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 )
150 if( blendingBitmask != 0u )
152 mBlendingOptions.SetBitmask( blendingBitmask );
155 mBlendingOptions.SetBlendColor( blendColor );
158 void Renderer::Initialize( Context& context )
163 Renderer::~Renderer()
167 void Renderer::SetGeometry( Render::Geometry* geometry )
169 mGeometry = geometry;
170 mUpdateAttributesLocation = true;
173 void Renderer::SetBlending( Context& context, bool blend )
175 context.SetBlend( blend );
178 // Blend color is optional and rarely used
179 const Vector4* blendColor = mBlendingOptions.GetBlendColor();
182 context.SetCustomBlendColor( *blendColor );
186 context.SetDefaultBlendColor();
189 // Set blend source & destination factors
190 context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
191 mBlendingOptions.GetBlendDestFactorRgb(),
192 mBlendingOptions.GetBlendSrcFactorAlpha(),
193 mBlendingOptions.GetBlendDestFactorAlpha() );
195 // Set blend equations
196 context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
197 mBlendingOptions.GetBlendEquationAlpha() );
201 void Renderer::GlContextDestroyed()
203 mGeometry->GlContextDestroyed();
206 void Renderer::GlCleanup()
210 void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
212 // Check if the map has changed
213 DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
215 const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
217 if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
218 node.GetUniformMapChanged(bufferIndex) ||
219 mUniformIndexMap.Count() == 0)
221 const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
222 const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
224 uint32_t maxMaps = static_cast<uint32_t>( uniformMap.Count() + uniformMapNode.Count() ); // 4,294,967,295 maps should be enough
225 mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
226 mUniformIndexMap.Resize( maxMaps );
228 uint32_t mapIndex = 0;
229 for(; mapIndex < uniformMap.Count() ; ++mapIndex )
231 mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
232 mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
235 for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
237 uint32_t uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
239 for( uint32_t i = 0; i<uniformMap.Count(); ++i )
241 if( mUniformIndexMap[i].uniformIndex == uniformIndex )
243 mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
251 mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
252 mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
257 mUniformIndexMap.Resize( mapIndex );
260 // Set uniforms in local map
261 for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
262 end = mUniformIndexMap.End() ;
266 SetUniformFromProperty( bufferIndex, program, *iter );
269 GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
272 program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
276 void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
278 GLint location = program.GetUniformLocation(map.uniformIndex);
279 if( Program::UNIFORM_UNKNOWN != location )
281 // switch based on property type to use correct GL uniform setter
282 switch ( map.propertyValue->GetType() )
284 case Property::INTEGER:
286 program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) );
289 case Property::FLOAT:
291 program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) );
294 case Property::VECTOR2:
296 Vector2 value( map.propertyValue->GetVector2( bufferIndex ) );
297 program.SetUniform2f( location, value.x, value.y );
301 case Property::VECTOR3:
303 Vector3 value( map.propertyValue->GetVector3( bufferIndex ) );
304 program.SetUniform3f( location, value.x, value.y, value.z );
308 case Property::VECTOR4:
310 Vector4 value( map.propertyValue->GetVector4( bufferIndex ) );
311 program.SetUniform4f( location, value.x, value.y, value.z, value.w );
315 case Property::ROTATION:
317 Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) );
318 program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w );
322 case Property::MATRIX:
324 const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
325 program.SetUniformMatrix4fv(location, 1, value.AsFloat() );
329 case Property::MATRIX3:
331 const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
332 program.SetUniformMatrix3fv(location, 1, value.AsFloat() );
338 // Other property types are ignored
345 bool Renderer::BindTextures( Context& context, Program& program )
347 uint32_t textureUnit = 0;
350 GLint uniformLocation(-1);
351 std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
352 std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
353 for( uint32_t i = 0; i < static_cast<uint32_t>( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures
357 result = textures[i]->Bind(context, textureUnit, samplers[i] );
358 if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
360 program.SetUniform1i( uniformLocation, textureUnit );
369 void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
371 mFaceCullingMode = mode;
374 void Renderer::SetBlendingBitMask( uint32_t bitmask )
376 mBlendingOptions.SetBitmask( bitmask );
379 void Renderer::SetBlendColor( const Vector4& color )
381 mBlendingOptions.SetBlendColor( color );
384 void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
386 mIndexedDrawFirstElement = firstElement;
389 void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
391 mIndexedDrawElementsCount = elementsCount;
394 void Renderer::EnablePreMultipliedAlpha( bool enable )
396 mPremultipledAlphaEnabled = enable;
399 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
401 mDepthWriteMode = depthWriteMode;
404 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
406 mDepthTestMode = depthTestMode;
409 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
411 return mDepthWriteMode;
414 DepthTestMode::Type Renderer::GetDepthTestMode() const
416 return mDepthTestMode;
419 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
421 mDepthFunction = depthFunction;
424 DepthFunction::Type Renderer::GetDepthFunction() const
426 return mDepthFunction;
429 void Renderer::SetRenderMode( RenderMode::Type renderMode )
431 mStencilParameters.renderMode = renderMode;
434 RenderMode::Type Renderer::GetRenderMode() const
436 return mStencilParameters.renderMode;
439 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
441 mStencilParameters.stencilFunction = stencilFunction;
444 StencilFunction::Type Renderer::GetStencilFunction() const
446 return mStencilParameters.stencilFunction;
449 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
451 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
454 int Renderer::GetStencilFunctionMask() const
456 return mStencilParameters.stencilFunctionMask;
459 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
461 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
464 int Renderer::GetStencilFunctionReference() const
466 return mStencilParameters.stencilFunctionReference;
469 void Renderer::SetStencilMask( int stencilMask )
471 mStencilParameters.stencilMask = stencilMask;
474 int Renderer::GetStencilMask() const
476 return mStencilParameters.stencilMask;
479 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
481 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
484 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
486 return mStencilParameters.stencilOperationOnFail;
489 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
491 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
494 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
496 return mStencilParameters.stencilOperationOnZFail;
499 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
501 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
504 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
506 return mStencilParameters.stencilOperationOnZPass;
509 void Renderer::Upload( Context& context )
511 mGeometry->Upload( context );
514 void Renderer::Render( Context& context,
515 BufferIndex bufferIndex,
516 const SceneGraph::NodeDataProvider& node,
517 const Matrix& modelMatrix,
518 const Matrix& modelViewMatrix,
519 const Matrix& viewMatrix,
520 const Matrix& projectionMatrix,
524 // Get the program to use:
525 Program* program = mRenderDataProvider->GetShader().GetProgram();
528 DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
533 context.CullFace( mFaceCullingMode );
536 SetBlending( context, blend );
538 // Take the program into use so we can send uniforms to it
541 if( DALI_LIKELY( BindTextures( context, *program ) ) )
543 // Only set up and draw if we have textures and they are all valid
545 // set projection and view matrix if program has not yet received them yet this frame
546 SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
549 GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
550 if( Program::UNIFORM_UNKNOWN != loc )
552 const Vector4& color = node.GetRenderColor( bufferIndex );
553 if( mPremultipledAlphaEnabled )
555 float alpha = color.a * mRenderDataProvider->GetOpacity( bufferIndex );
556 program->SetUniform4f( loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha );
560 program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) );
564 SetUniforms( bufferIndex, node, size, *program );
566 if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
568 mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
569 mUpdateAttributesLocation = false;
572 mGeometry->Draw( context,
575 mIndexedDrawFirstElement,
576 mIndexedDrawElementsCount );
580 void Renderer::SetSortAttributes( BufferIndex bufferIndex,
581 SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
583 sortAttributes.shader = &( mRenderDataProvider->GetShader() );
584 sortAttributes.geometry = mGeometry;
587 } // namespace SceneGraph
589 } // namespace Internal