2 * Copyright (c) 2019 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 uint32_t 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 uint32_t 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 ),
149 mShaderChanged( false )
151 if( blendingBitmask != 0u )
153 mBlendingOptions.SetBitmask( blendingBitmask );
156 mBlendingOptions.SetBlendColor( blendColor );
159 void Renderer::Initialize( Context& context )
164 Renderer::~Renderer()
168 void Renderer::SetGeometry( Render::Geometry* geometry )
170 mGeometry = geometry;
171 mUpdateAttributesLocation = true;
174 void Renderer::SetBlending( Context& context, bool blend )
176 context.SetBlend( blend );
179 // Blend color is optional and rarely used
180 const Vector4* blendColor = mBlendingOptions.GetBlendColor();
183 context.SetCustomBlendColor( *blendColor );
187 context.SetDefaultBlendColor();
190 // Set blend source & destination factors
191 context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
192 mBlendingOptions.GetBlendDestFactorRgb(),
193 mBlendingOptions.GetBlendSrcFactorAlpha(),
194 mBlendingOptions.GetBlendDestFactorAlpha() );
196 // Set blend equations
197 context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
198 mBlendingOptions.GetBlendEquationAlpha() );
202 void Renderer::GlContextDestroyed()
204 mGeometry->GlContextDestroyed();
207 void Renderer::GlCleanup()
211 void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
213 // Check if the map has changed
214 DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
216 const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
218 if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
219 node.GetUniformMapChanged(bufferIndex) ||
220 mUniformIndexMap.Count() == 0 ||
223 // Reset shader pointer
224 mShaderChanged = false;
226 const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
227 const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
229 uint32_t maxMaps = static_cast<uint32_t>( uniformMap.Count() + uniformMapNode.Count() ); // 4,294,967,295 maps should be enough
230 mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
231 mUniformIndexMap.Resize( maxMaps );
233 uint32_t mapIndex = 0;
234 for(; mapIndex < uniformMap.Count() ; ++mapIndex )
236 mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
237 mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
240 for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
242 uint32_t uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
244 for( uint32_t i = 0; i<uniformMap.Count(); ++i )
246 if( mUniformIndexMap[i].uniformIndex == uniformIndex )
248 mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
256 mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
257 mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
262 mUniformIndexMap.Resize( mapIndex );
265 // Set uniforms in local map
266 for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
267 end = mUniformIndexMap.End() ;
271 SetUniformFromProperty( bufferIndex, program, *iter );
274 GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
277 program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
281 void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
283 GLint location = program.GetUniformLocation(map.uniformIndex);
284 if( Program::UNIFORM_UNKNOWN != location )
286 // switch based on property type to use correct GL uniform setter
287 switch ( map.propertyValue->GetType() )
289 case Property::INTEGER:
291 program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) );
294 case Property::FLOAT:
296 program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) );
299 case Property::VECTOR2:
301 Vector2 value( map.propertyValue->GetVector2( bufferIndex ) );
302 program.SetUniform2f( location, value.x, value.y );
306 case Property::VECTOR3:
308 Vector3 value( map.propertyValue->GetVector3( bufferIndex ) );
309 program.SetUniform3f( location, value.x, value.y, value.z );
313 case Property::VECTOR4:
315 Vector4 value( map.propertyValue->GetVector4( bufferIndex ) );
316 program.SetUniform4f( location, value.x, value.y, value.z, value.w );
320 case Property::ROTATION:
322 Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) );
323 program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w );
327 case Property::MATRIX:
329 const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
330 program.SetUniformMatrix4fv(location, 1, value.AsFloat() );
334 case Property::MATRIX3:
336 const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
337 program.SetUniformMatrix3fv(location, 1, value.AsFloat() );
343 // Other property types are ignored
350 bool Renderer::BindTextures( Context& context, Program& program, Vector<GLuint>& boundTextures )
352 uint32_t textureUnit = 0;
355 GLint uniformLocation(-1);
356 std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
357 std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
358 for( uint32_t i = 0; i < static_cast<uint32_t>( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures
362 result = textures[i]->Bind(context, textureUnit, samplers[i] );
363 boundTextures.PushBack( textures[i]->GetId() );
364 if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
366 program.SetUniform1i( uniformLocation, textureUnit );
375 void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
377 mFaceCullingMode = mode;
380 void Renderer::SetBlendingBitMask( uint32_t bitmask )
382 mBlendingOptions.SetBitmask( bitmask );
385 void Renderer::SetBlendColor( const Vector4& color )
387 mBlendingOptions.SetBlendColor( color );
390 void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
392 mIndexedDrawFirstElement = firstElement;
395 void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
397 mIndexedDrawElementsCount = elementsCount;
400 void Renderer::EnablePreMultipliedAlpha( bool enable )
402 mPremultipledAlphaEnabled = enable;
405 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
407 mDepthWriteMode = depthWriteMode;
410 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
412 mDepthTestMode = depthTestMode;
415 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
417 return mDepthWriteMode;
420 DepthTestMode::Type Renderer::GetDepthTestMode() const
422 return mDepthTestMode;
425 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
427 mDepthFunction = depthFunction;
430 DepthFunction::Type Renderer::GetDepthFunction() const
432 return mDepthFunction;
435 void Renderer::SetRenderMode( RenderMode::Type renderMode )
437 mStencilParameters.renderMode = renderMode;
440 RenderMode::Type Renderer::GetRenderMode() const
442 return mStencilParameters.renderMode;
445 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
447 mStencilParameters.stencilFunction = stencilFunction;
450 StencilFunction::Type Renderer::GetStencilFunction() const
452 return mStencilParameters.stencilFunction;
455 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
457 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
460 int Renderer::GetStencilFunctionMask() const
462 return mStencilParameters.stencilFunctionMask;
465 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
467 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
470 int Renderer::GetStencilFunctionReference() const
472 return mStencilParameters.stencilFunctionReference;
475 void Renderer::SetStencilMask( int stencilMask )
477 mStencilParameters.stencilMask = stencilMask;
480 int Renderer::GetStencilMask() const
482 return mStencilParameters.stencilMask;
485 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
487 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
490 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
492 return mStencilParameters.stencilOperationOnFail;
495 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
497 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
500 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
502 return mStencilParameters.stencilOperationOnZFail;
505 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
507 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
510 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
512 return mStencilParameters.stencilOperationOnZPass;
515 void Renderer::Upload( Context& context )
517 mGeometry->Upload( context );
520 void Renderer::Render( Context& context,
521 BufferIndex bufferIndex,
522 const SceneGraph::NodeDataProvider& node,
523 const Matrix& modelMatrix,
524 const Matrix& modelViewMatrix,
525 const Matrix& viewMatrix,
526 const Matrix& projectionMatrix,
529 Vector<GLuint>& boundTextures )
531 // Get the program to use:
532 Program* program = mRenderDataProvider->GetShader().GetProgram();
535 DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
540 context.CullFace( mFaceCullingMode );
543 SetBlending( context, blend );
545 // Take the program into use so we can send uniforms to it
548 if( DALI_LIKELY( BindTextures( context, *program, boundTextures ) ) )
550 // Only set up and draw if we have textures and they are all valid
552 // set projection and view matrix if program has not yet received them yet this frame
553 SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
556 GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
557 if( Program::UNIFORM_UNKNOWN != loc )
559 const Vector4& color = node.GetRenderColor( bufferIndex );
560 if( mPremultipledAlphaEnabled )
562 float alpha = color.a * mRenderDataProvider->GetOpacity( bufferIndex );
563 program->SetUniform4f( loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha );
567 program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) );
571 SetUniforms( bufferIndex, node, size, *program );
573 if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
575 mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
576 mUpdateAttributesLocation = false;
579 mGeometry->Draw( context,
582 mIndexedDrawFirstElement,
583 mIndexedDrawElementsCount );
587 void Renderer::SetSortAttributes( BufferIndex bufferIndex,
588 SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
590 sortAttributes.shader = &( mRenderDataProvider->GetShader() );
591 sortAttributes.geometry = mGeometry;
594 void Renderer::SetShaderChanged( bool value )
596 mShaderChanged = value;
599 } // namespace SceneGraph
601 } // namespace Internal