X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftext%2Frendering%2Fatlas%2Ftext-atlas-renderer.cpp;h=4cb19edff33b4e009676ca06c7d3ba85ea643300;hp=58f7fc1b2ccea5a4545eecfb48e4797c86dfd279;hb=2039784e7811f5f68ffdfb13c6aa1bc39f2ab950;hpb=074b05f53f89491982b2d5380cab7f05b1932a76 diff --git a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp index 58f7fc1..4cb19ed 100644 --- a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp +++ b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp @@ -19,20 +19,17 @@ #include // EXTERNAL INCLUDES -#include #include +#include +#include #include -#include -#include - // INTERNAL INCLUDES -#include -#include +#include +#include #include -#include -#include -#include +#include +#include using namespace Dali; using namespace Dali::Toolkit; @@ -44,17 +41,15 @@ namespace 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; +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; } -struct AtlasRenderer::Impl : public ConnectionTracker +struct AtlasRenderer::Impl { - enum Style { STYLE_NORMAL, @@ -63,15 +58,34 @@ struct AtlasRenderer::Impl : public ConnectionTracker struct MeshRecord { + MeshRecord() + : mColor( Color::BLACK ), + mAtlasId( 0 ) + { + } + Vector4 mColor; uint32_t mAtlasId; - MeshData mMeshData; + AtlasManager::Mesh2D mMesh; FrameBufferImage mBuffer; - bool mIsUnderline; }; + /** + * brief Struct used to generate the underline mesh. + * There is one Extent per line of text. + */ struct Extent { + Extent() + : mBaseLine( 0.0f ), + mLeft( 0.0f ), + mRight( 0.0f ), + mUnderlinePosition( 0.0f ), + mUnderlineThickness( 0.0f ), + mMeshRecordIndex( 0 ) + { + } + float mBaseLine; float mLeft; float mRight; @@ -80,49 +94,111 @@ struct AtlasRenderer::Impl : public ConnectionTracker uint32_t mMeshRecordIndex; }; - struct AtlasRecord + struct MaxBlockSize { - uint32_t mImageId; + MaxBlockSize() + : mFontId( 0 ), + mNeededBlockWidth( 0 ), + mNeededBlockHeight( 0 ) + { + } + + FontId mFontId; + uint32_t mNeededBlockWidth; + uint32_t mNeededBlockHeight; + }; + + struct CheckEntry + { + CheckEntry() + : mFontId( 0 ), + mIndex( 0 ) + { + } + + FontId mFontId; Text::GlyphIndex mIndex; }; - struct MaxBlockSize + struct TextCacheEntry { + TextCacheEntry() + : mFontId( 0 ), + mIndex( 0 ), + mImageId( 0 ) + { + } + FontId mFontId; - uint32_t mNeededBlockWidth; - uint32_t mNeededBlockHeight; + Text::GlyphIndex mIndex; + uint32_t mImageId; }; Impl() + : mDepth( 0 ) { 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::INTEGER; } - void AddGlyphs( const std::vector& positions, + bool IsGlyphUnderlined( GlyphIndex index, + const Vector& underlineRuns ) + { + for( Vector::ConstIterator it = underlineRuns.Begin(), + endIt = underlineRuns.End(); + it != endIt; + ++it ) + { + const GlyphRun& run = *it; + + if( ( run.glyphIndex <= index ) && ( index < run.glyphIndex + run.numberOfGlyphs ) ) + { + return true; + } + } + + return false; + } + + void AddGlyphs( Text::ViewInterface& view, + const Vector& positions, const Vector& glyphs, - const Vector4& textColor, - const Vector2& shadowOffset, - const Vector4& shadowColor, - bool underlineEnabled, - const Vector4& underlineColor, - float underlineHeight ) + int depth ) { AtlasManager::AtlasSlot slot; std::vector< MeshRecord > meshContainer; 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& shadowOffset( view.GetShadowOffset() ); + const Vector4& shadowColor( view.GetShadowColor() ); + const bool underlineEnabled( view.IsUnderlineEnabled() ); + const Vector4& underlineColor( view.GetUnderlineColor() ); + const float underlineHeight( view.GetUnderlineHeight() ); + + // Get the underline runs. + const Length numberOfUnderlineRuns = view.GetNumberOfUnderlineRuns(); + Vector underlineRuns; + underlineRuns.Resize( numberOfUnderlineRuns ); + view.GetUnderlineRuns( underlineRuns.Begin(), + 0u, + numberOfUnderlineRuns ); + + bool thereAreUnderlinedGlyphs = false; float currentUnderlinePosition = ZERO; float currentUnderlineThickness = underlineHeight; uint32_t currentBlockSize = 0; FontId lastFontId = 0; + FontId lastUnderlinedFontId = 0; Style style = STYLE_NORMAL; if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 ) @@ -130,31 +206,33 @@ struct AtlasRenderer::Impl : public ConnectionTracker 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; + const GlyphInfo* const glyphsBuffer = glyphs.Begin(); + const Vector2* const positionsBuffer = positions.Begin(); + for( uint32_t i = 0, glyphSize = glyphs.Size(); i < glyphSize; ++i ) { - const GlyphInfo& glyph = glyphs[ i ]; + const GlyphInfo& glyph = *( glyphsBuffer + i ); + + const bool underlineGlyph = underlineEnabled || IsGlyphUnderlined( i, underlineRuns ); + thereAreUnderlinedGlyphs = thereAreUnderlinedGlyphs || underlineGlyph; // No operation for white space if ( glyph.width && glyph.height ) { // Are we still using the same fontId as previous - if ( glyph.fontId != lastFontId ) + if ( underlineGlyph && ( glyph.fontId != lastUnderlinedFontId ) ) { // We need to fetch fresh font underline metrics FontMetrics fontMetrics; mFontClient.GetFontMetrics( glyph.fontId, fontMetrics ); currentUnderlinePosition = ceil( fabsf( fontMetrics.underlinePosition ) ); - float descender = ceil( fabsf( fontMetrics.descender ) ); + const float descender = ceil( fabsf( fontMetrics.descender ) ); - if ( underlineHeight == ZERO ) + if( fabsf( underlineHeight ) < Math::MACHINE_EPSILON_1000 ) { currentUnderlineThickness = fontMetrics.underlineThickness; @@ -174,26 +252,17 @@ struct AtlasRenderer::Impl : public ConnectionTracker { currentUnderlinePosition = descender; } - if ( ZERO == currentUnderlinePosition ) + if( fabsf( currentUnderlinePosition ) < Math::MACHINE_EPSILON_1000 ) { // Move offset down by one ( EFL behavior ) currentUnderlinePosition = ONE; } - } - const Vector2& position = positions[ i ]; - MeshData newMeshData; - mGlyphManager.Cached( glyph.fontId, glyph.index, slot ); + lastUnderlinedFontId = glyph.fontId; + } // underline - if ( slot.mImageId ) + if ( !mGlyphManager.IsCached( glyph.fontId, glyph.index, slot ) ) { - // This glyph already exists so generate mesh data plugging in our supplied position - mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData ); - mImageIds.PushBack( slot.mImageId ); - } - else - { - // Select correct size for new atlas if needed....? if ( lastFontId != glyph.fontId ) { @@ -237,29 +306,54 @@ struct AtlasRenderer::Impl : public ConnectionTracker // Locate a new slot for our glyph mGlyphManager.Add( glyph, bitmap, slot ); + } + } + 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 - if ( slot.mImageId ) - { - mGlyphManager.GenerateMeshData( slot.mImageId, position, newMeshData ); - mImageIds.PushBack( slot.mImageId ); - } + // 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 ) + { + for( unsigned int i=0; i::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt ) { - MeshActor actor = MeshActor::New( Mesh::New( mIt->mMeshData ) ); - actor.SetColor( mIt->mColor ); + Actor actor = CreateMeshActor( *mIt, actorSize ); - // 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 ); - } + // 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 ); - // 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 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() ) { - actor.Add( GenerateShadow( *mIt, shadowOffset, shadowColor ) ); + 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; } - actor.SetShaderEffect( mBasicShader ); - } - else - { - actor.SetShaderEffect( mBgraShader ); } - if ( mActor ) + if( mActor ) { mActor.Add( actor ); } @@ -308,7 +407,6 @@ struct AtlasRenderer::Impl : public ConnectionTracker mActor = actor; } } - mActor.OffStageSignal().Connect( this, &AtlasRenderer::Impl::OffStageDisconnect ); } #if defined(DEBUG_ENABLED) Toolkit::AtlasGlyphManager::Metrics metrics = mGlyphManager.GetMetrics(); @@ -316,9 +414,12 @@ struct AtlasRenderer::Impl : public ConnectionTracker 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, @@ -331,37 +432,80 @@ struct AtlasRenderer::Impl : public ConnectionTracker #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, const Vector2& actorSize ) + { + 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( 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 + actor.SetSize( actorSize ); + actor.SetColor( meshRecord.mColor ); + actor.RegisterProperty("uOffset", Vector2::ZERO ); + return actor; + } + void StitchTextMesh( std::vector< MeshRecord >& meshContainer, - MeshData& newMeshData, + AtlasManager::Mesh2D& newMesh, Vector< Extent >& extents, const Vector4& color, float baseLine, + bool underlineGlyph, 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; + 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; - for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(); mIt != meshContainer.end(); ++mIt, ++index ) + for ( std::vector< MeshRecord >::iterator mIt = meshContainer.begin(), + mEndIt = meshContainer.end(); + mIt != mEndIt; + ++mIt, ++index ) { if ( slot.mAtlasId == mIt->mAtlasId && color == mIt->mColor ) { - // Stitch the mesh to the existing mesh and adjust any extents - mGlyphManager.StitchMesh( mIt->mMeshData, newMeshData ); - AdjustExtents( extents, - meshContainer, - index, - left, - right, - baseLine, - underlinePosition, - underlineThickness ); + // Append the mesh to the existing mesh and adjust any extents + Toolkit::Internal::AtlasMeshFactory::AppendMesh( mIt->mMesh, newMesh ); + + if( underlineGlyph ) + { + AdjustExtents( extents, + meshContainer, + index, + left, + right, + baseLine, + underlinePosition, + underlineThickness ); + } + return; } } @@ -369,21 +513,22 @@ struct AtlasRenderer::Impl : public ConnectionTracker // 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 ); - // Adjust extents for this new meshrecord - AdjustExtents( extents, - meshContainer, - meshContainer.size() - 1u, - left, - right, - baseLine, - underlinePosition, - underlineThickness ); - + if( underlineGlyph ) + { + // Adjust extents for this new meshrecord + AdjustExtents( extents, + meshContainer, + meshContainer.size() - 1u, + left, + right, + baseLine, + underlinePosition, + underlineThickness ); + } } } @@ -397,7 +542,10 @@ struct AtlasRenderer::Impl : public ConnectionTracker float underlineThickness ) { bool foundExtent = false; - for ( Vector< Extent >::Iterator eIt = extents.Begin(); eIt != extents.End(); ++eIt ) + for ( Vector< Extent >::Iterator eIt = extents.Begin(), + eEndIt = extents.End(); + eIt != eEndIt; + ++eIt ) { if ( Equals( baseLine, eIt->mBaseLine ) ) { @@ -434,21 +582,6 @@ struct AtlasRenderer::Impl : public ConnectionTracker } } - // 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& glyphs ) { MaxBlockSize maxBlockSize; @@ -475,16 +608,19 @@ struct AtlasRenderer::Impl : public ConnectionTracker } } - void GenerateUnderlines( std::vector< MeshRecord>& meshRecords, + void GenerateUnderlines( std::vector< MeshRecord >& meshRecords, Vector< Extent >& extents, const Vector4& underlineColor, const Vector4& textColor ) { - MeshData newMeshData; - for ( Vector< Extent >::ConstIterator eIt = extents.Begin(); eIt != extents.End(); ++eIt ) + AtlasManager::Mesh2D newMesh; + unsigned short faceIndex = 0; + for ( Vector< Extent >::ConstIterator eIt = extents.Begin(), + eEndIt = extents.End(); + eIt != eEndIt; + ++eIt ) { - MeshData::VertexContainer newVerts; - newVerts.reserve( 4u ); + AtlasManager::Vertex2D vert; uint32_t index = eIt->mMeshRecordIndex; Vector2 uv = mGlyphManager.GetAtlasSize( meshRecords[ index ].mAtlasId ); @@ -496,195 +632,60 @@ struct AtlasRenderer::Impl : public ConnectionTracker 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 ); + Toolkit::Internal::AtlasMeshFactory::AppendMesh( 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; 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(); - float tlx = verts[ 0 ].x; - float tly = verts[ 0 ].y; - float brx = ZERO; - float bry = ZERO; - - for ( uint32_t i = 0; i < verts.size(); ++i ) - { - if ( verts[ i ].x < tlx ) - { - tlx = verts[ i ].x; - } - if ( verts[ i ].y < tly ) - { - tly = verts[ i ].y; - } - if ( verts[ i ].x > brx ) - { - brx = verts[ i ].x; - } - if ( verts[ i ].y > bry ) - { - bry = verts[ i ].y; - } - } - - float width = brx - tlx; - float height = bry - tly; - float divWidth = TWO / width; - float divHeight = TWO / height; - - // 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 ) - { - MeshData::Vertex vertex = verts[ i ]; - vertex.x = ( ( vertex.x - tlx ) * divWidth ) - ONE; - vertex.y = ( ( vertex.y - tly ) * divHeight ) - ONE; - newVerts.push_back( 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 ) ); - 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.SetTargetFrameBuffer( meshRecord.mBuffer ); - task.SetSourceActor( subActor ); - task.SetClearEnabled( true ); - task.SetClearColor( Vector4::ZERO ); - task.SetExclusive( true ); - task.SetRefreshRate( RenderTask::REFRESH_ONCE ); - task.FinishedSignal().Connect( this, &AtlasRenderer::Impl::RenderComplete ); - actor.Add( subActor ); - return actor; - } - - void RenderComplete( RenderTask& renderTask ) - { - // Disconnect and remove this single shot render task - renderTask.FinishedSignal().Disconnect( this, &AtlasRenderer::Impl::RenderComplete ); - Stage::GetCurrent().GetRenderTaskList().RemoveTask( renderTask ); - - // Get the actor used for render to buffer and remove it from the parent - Actor renderActor = renderTask.GetSourceActor(); - if ( renderActor ) - { - Actor parent = renderActor.GetParent(); - if ( parent ) - { - parent.Remove( renderActor ); - } - } - } - - 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 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 + 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 }; Text::RendererPtr AtlasRenderer::New() @@ -694,7 +695,7 @@ Text::RendererPtr AtlasRenderer::New() return Text::RendererPtr( new AtlasRenderer() ); } -RenderableActor AtlasRenderer::Render( Text::ViewInterface& view ) +Actor AtlasRenderer::Render( Text::ViewInterface& view, int depth ) { UnparentAndReset( mImpl->mActor ); @@ -705,24 +706,27 @@ RenderableActor AtlasRenderer::Render( Text::ViewInterface& view ) Vector glyphs; glyphs.Resize( numberOfGlyphs ); - std::vector positions; - positions.resize( numberOfGlyphs ); + Vector positions; + positions.Resize( numberOfGlyphs ); numberOfGlyphs = view.GetGlyphs( glyphs.Begin(), - &positions[0], + positions.Begin(), 0u, numberOfGlyphs ); glyphs.Resize( numberOfGlyphs ); - positions.resize( numberOfGlyphs ); + positions.Resize( numberOfGlyphs ); - mImpl->AddGlyphs( positions, + mImpl->AddGlyphs( view, + positions, glyphs, - view.GetTextColor(), - view.GetShadowOffset(), - view.GetShadowColor(), - view.IsUnderlineEnabled(), - view.GetUnderlineColor(), - view.GetUnderlineHeight() ); + 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*/ + if ( !mImpl->mActor ) + { + mImpl->mActor = Actor::New(); + } } return mImpl->mActor; @@ -736,5 +740,6 @@ AtlasRenderer::AtlasRenderer() AtlasRenderer::~AtlasRenderer() { + mImpl->RemoveText(); delete mImpl; }