+ MeshActor GenerateEffect( 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;
+ 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 = 2.0f / width;
+ 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
+ MeshData::VertexContainer vertices;
+ MeshData::FaceIndices face;
+
+ vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, tly + shadowOffset.y, zero ),
+ Vector2( zero, zero ),
+ Vector3( zero, zero, zero ) ) );
+
+ vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, tly + shadowOffset.y, zero ),
+ Vector2( one, zero ),
+ Vector3( zero, zero, zero ) ) );
+
+ vertices.push_back( MeshData::Vertex( Vector3( tlx + shadowOffset.x, bry + shadowOffset.y, zero ),
+ Vector2( zero, one ),
+ Vector3( zero, zero, zero ) ) );
+
+ vertices.push_back( MeshData::Vertex( Vector3( brx + shadowOffset.x, bry + shadowOffset.y, zero ),
+ 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.SetHasNormals( true );
+ meshData.SetHasColor( false );
+ meshData.SetHasTextureCoords( true );
+ MeshActor actor = MeshActor::New( Mesh::New( meshData ) );
+ actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
+ actor.SetShaderEffect( mBgraShader );
+ actor.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
+ actor.SetSortModifier( one ); // 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.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ 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 )
+ {
+ // 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 );
+ }
+ }
+ }
+