2 * Copyright (c) 2017 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/renderers/render-renderer.h>
22 #include <dali/internal/common/image-sampler.h>
23 #include <dali/internal/render/gl-resources/context.h>
24 #include <dali/internal/render/renderers/render-sampler.h>
25 #include <dali/internal/render/shaders/scene-graph-shader.h>
26 #include <dali/internal/render/shaders/program.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
38 static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it in object to reduce storage overhead
39 static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it in object to reduce storage overhead
42 * Helper to set view and projection matrices once per program
43 * @param program to set the matrices to
44 * @param modelMatrix to set
45 * @param viewMatrix to set
46 * @param projectionMatrix to set
47 * @param modelViewMatrix to set
48 * @param modelViewProjectionMatrix to set
50 inline void SetMatrices( Program& program,
51 const Matrix& modelMatrix,
52 const Matrix& viewMatrix,
53 const Matrix& projectionMatrix,
54 const Matrix& modelViewMatrix )
56 GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX );
57 if( Program::UNIFORM_UNKNOWN != loc )
59 program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() );
61 loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
62 if( Program::UNIFORM_UNKNOWN != loc )
64 if( program.GetViewMatrix() != &viewMatrix )
66 program.SetViewMatrix( &viewMatrix );
67 program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
70 // set projection matrix if program has not yet received it this frame or if it is dirty
71 loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX );
72 if( Program::UNIFORM_UNKNOWN != loc )
74 if( program.GetProjectionMatrix() != &projectionMatrix )
76 program.SetProjectionMatrix( &projectionMatrix );
77 program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
80 loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
81 if( Program::UNIFORM_UNKNOWN != loc )
83 program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
86 loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
87 if( Program::UNIFORM_UNKNOWN != loc )
89 Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
90 program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() );
93 loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
94 if( Program::UNIFORM_UNKNOWN != loc )
96 gNormalMatrix = modelViewMatrix;
97 gNormalMatrix.Invert();
98 gNormalMatrix.Transpose();
99 program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
108 Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
109 Render::Geometry* geometry,
110 unsigned int blendingBitmask,
111 const Vector4& blendColor,
112 FaceCullingMode::Type faceCullingMode,
113 bool preMultipliedAlphaEnabled,
114 DepthWriteMode::Type depthWriteMode,
115 DepthTestMode::Type depthTestMode,
116 DepthFunction::Type depthFunction,
117 StencilParameters& stencilParameters )
119 return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
120 faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
121 depthFunction, stencilParameters );
124 Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
125 Render::Geometry* geometry,
126 unsigned int blendingBitmask,
127 const Vector4& blendColor,
128 FaceCullingMode::Type faceCullingMode,
129 bool preMultipliedAlphaEnabled,
130 DepthWriteMode::Type depthWriteMode,
131 DepthTestMode::Type depthTestMode,
132 DepthFunction::Type depthFunction,
133 StencilParameters& stencilParameters )
134 : mRenderDataProvider( dataProvider ),
136 mGeometry( geometry ),
138 mAttributesLocation(),
139 mStencilParameters( stencilParameters ),
141 mIndexedDrawFirstElement( 0 ),
142 mIndexedDrawElementsCount( 0 ),
143 mDepthFunction( depthFunction ),
144 mFaceCullingMode( faceCullingMode ),
145 mDepthWriteMode( depthWriteMode ),
146 mDepthTestMode( depthTestMode ),
147 mUpdateAttributesLocation( true ),
148 mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
150 if( blendingBitmask != 0u )
152 mBlendingOptions.SetBitmask( blendingBitmask );
155 mBlendingOptions.SetBlendColor( blendColor );
158 void Renderer::Initialize( Context& context )
163 Renderer::~Renderer()
167 void Renderer::SetRenderDataProvider( OwnerPointer<SceneGraph::RenderDataProvider>& dataProvider )
169 mRenderDataProvider = dataProvider;
170 mUpdateAttributesLocation = true;
172 // Check that the number of textures match the number of samplers in the shader
173 size_t textureCount = mRenderDataProvider->GetTextures().size();
174 Program* program = mRenderDataProvider->GetShader().GetProgram();
175 if( program && program->GetActiveSamplerCount() != textureCount )
177 DALI_LOG_WARNING("The number of active samplers in the shader(%lu) does not match the number of textures in the TextureSet(%lu)\n",
178 program->GetActiveSamplerCount(),
183 void Renderer::SetGeometry( Render::Geometry* geometry )
185 mGeometry = geometry;
186 mUpdateAttributesLocation = true;
189 void Renderer::SetBlending( Context& context, bool blend )
191 context.SetBlend( blend );
194 // Blend color is optional and rarely used
195 const Vector4* blendColor = mBlendingOptions.GetBlendColor();
198 context.SetCustomBlendColor( *blendColor );
202 context.SetDefaultBlendColor();
205 // Set blend source & destination factors
206 context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
207 mBlendingOptions.GetBlendDestFactorRgb(),
208 mBlendingOptions.GetBlendSrcFactorAlpha(),
209 mBlendingOptions.GetBlendDestFactorAlpha() );
211 // Set blend equations
212 context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
213 mBlendingOptions.GetBlendEquationAlpha() );
217 void Renderer::GlContextDestroyed()
221 void Renderer::GlCleanup()
225 void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
227 // Check if the map has changed
232 DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
235 const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
237 if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
238 node.GetUniformMapChanged(bufferIndex))
240 const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
241 const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
243 unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count();
244 mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
245 mUniformIndexMap.Resize( maxMaps );
247 unsigned int mapIndex(0);
248 for(; mapIndex < uniformMap.Count() ; ++mapIndex )
250 mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
251 mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
254 for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
256 unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
258 for( unsigned int i(0); i<uniformMap.Count(); ++i )
260 if( mUniformIndexMap[i].uniformIndex == uniformIndex )
262 mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
270 mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
271 mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
276 mUniformIndexMap.Resize( mapIndex );
279 // Set uniforms in local map
280 for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
281 end = mUniformIndexMap.End() ;
285 SetUniformFromProperty( bufferIndex, program, *iter );
288 GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
291 program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
297 void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
299 GLint location = program.GetUniformLocation(map.uniformIndex);
300 if( Program::UNIFORM_UNKNOWN != location )
302 // switch based on property type to use correct GL uniform setter
303 switch ( map.propertyValue->GetType() )
305 case Property::INTEGER:
307 program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) );
310 case Property::FLOAT:
312 program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) );
315 case Property::VECTOR2:
317 Vector2 value( map.propertyValue->GetVector2( bufferIndex ) );
318 program.SetUniform2f( location, value.x, value.y );
322 case Property::VECTOR3:
324 Vector3 value( map.propertyValue->GetVector3( bufferIndex ) );
325 program.SetUniform3f( location, value.x, value.y, value.z );
329 case Property::VECTOR4:
331 Vector4 value( map.propertyValue->GetVector4( bufferIndex ) );
332 program.SetUniform4f( location, value.x, value.y, value.z, value.w );
336 case Property::ROTATION:
338 Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) );
339 program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w );
343 case Property::MATRIX:
345 const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
346 program.SetUniformMatrix4fv(location, 1, value.AsFloat() );
350 case Property::MATRIX3:
352 const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
353 program.SetUniformMatrix3fv(location, 1, value.AsFloat() );
359 // Other property types are ignored
366 bool Renderer::BindTextures( Context& context, Program& program )
368 unsigned int textureUnit = 0;
371 GLint uniformLocation(-1);
372 std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
373 std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
374 for( size_t i(0); i<textures.size() && result; ++i )
378 result = textures[i]->Bind(context, textureUnit, samplers[i] );
379 if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
381 program.SetUniform1i( uniformLocation, textureUnit );
390 void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
392 mFaceCullingMode = mode;
395 void Renderer::SetBlendingBitMask( unsigned int bitmask )
397 mBlendingOptions.SetBitmask( bitmask );
400 void Renderer::SetBlendColor( const Vector4& color )
402 mBlendingOptions.SetBlendColor( color );
405 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
407 mIndexedDrawFirstElement = firstElement;
410 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
412 mIndexedDrawElementsCount = elementsCount;
415 void Renderer::EnablePreMultipliedAlpha( bool enable )
417 mPremultipledAlphaEnabled = enable;
420 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
422 mDepthWriteMode = depthWriteMode;
425 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
427 mDepthTestMode = depthTestMode;
430 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
432 return mDepthWriteMode;
435 DepthTestMode::Type Renderer::GetDepthTestMode() const
437 return mDepthTestMode;
440 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
442 mDepthFunction = depthFunction;
445 DepthFunction::Type Renderer::GetDepthFunction() const
447 return mDepthFunction;
450 void Renderer::SetRenderMode( RenderMode::Type renderMode )
452 mStencilParameters.renderMode = renderMode;
455 RenderMode::Type Renderer::GetRenderMode() const
457 return mStencilParameters.renderMode;
460 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
462 mStencilParameters.stencilFunction = stencilFunction;
465 StencilFunction::Type Renderer::GetStencilFunction() const
467 return mStencilParameters.stencilFunction;
470 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
472 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
475 int Renderer::GetStencilFunctionMask() const
477 return mStencilParameters.stencilFunctionMask;
480 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
482 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
485 int Renderer::GetStencilFunctionReference() const
487 return mStencilParameters.stencilFunctionReference;
490 void Renderer::SetStencilMask( int stencilMask )
492 mStencilParameters.stencilMask = stencilMask;
495 int Renderer::GetStencilMask() const
497 return mStencilParameters.stencilMask;
500 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
502 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
505 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
507 return mStencilParameters.stencilOperationOnFail;
510 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
512 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
515 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
517 return mStencilParameters.stencilOperationOnZFail;
520 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
522 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
525 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
527 return mStencilParameters.stencilOperationOnZPass;
530 void Renderer::Render( Context& context,
531 BufferIndex bufferIndex,
532 const SceneGraph::NodeDataProvider& node,
533 const Matrix& modelMatrix,
534 const Matrix& modelViewMatrix,
535 const Matrix& viewMatrix,
536 const Matrix& projectionMatrix,
540 // TODO: AB: no callig any GL now, to avoid asserts whole function commented out
543 // Get the program to use:
544 Program* program = mRenderDataProvider->GetShader().GetProgram();
551 context.CullFace( mFaceCullingMode );
554 SetBlending( context, blend );
556 // Take the program into use so we can send uniforms to it
559 if( DALI_LIKELY( BindTextures( context, *program ) ) )
561 // Only set up and draw if we have textures and they are all valid
563 // set projection and view matrix if program has not yet received them yet this frame
564 SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
567 GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
568 if( Program::UNIFORM_UNKNOWN != loc )
570 const Vector4& color = node.GetRenderColor( bufferIndex );
571 if( mPremultipledAlphaEnabled )
573 program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a );
577 program->SetUniform4f( loc, color.r, color.g, color.b, color.a );
581 SetUniforms( bufferIndex, node, size, *program );
583 if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
585 mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
586 mUpdateAttributesLocation = false;
589 mGeometry->UploadAndDraw( context,
592 mIndexedDrawFirstElement,
593 mIndexedDrawElementsCount );
598 void Renderer::SetSortAttributes( BufferIndex bufferIndex,
599 SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
601 sortAttributes.shader = &( mRenderDataProvider->GetShader() );
602 sortAttributes.geometry = mGeometry;
605 } // namespace SceneGraph
607 } // namespace Internal