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=7891391bb60f7b50e6cb8eb47d5d087940c643c8;hp=77c6732beccdacacb3c2860730429890377e1b23;hb=7e85bd91f75df91102fa1cb39d7e4d5f4b3df61a;hpb=3e17d9f63dedb5d669409301f8d9a3d8c393f979 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 77c6732..7891391 100644 --- a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp +++ b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp @@ -20,12 +20,17 @@ // EXTERNAL INCLUDES #include +#include // INTERNAL INCLUDES #include #include #include #include +#include +#if defined(DEBUG_ENABLED) +Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_ATLAS_RENDERER"); +#endif using namespace Dali; using namespace Dali::Toolkit; @@ -33,18 +38,40 @@ using namespace Dali::Toolkit::Text; namespace { - const Vector2 DEFAULT_ATLAS_SIZE( 512.0f, 512.0f ); - const Vector2 DEFAULT_BLOCK_SIZE( 16.0f, 16.0f ); - const Vector2 PADDING( 2.0f, 2.0f ); + 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 +struct AtlasRenderer::Impl : public ConnectionTracker { + enum Style + { + STYLE_NORMAL, + STYLE_DROP_SHADOW + }; + 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 @@ -56,26 +83,48 @@ struct AtlasRenderer::Impl struct MaxBlockSize { FontId mFontId; - Vector2 mNeededBlockSize; + uint32_t mNeededBlockWidth; + uint32_t mNeededBlockHeight; }; Impl() - : mSlotDelegate( this ) { mGlyphManager = AtlasGlyphManager::Get(); mFontClient = TextAbstraction::FontClient::Get(); - mGlyphManager.SetAtlasSize( DEFAULT_ATLAS_SIZE, DEFAULT_BLOCK_SIZE ); mBasicShader = BasicShader::New(); - mBGRAShader = BgraShader::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& positions, const Vector& glyphs ) + void AddGlyphs( const std::vector& positions, + const Vector& glyphs, + const Vector4& textColor, + const Vector2& shadowOffset, + const Vector4& shadowColor, + bool underlineEnabled, + const Vector4& underlineColor, + float underlineHeight ) { AtlasManager::AtlasSlot slot; std::vector< MeshRecord > meshContainer; + Vector< Extent > extents; + + float currentUnderlinePosition = ZERO; + float currentUnderlineThickness = underlineHeight; + uint32_t currentBlockSize = 0; FontId lastFontId = 0; + Style style = STYLE_NORMAL; + + if ( fabsf( shadowOffset.x ) > Math::MACHINE_EPSILON_1 || fabsf( shadowOffset.y ) > Math::MACHINE_EPSILON_1 ) + { + style = STYLE_DROP_SHADOW; + } - if (mImageIds.Size() ) + if ( mImageIds.Size() ) { // Unreference any currently used glyphs RemoveText(); @@ -90,6 +139,42 @@ struct AtlasRenderer::Impl // 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 = ceil( fabsf( fontMetrics.underlinePosition ) ); + float descender = ceil( fabsf( fontMetrics.descender ) ); + + if ( underlineHeight == ZERO ) + { + currentUnderlineThickness = fontMetrics.underlineThickness; + + // Ensure underline will be at least a pixel high + if ( currentUnderlineThickness < ONE ) + { + currentUnderlineThickness = ONE; + } + else + { + currentUnderlineThickness = ceil( currentUnderlineThickness ); + } + } + + // Clamp the underline position at the font descender and check for ( as EFL describes it ) a broken font + if ( currentUnderlinePosition > descender ) + { + currentUnderlinePosition = descender; + } + if ( ZERO == currentUnderlinePosition ) + { + // Move offset down by one ( EFL behavior ) + currentUnderlinePosition = ONE; + } + } + Vector2 position = positions[ i ]; MeshData newMeshData; mGlyphManager.Cached( glyph.fontId, glyph.index, slot ); @@ -110,15 +195,39 @@ struct AtlasRenderer::Impl { if ( mBlockSizes[ j ].mFontId == glyph.fontId ) { - mGlyphManager.SetAtlasSize( DEFAULT_ATLAS_SIZE, mBlockSizes[ j ].mNeededBlockSize ); + currentBlockSize = j; + mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH, + DEFAULT_ATLAS_HEIGHT, + mBlockSizes[ j ].mNeededBlockWidth, + mBlockSizes[ j ].mNeededBlockHeight ); } } - lastFontId = glyph.fontId; } - // Glyph doesn't currently exist in atlas so upload + // 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 ) + { + 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 ); + } + // Locate a new slot for our glyph mGlyphManager.Add( glyph, bitmap, slot ); @@ -130,31 +239,59 @@ struct AtlasRenderer::Impl } } // 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 ); + lastFontId = glyph.fontId; } } + 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 ) { - Mesh mesh = Mesh::New( meshContainer[ i ].mMeshData ); - MeshActor actor = MeshActor::New( mesh ); - actor.SetParentOrigin( ParentOrigin::TOP_LEFT ); - actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );; + MeshActor actor = MeshActor::New( Mesh::New( mIt->mMeshData ) ); + actor.SetColor( mIt->mColor ); + + // Ensure that text rendering is unfiltered + actor.SetFilterMode( FilterMode::NEAREST, FilterMode::NEAREST ); + 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( GenerateShadow( *mIt, shadowOffset, shadowColor ) ); + } actor.SetShaderEffect( mBasicShader ); } else { - actor.SetShaderEffect( mBGRAShader ); + actor.SetShaderEffect( mBgraShader ); } - if ( i ) + if ( mActor ) { mActor.Add( actor ); } @@ -163,23 +300,60 @@ struct AtlasRenderer::Impl mActor = actor; } } - mActor.OffStageSignal().Connect( mSlotDelegate, &AtlasRenderer::Impl::OffStageDisconnect ); + mActor.OffStageSignal().Connect( this, &AtlasRenderer::Impl::OffStageDisconnect ); } +#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", + metrics.mGlyphCount, + metrics.mAtlasMetrics.mAtlasCount, + metrics.mAtlasMetrics.mTextureMemoryUsed / 1024 ); + 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 ? "" : " ", + metrics.mAtlasMetrics.mAtlasMetrics[ i ].mPixelFormat == Pixel::L8 ? "L8 " : "BGRA", + metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mWidth, + metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mHeight, + metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockWidth, + metrics.mAtlasMetrics.mAtlasMetrics[ i ].mSize.mBlockHeight, + metrics.mAtlasMetrics.mAtlasMetrics[ i ].mBlocksUsed, + metrics.mAtlasMetrics.mAtlasMetrics[ i ].mTotalBlocks ); + } +#endif } 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 && color == mIt->mColor ) { - // 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, + left, + right, + baseLine, + underlinePosition, + underlineThickness ); return; } } @@ -188,7 +362,67 @@ struct AtlasRenderer::Impl 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, + left, + right, + baseLine, + underlinePosition, + underlineThickness ); + + } + } + + void AdjustExtents( Vector< Extent >& extents, + std::vector< MeshRecord>& meshRecords, + uint32_t index, + 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 ) ) + { + foundExtent = true; + if ( left < eIt->mLeft ) + { + eIt->mLeft = left; + } + if ( right > eIt->mRight ) + { + eIt->mRight = right; + } + + 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 ); } } @@ -212,45 +446,237 @@ struct AtlasRenderer::Impl MaxBlockSize maxBlockSize; for ( uint32_t i = 0; i < glyphs.Size(); ++i ) { - // Get the fontId of this glyph and check to see if a max size exists? FontId fontId = glyphs[ i ].fontId; - float paddedWidth = glyphs[ i ].width + PADDING.x; - float paddedHeight = glyphs[ i ].height + PADDING.y; bool foundFont = false; - for ( uint32_t j = 0; j < mBlockSizes.size(); ++j ) { if ( mBlockSizes[ j ].mFontId == fontId ) { foundFont = true; - if ( mBlockSizes[ j ].mNeededBlockSize.x < paddedWidth ) - { - mBlockSizes[ j ].mNeededBlockSize.x = paddedWidth; - } - if ( mBlockSizes[ j ].mNeededBlockSize.y < paddedHeight ) - { - mBlockSizes[ j ].mNeededBlockSize.y = paddedHeight; - } } } - if ( !foundFont ) { - maxBlockSize.mNeededBlockSize = Vector2( paddedWidth, paddedHeight ); + FontMetrics fontMetrics; + mFontClient.GetFontMetrics( fontId, fontMetrics ); + maxBlockSize.mNeededBlockWidth = static_cast< uint32_t >( fontMetrics.height ); + maxBlockSize.mNeededBlockHeight = static_cast< uint32_t >( fontMetrics.height ); maxBlockSize.mFontId = fontId; mBlockSizes.push_back( maxBlockSize ); } } } + 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 ) + { + 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 * HALF ); + 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 ); + + 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(); + 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 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 - SlotDelegate< AtlasRenderer::Impl > mSlotDelegate; ///> Signal generated to unreference glyphs when renderable actor is removed - ShaderEffect mBasicShader; ///> Shader to render L8 glyphs - ShaderEffect mBGRAShader; ///> Shader to render BGRA glyphs + 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 }; Text::RendererPtr AtlasRenderer::New() @@ -275,7 +701,14 @@ RenderableActor AtlasRenderer::Render( Text::ViewInterface& view ) std::vector positions; positions.resize( numberOfGlyphs ); view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs ); - mImpl->AddGlyphs( positions, glyphs ); + mImpl->AddGlyphs( positions, + glyphs, + view.GetTextColor(), + view.GetShadowOffset(), + view.GetShadowColor(), + view.IsUnderlineEnabled(), + view.GetUnderlineColor(), + view.GetUnderlineHeight() ); } return mImpl->mActor; }