2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-algorithms.h>
22 #include <dali/internal/render/common/render-debug.h>
23 #include <dali/internal/render/common/render-list.h>
24 #include <dali/internal/render/common/render-instruction.h>
25 #include <dali/internal/render/gl-resources/context.h>
26 #include <dali/internal/render/renderers/render-renderer.h>
28 using Dali::Internal::SceneGraph::RenderItem;
29 using Dali::Internal::SceneGraph::RenderList;
30 using Dali::Internal::SceneGraph::RenderListContainer;
31 using Dali::Internal::SceneGraph::RenderInstruction;
43 * Sets up the scissor test if required.
44 * @param[in] renderList The render list from which to get the clipping flag
45 * @param[in] context The context
47 inline void SetScissorTest( const RenderList& renderList, Context& context )
50 if( renderList.IsClipping() )
52 context.SetScissorTest( true );
54 const Dali::ClippingBox& clip = renderList.GetClippingBox();
55 context.Scissor(clip.x, clip.y, clip.width, clip.height);
59 context.SetScissorTest( false );
64 * Sets the render flags for depth testing and stencil buffer
66 * @param[in] renderList The render list from which to get the render flags
67 * @param[in] context The context
69 inline void SetRenderFlags( const RenderList& renderList, Context& context )
71 const unsigned int renderFlags = renderList.GetFlags();
73 bool enableDepthBuffer = ( ( renderFlags & RenderList::DEPTH_BUFFER_ENABLED ) != 0u );
75 GLbitfield clearMask = ( renderFlags & RenderList::DEPTH_CLEAR ) ? GL_DEPTH_BUFFER_BIT : 0u;
77 context.EnableDepthBuffer( enableDepthBuffer );
79 // Stencil enabled, writing, and clearing...
80 const bool enableStencilBuffer( renderFlags & RenderList::STENCIL_BUFFER_ENABLED );
81 const bool enableStencilWrite( renderFlags & RenderList::STENCIL_WRITE );
83 context.EnableStencilBuffer( enableStencilBuffer );
85 if( enableStencilBuffer )
87 context.StencilFunc( (enableStencilWrite ? GL_ALWAYS : GL_EQUAL), 1, 0xFF );
88 context.StencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
90 clearMask |= (renderFlags & RenderList::STENCIL_CLEAR) ? GL_STENCIL_BUFFER_BIT : 0u;
93 // Write to stencil buffer or color buffer, but not both
94 context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
95 context.ColorMask( !enableStencilWrite );
97 // Clear depth and/or stencil buffer.
100 // only clear if the depth and/or stencil buffer have been written to after a previous clear
101 context.Clear( clearMask, Context::CHECK_CACHED_VALUES );
107 * Process a render-list.
108 * @param[in] renderList The render-list to process.
109 * @param[in] context The GL context.
110 * @param[in] defaultShader The default shader to use.
111 * @param[in] buffer The current render buffer index (previous update buffer)
112 * @param[in] viewMatrix The view matrix from the appropriate camera.
113 * @param[in] projectionMatrix The projection matrix from the appropriate camera.
114 * @param[in] cullMode True if the renderers should be subjected to clipspace culling
116 inline void ProcessRenderList(
117 const RenderList& renderList,
119 SceneGraph::TextureCache& textureCache,
120 SceneGraph::Shader& defaultShader,
121 BufferIndex bufferIndex,
122 const Matrix& viewMatrix,
123 const Matrix& projectionMatrix,
126 DALI_PRINT_RENDER_LIST( renderList );
128 SetScissorTest( renderList, context );
129 SetRenderFlags( renderList, context );
131 if( renderList.HasColorRenderItems() )
133 bool depthBufferEnabled = ( ( renderList.GetFlags() & RenderList::DEPTH_BUFFER_ENABLED ) != 0u );
134 size_t count = renderList.Count();
135 for ( size_t index = 0; index < count; ++index )
137 const RenderItem& item = renderList.GetItem( index );
138 DALI_PRINT_RENDER_ITEM( item );
140 //Enable depth writes if depth buffer is enabled and item is opaque
141 context.DepthMask( depthBufferEnabled && ( item.IsOpaque() || item.GetRenderer().RequiresDepthTest() ) );
143 item.GetRenderer().Render( context, textureCache, bufferIndex, item.GetNode(), defaultShader, item.GetModelViewMatrix(), viewMatrix, projectionMatrix, cullMode, !item.IsOpaque() );
148 size_t count = renderList.Count();
149 for ( size_t index = 0; index < count; ++index )
151 const RenderItem& item = renderList.GetItem( index );
152 DALI_PRINT_RENDER_ITEM( item );
154 item.GetRenderer().Render( context, textureCache, bufferIndex, item.GetNode(), defaultShader, item.GetModelViewMatrix(), viewMatrix, projectionMatrix, cullMode, !item.IsOpaque() );
160 void ProcessRenderInstruction( const RenderInstruction& instruction,
162 SceneGraph::TextureCache& textureCache,
163 SceneGraph::Shader& defaultShader,
164 BufferIndex bufferIndex )
166 DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
168 const Matrix* viewMatrix = instruction.GetViewMatrix( bufferIndex );
169 const Matrix* projectionMatrix = instruction.GetProjectionMatrix( bufferIndex );
171 DALI_ASSERT_DEBUG( NULL != viewMatrix );
172 DALI_ASSERT_DEBUG( NULL != projectionMatrix );
174 if( NULL != viewMatrix &&
175 NULL != projectionMatrix )
177 const RenderListContainer::SizeType count = instruction.RenderListCount();
179 // Iterate through each render list in order. If a pair of render lists
180 // are marked as interleaved, then process them together.
181 for( RenderListContainer::SizeType index = 0; index < count; ++index )
183 const RenderList* renderList = instruction.GetRenderList( index );
186 !renderList->IsEmpty() )
188 ProcessRenderList( *renderList, context, textureCache, defaultShader, bufferIndex, *viewMatrix, *projectionMatrix, instruction.mCullMode );
194 } // namespace Render
196 } // namespace Internal