphs )
{
- RemoveText();
- }
+ Vector< CheckEntry > checked;
+ CheckEntry checkEntry;
- void RemoveText()
- {
- for ( uint32_t i = 0; i < mImageIds.Size(); ++i )
+ for ( Vector< TextCacheEntry >::Iterator tCit = mTextCache.Begin(); tCit != mTextCache.End(); ++tCit )
{
- mGlyphManager.Remove( mImageIds[ i ] );
+ uint32_t index = tCit->mIndex;
+ uint32_t fontId = tCit->mFontId;
+
+ // Check that this character has not already been checked...
+ bool wasChecked = false;
+ for ( Vector< CheckEntry >::Iterator cEit = checked.Begin(); cEit != checked.End(); ++cEit )
+ {
+ if ( fontId == cEit->mFontId && index == cEit->mIndex )
+ {
+ wasChecked = true;
+ }
+ }
+
+ if ( !wasChecked )
+ {
+
+ int32_t newCount = 0;
+ int32_t oldCount = 0;
+
+ // How many times does this character occur in the old text ?
+ for ( Vector< TextCacheEntry >::Iterator oTcit = mTextCache.Begin(); oTcit != mTextCache.End(); ++oTcit )
+ {
+ if ( fontId == oTcit->mFontId && index == oTcit->mIndex )
+ {
+ oldCount++;
+ }
+ }
+
+ // And how many times in the new ?
+ for ( Vector< GlyphInfo >::Iterator cGit = glyphs.Begin(); cGit != glyphs.End(); ++cGit )
+ {
+ if ( fontId == cGit->fontId && index == cGit->index )
+ {
+ newCount++;
+ }
+ }
+ mGlyphManager.AdjustReferenceCount( fontId, tCit->mImageId, newCount - oldCount );
+ checkEntry.mIndex = index;
+ checkEntry.mFontId = fontId;
+ checked.PushBack( checkEntry );
+ }
}
- mImageIds.Resize( 0 );
+ mTextCache.Resize( 0 );
}
void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
quadGeometry.SetIndexBuffer( quadIndices );
Sampler sampler = Sampler::New( meshRecord.mBuffer, "sTexture" );
- Material material = Material::New( mShader );
+ Material material = Material::New( mGlyphManager.GetEffectBufferShader() );
material.AddSampler( sampler );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( -1 );
+
+ // Ensure shadow is behind the text...
+ renderer.SetDepthIndex( mDepth + CONTENT_DEPTH_INDEX - 1 );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
normGeometry.AddVertexBuffer( normVertices );
normGeometry.SetIndexBuffer( normIndices );
- Material normMaterial = Material::New( mShadowShader );
+ Material normMaterial = Material::New( mGlyphManager.GetGlyphShadowShader() );
Sampler normSampler = mGlyphManager.GetSampler( meshRecord.mAtlasId );
normMaterial.AddSampler( normSampler );
Dali::Renderer normRenderer = Dali::Renderer::New( normGeometry, normMaterial );
Actor 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
- Shader mShader; ///> Shader used to render drop shadow buffer textures
- Shader mShadowShader; ///> 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< uint32_t > mFace; ///> Face indices for a quad
+ Vector< TextCacheEntry > mTextCache;
Property::Map mQuadVertexFormat;
Property::Map mQuadIndexFormat;
+ int mDepth;
};
Text::RendererPtr AtlasRenderer::New()
return Text::RendererPtr( new AtlasRenderer() );
}
-Actor AtlasRenderer::Render( Text::ViewInterface& view )
+Actor AtlasRenderer::Render( Text::ViewInterface& view, unsigned int depth )
{
UnparentAndReset( mImpl->mActor );
view.GetShadowColor(),
view.IsUnderlineEnabled(),
view.GetUnderlineColor(),
- view.GetUnderlineHeight() );
+ view.GetUnderlineHeight(),
+ depth );
}
return mImpl->mActor;
AtlasRenderer::~AtlasRenderer()
{
+ Vector< GlyphInfo > emptyGlyphs;
+ mImpl->RemoveText( emptyGlyphs );
delete mImpl;
}