// EXTERNAL INCLUDES
#include <dali/dali.h>
#include <dali/integration-api/debug.h>
-//#include <dali/public-api/actors/renderer.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/line-run.h>
#include <dali-toolkit/internal/text/rendering/atlas/atlas-glyph-manager.h>
#include <dali-toolkit/internal/text/rendering/shaders/text-basic-shader.h>
-#if defined(DEBUG_ENABLED)
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_ATLAS_RENDERER");
-#endif
+#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;
namespace
{
+#if defined(DEBUG_ENABLED)
+ 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 );
mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mShadowShader = Shader::New( VERTEX_SHADER_SHADOW, FRAGMENT_SHADER_SHADOW );
+ mShadowShader = Shader::New( VERTEX_SHADER_SHADOW, FRAGMENT_SHADER_SHADOW, Dali::Shader::HINT_MODIFIES_GEOMETRY );
}
void AddGlyphs( const std::vector<Vector2>& positions,
CalculateBlocksSize( glyphs );
- for ( uint32_t i = 0; i < glyphs.Size(); ++i )
+ for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
{
- GlyphInfo glyph = glyphs[ i ];
+ const GlyphInfo& glyph = glyphs[ i ];
// No operation for white space
if ( glyph.width && glyph.height )
}
}
- Vector2 position = positions[ i ];
+ const Vector2& position = positions[ i ];
AtlasManager::Mesh2D newMesh;
mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
// 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 )
+ if ( bitmap )
{
- setSize = true;
- mBlockSizes[ currentBlockSize ].mNeededBlockWidth = bitmap.GetWidth();
- }
- if ( bitmap.GetHeight() > mBlockSizes[ currentBlockSize ].mNeededBlockHeight )
- {
- setSize = true;
- mBlockSizes[ currentBlockSize ].mNeededBlockHeight = bitmap.GetHeight();
- }
+ // 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 );
- }
+ 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 );
+ // 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
+ if ( slot.mImageId )
+ {
+ 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)
}
#if defined(DEBUG_ENABLED)
Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
- DALI_LOG_INFO( gLogFilter, Debug::Concise, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
+ DALI_LOG_INFO( gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
metrics.mGlyphCount,
metrics.mAtlasMetrics.mAtlasCount,
metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 );
Actor CreateMeshActor( const MeshRecord& meshRecord )
{
- PropertyBuffer quadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
- PropertyBuffer quadIndices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
+ 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 ] ) );
// We will render a quad into this buffer
unsigned int indices[ 6 ] = { 1, 0, 2, 2, 3, 1 };
- PropertyBuffer quadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadVertexFormat, 4u );
- PropertyBuffer quadIndices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadIndexFormat, sizeof(indices)/sizeof(indices[0]) );
+ 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 ) },
material.AddSampler( sampler );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( 1.0f );
+ renderer.SetDepthIndex( -1 );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
normVertexList.PushBack( vertex );
}
- PropertyBuffer normVertices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadVertexFormat, normVertexList.Size() );
- PropertyBuffer normIndices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
+ 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 ] ) );
Text::RendererPtr AtlasRenderer::New()
{
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::New()\n" );
+
return Text::RendererPtr( new AtlasRenderer() );
}
Actor AtlasRenderer::Render( Text::ViewInterface& view )
{
-
UnparentAndReset( mImpl->mActor );
- Text::Length numberOfGlyphs = view.GetNumberOfGlyphs();
+ Length numberOfGlyphs = view.GetNumberOfGlyphs();
- if( numberOfGlyphs > 0 )
+ if( numberOfGlyphs > 0u )
{
Vector<GlyphInfo> glyphs;
glyphs.Resize( numberOfGlyphs );
- view.GetGlyphs( &glyphs[0], 0, numberOfGlyphs );
-
std::vector<Vector2> positions;
positions.resize( numberOfGlyphs );
- view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
+
+ numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
+ &positions[0],
+ 0u,
+ numberOfGlyphs );
+ glyphs.Resize( numberOfGlyphs );
+ positions.resize( numberOfGlyphs );
+
mImpl->AddGlyphs( positions,
glyphs,
view.GetTextColor(),
view.GetUnderlineColor(),
view.GetUnderlineHeight() );
}
+
return mImpl->mActor;
}