// EXTERNAL INCLUDES
#include <dali/dali.h>
#include <dali/integration-api/debug.h>
-#include <dali/public-api/text-abstraction/text-abstraction.h>
+#include <dali/devel-api/text-abstraction/font-client.h>
+
// INTERNAL INCLUDES
#include <dali-toolkit/internal/atlas-manager/atlas-manager.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>
+//#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shadow-shader.h>
using namespace Dali;
using namespace Dali::Toolkit;
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);
+ }
+ );
}
struct AtlasRenderer::Impl : public ConnectionTracker
{
Vector4 mColor;
uint32_t mAtlasId;
- MeshData mMeshData;
+ AtlasManager::Mesh2D mMesh;
FrameBufferImage mBuffer;
bool mIsUnderline;
};
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
- 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 );
+ 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 Vector2& position = positions[ i ];
- MeshData newMeshData;
+ AtlasManager::Mesh2D newMesh;
mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
if ( slot.mImageId )
{
// This glyph already exists so generate mesh data plugging in our supplied position
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
+ mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
mImageIds.PushBack( slot.mImageId );
}
else
// Generate mesh data for this quad, plugging in our supplied position
if ( slot.mImageId )
{
- mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData );
+ mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
mImageIds.PushBack( slot.mImageId );
}
}
}
// 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,
+ newMesh,
extents,
textColor,
position.y + glyph.yBearing,
currentUnderlinePosition,
currentUnderlineThickness,
slot );
- lastFontId = glyph.fontId;
+ lastFontId = glyph.fontId;
}
}
{
for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
{
- MeshActor actor = MeshActor::New( Mesh::New( mIt->mMeshData ) );
- actor.SetColor( mIt->mColor );
+ Actor actor = CreateMeshActor( *mIt );
- // Ensure that text rendering is unfiltered
- actor.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST );
- if ( mIt->mIsUnderline )
- {
- actor.SetColorMode( USE_OWN_COLOR );
- }
- else
+ // Create an effect if necessary
+ if ( style == STYLE_DROP_SHADOW )
{
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- }
-
- // Check to see what pixel format the shader should be
- if ( mGlyphManager.GetPixelFormat( mIt->mAtlasId ) == Pixel::L8 )
- {
- // Create an effect if necessary
- if ( style == STYLE_DROP_SHADOW )
- {
- actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
- }
- actor.SetShaderEffect( mBasicShader );
- }
- else
- {
- actor.SetShaderEffect( mBgraShader );
+ actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
}
if ( mActor )
#endif
}
+ Actor CreateMeshActor( const MeshRecord& meshRecord )
+ {
+ 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 ] ) );
+
+ 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( 0 );
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+ actor.SetSize( 1.0f, 1.0f );
+ actor.SetColor( meshRecord.mColor );
+
+ if ( meshRecord.mIsUnderline )
+ {
+ actor.SetColorMode( USE_OWN_COLOR );
+ }
+ else
+ {
+ actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ }
+ return actor;
+ }
+
void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
- MeshData& newMeshData,
+ AtlasManager::Mesh2D& newMesh,
Vector< Extent >& extents,
const Vector4& color,
float baseLine,
{
if ( slot.mImageId )
{
- MeshData::VertexContainer verts = newMeshData.GetVertices();
- float left = verts[ 0 ].x;
- float right = verts[ 1 ].x;
+ float left = newMesh.mVertices[ 0 ].mPosition.x;
+ float right = newMesh.mVertices[ 1 ].mPosition.x;
// Check to see if there's a mesh data object that references the same atlas ?
uint32_t index = 0;
if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor )
{
// Stitch the mesh to the existing mesh and adjust any extents
- mGlyphManager.StitchMesh( mIt->mMeshData, newMeshData );
+ mGlyphManager.StitchMesh( mIt->mMesh, newMesh );
AdjustExtents( extents,
meshContainer,
index,
// No mesh data object currently exists that references this atlas, so create a new one
MeshRecord meshRecord;
meshRecord.mAtlasId = slot.mAtlasId;
- meshRecord.mMeshData = newMeshData;
+ meshRecord.mMesh = newMesh;
meshRecord.mColor = color;
meshRecord.mIsUnderline = false;
meshContainer.push_back( meshRecord );
const Vector4& underlineColor,
const Vector4& textColor )
{
- MeshData newMeshData;
+ AtlasManager::Mesh2D newMesh;
+ unsigned short faceIndex = 0;
for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
{
- MeshData::VertexContainer newVerts;
- newVerts.reserve( 4u );
+ AtlasManager::Vertex2D vert;
uint32_t index = eIt->mMeshRecordIndex;
Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
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 );
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = baseLine;
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = ZERO;
+ newMesh.mVertices.PushBack( vert );
+
+ vert.mPosition.x = brx;
+ vert.mPosition.y = baseLine;
+ vert.mTexCoords.x = u;
+ newMesh.mVertices.PushBack( vert );
+
+ vert.mPosition.x = tlx;
+ vert.mPosition.y = baseLine + thickness;
+ vert.mTexCoords.x = ZERO;
+ vert.mTexCoords.y = v;
+ newMesh.mVertices.PushBack( vert );
+
+ vert.mPosition.x = brx;
+ vert.mPosition.y = baseLine + thickness;
+ vert.mTexCoords.x = u;
+ newMesh.mVertices.PushBack( vert );
+
+ // Six indices in counter clockwise winding
+ newMesh.mIndices.PushBack( faceIndex + 1u );
+ newMesh.mIndices.PushBack( faceIndex );
+ newMesh.mIndices.PushBack( faceIndex + 2u );
+ newMesh.mIndices.PushBack( faceIndex + 2u );
+ newMesh.mIndices.PushBack( faceIndex + 3u );
+ newMesh.mIndices.PushBack( faceIndex + 1u );
+ faceIndex += 4;
if ( underlineColor == textColor )
{
- mGlyphManager.StitchMesh( meshRecords[ index ].mMeshData, newMeshData );
+ mGlyphManager.StitchMesh( meshRecords[ index ].mMesh, newMesh );
}
else
{
MeshRecord record;
- newMeshData.SetMaterial( meshRecords[ index ].mMeshData.GetMaterial() );
- newMeshData.SetHasNormals( true );
- newMeshData.SetHasColor( false );
- newMeshData.SetHasTextureCoords( true );
- record.mMeshData = newMeshData;
+ record.mMesh = newMesh;
record.mAtlasId = meshRecords[ index ].mAtlasId;
record.mColor = underlineColor;
record.mIsUnderline = true;
}
}
- MeshActor GenerateShadow( MeshRecord& meshRecord,
- const Vector2& shadowOffset,
- const Vector4& shadowColor )
+ Actor 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;
+ 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 )
+ for ( uint32_t i = 0; i < verts.Size(); ++i )
{
- if ( verts[ i ].x < tlx )
+ if ( verts[ i ].mPosition.x < tlx )
{
- tlx = verts[ i ].x;
+ tlx = verts[ i ].mPosition.x;
}
- if ( verts[ i ].y < tly )
+ if ( verts[ i ].mPosition.y < tly )
{
- tly = verts[ i ].y;
+ tly = verts[ i ].mPosition.y;
}
- if ( verts[ i ].x > brx )
+ if ( verts[ i ].mPosition.x > brx )
{
- brx = verts[ i ].x;
+ brx = verts[ i ].mPosition.x;
}
- if ( verts[ i ].y > bry )
+ if ( verts[ i ].mPosition.y > bry )
{
- bry = verts[ i ].y;
+ bry = verts[ i ].mPosition.y;
}
}
// 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 )
+ // 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( mShader );
+ material.AddSampler( sampler );
+
+ Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
+ renderer.SetDepthIndex( -1 );
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+ actor.SetSize( 1.0f, 1.0f );
+
+ // 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 )
{
- MeshData::Vertex vertex = verts[ i ];
- vertex.x = ( ( vertex.x - tlx ) * divWidth ) - ONE;
- vertex.y = ( ( vertex.y - tly ) * divHeight ) - ONE;
- newVerts.push_back( vertex );
+ 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 );
}
- // 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 ) );
+ 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( mShadowShader );
+ 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.SetSize( 1.0f, 1.0f );
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.SetRefreshRate( RenderTask::REFRESH_ONCE );
task.FinishedSignal().Connect( this, &AtlasRenderer::Impl::RenderComplete );
actor.Add( subActor );
+
return actor;
}
}
}
- RenderableActor mActor; ///< The actor parent which renders the text
+ 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
- ShaderEffect mBasicShader; ///> Shader used to render L8 glyphs
- ShaderEffect mBgraShader; ///> Shader used to render BGRA glyphs
- ShaderEffect mBasicShadowShader; ///> Shader used to render drop shadow into buffer
+ 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< MeshData::FaceIndex > mFace; ///> Face indices for a quad
+ std::vector< uint32_t > mFace; ///> Face indices for a quad
+ Property::Map mQuadVertexFormat;
+ Property::Map mQuadIndexFormat;
};
Text::RendererPtr AtlasRenderer::New()
return Text::RendererPtr( new AtlasRenderer() );
}
-RenderableActor AtlasRenderer::Render( Text::ViewInterface& view )
+Actor AtlasRenderer::Render( Text::ViewInterface& view )
{
UnparentAndReset( mImpl->mActor );