change to highp from mediump for uMvpMatrix
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / atlas / text-atlas-renderer.cpp
old mode 100644 (file)
new mode 100755 (executable)
index 4cb19ed..e06b958
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.h>
 
 // EXTERNAL INCLUDES
-#include <dali/integration-api/debug.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/geometry.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h>
 #include <dali/devel-api/text-abstraction/font-client.h>
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/animation/constraints.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>
@@ -38,14 +39,61 @@ using namespace Dali::Toolkit::Text;
 namespace
 {
 #if defined(DEBUG_ENABLED)
-  Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_RENDERING");
+  Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_RENDERING");
 #endif
 
+#define MAKE_SHADER(A)#A
+
+const char* VERTEX_SHADER = MAKE_SHADER(
+attribute mediump vec2    aPosition;
+attribute mediump vec2    aTexCoord;
+attribute mediump vec4    aColor;
+uniform   mediump vec2    uOffset;
+uniform     highp mat4    uMvpMatrix;
+varying   mediump vec2    vTexCoord;
+varying   mediump vec4    vColor;
+
+void main()
+{
+  mediump vec4 position = vec4( aPosition.xy + uOffset, 0.0, 1.0 );
+  gl_Position = uMvpMatrix * position;
+  vTexCoord = aTexCoord;
+  vColor = aColor;
+}
+);
+
+const char* FRAGMENT_SHADER_L8 = MAKE_SHADER(
+uniform lowp    vec4      uColor;
+uniform lowp    vec4      textColorAnimatable;
+uniform         sampler2D sTexture;
+varying mediump vec2      vTexCoord;
+varying mediump vec4      vColor;
+
+void main()
+{
+  mediump vec4 color = texture2D( sTexture, vTexCoord );
+  gl_FragColor = vec4( vColor.rgb * uColor.rgb * textColorAnimatable.rgb, uColor.a * vColor.a * textColorAnimatable.a * color.r );
+}
+);
+
+const char* FRAGMENT_SHADER_RGBA = MAKE_SHADER(
+uniform lowp    vec4      uColor;
+uniform lowp    vec4      textColorAnimatable;
+uniform         sampler2D sTexture;
+varying mediump vec2      vTexCoord;
+
+void main()
+{
+  gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * textColorAnimatable;
+}
+);
+
 const float ZERO( 0.0f );
 const float HALF( 0.5f );
 const float ONE( 1.0f );
 const uint32_t DEFAULT_ATLAS_WIDTH = 512u;
 const uint32_t DEFAULT_ATLAS_HEIGHT = 512u;
+const uint32_t NO_OUTLINE = 0;
 }
 
 struct AtlasRenderer::Impl
@@ -59,15 +107,12 @@ 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 +127,7 @@ struct AtlasRenderer::Impl
       mRight( 0.0f ),
       mUnderlinePosition( 0.0f ),
       mUnderlineThickness( 0.0f ),
-      mMeshRecordIndex( 0 )
+      mMeshRecordIndex( 0u )
     {
     }
 
@@ -125,12 +170,14 @@ struct AtlasRenderer::Impl
     TextCacheEntry()
     : mFontId( 0 ),
       mIndex( 0 ),
+      mOutlineWidth( 0 ),
       mImageId( 0 )
     {
     }
 
     FontId mFontId;
     Text::GlyphIndex mIndex;
+    uint32_t mOutlineWidth;
     uint32_t mImageId;
   };
 
@@ -142,7 +189,7 @@ struct AtlasRenderer::Impl
 
     mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
     mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
-    mQuadIndexFormat[ "indices" ] = Property::INTEGER;
+    mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
   }
 
   bool IsGlyphUnderlined( GlyphIndex index,
@@ -164,25 +211,245 @@ struct AtlasRenderer::Impl
     return false;
   }
 
+  void CacheGlyph( const GlyphInfo& glyph, FontId lastFontId, uint32_t outline, AtlasManager::AtlasSlot& slot )
+  {
+    const bool glyphNotCached = !mGlyphManager.IsCached( glyph.fontId, glyph.index, outline, slot );  // Check FontGlyphRecord vector for entry with glyph index and fontId
+
+    DALI_LOG_INFO( gLogFilter, Debug::Verbose, "AddGlyphs fontID[%u] glyphIndex[%u] [%s]\n", glyph.fontId, glyph.index, (glyphNotCached)?"not cached":"cached" );
+
+    if( glyphNotCached )
+    {
+      MaxBlockSize& blockSize = mBlockSizes[0u];
+
+      if ( lastFontId != glyph.fontId )
+      {
+        uint32_t index = 0u;
+        // Looks through all stored block sizes until finds the one which mataches required glyph font it.  Ensures new atlas block size will match existing for same font id.
+        // CalculateBlocksSize() above ensures a block size entry exists.
+        for( std::vector<MaxBlockSize>::const_iterator it = mBlockSizes.begin(),
+               endIt = mBlockSizes.end();
+             it != endIt;
+             ++it, ++index )
+        {
+          const MaxBlockSize& blockSizeEntry = *it;
+          if( blockSizeEntry.mFontId == glyph.fontId )
+          {
+            blockSize = mBlockSizes[index];
+          }
+        }
+      }
+
+      // Create a new image for the glyph
+      PixelData bitmap;
+
+      // Whether the glyph is an outline.
+      const bool isOutline = 0u != outline;
+
+      // Whether the current glyph is a color one.
+      const bool isColorGlyph = mFontClient.IsColorGlyph( glyph.fontId, glyph.index );
+
+      if( !isOutline || ( isOutline && !isColorGlyph) )
+      {
+        // Retrieve the emoji's bitmap.
+        TextAbstraction::FontClient::GlyphBufferData glyphBufferData;
+        glyphBufferData.width = isColorGlyph ? glyph.width : 0;   // Desired width and height.
+        glyphBufferData.height = isColorGlyph ? glyph.height : 0;
+
+        mFontClient.CreateBitmap( glyph.fontId,
+                                  glyph.index,
+                                  glyph.softwareItalic,
+                                  glyph.softwareBold,
+                                  glyphBufferData,
+                                  outline );
+
+        // Create the pixel data.
+        bitmap = PixelData::New( glyphBufferData.buffer,
+                                 glyphBufferData.width * glyphBufferData.height * GetBytesPerPixel( glyphBufferData.format ),
+                                 glyphBufferData.width,
+                                 glyphBufferData.height,
+                                 glyphBufferData.format,
+                                 PixelData::DELETE_ARRAY );
+
+        if( bitmap )
+        {
+          // Ensure that the next image will fit into the current block size
+          if( bitmap.GetWidth() > blockSize.mNeededBlockWidth )
+          {
+            blockSize.mNeededBlockWidth = bitmap.GetWidth();
+          }
+
+          if( bitmap.GetHeight() > blockSize.mNeededBlockHeight )
+          {
+            blockSize.mNeededBlockHeight = bitmap.GetHeight();
+          }
+
+          // If CheckAtlas in AtlasManager::Add can't fit the bitmap in the current atlas it will create a new atlas
+
+          // Setting the block size and size of new atlas does not mean a new one will be created. An existing atlas may still surffice.
+          mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
+                                         DEFAULT_ATLAS_HEIGHT,
+                                         blockSize.mNeededBlockWidth,
+                                         blockSize.mNeededBlockHeight );
+
+          // Locate a new slot for our glyph
+          mGlyphManager.Add( glyph, outline, bitmap, slot ); // slot will be 0 is glyph not added
+        }
+      }
+    }
+    else
+    {
+      // We have 2+ copies of the same glyph
+      mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, outline, 1 ); //increment
+    }
+  }
+
+  void GenerateMesh( const GlyphInfo& glyph,
+                     const Vector2& position,
+                     const Vector4& color,
+                     uint32_t outline,
+                     AtlasManager::AtlasSlot& slot,
+                     bool underlineGlyph,
+                     float currentUnderlinePosition,
+                     float currentUnderlineThickness,
+                     std::vector<MeshRecord>& meshContainer,
+                     Vector<TextCacheEntry>& newTextCache,
+                     Vector<Extent>& extents )
+  {
+    // Generate mesh data for this quad, plugging in our supplied position
+    AtlasManager::Mesh2D newMesh;
+    mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
+
+    TextCacheEntry textCacheEntry;
+    textCacheEntry.mFontId = glyph.fontId;
+    textCacheEntry.mImageId = slot.mImageId;
+    textCacheEntry.mIndex = glyph.index;
+    textCacheEntry.mOutlineWidth = outline;
+
+    newTextCache.PushBack( textCacheEntry );
+
+    AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin();
+
+    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,
+                    position.y + glyph.yBearing,
+                    underlineGlyph,
+                    currentUnderlinePosition,
+                    currentUnderlineThickness,
+                    slot );
+  }
+
+  void CreateActors( const std::vector<MeshRecord>& meshContainer,
+                     const Size& textSize,
+                     const Vector4& color,
+                     const Vector4& shadowColor,
+                     const Vector2& shadowOffset,
+                     Actor textControl,
+                     Property::Index animatablePropertyIndex,
+                     bool drawShadow )
+  {
+    if( !mActor )
+    {
+      // Create a container actor to act as a common parent for text and shadow, to avoid color inheritence issues.
+      mActor = Actor::New();
+      mActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+      mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+      mActor.SetSize( textSize );
+      mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+    }
+
+    for( std::vector< MeshRecord >::const_iterator it = meshContainer.begin(),
+           endIt = meshContainer.end();
+         it != endIt; ++it )
+    {
+      const MeshRecord& meshRecord = *it;
+
+      Actor actor = CreateMeshActor( textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_NORMAL );
+
+      // Whether the actor has renderers.
+      const bool hasRenderer = actor.GetRendererCount() > 0u;
+
+      // Create an effect if necessary
+      if( hasRenderer &&
+          drawShadow )
+      {
+        // 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;
+        }
+
+        Actor shadowActor = CreateMeshActor(textControl, animatablePropertyIndex, color, meshRecord, textSize, STYLE_DROP_SHADOW );
+#if defined(DEBUG_ENABLED)
+        shadowActor.SetName( "Text Shadow renderable actor" );
+#endif
+        // Offset shadow in x and y
+        shadowActor.RegisterProperty("uOffset", shadowOffset );
+        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 );
+        mActor.Add( shadowActor );
+      }
+
+      if( hasRenderer )
+      {
+        mActor.Add( actor );
+      }
+    }
+  }
+
   void AddGlyphs( Text::ViewInterface& view,
+                  Actor textControl,
+                  Property::Index animatablePropertyIndex,
                   const Vector<Vector2>& positions,
                   const Vector<GlyphInfo>& glyphs,
-                  int depth )
+                  const Vector4& defaultColor,
+                  const Vector4* const colorsBuffer,
+                  const ColorIndex* const colorIndicesBuffer,
+                  int depth,
+                  float minLineOffset )
   {
     AtlasManager::AtlasSlot slot;
+    slot.mImageId = 0u;
+    slot.mAtlasId = 0u;
+
+    AtlasManager::AtlasSlot slotOutline;
+    slotOutline.mImageId = 0u;
+    slotOutline.mAtlasId = 0u;
+
     std::vector< MeshRecord > meshContainer;
+    std::vector< MeshRecord > meshContainerOutline;
     Vector< Extent > extents;
-    TextCacheEntry textCacheEntry;
     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() );
+    const bool underlineEnabled = view.IsUnderlineEnabled();
     const Vector4& underlineColor( view.GetUnderlineColor() );
-    const float underlineHeight( view.GetUnderlineHeight() );
+    const float underlineHeight = view.GetUnderlineHeight();
+    const unsigned int outlineWidth = view.GetOutlineWidth();
+    const Vector4& outlineColor( view.GetOutlineColor() );
+    const bool isOutline = 0u != outlineWidth;
+
+    const bool useDefaultColor = ( NULL == colorsBuffer );
 
     // Get the underline runs.
     const Length numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns();
@@ -196,7 +463,6 @@ struct AtlasRenderer::Impl
 
     float currentUnderlinePosition = ZERO;
     float currentUnderlineThickness = underlineHeight;
-    uint32_t currentBlockSize = 0;
     FontId lastFontId = 0;
     FontId lastUnderlinedFontId = 0;
     Style style = STYLE_NORMAL;
@@ -212,19 +478,19 @@ struct AtlasRenderer::Impl
     Vector< TextCacheEntry > newTextCache;
     const GlyphInfo* const glyphsBuffer = glyphs.Begin();
     const Vector2* const positionsBuffer = positions.Begin();
+    const Vector2 lineOffsetPosition( minLineOffset, 0.f );
 
     for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i )
     {
       const GlyphInfo& glyph = *( glyphsBuffer + i );
-
-      const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
-      thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph;
+      const bool isGlyphUnderlined = underlineEnabled || IsGlyphUnderlined( i, underlineRuns );
+      thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || isGlyphUnderlined;
 
       // 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( isGlyphUnderlined && ( glyph.fontId != lastUnderlinedFontId ) )
         {
           // We need to fetch fresh font underline metrics
           FontMetrics fontMetrics;
@@ -248,10 +514,11 @@ 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( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 )
           {
             // Move offset down by one ( EFL behavior )
@@ -261,91 +528,61 @@ struct AtlasRenderer::Impl
           lastUnderlinedFontId = glyph.fontId;
         } // underline
 
-        if ( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) )
-        {
-          // Select correct size for new atlas if needed....?
-          if ( lastFontId != glyph.fontId )
-          {
-            for ( uint32_t j = 0; j < mBlockSizes.size(); ++j )
-            {
-              if ( mBlockSizes[ j ].mFontId == glyph.fontId )
-              {
-                currentBlockSize = j;
-                mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH,
-                                               DEFAULT_ATLAS_HEIGHT,
-                                               mBlockSizes[ j ].mNeededBlockWidth,
-                                               mBlockSizes[ j ].mNeededBlockHeight );
-              }
-            }
-          }
-
-          // Create a new image for the glyph
-          BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
-          if ( bitmap )
-          {
-            // 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 );
-            }
+        // Retrieves and caches the glyph's bitmap.
+        CacheGlyph( glyph, lastFontId, NO_OUTLINE, slot );
 
-            // Locate a new slot for our glyph
-            mGlyphManager.Add( glyph, bitmap, slot );
-          }
-        }
-        else
+        // Retrieves and caches the outline glyph's bitmap.
+        if( isOutline )
         {
-          // We have 2+ copies of the same glyph
-          mGlyphManager.AdjustReferenceCount( glyph.fontId, glyph.index, 1/*increment*/ );
+          CacheGlyph( glyph, lastFontId, outlineWidth, slotOutline );
         }
 
         // Move the origin (0,0) of the mesh to the center of the actor
-        Vector2 position = *( positionsBuffer + i ) - halfActorSize;
-
-        // Generate mesh data for this quad, plugging in our supplied position
-        AtlasManager::Mesh2D newMesh;
-        mGlyphManager.GenerateMeshData( slot.mImageId, position, newMesh );
-        textCacheEntry.mFontId = glyph.fontId;
-        textCacheEntry.mImageId = slot.mImageId;
-        textCacheEntry.mIndex = glyph.index;
-        newTextCache.PushBack( textCacheEntry );
-
-        // Adjust the vertices if the fixed-size font should be down-scaled
-        if( glyph.scaleFactor > 0 )
+        const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition;
+
+        if ( 0u != slot.mImageId ) // invalid slot id, glyph has failed to be added to atlas
         {
-          for( unsigned int i=0; i<newMesh.mVertices.Count(); ++i )
+          Vector2 positionPlusOutlineOffset = position;
+          if( isOutline )
           {
-            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 );
+            // Add an offset to the text.
+            const float outlineWidthOffset = static_cast<float>( outlineWidth );
+            positionPlusOutlineOffset += Vector2( outlineWidthOffset, outlineWidthOffset );
           }
+
+          // Get the color of the character.
+          const ColorIndex colorIndex = useDefaultColor ? 0u : *( colorIndicesBuffer + i );
+          const Vector4& color = ( useDefaultColor || ( 0u == colorIndex ) ) ? defaultColor : *( colorsBuffer + colorIndex - 1u );
+
+          GenerateMesh( glyph,
+                        positionPlusOutlineOffset,
+                        color,
+                        NO_OUTLINE,
+                        slot,
+                        isGlyphUnderlined,
+                        currentUnderlinePosition,
+                        currentUnderlineThickness,
+                        meshContainer,
+                        newTextCache,
+                        extents);
+
+          lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId.
         }
 
-        // 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,
+        if( isOutline && ( 0u != slotOutline.mImageId ) ) // invalid slot id, glyph has failed to be added to atlas
+        {
+          GenerateMesh( glyph,
+                        position,
+                        outlineColor,
+                        outlineWidth,
+                        slotOutline,
+                        false,
                         currentUnderlinePosition,
                         currentUnderlineThickness,
-                        slot );
-        lastFontId = glyph.fontId;
+                        meshContainerOutline,
+                        newTextCache,
+                        extents);
+        }
       }
     } // glyphs
 
@@ -356,58 +593,40 @@ 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() )
+    bool isShadowDrawn = false;
+    if( !meshContainerOutline.empty() )
     {
-      for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
-      {
-        Actor actor = CreateMeshActor( *mIt, actorSize );
-
-        // Create an effect if necessary
-        if ( style == STYLE_DROP_SHADOW )
-        {
-          // 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();
-#if defined(DEBUG_ENABLED)
-          shadowActor.SetName( "Text Shadow renderable actor" );
-#endif
-          // Offset shadow in x and y
-          shadowActor.RegisterProperty("uOffset", shadowOffset );
-          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 );
-            containerActor.Add( shadowActor );
-            containerActor.Add( actor );
-            actor = containerActor;
-          }
-        }
+      const bool drawShadow = STYLE_DROP_SHADOW == style;
+      CreateActors( meshContainerOutline,
+                    textSize,
+                    outlineColor,
+                    shadowColor,
+                    shadowOffset,
+                    textControl,
+                    animatablePropertyIndex,
+                    drawShadow );
+
+      isShadowDrawn = drawShadow;
+    }
 
-        if( mActor )
-        {
-          mActor.Add( actor );
-        }
-        else
-        {
-          mActor = actor;
-        }
-      }
+    // For each MeshData object, create a mesh actor and add to the renderable actor
+    if( !meshContainer.empty() )
+    {
+      const bool drawShadow = !isShadowDrawn && ( STYLE_DROP_SHADOW == style );
+      CreateActors( meshContainer,
+                    textSize,
+                    defaultColor,
+                    shadowColor,
+                    shadowOffset,
+                    textControl,
+                    animatablePropertyIndex,
+                    drawShadow );
     }
+
 #if defined(DEBUG_ENABLED)
     Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics();
     DALI_LOG_INFO( gLogFilter, Debug::General, "TextAtlasRenderer::GlyphManager::GlyphCount: %i, AtlasCount: %i, TextureMemoryUse: %iK\n",
@@ -417,7 +636,7 @@ 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 ? "" : " ",
@@ -434,43 +653,90 @@ 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*/ );
+      mGlyphManager.AdjustReferenceCount( oldTextIter->mFontId, oldTextIter->mIndex, oldTextIter->mOutlineWidth, -1/*decrement*/ );
     }
     mTextCache.Resize( 0 );
   }
 
-  Actor CreateMeshActor( const MeshRecord& meshRecord, const Vector2& actorSize )
+  Actor CreateMeshActor( Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord,
+                         const Vector2& actorSize, Style style )
   {
-    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 );
+    quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() );
 
     Geometry quadGeometry = Geometry::New();
     quadGeometry.AddVertexBuffer( quadVertices );
-    quadGeometry.SetIndexBuffer( quadIndices );
+    quadGeometry.SetIndexBuffer( &meshRecord.mMesh.mIndices[0],  meshRecord.mMesh.mIndices.Size() );
+
+    TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) );
+
+    // Choose the shader to use.
+    const bool isColorShader = ( STYLE_DROP_SHADOW != style ) && ( Pixel::BGRA8888 == mGlyphManager.GetPixelFormat( meshRecord.mAtlasId ) );
+    Shader shader;
+    if( isColorShader )
+    {
+      // The glyph is an emoji and is not a shadow.
+      if( !mShaderRgba )
+      {
+        mShaderRgba = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_RGBA );
+      }
+      shader = mShaderRgba;
+    }
+    else
+    {
+      // The glyph is text or a shadow.
+      if( !mShaderL8 )
+      {
+        mShaderL8 = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_L8 );
+      }
+      shader = mShaderL8;
+    }
+
+    DALI_LOG_INFO( gLogFilter, Debug::Verbose, "defaultColor[%f, %f, %f, %f ]\n", defaultColor.r, defaultColor.g, defaultColor.b, defaultColor.a  );
+
+    Dali::Property::Index shaderTextColorIndex = shader.RegisterProperty( "textColorAnimatable", defaultColor );
+
+    if ( animatablePropertyIndex != Property::INVALID_INDEX )
+    {
+      // create constraint for the animatable text's color Property with textColorAnimatable in the shader.
+      if( shaderTextColorIndex  )
+      {
+        Constraint constraint = Constraint::New<Vector4>( shader, shaderTextColorIndex, EqualToConstraint() );
+        constraint.AddSource( Source( textControl, animatablePropertyIndex ) );
+        constraint.Apply();
+      }
+    }
+    else
+    {
+      // If not animating the text colour then set to 1's so shader uses the current vertex color
+      shader.RegisterProperty( "textColorAnimatable", Vector4(1.0, 1.0, 1.0, 1.0 ) );
+    }
+
+    Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader );
+    renderer.SetTextures( textureSet );
+    renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON );
+    renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
 
-    Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
-    Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
-    renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + 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 );
+    actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+
     return actor;
   }
 
   void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
                        AtlasManager::Mesh2D& newMesh,
                        Vector< Extent >& extents,
-                       const Vector4& color,
                        float baseLine,
                        bool underlineGlyph,
                        float underlinePosition,
@@ -489,7 +755,7 @@ 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 +780,6 @@ struct AtlasRenderer::Impl
       MeshRecord meshRecord;
       meshRecord.mAtlasId = slot.mAtlasId;
       meshRecord.mMesh = newMesh;
-      meshRecord.mColor = color;
       meshContainer.push_back( meshRecord );
 
       if( underlineGlyph )
@@ -584,25 +849,37 @@ 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 )  // Different size fonts will have a different fontId
         {
+          DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize match found fontID(%u) glyphIndex(%u)\n", fontId, (*glyphIt).index );
           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;
+        DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Text::AtlasRenderer::CalculateBlocksSize New font with no matched blocksize, setting blocksize[%u]\n", maxBlockSize.mNeededBlockWidth );
         mBlockSizes.push_back( maxBlockSize );
       }
     }
@@ -610,8 +887,7 @@ 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;
@@ -636,22 +912,26 @@ struct AtlasRenderer::Impl
       vert.mPosition.y = baseLine;
       vert.mTexCoords.x = ZERO;
       vert.mTexCoords.y = ZERO;
+      vert.mColor = underlineColor;
       newMesh.mVertices.PushBack( vert );
 
       vert.mPosition.x = brx;
       vert.mPosition.y = baseLine;
       vert.mTexCoords.x = u;
+      vert.mColor = underlineColor;
       newMesh.mVertices.PushBack( vert );
 
       vert.mPosition.x = tlx;
       vert.mPosition.y = baseLine + thickness;
       vert.mTexCoords.x = ZERO;
       vert.mTexCoords.y = v;
+      vert.mColor = underlineColor;
       newMesh.mVertices.PushBack( vert );
 
       vert.mPosition.x = brx;
       vert.mPosition.y = baseLine + thickness;
       vert.mTexCoords.x = u;
+      vert.mColor = underlineColor;
       newMesh.mVertices.PushBack( vert );
 
       // Six indices in counter clockwise winding
@@ -663,29 +943,19 @@ 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 );
-      }
+      Toolkit::Internal::AtlasMeshFactory::AppendMesh( meshRecords[ index ].mMesh, newMesh );
     }
   }
 
   Actor mActor;                                       ///< The actor parent which renders the text
   AtlasGlyphManager mGlyphManager;                    ///< Glyph Manager to handle upload and caching
-  TextAbstraction::FontClient mFontClient;            ///> The font client used to supply glyph information
-  std::vector< MaxBlockSize > mBlockSizes;            ///> Maximum size needed to contain a glyph in a block within a new atlas
-  Vector< TextCacheEntry > mTextCache;                ///> Caches data from previous render
-  Property::Map mQuadVertexFormat;                    ///> Describes the vertex format for text
-  Property::Map mQuadIndexFormat;                     ///> Describes the index format for text
-  int mDepth;                                         ///> DepthIndex passed by control when connect to stage
+  TextAbstraction::FontClient mFontClient;            ///< The font client used to supply glyph information
+  Shader mShaderL8;                                   ///< The shader for glyphs and emoji's shadows.
+  Shader mShaderRgba;                                 ///< The shader for emojis.
+  std::vector< MaxBlockSize > mBlockSizes;            ///< Maximum size needed to contain a glyph in a block within a new atlas
+  Vector< TextCacheEntry > mTextCache;                ///< Caches data from previous render
+  Property::Map mQuadVertexFormat;                    ///< Describes the vertex format for text
+  int mDepth;                                         ///< DepthIndex passed by control when connect to stage
 };
 
 Text::RendererPtr AtlasRenderer::New()
@@ -695,8 +965,14 @@ Text::RendererPtr AtlasRenderer::New()
   return Text::RendererPtr( new AtlasRenderer() );
 }
 
-Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
+Actor AtlasRenderer::Render( Text::ViewInterface& view,
+                             Actor textControl,
+                             Property::Index animatablePropertyIndex,
+                             float& alignmentOffset,
+                             int depth )
 {
+  DALI_LOG_INFO( gLogFilter, Debug::General, "Text::AtlasRenderer::Render()\n" );
+
   UnparentAndReset( mImpl->mActor );
 
   Length numberOfGlyphs = view.GetNumberOfGlyphs();
@@ -711,18 +987,30 @@ Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth )
 
     numberOfGlyphs = view.GetGlyphs( glyphs.Begin(),
                                      positions.Begin(),
+                                     alignmentOffset,
                                      0u,
                                      numberOfGlyphs );
+
     glyphs.Resize( numberOfGlyphs );
     positions.Resize( numberOfGlyphs );
 
+    const Vector4* const colorsBuffer = view.GetColors();
+    const ColorIndex* const colorIndicesBuffer = view.GetColorIndices();
+    const Vector4& defaultColor = view.GetTextColor();
+
     mImpl->AddGlyphs( view,
+                      textControl,
+                      animatablePropertyIndex,
                       positions,
                       glyphs,
-                      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*/
+                      defaultColor,
+                      colorsBuffer,
+                      colorIndicesBuffer,
+                      depth,
+                      alignmentOffset );
+
+    /* 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();