2 * Copyright (c) 2015 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>
23 #include <dali/internal/render/gl-resources/context.h>
24 #include <dali/internal/render/shaders/scene-graph-shader.h>
25 #include <dali/internal/render/shaders/program.h>
26 #include <dali/internal/render/data-providers/node-data-provider.h>
27 #include <dali/public-api/actors/blending.h>
28 #include <dali/internal/common/image-sampler.h>
29 #include <dali/internal/render/renderers/render-new-renderer.h>
40 static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it in object to reduce storage overhead
41 static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it in object to reduce storage overhead
44 * Helper to set view and projection matrices once per program
45 * @param program to set the matrices to
46 * @param modelMatrix to set
47 * @param viewMatrix to set
48 * @param projectionMatrix to set
49 * @param modelViewMatrix to set
50 * @param modelViewProjectionMatrix to set
52 inline void SetMatrices( Program& program,
53 const Matrix& modelMatrix,
54 const Matrix& viewMatrix,
55 const Matrix& projectionMatrix,
56 const Matrix& modelViewMatrix,
57 const Matrix& modelViewProjectionMatrix )
59 GLint loc = program.GetUniformLocation(Program::UNIFORM_MODEL_MATRIX);
60 if( Program::UNIFORM_UNKNOWN != loc )
62 program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() );
64 loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
65 if( Program::UNIFORM_UNKNOWN != loc )
67 if( program.GetViewMatrix() != &viewMatrix )
69 program.SetViewMatrix( &viewMatrix );
70 program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
73 // set projection matrix if program has not yet received it this frame or if it is dirty
74 loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX );
75 if( Program::UNIFORM_UNKNOWN != loc )
77 if( program.GetProjectionMatrix() != &projectionMatrix )
79 program.SetProjectionMatrix( &projectionMatrix );
80 program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
83 loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
84 if( Program::UNIFORM_UNKNOWN != loc )
86 program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
89 loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
90 if( Program::UNIFORM_UNKNOWN != loc )
92 program.SetUniformMatrix4fv( loc, 1, modelViewProjectionMatrix.AsFloat() );
95 loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
96 if( Program::UNIFORM_UNKNOWN != loc )
98 gNormalMatrix = modelViewMatrix;
99 gNormalMatrix.Invert();
100 gNormalMatrix.Transpose();
101 program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
110 void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache, Render::UniformNameCache& uniformNameCache )
113 mTextureCache = &textureCache;
114 mUniformNameCache = &uniformNameCache;
117 Renderer::~Renderer()
121 void Renderer::SetShader( SceneGraph::Shader* shader )
126 void Renderer::SetCullFace( CullFaceMode mode )
128 DALI_ASSERT_DEBUG(mode >= CullNone && mode <= CullFrontAndBack);
129 mCullFaceMode = mode;
132 void Renderer::SetSampler( unsigned int samplerBitfield )
134 mSamplerBitfield = samplerBitfield;
137 void Renderer::Render( Context& context,
138 SceneGraph::TextureCache& textureCache,
139 BufferIndex bufferIndex,
140 const SceneGraph::NodeDataProvider& node,
141 SceneGraph::Shader& defaultShader,
142 const Matrix& modelViewMatrix,
143 const Matrix& viewMatrix,
144 const Matrix& projectionMatrix,
148 NewRenderer* renderer = dynamic_cast<NewRenderer*>(this);
152 // Get the shader from the material:
153 mShader = &renderer->mRenderDataProvider->GetShader();
156 // if mShader is NULL it means we're set to default
159 mShader = &defaultShader;
162 if( !CheckResources() )
164 // CheckResources() is overriden in derived classes.
165 // Prevents modify the GL state if resources are not ready and nothing is to be rendered.
169 // Calculate the MVP matrix first so we can do the culling test
170 const Matrix& modelMatrix = node.GetModelMatrix( bufferIndex );
171 Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
173 // Get the program to use:
174 Program* program = mShader->GetProgram();
177 // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program
178 program = defaultShader.GetProgram();
179 DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." );
182 DALI_LOG_ERROR( "Failed to get program for shader at address %p.", (void*) &*mShader );
188 // Check culling (does not need the program to be in use)
189 if( cull && ! program->ModifiesGeometry() )
191 if( IsOutsideClipSpace( context, gModelViewProjectionMatrix ) )
193 // don't do any further gl state changes as this renderer is not visible
198 // Take the program into use so we can send uniforms to it
201 DoSetCullFaceMode( context, bufferIndex );
203 DoSetBlending( context, bufferIndex, blend );
205 // Ignore missing uniforms - custom shaders and flat color shaders don't have SAMPLER
206 // set projection and view matrix if program has not yet received them yet this frame
207 SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix, gModelViewProjectionMatrix );
210 GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
211 if( Program::UNIFORM_UNKNOWN != loc )
213 const Vector4& color = node.GetRenderColor( bufferIndex );
214 program->SetUniform4f( loc, color.r, color.g, color.b, color.a );
217 //@todo MESH_REWORK Remove after removing ImageRenderer
218 DoSetUniforms(context, bufferIndex, mShader, program );
220 // subclass rendering and actual draw call
221 DoRender( context, textureCache, node, bufferIndex, *program, modelViewMatrix, viewMatrix );
224 void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const
226 sortAttributes.shader = mShader;
227 sortAttributes.textureResourceId = Integration::InvalidResourceId;
228 sortAttributes.geometry = NULL;
231 // can be overridden by deriving class
232 void Renderer::DoSetUniforms(Context& context, BufferIndex bufferIndex, SceneGraph::Shader* shader, Program* program )
234 shader->SetUniforms( context, *program, bufferIndex );
237 // can be overridden by deriving class
238 void Renderer::DoSetCullFaceMode(Context& context, BufferIndex bufferIndex )
240 // Set face culling mode
241 context.CullFace( mCullFaceMode );
246 mTextureCache( NULL ),
247 mUniformNameCache( NULL ),
249 mSamplerBitfield( ImageSampler::PackBitfield( FilterMode::DEFAULT, FilterMode::DEFAULT ) ),
250 mCullFaceMode( CullNone )
254 } // namespace SceneGraph
256 } // namespace Internal