2 * Copyright (c) 2016 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>
28 #include <dali/internal/render/gl-resources/texture-cache.h>
29 #include <dali/internal/render/gl-resources/gl-texture.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 )
58 GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX );
59 if( Program::UNIFORM_UNKNOWN != loc )
61 program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() );
63 loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
64 if( Program::UNIFORM_UNKNOWN != loc )
66 if( program.GetViewMatrix() != &viewMatrix )
68 program.SetViewMatrix( &viewMatrix );
69 program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
72 // set projection matrix if program has not yet received it this frame or if it is dirty
73 loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX );
74 if( Program::UNIFORM_UNKNOWN != loc )
76 if( program.GetProjectionMatrix() != &projectionMatrix )
78 program.SetProjectionMatrix( &projectionMatrix );
79 program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
82 loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
83 if( Program::UNIFORM_UNKNOWN != loc )
85 program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
88 loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
89 if( Program::UNIFORM_UNKNOWN != loc )
91 Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
92 program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.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 Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
111 Render::Geometry* geometry,
112 unsigned int blendingBitmask,
113 const Vector4* blendColor,
114 FaceCullingMode::Type faceCullingMode,
115 bool preMultipliedAlphaEnabled,
116 DepthWriteMode::Type depthWriteMode,
117 DepthTestMode::Type depthTestMode,
118 DepthFunction::Type depthFunction,
119 StencilParameters& stencilParameters )
121 return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
122 faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
123 depthFunction, stencilParameters );
126 Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
127 Render::Geometry* geometry,
128 unsigned int blendingBitmask,
129 const Vector4* blendColor,
130 FaceCullingMode::Type faceCullingMode,
131 bool preMultipliedAlphaEnabled,
132 DepthWriteMode::Type depthWriteMode,
133 DepthTestMode::Type depthTestMode,
134 DepthFunction::Type depthFunction,
135 StencilParameters& stencilParameters )
136 : mRenderDataProvider( dataProvider ),
138 mTextureCache( NULL ),
139 mGeometry( geometry ),
141 mAttributesLocation(),
142 mStencilParameters( stencilParameters ),
144 mIndexedDrawFirstElement( 0 ),
145 mIndexedDrawElementsCount( 0 ),
146 mDepthFunction( depthFunction ),
147 mFaceCullingMode( faceCullingMode ),
148 mDepthWriteMode( depthWriteMode ),
149 mDepthTestMode( depthTestMode ),
150 mUpdateAttributesLocation( true ),
151 mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
152 mBatchingEnabled( false )
154 if( blendingBitmask != 0u )
156 mBlendingOptions.SetBitmask( blendingBitmask );
161 mBlendingOptions.SetBlendColor( *blendColor );
165 void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache )
168 mTextureCache = &textureCache;
171 Renderer::~Renderer()
175 void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider )
177 mRenderDataProvider = dataProvider;
178 mUpdateAttributesLocation = true;
180 //Check that the number of textures match the number of samplers in the shader
181 size_t textureCount = dataProvider->GetTextures().size() + dataProvider->GetNewTextures().size();
182 Program* program = dataProvider->GetShader().GetProgram();
183 if( program && program->GetActiveSamplerCount() != textureCount )
185 DALI_LOG_ERROR("The number of active samplers in the shader(%lu) does not match the number of textures in the TextureSet(%lu)\n",
186 program->GetActiveSamplerCount(),
191 void Renderer::SetGeometry( Render::Geometry* geometry )
193 mGeometry = geometry;
194 mUpdateAttributesLocation = true;
197 void Renderer::SetBlending( Context& context, bool blend )
199 context.SetBlend( blend );
202 // Blend color is optional and rarely used
203 const Vector4* blendColor = mBlendingOptions.GetBlendColor();
206 context.SetCustomBlendColor( *blendColor );
210 context.SetDefaultBlendColor();
213 // Set blend source & destination factors
214 context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
215 mBlendingOptions.GetBlendDestFactorRgb(),
216 mBlendingOptions.GetBlendSrcFactorAlpha(),
217 mBlendingOptions.GetBlendDestFactorAlpha() );
219 // Set blend equations
220 context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
221 mBlendingOptions.GetBlendEquationAlpha() );
225 void Renderer::GlContextDestroyed()
227 mGeometry->GlContextDestroyed();
230 void Renderer::GlCleanup()
234 void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
236 // Check if the map has changed
237 DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
239 const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
241 if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
242 node.GetUniformMapChanged(bufferIndex))
244 const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
245 const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
247 unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count();
248 mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
249 mUniformIndexMap.Resize( maxMaps );
251 unsigned int mapIndex(0);
252 for(; mapIndex < uniformMap.Count() ; ++mapIndex )
254 mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
255 mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
258 for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
260 unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
262 for( unsigned int i(0); i<uniformMap.Count(); ++i )
264 if( mUniformIndexMap[i].uniformIndex == uniformIndex )
266 mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
274 mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
275 mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
280 mUniformIndexMap.Resize( mapIndex );
283 // Set uniforms in local map
284 for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
285 end = mUniformIndexMap.End() ;
289 SetUniformFromProperty( bufferIndex, program, *iter );
292 GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
295 program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
299 void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
301 GLint location = program.GetUniformLocation(map.uniformIndex);
302 if( Program::UNIFORM_UNKNOWN != location )
304 // switch based on property type to use correct GL uniform setter
305 switch ( map.propertyValue->GetType() )
307 case Property::INTEGER:
309 program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) );
312 case Property::FLOAT:
314 program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) );
317 case Property::VECTOR2:
319 Vector2 value( map.propertyValue->GetVector2( bufferIndex ) );
320 program.SetUniform2f( location, value.x, value.y );
324 case Property::VECTOR3:
326 Vector3 value( map.propertyValue->GetVector3( bufferIndex ) );
327 program.SetUniform3f( location, value.x, value.y, value.z );
331 case Property::VECTOR4:
333 Vector4 value( map.propertyValue->GetVector4( bufferIndex ) );
334 program.SetUniform4f( location, value.x, value.y, value.z, value.w );
338 case Property::ROTATION:
340 Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) );
341 program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w );
345 case Property::MATRIX:
347 const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
348 program.SetUniformMatrix4fv(location, 1, value.AsFloat() );
352 case Property::MATRIX3:
354 const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
355 program.SetUniformMatrix3fv(location, 1, value.AsFloat() );
361 // Other property types are ignored
368 bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program )
370 unsigned int textureUnit = 0;
373 std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
375 std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
376 GLint uniformLocation(-1);
377 for( size_t i(0); result && i<textures.size(); ++i )
379 ResourceId textureId = textures[i].GetTextureId();
380 Internal::Texture* texture = textureCache.GetTexture( textureId );
383 result = textureCache.BindTexture( texture, textureId, GL_TEXTURE_2D, (TextureUnit)textureUnit );
387 GLint uniformLocation;
389 //TODO : This is a bug, result variable is being shadowed. Fix it!
390 bool result = program.GetSamplerUniformLocation( i, uniformLocation );
391 if( result && Program::UNIFORM_UNKNOWN != uniformLocation )
393 program.SetUniform1i( uniformLocation, textureUnit );
395 unsigned int samplerBitfield(ImageSampler::DEFAULT_BITFIELD);
396 const Render::Sampler* sampler( samplers[i] );
399 samplerBitfield = sampler->mBitfield;
402 texture->ApplySampler( (TextureUnit)textureUnit, samplerBitfield );
410 std::vector<Render::NewTexture*>& newTextures( mRenderDataProvider->GetNewTextures() );
411 for( size_t i(0); i<newTextures.size() && result; ++i )
415 result = newTextures[i]->Bind(context, textureUnit, samplers[i] );
416 if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
418 program.SetUniform1i( uniformLocation, textureUnit );
427 void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
429 mFaceCullingMode = mode;
432 void Renderer::SetBlendingBitMask( unsigned int bitmask )
434 mBlendingOptions.SetBitmask( bitmask );
437 void Renderer::SetBlendColor( const Vector4* color )
439 mBlendingOptions.SetBlendColor( *color );
442 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
444 mIndexedDrawFirstElement = firstElement;
447 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
449 mIndexedDrawElementsCount = elementsCount;
452 void Renderer::EnablePreMultipliedAlpha( bool enable )
454 mPremultipledAlphaEnabled = enable;
457 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
459 mDepthWriteMode = depthWriteMode;
462 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
464 mDepthTestMode = depthTestMode;
467 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
469 return mDepthWriteMode;
472 DepthTestMode::Type Renderer::GetDepthTestMode() const
474 return mDepthTestMode;
477 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
479 mDepthFunction = depthFunction;
482 DepthFunction::Type Renderer::GetDepthFunction() const
484 return mDepthFunction;
487 void Renderer::SetRenderMode( RenderMode::Type renderMode )
489 mStencilParameters.renderMode = renderMode;
492 RenderMode::Type Renderer::GetRenderMode() const
494 return mStencilParameters.renderMode;
497 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
499 mStencilParameters.stencilFunction = stencilFunction;
502 StencilFunction::Type Renderer::GetStencilFunction() const
504 return mStencilParameters.stencilFunction;
507 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
509 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
512 int Renderer::GetStencilFunctionMask() const
514 return mStencilParameters.stencilFunctionMask;
517 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
519 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
522 int Renderer::GetStencilFunctionReference() const
524 return mStencilParameters.stencilFunctionReference;
527 void Renderer::SetStencilMask( int stencilMask )
529 mStencilParameters.stencilMask = stencilMask;
532 int Renderer::GetStencilMask() const
534 return mStencilParameters.stencilMask;
537 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
539 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
542 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
544 return mStencilParameters.stencilOperationOnFail;
547 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
549 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
552 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
554 return mStencilParameters.stencilOperationOnZFail;
557 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
559 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
562 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
564 return mStencilParameters.stencilOperationOnZPass;
567 void Renderer::SetBatchingEnabled( bool batchingEnabled )
569 mBatchingEnabled = batchingEnabled;
572 void Renderer::Render( Context& context,
573 SceneGraph::TextureCache& textureCache,
574 BufferIndex bufferIndex,
575 const SceneGraph::NodeDataProvider& node,
576 SceneGraph::Shader& defaultShader,
577 const Matrix& modelMatrix,
578 const Matrix& modelViewMatrix,
579 const Matrix& viewMatrix,
580 const Matrix& projectionMatrix,
582 Render::Geometry* externalGeometry,
585 // Get the program to use:
586 Program* program = mRenderDataProvider->GetShader().GetProgram();
589 // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program
590 program = defaultShader.GetProgram();
591 DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." );
594 DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", (void*)&mRenderDataProvider->GetShader() );
600 context.CullFace( mFaceCullingMode );
603 SetBlending( context, blend );
605 // Take the program into use so we can send uniforms to it
608 if( DALI_LIKELY( BindTextures( context, textureCache, *program ) ) )
610 // Only set up and draw if we have textures and they are all valid
612 // set projection and view matrix if program has not yet received them yet this frame
613 SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
616 GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
617 if( Program::UNIFORM_UNKNOWN != loc )
619 const Vector4& color = node.GetRenderColor( bufferIndex );
620 if( mPremultipledAlphaEnabled )
622 program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a );
626 program->SetUniform4f( loc, color.r, color.g, color.b, color.a );
630 SetUniforms( bufferIndex, node, size, *program );
631 Render::Geometry* geometry = externalGeometry ? externalGeometry : mGeometry;
633 if( mUpdateAttributesLocation || geometry->AttributesChanged() )
635 geometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
636 mUpdateAttributesLocation = false;
639 geometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount );
643 void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
645 sortAttributes.shader = &( mRenderDataProvider->GetShader() );
646 const std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
647 if( !textures.empty() )
649 sortAttributes.textureResourceId = textures[0].GetTextureId();
653 sortAttributes.textureResourceId = Integration::InvalidResourceId;
656 sortAttributes.geometry = mGeometry;
659 } // namespace SceneGraph
661 } // namespace Internal