From 2a3b002c65d5012f8439e70c8eafd9dd7f4db9ca Mon Sep 17 00:00:00 2001 From: Victor Cebollada Date: Fri, 8 Dec 2017 10:41:22 +0000 Subject: [PATCH] Text atlas renderer refacor. * Add some methods to avoid code duplication. Change-Id: Ifa3952d4fa2995ac735e76624f484c8441a49bc2 Signed-off-by: Victor Cebollada --- .../text/rendering/atlas/text-atlas-renderer.cpp | 378 ++++++++++++--------- 1 file changed, 214 insertions(+), 164 deletions(-) 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 62865d6..54a746a 100644 --- a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp +++ b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp @@ -211,6 +211,199 @@ struct AtlasRenderer::Impl return false; } + void CacheGlyph( const GlyphInfo& glyph, FontId lastFontId, AtlasManager::AtlasSlot& slot ) + { + bool glyphNotCached = !mGlyphManager.IsCached( glyph.fontId, glyph.index, 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 current glyph is a color one. + const bool isColorGlyph = mFontClient.IsColorGlyph( glyph.fontId, glyph.index ); + + // 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, + glyphBufferData, + NO_OUTLINE ); + + // Create the pixel data. + bitmap = PixelData::New( glyphBufferData.buffer, + glyph.width * glyph.height * GetBytesPerPixel( glyphBufferData.format ), + glyph.width, + glyph.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, 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, 1/*increment*/ ); + } + } + + void GenerateMesh( const GlyphInfo& glyph, + const Vector2& position, + const Vector4& color, + 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; + + 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& defaultColor, + const Vector4& shadowColor, + const Vector2& shadowOffset, + Style style, + Actor textControl, + Property::Index animatablePropertyIndex ) + { + 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, defaultColor, meshRecord, textSize, STYLE_NORMAL ); + + // 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(textControl, animatablePropertyIndex, defaultColor, 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, @@ -225,7 +418,6 @@ struct AtlasRenderer::Impl AtlasManager::AtlasSlot slot; std::vector< MeshRecord > meshContainer; Vector< Extent > extents; - TextCacheEntry textCacheEntry; mDepth = depth; const Vector2& textSize( view.GetLayoutSize() ); @@ -250,7 +442,6 @@ struct AtlasRenderer::Impl float currentUnderlinePosition = ZERO; float currentUnderlineThickness = underlineHeight; - uint32_t currentBlockSize = 0; FontId lastFontId = 0; FontId lastUnderlinedFontId = 0; Style style = STYLE_NORMAL; @@ -316,125 +507,28 @@ struct AtlasRenderer::Impl lastUnderlinedFontId = glyph.fontId; } // underline - bool glyphNotCached = !mGlyphManager.IsCached( glyph.fontId, glyph.index, 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[currentBlockSize]; - - 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 current glyph is a color one. - const bool isColorGlyph = mFontClient.IsColorGlyph( glyph.fontId, glyph.index ); - - // 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, - glyphBufferData, - NO_OUTLINE ); - - // Create the pixel data. - bitmap = PixelData::New( glyphBufferData.buffer, - glyph.width * glyph.height * GetBytesPerPixel( glyphBufferData.format ), - glyph.width, - glyph.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, 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, 1/*increment*/ ); - } + // Retrieves and caches the glyph's bitmap. + CacheGlyph( glyph, lastFontId, slot ); // Move the origin (0,0) of the mesh to the center of the actor const Vector2 position = *( positionsBuffer + i ) - halfTextSize - lineOffsetPosition; if ( 0u != slot.mImageId ) // invalid slot id, glyph has failed to be added to atlas { - // 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(); - // 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 ); - - // 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 ); + GenerateMesh( glyph, + position, + color, + slot, + underlineGlyph, + currentUnderlinePosition, + currentUnderlineThickness, + meshContainer, + newTextCache, + extents); lastFontId = glyph.fontId; // Prevents searching for existing blocksizes when string of the same fontId. } @@ -454,60 +548,16 @@ struct AtlasRenderer::Impl // For each MeshData object, create a mesh actor and add to the renderable actor if( !meshContainer.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 ); - mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); - } - - for( std::vector< MeshRecord >::iterator it = meshContainer.begin(), - endIt = meshContainer.end(); - it != endIt; ++it ) - { - MeshRecord& meshRecord = *it; - - Actor actor = CreateMeshActor( textControl, animatablePropertyIndex, defaultColor, meshRecord, textSize, STYLE_NORMAL ); - - // 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(textControl, animatablePropertyIndex, defaultColor, 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 ); - } - } + CreateActors( meshContainer, + textSize, + defaultColor, + shadowColor, + shadowOffset, + style, + textControl, + animatablePropertyIndex ); } + #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", -- 2.7.4