// 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()
+ : mDepth( 0 )
{
mGlyphManager = AtlasGlyphManager::Get();
mFontClient = TextAbstraction::FontClient::Get();
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 );
+ mQuadIndexFormat[ "indices" ] = Property::INTEGER;
}
void AddGlyphs( const std::vector<Vector2>& positions,
const Vector4& shadowColor,
bool underlineEnabled,
const Vector4& underlineColor,
- float underlineHeight )
+ float underlineHeight,
+ int depth )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
Vector< Extent > extents;
+ TextCacheEntry textCacheEntry;
+ mDepth = depth;
float currentUnderlinePosition = ZERO;
float currentUnderlineThickness = underlineHeight;
style = STYLE_DROP_SHADOW;
}
- if ( mImageIds.Size() )
- {
- // Unreference any currently used glyphs
- RemoveText();
- }
-
CalculateBlocksSize( glyphs );
+ // Avoid emptying mTextCache (& removing references) until after incremented references for the new text
+ Vector< TextCacheEntry > newTextCache;
+
for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
{
const GlyphInfo& glyph = glyphs[ i ];
const Vector2& position = positions[ i ];
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, newMesh );
- mImageIds.PushBack( slot.mImageId );
- }
- else
+ if ( !mGlyphManager.Cached( glyph.fontId, glyph.index, slot ) )
{
-
// 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 );
- }
}
}
+ else
+ {
+ // We have 2+ copies of the same glyph
+ mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, 1/*increment*/ );
+ }
+
+ // 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;
+ newTextCache.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;
}
}
+ // Now remove references for the old text
+ RemoveText();
+ mTextCache.Swap( newTextCache );
+
if ( underlineEnabled )
{
// Check to see if any of the text needs an underline
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();
metrics.mGlyphCount,
metrics.mAtlasMetrics.mAtlasCount,
metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 );
+
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "%s\n", metrics.mVerboseGlyphCounts.c_str() );
+
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",
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, " Atlas [%i] %sPixels: %s Size: %ix%i, BlockSize: %ix%i, BlocksUsed: %i/%i\n",
i + 1, i > 8 ? "" : " ",
metrics.mAtlasMetrics.mAtlasMetrics[ i ].mPixelFormat == Pixel::L8 ? "L8 " : "BGRA",
metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mWidth,
#endif
}
+ void RemoveText()
+ {
+ for ( Vector< TextCacheEntry >::Iterator oldTextIter = mTextCache.Begin(); oldTextIter != mTextCache.End(); ++oldTextIter )
+ {
+ mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, -1/*decrement*/ );
+ }
+ mTextCache.Resize( 0 );
+ }
+
Actor CreateMeshActor( const MeshRecord& meshRecord )
{
PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex( 0 );
+ renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
Actor actor = Actor::New();
+#if defined(DEBUG_ENABLED)
+ actor.SetName( "Text renderable actor" );
+#endif
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
actor.SetColor( meshRecord.mColor );
}
}
- // Unreference any glyphs that were used with this actor
- void OffStageDisconnect( Dali::Actor actor )
- {
- RemoveText();
- }
-
- void RemoveText()
- {
- for ( uint32_t i = 0; i < mImageIds.Size(); ++i )
- {
- mGlyphManager.Remove( mImageIds[ i ] );
- }
- mImageIds.Resize( 0 );
- }
-
void CalculateBlocksSize( const Vector<GlyphInfo>& glyphs )
{
MaxBlockSize maxBlockSize;
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( CONTENT_DEPTH_INDEX + mDepth - 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, int depth )
{
UnparentAndReset( mImpl->mActor );
view.GetShadowColor(),
view.IsUnderlineEnabled(),
view.GetUnderlineColor(),
- view.GetUnderlineHeight() );
+ view.GetUnderlineHeight(),
+ depth );
}
return mImpl->mActor;
AtlasRenderer::~AtlasRenderer()
{
+ mImpl->RemoveText();
delete mImpl;
}