2 * Copyright (c) 2021 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.
18 #include <dali/internal/render/renderers/render-geometry.h>
21 #include <dali/internal/common/buffer-index.h>
22 #include <dali/internal/render/gl-resources/context.h>
23 #include <dali/internal/render/gl-resources/gpu-buffer.h>
24 #include <dali/internal/render/renderers/render-vertex-buffer.h>
25 #include <dali/internal/render/shaders/program.h>
35 mIndexBuffer(nullptr),
36 mGeometryType(Dali::Geometry::TRIANGLES),
37 mIndicesChanged(false),
38 mHasBeenUpdated(false),
39 mAttributesChanged(true)
43 Geometry::~Geometry() = default;
45 void Geometry::GlContextCreated(Context& context)
49 void Geometry::GlContextDestroyed()
53 void Geometry::AddVertexBuffer(Render::VertexBuffer* vertexBuffer)
55 mVertexBuffers.PushBack(vertexBuffer);
56 mAttributesChanged = true;
59 void Geometry::SetIndexBuffer(Dali::Vector<uint16_t>& indices)
61 mIndices.Swap(indices);
62 mIndicesChanged = true;
65 void Geometry::RemoveVertexBuffer(const Render::VertexBuffer* vertexBuffer)
67 const auto&& end = mVertexBuffers.End();
68 for(auto&& iter = mVertexBuffers.Begin(); iter != end; ++iter)
70 if(*iter == vertexBuffer)
72 //This will delete the gpu buffer associated to the RenderVertexBuffer if there is one
73 mVertexBuffers.Remove(iter);
74 mAttributesChanged = true;
80 void Geometry::GetAttributeLocationFromProgram(Vector<GLint>& attributeLocation, Program& program, BufferIndex bufferIndex) const
82 attributeLocation.Clear();
84 for(auto&& vertexBuffer : mVertexBuffers)
86 const uint32_t attributeCount = vertexBuffer->GetAttributeCount();
87 for(uint32_t j = 0; j < attributeCount; ++j)
89 auto attributeName = vertexBuffer->GetAttributeName(j);
90 uint32_t index = program.RegisterCustomAttribute(attributeName);
91 GLint location = program.GetCustomAttributeLocation(index);
95 DALI_LOG_WARNING("Attribute not found in the shader: %s\n", attributeName.GetCString());
98 attributeLocation.PushBack(location);
103 void Geometry::OnRenderFinished()
105 mHasBeenUpdated = false;
106 mAttributesChanged = false;
109 void Geometry::Upload(Context& context)
118 mIndexBuffer = nullptr;
122 if(mIndexBuffer == nullptr)
124 mIndexBuffer = new GpuBuffer(context);
127 uint32_t bufferSize = static_cast<uint32_t>(sizeof(uint16_t) * mIndices.Size());
128 mIndexBuffer->UpdateDataBuffer(context, bufferSize, &mIndices[0], GpuBuffer::STATIC_DRAW, GpuBuffer::ELEMENT_ARRAY_BUFFER);
131 mIndicesChanged = false;
134 for(auto&& buffer : mVertexBuffers)
136 if(!buffer->Update(context))
138 //Vertex buffer is not ready ( Size, data or format has not been specified yet )
143 mHasBeenUpdated = true;
149 BufferIndex bufferIndex,
150 Vector<GLint>& attributeLocation,
151 uint32_t elementBufferOffset,
152 uint32_t elementBufferCount)
154 //Bind buffers to attribute locations
156 const uint32_t vertexBufferCount = static_cast<uint32_t>(mVertexBuffers.Count());
157 for(uint32_t i = 0; i < vertexBufferCount; ++i)
159 mVertexBuffers[i]->BindBuffer(context, GpuBuffer::ARRAY_BUFFER);
160 base += mVertexBuffers[i]->EnableVertexAttributes(context, attributeLocation, base);
163 uint32_t numIndices(0u);
164 intptr_t firstIndexOffset(0u);
167 numIndices = static_cast<uint32_t>(mIndices.Size());
169 if(elementBufferOffset != 0u)
171 elementBufferOffset = (elementBufferOffset >= numIndices) ? numIndices - 1 : elementBufferOffset;
172 firstIndexOffset = elementBufferOffset * sizeof(GLushort);
173 numIndices -= elementBufferOffset;
176 if(elementBufferCount != 0u)
178 numIndices = std::min(elementBufferCount, numIndices);
182 GLenum geometryGLType(GL_NONE);
183 switch(mGeometryType)
185 case Dali::Geometry::TRIANGLES:
187 geometryGLType = GL_TRIANGLES;
190 case Dali::Geometry::LINES:
192 geometryGLType = GL_LINES;
195 case Dali::Geometry::POINTS:
197 geometryGLType = GL_POINTS;
200 case Dali::Geometry::TRIANGLE_STRIP:
202 geometryGLType = GL_TRIANGLE_STRIP;
205 case Dali::Geometry::TRIANGLE_FAN:
207 geometryGLType = GL_TRIANGLE_FAN;
210 case Dali::Geometry::LINE_LOOP:
212 geometryGLType = GL_LINE_LOOP;
215 case Dali::Geometry::LINE_STRIP:
217 geometryGLType = GL_LINE_STRIP;
223 if(mIndexBuffer && geometryGLType != GL_POINTS)
226 mIndexBuffer->Bind(context, GpuBuffer::ELEMENT_ARRAY_BUFFER);
227 // numIndices truncated, no value loss happening in practice
228 context.DrawElements(geometryGLType, static_cast<GLsizei>(numIndices), GL_UNSIGNED_SHORT, reinterpret_cast<void*>(firstIndexOffset));
233 GLsizei numVertices(0u);
234 if(vertexBufferCount > 0)
236 // truncated, no value loss happening in practice
237 numVertices = static_cast<GLsizei>(mVertexBuffers[0]->GetElementCount());
240 context.DrawArrays(geometryGLType, 0, numVertices);
244 for(auto&& attribute : attributeLocation)
248 context.DisableVertexAttributeArray(static_cast<GLuint>(attribute));
253 } // namespace Render
254 } // namespace Internal