struct MeshRecord
{
+ Vector4 mColor;
uint32_t mAtlasId;
MeshData mMeshData;
FrameBufferImage mBuffer;
+ bool mIsUnderline;
+ };
+
+ struct Extent
+ {
+ float mBaseLine;
+ float mLeft;
+ float mRight;
+ float mUnderlinePosition;
+ float mUnderlineThickness;
+ uint32_t mMeshRecordIndex;
};
struct AtlasRecord
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 );
}
void AddGlyphs( const std::vector<Vector2>& positions,
const Vector<GlyphInfo>& glyphs,
+ const Vector4& textColor,
const Vector2& shadowOffset,
- const Vector4& shadowColor )
+ const Vector4& shadowColor,
+ float underlineEnabled,
+ const Vector4& underlineColor )
{
AtlasManager::AtlasSlot slot;
std::vector< MeshRecord > meshContainer;
+ Vector< Extent > extents;
+
+ float currentUnderlinePosition = 0.0f;
+ float currentUnderlineThickness = 0.0f;
FontId lastFontId = 0;
Style style = STYLE_NORMAL;
- if ( shadowOffset.x > 0.0f || shadowOffset.y > 0.0f )
+ if ( shadowOffset.x != 0.0f || shadowOffset.y != 0.0f )
{
style = STYLE_DROP_SHADOW;
}
// No operation for white space
if ( glyph.width && glyph.height )
{
+ // Are we still using the same fontId as previous
+ if ( glyph.fontId != lastFontId )
+ {
+ // We need to fetch fresh font underline metrics
+ FontMetrics fontMetrics;
+ mFontClient.GetFontMetrics( glyph.fontId, fontMetrics );
+ currentUnderlinePosition = fontMetrics.underlinePosition;
+ currentUnderlineThickness = fontMetrics.underlineThickness;
+
+ // Ensure that an underline is at least 1 pixel high
+ if ( currentUnderlineThickness < 1.0f )
+ {
+ currentUnderlineThickness = 1.0f;
+ }
+ }
+
Vector2 position = positions[ i ];
MeshData newMeshData;
mGlyphManager.Cached( glyph.fontId, glyph.index, slot );
}
}
// 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, slot );
+ StitchTextMesh( meshContainer,
+ newMeshData,
+ extents,
+ textColor,
+ position.y + glyph.yBearing,
+ currentUnderlinePosition,
+ currentUnderlineThickness,
+ slot );
}
}
+ if ( underlineEnabled )
+ {
+ // Check to see if any of the text needs an underline
+ GenerateUnderlines( meshContainer, extents, underlineColor, textColor );
+ }
+
// For each MeshData object, create a mesh actor and add to the renderable actor
if ( meshContainer.size() )
{
- for ( uint32_t i = 0; i < meshContainer.size(); ++i )
+ for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt )
{
- MeshActor actor = MeshActor::New( Mesh::New( meshContainer[ i ].mMeshData ) );
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ MeshActor actor = MeshActor::New( Mesh::New( mIt->mMeshData ) );
+ actor.SetColor( mIt->mColor );
+ if ( mIt->mIsUnderline )
+ {
+ actor.SetColorMode( USE_OWN_COLOR );
+ }
+ else
+ {
+ actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ }
// Check to see what pixel format the shader should be
- if ( mGlyphManager.GetPixelFormat( meshContainer[ i ].mAtlasId ) == Pixel::L8 )
+ if ( mGlyphManager.GetPixelFormat( mIt->mAtlasId ) == Pixel::L8 )
{
// Create an effect if necessary
if ( style == STYLE_DROP_SHADOW )
{
- actor.Add( GenerateEffect( meshContainer[ i ], shadowOffset, shadowColor ) );
+ actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) );
}
actor.SetShaderEffect( mBasicShader );
}
actor.SetShaderEffect( mBgraShader );
}
- if ( i )
+ if ( mActor )
{
mActor.Add( actor );
}
void StitchTextMesh( std::vector< MeshRecord >& meshContainer,
MeshData& newMeshData,
+ Vector< Extent >& extents,
+ const Vector4& color,
+ float baseLine,
+ float underlinePosition,
+ float underlineThickness,
AtlasManager::AtlasSlot& slot )
{
if ( slot.mImageId )
{
+ MeshData::VertexContainer verts = newMeshData.GetVertices();
+ float left = verts[ 0 ].x;
+ float right = verts[ 1 ].x;
+
// Check to see if there's a mesh data object that references the same atlas ?
- for ( uint32_t i = 0; i < meshContainer.size(); ++i )
+ uint32_t index = 0;
+ for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt, ++index )
{
- if ( slot.mAtlasId == meshContainer[ i ].mAtlasId )
+ if ( slot.mAtlasId == mIt->mAtlasId )
{
- // Stitch the mesh to the existing mesh
- mGlyphManager.StitchMesh( meshContainer[ i ].mMeshData, newMeshData );
+ // Stitch the mesh to the existing mesh and adjust any extents
+ mGlyphManager.StitchMesh( mIt->mMeshData, newMeshData );
+ AdjustExtents( extents,
+ meshContainer,
+ index,
+ color,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness );
return;
}
}
MeshRecord meshRecord;
meshRecord.mAtlasId = slot.mAtlasId;
meshRecord.mMeshData = newMeshData;
+ meshRecord.mColor = color;
+ meshRecord.mIsUnderline = false;
meshContainer.push_back( meshRecord );
+
+ // Adjust extents for this new meshrecord
+ AdjustExtents( extents,
+ meshContainer,
+ meshContainer.size() - 1u,
+ color,
+ left,
+ right,
+ baseLine,
+ underlinePosition,
+ underlineThickness );
+
+ }
+ }
+
+ void AdjustExtents( Vector< Extent >& extents,
+ std::vector< MeshRecord>& meshRecords,
+ uint32_t index,
+ const Vector4& color,
+ float left,
+ float right,
+ float baseLine,
+ float underlinePosition,
+ float underlineThickness )
+ {
+ bool foundExtent = false;
+ for ( Vector< Extent >::Iterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
+ {
+ if ( Equals( baseLine, eIt->mBaseLine ) )
+ {
+ // If we've found an extent with the same color then we don't need to create a new extent
+ if ( color == meshRecords[ index ].mColor )
+ {
+ foundExtent = true;
+ if ( left < eIt->mLeft )
+ {
+ eIt->mLeft = left;
+ }
+ if ( right > eIt->mRight )
+ {
+ eIt->mRight = right;
+ }
+ }
+ // Font metrics use negative values for lower underline positions
+ if ( underlinePosition < eIt->mUnderlinePosition )
+ {
+ eIt->mUnderlinePosition = underlinePosition;
+ }
+ if ( underlineThickness > eIt->mUnderlineThickness )
+ {
+ eIt->mUnderlineThickness = underlineThickness;
+ }
+ }
+ }
+ if ( !foundExtent )
+ {
+ Extent extent;
+ extent.mLeft = left;
+ extent.mRight = right;
+ extent.mBaseLine = baseLine;
+ extent.mUnderlinePosition = underlinePosition;
+ extent.mUnderlineThickness = underlineThickness;
+ extent.mMeshRecordIndex = index;
+ extents.PushBack( extent );
}
}
}
}
- MeshActor GenerateEffect( MeshRecord& meshRecord,
+ void GenerateUnderlines( std::vector< MeshRecord>& meshRecords,
+ Vector< Extent >& extents,
+ const Vector4& underlineColor,
+ const Vector4& textColor )
+ {
+ MeshData newMeshData;
+ const float zero = 0.0f;
+ const float half = 0.5f;
+
+ for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt )
+ {
+ MeshData::VertexContainer newVerts;
+ newVerts.reserve( 4u );
+ uint32_t index = eIt->mMeshRecordIndex;
+ Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId );
+
+ // Make sure we don't hit texture edge for single pixel texture ( filled pixel is in top left of every atlas )
+ float u = half / uv.x;
+ float v = half / uv.y;
+ float thickness = eIt->mUnderlineThickness;
+ float baseLine = eIt->mBaseLine - eIt->mUnderlinePosition - ( thickness * 0.5f );
+ float tlx = eIt->mLeft;
+ float brx = eIt->mRight;
+
+ newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine, zero ),
+ Vector2( zero, zero ),
+ Vector3( zero, zero, zero ) ) );
+
+ newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine, zero ),
+ Vector2( u, zero ),
+ Vector3( zero, zero, zero ) ) );
+
+ newVerts.push_back( MeshData::Vertex( Vector3( tlx, baseLine + thickness, zero ),
+ Vector2( zero, v ),
+ Vector3( zero, zero, zero ) ) );
+
+ newVerts.push_back( MeshData::Vertex( Vector3( brx, baseLine + thickness, zero ),
+ Vector2( u, v ),
+ Vector3( zero, zero, zero ) ) );
+
+ newMeshData.SetVertices( newVerts );
+ newMeshData.SetFaceIndices( mFace );
+
+ if ( underlineColor == textColor )
+ {
+ mGlyphManager.StitchMesh( meshRecords[ index ].mMeshData, newMeshData );
+ }
+ else
+ {
+ MeshRecord record;
+ newMeshData.SetMaterial( meshRecords[ index ].mMeshData.GetMaterial() );
+ newMeshData.SetHasNormals( true );
+ newMeshData.SetHasColor( false );
+ newMeshData.SetHasTextureCoords( true );
+ record.mMeshData = newMeshData;
+ record.mAtlasId = meshRecords[ index ].mAtlasId;
+ record.mColor = underlineColor;
+ record.mIsUnderline = true;
+ meshRecords.push_back( record );
+ }
+ }
+ }
+
+ MeshActor 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();
- const float zero = 0.0f;
const float one = 1.0f;
+ const float zero = 0.0f;
float tlx = verts[ 0 ].x;
float tly = verts[ 0 ].y;
float brx = zero;
float divHeight = 2.0f / height;
// Create a buffer to render to
- // TODO bloom style filter from this buffer
meshRecord.mBuffer = FrameBufferImage::New( width, height );
// Create a mesh actor to contain the post-effect render
Vector2( one, one ),
Vector3( zero, zero, zero ) ) );
- face.push_back( 0 ); face.push_back( 2u ); face.push_back( 1u );
- face.push_back( 1u ); face.push_back( 2u ); face.push_back( 3u );
-
MeshData meshData;
Material newMaterial = Material::New("effect buffer");
newMaterial.SetDiffuseTexture( meshRecord.mBuffer );
meshData.SetMaterial( newMaterial );
meshData.SetVertices( vertices );
- meshData.SetFaceIndices( face );
+ meshData.SetFaceIndices( mFace );
meshData.SetHasNormals( true );
meshData.SetHasColor( false );
meshData.SetHasTextureCoords( true );
actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
actor.SetShaderEffect( mBgraShader );
actor.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
- actor.SetSortModifier( one ); // force behind main text
+ actor.SetSortModifier( 0.1f ); // force behind main text
// Create a sub actor to render once with normalized vertex positions
MeshData newMeshData;
ShaderEffect mBgraShader; ///> Shader used to render BGRA glyphs
ShaderEffect mBasicShadowShader; ///> 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
};
Text::RendererPtr AtlasRenderer::New()
view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
mImpl->AddGlyphs( positions,
glyphs,
+ view.GetTextColor(),
view.GetShadowOffset(),
- view.GetShadowColor() );
+ view.GetShadowColor(),
+ view.IsUnderlineEnabled(),
+ view.GetUnderlineColor() );
}
return mImpl->mActor;
}
AtlasRenderer::~AtlasRenderer()
{
delete mImpl;
-}
+}
\ No newline at end of file