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=e06b958344d3065ff9421e66b0deb2abd582cdc4;hp=2332c7a500cdf774a34902ea988c1d53ef020651;hb=ff0db3ef923086d96dc8c2eb8501607da9c3c21e;hpb=867aa572372bf901975516db0fa77630754a8c27 diff --git a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp old mode 100644 new mode 100755 index 2332c7a..e06b958 --- a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp +++ b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp @@ -21,9 +21,9 @@ // EXTERNAL INCLUDES #include #include -#include #include #include +#include // INTERNAL INCLUDES #include @@ -42,11 +42,58 @@ namespace 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 @@ -66,7 +113,6 @@ struct AtlasRenderer::Impl uint32_t mAtlasId; AtlasManager::Mesh2D mMesh; - FrameBufferImage mBuffer; }; /** @@ -124,12 +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; }; @@ -163,7 +211,212 @@ 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::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& meshContainer, + Vector& newTextCache, + Vector& 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& 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::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(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& positions, const Vector& glyphs, const Vector4& defaultColor, @@ -173,18 +426,28 @@ struct AtlasRenderer::Impl 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& 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 ); @@ -200,7 +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; @@ -221,14 +483,14 @@ struct AtlasRenderer::Impl 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 ) { // 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; @@ -266,118 +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 ) - { - uint32_t index = 0u; - for( std::vector::const_iterator it = mBlockSizes.begin(), - endIt = mBlockSizes.end(); - it != endIt; - ++it, ++index ) - { - const MaxBlockSize& blockSize = *it; - if( blockSize.mFontId == glyph.fontId ) - { - currentBlockSize = index; - mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH, - DEFAULT_ATLAS_HEIGHT, - blockSize.mNeededBlockWidth, - blockSize.mNeededBlockHeight ); - } - } - } - - // Create a new image for the glyph - PixelData bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index ); - if( bitmap ) - { - MaxBlockSize& blockSize = mBlockSizes[currentBlockSize]; - - // Ensure that the next image will fit into the current block size - bool setSize = false; - if( bitmap.GetWidth() > blockSize.mNeededBlockWidth ) - { - setSize = true; - blockSize.mNeededBlockWidth = bitmap.GetWidth(); - } - if( bitmap.GetHeight() > blockSize.mNeededBlockHeight ) - { - setSize = true; - blockSize.mNeededBlockHeight = bitmap.GetHeight(); - } - - if( setSize ) - { - mGlyphManager.SetNewAtlasSize( DEFAULT_ATLAS_WIDTH, - DEFAULT_ATLAS_HEIGHT, - blockSize.mNeededBlockWidth, - blockSize.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 const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition; - // 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 ); - - AtlasManager::Vertex2D* verticesBuffer = newMesh.mVertices.Begin(); - - // Adjust the vertices if the fixed-size font should be down-scaled - if( glyph.scaleFactor > 0 ) + if ( 0u != slot.mImageId ) // invalid slot id, glyph has failed to be added to atlas { - for( unsigned int index = 0u, size = newMesh.mVertices.Count(); - index < size; - ++index ) + Vector2 positionPlusOutlineOffset = position; + if( isOutline ) { - AtlasManager::Vertex2D& vertex = *( verticesBuffer + index ); - - // Set the position of the vertex. - vertex.mPosition.x = position.x + ( ( vertex.mPosition.x - position.x ) * glyph.scaleFactor ); - vertex.mPosition.y = position.y + ( ( vertex.mPosition.y - position.y ) * glyph.scaleFactor ); + // Add an offset to the text. + const float outlineWidthOffset = static_cast( 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 ); + // Get the color of the character. + const ColorIndex colorIndex = useDefaultColor ? 0u : *( colorIndicesBuffer + i ); + const Vector4& color = ( useDefaultColor || ( 0u == colorIndex ) ) ? defaultColor : *( colorsBuffer + colorIndex - 1u ); - for( unsigned int index = 0u, size = newMesh.mVertices.Count(); - index < size; - ++index ) - { - AtlasManager::Vertex2D& vertex = *( verticesBuffer + index ); + GenerateMesh( glyph, + positionPlusOutlineOffset, + color, + NO_OUTLINE, + slot, + isGlyphUnderlined, + currentUnderlinePosition, + currentUnderlineThickness, + meshContainer, + newTextCache, + extents); - // Set the color of the vertex. - vertex.mColor = color; + 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, - 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 @@ -392,61 +597,36 @@ struct AtlasRenderer::Impl } // For each MeshData object, create a mesh actor and add to the renderable actor - if( !meshContainer.empty() ) + bool isShadowDrawn = false; + if( !meshContainerOutline.empty() ) { - 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 ); - } - - for( std::vector< MeshRecord >::iterator it = meshContainer.begin(), - endIt = meshContainer.end(); - it != endIt; ++it ) - { - MeshRecord& meshRecord = *it; - - Actor actor = CreateMeshActor( meshRecord, textSize ); - - // Whether the actor has renderers. - const bool hasRenderer = actor.GetRendererCount() > 0u; - - // Create an effect if necessary - if( hasRenderer && - ( style == STYLE_DROP_SHADOW ) ) - { - // Change the color of the vertices. - for( Vector::Iterator vIt = meshRecord.mMesh.mVertices.Begin(), - vEndIt = meshRecord.mMesh.mVertices.End(); - vIt != vEndIt; - ++vIt ) - { - AtlasManager::Vertex2D& vertex = *vIt; - - vertex.mColor = shadowColor; - } - - Actor shadowActor = CreateMeshActor( meshRecord, textSize ); -#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(Dali::Renderer::Property::DEPTH_INDEX); - renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex - 1 ); - mActor.Add( shadowActor ); - } + const bool drawShadow = STYLE_DROP_SHADOW == style; + CreateActors( meshContainerOutline, + textSize, + outlineColor, + shadowColor, + shadowOffset, + textControl, + animatablePropertyIndex, + drawShadow ); + + isShadowDrawn = drawShadow; + } - if( hasRenderer ) - { - mActor.Add( 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", @@ -475,12 +655,13 @@ struct AtlasRenderer::Impl { 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 ); quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() ); @@ -490,22 +671,66 @@ struct AtlasRenderer::Impl quadGeometry.SetIndexBuffer( &meshRecord.mMesh.mIndices[0], meshRecord.mMesh.mIndices.Size() ); TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) ); - Shader shader( mGlyphManager.GetShader( 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( 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 ); + Actor actor = Actor::New(); #if defined(DEBUG_ENABLED) actor.SetName( "Text renderable actor" ); #endif actor.AddRenderer( renderer ); - // Keep all of the origins aligned actor.SetParentOrigin( ParentOrigin::TOP_LEFT ); actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); actor.SetSize( actorSize ); actor.RegisterProperty("uOffset", Vector2::ZERO ); + actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); + return actor; } @@ -637,8 +862,9 @@ struct AtlasRenderer::Impl blockIt != blockEndIt; ++blockIt ) { - if( (*blockIt).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; } @@ -653,7 +879,7 @@ struct AtlasRenderer::Impl maxBlockSize.mNeededBlockWidth = 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 ); } } @@ -723,11 +949,13 @@ struct AtlasRenderer::Impl 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 - 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() @@ -738,6 +966,8 @@ Text::RendererPtr AtlasRenderer::New() } Actor AtlasRenderer::Render( Text::ViewInterface& view, + Actor textControl, + Property::Index animatablePropertyIndex, float& alignmentOffset, int depth ) { @@ -769,6 +999,8 @@ Actor AtlasRenderer::Render( Text::ViewInterface& view, const Vector4& defaultColor = view.GetTextColor(); mImpl->AddGlyphs( view, + textControl, + animatablePropertyIndex, positions, glyphs, defaultColor,