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 )
113 mTextureCache = &textureCache;
116 Renderer::~Renderer()
120 void Renderer::SetShader( SceneGraph::Shader* shader )
125 void Renderer::SetCullFace( CullFaceMode mode )
127 DALI_ASSERT_DEBUG(mode >= CullNone && mode <= CullFrontAndBack);
128 mCullFaceMode = mode;
131 void Renderer::SetSampler( unsigned int samplerBitfield )
133 mSamplerBitfield = samplerBitfield;
136 void Renderer::Render( Context& context,
137 SceneGraph::TextureCache& textureCache,
138 BufferIndex bufferIndex,
139 const SceneGraph::NodeDataProvider& node,
140 SceneGraph::Shader& defaultShader,
141 const Matrix& modelViewMatrix,
142 const Matrix& viewMatrix,
143 const Matrix& projectionMatrix,
147 NewRenderer* renderer = dynamic_cast<NewRenderer*>(this);
151 // Get the shader from the material:
152 mShader = &renderer->mRenderDataProvider->GetShader();
155 // if mShader is NULL it means we're set to default
158 mShader = &defaultShader;
161 if( !CheckResources() )
163 // CheckResources() is overriden in derived classes.
164 // Prevents modify the GL state if resources are not ready and nothing is to be rendered.
168 // Calculate the MVP matrix first so we can do the culling test
169 const Matrix& modelMatrix = node.GetModelMatrix( bufferIndex );
170 Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
172 // Get the program to use:
173 Program* program = mShader->GetProgram();
176 // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program
177 program = defaultShader.GetProgram();
178 DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." );
181 DALI_LOG_ERROR( "Failed to get program for shader at address %p.", (void*) &*mShader );
187 // Check culling (does not need the program to be in use)
188 if( cull && ! program->ModifiesGeometry() )
190 if( IsOutsideClipSpace( context, gModelViewProjectionMatrix ) )
192 // don't do any further gl state changes as this renderer is not visible
197 // Take the program into use so we can send uniforms to it
200 DoSetCullFaceMode( context, bufferIndex );
202 DoSetBlending( context, bufferIndex, blend );
204 // Ignore missing uniforms - custom shaders and flat color shaders don't have SAMPLER
205 // set projection and view matrix if program has not yet received them yet this frame
206 SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix, gModelViewProjectionMatrix );
209 GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
210 if( Program::UNIFORM_UNKNOWN != loc )
212 const Vector4& color = node.GetRenderColor( bufferIndex );
213 program->SetUniform4f( loc, color.r, color.g, color.b, color.a );
216 //@todo MESH_REWORK Remove after removing ImageRenderer
217 DoSetUniforms(context, bufferIndex, mShader, program );
219 // subclass rendering and actual draw call
220 DoRender( context, textureCache, node, bufferIndex, *program, modelViewMatrix, viewMatrix );
223 void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const
225 sortAttributes.shader = mShader;
226 sortAttributes.textureResourceId = Integration::InvalidResourceId;
227 sortAttributes.geometry = NULL;
230 // can be overridden by deriving class
231 void Renderer::DoSetUniforms(Context& context, BufferIndex bufferIndex, SceneGraph::Shader* shader, Program* program )
233 shader->SetUniforms( context, *program, bufferIndex );
236 // can be overridden by deriving class
237 void Renderer::DoSetCullFaceMode(Context& context, BufferIndex bufferIndex )
239 // Set face culling mode
240 context.CullFace( mCullFaceMode );
245 mTextureCache( NULL ),
247 mSamplerBitfield( ImageSampler::PackBitfield( FilterMode::DEFAULT, FilterMode::DEFAULT ) ),
248 mCullFaceMode( CullNone )
252 } // namespace SceneGraph
254 } // namespace Internal