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/update/nodes/node.h>
22 #include <dali/internal/common/internal-constants.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/update/common/discard-queue.h>
25 #include <dali/internal/update/manager/geometry-batcher.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/common/constants.h>
29 namespace //Unnamed namespace
31 //Memory pool used to allocate new nodes. Memory used by this pool will be released when shutting down DALi
32 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Node> gNodeMemoryPool;
44 const PositionInheritanceMode Node::DEFAULT_POSITION_INHERITANCE_MODE( INHERIT_PARENT_POSITION );
45 const ColorMode Node::DEFAULT_COLOR_MODE( USE_OWN_MULTIPLY_PARENT_ALPHA );
49 return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node();
53 : mTransformManager( NULL ),
54 mTransformId( INVALID_TRANSFORM_ID ),
55 mParentOrigin( TRANSFORM_PROPERTY_PARENT_ORIGIN ),
56 mAnchorPoint( TRANSFORM_PROPERTY_ANCHOR_POINT ),
57 mSize(TRANSFORM_PROPERTY_SIZE), // zero initialized by default
58 mPosition(TRANSFORM_PROPERTY_POSITION), // zero initialized by default
59 mOrientation(), // initialized to identity by default
60 mScale( TRANSFORM_PROPERTY_SCALE ),
62 mColor( Color::WHITE ),
63 mWorldPosition(TRANSFORM_PROPERTY_WORLD_POSITION, Vector3(0.0f,0.0f,0.0f)), // zero initialized by default
64 mWorldScale( TRANSFORM_PROPERTY_WORLD_SCALE, Vector3(1.0f,1.0f,1.0f) ),
65 mWorldOrientation(), // initialized to identity by default
67 mWorldColor( Color::WHITE ),
68 mGeometryBatcher( NULL ),
69 mBatchIndex( BATCH_NULL_HANDLE ),
70 mIsBatchParent( false ),
73 mExclusiveRenderTask( NULL ),
75 mRegenerateUniformMap( 0 ),
77 mDirtyFlags(AllFlags),
79 mDrawMode( DrawMode::NORMAL ),
80 mColorMode( DEFAULT_COLOR_MODE )
82 mUniformMapChanged[0] = 0u;
83 mUniformMapChanged[1] = 0u;
88 if( mTransformId != INVALID_TRANSFORM_ID )
90 mTransformManager->RemoveTransform(mTransformId);
94 void Node::operator delete( void* ptr )
96 gNodeMemoryPool.FreeThreadSafe( static_cast<Node*>( ptr ) );
99 void Node::OnDestroy()
101 // Animators, Constraints etc. should be disconnected from the child's properties.
102 PropertyOwner::Destroy();
105 void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
107 //Create a new transform
108 mTransformManager = transformManager;
109 mTransformId = transformManager->CreateTransform();
111 //Initialize all the animatable properties
112 mPosition.Initialize( transformManager, mTransformId );
113 mScale.Initialize( transformManager, mTransformId );
114 mOrientation.Initialize( transformManager, mTransformId );
115 mSize.Initialize( transformManager, mTransformId );
116 mParentOrigin.Initialize( transformManager, mTransformId );
117 mAnchorPoint.Initialize( transformManager, mTransformId );
119 //Initialize all the input properties
120 mWorldPosition.Initialize( transformManager, mTransformId );
121 mWorldScale.Initialize( transformManager, mTransformId );
122 mWorldOrientation.Initialize( transformManager, mTransformId );
123 mWorldMatrix.Initialize( transformManager, mTransformId );
126 void Node::SetRoot(bool isRoot)
128 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
133 void Node::AddUniformMapping( UniformPropertyMapping* map )
135 PropertyOwner::AddUniformMapping( map );
136 mRegenerateUniformMap = 2;
139 void Node::RemoveUniformMapping( const std::string& uniformName )
141 PropertyOwner::RemoveUniformMapping( uniformName );
142 mRegenerateUniformMap = 2;
145 void Node::PrepareRender( BufferIndex bufferIndex )
147 if(mRegenerateUniformMap != 0 )
149 if( mRegenerateUniformMap == 2 )
151 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
154 for( unsigned int i=0, count=mUniformMaps.Count(); i<count; ++i )
156 localMap.PushBack( &mUniformMaps[i] );
159 else if( mRegenerateUniformMap == 1 )
161 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
162 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
164 localMap.Resize( oldMap.Count() );
166 unsigned int index=0;
167 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
169 localMap[index] = *iter;
172 --mRegenerateUniformMap;
173 mUniformMapChanged[bufferIndex] = 1u;
177 void Node::ConnectChild( Node* childNode )
179 DALI_ASSERT_ALWAYS( this != childNode );
180 DALI_ASSERT_ALWAYS( IsRoot() || NULL != mParent ); // Parent should be connected first
181 DALI_ASSERT_ALWAYS( !childNode->IsRoot() && NULL == childNode->GetParent() ); // Child should be disconnected
183 childNode->SetParent( *this );
185 // Everything should be reinherited when reconnected to scene-graph
186 childNode->SetAllDirtyFlags();
188 // Add the node to the end of the child list.
189 mChildren.PushBack( childNode );
191 // Inform property observers of new connection
192 childNode->ConnectToSceneGraph();
195 void Node::DisconnectChild( BufferIndex updateBufferIndex, Node& childNode )
197 DALI_ASSERT_ALWAYS( this != &childNode );
198 DALI_ASSERT_ALWAYS( childNode.GetParent() == this );
200 // Find the childNode and remove it
203 const NodeIter endIter = mChildren.End();
204 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
206 Node* current = *iter;
207 if ( current == &childNode )
210 mChildren.Erase( iter ); // order matters here
211 break; // iter is no longer valid
214 DALI_ASSERT_ALWAYS( NULL != found );
216 found->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
219 void Node::AddRenderer( Renderer* renderer )
221 //Check that it has not been already added
222 unsigned int rendererCount( mRenderer.Size() );
223 for( unsigned int i(0); i<rendererCount; ++i )
225 if( mRenderer[i] == renderer )
227 //Renderer already in the list
232 //If it is the first renderer added, make sure the world transform will be calculated
233 //in the next update as world transform is not computed if node has no renderers
234 if( rendererCount == 0 )
236 mDirtyFlags |= TransformFlag;
239 mRenderer.PushBack( renderer );
241 // Tell geometry batcher if should batch the child
242 if( mRenderer.Size() == 1 && mRenderer[0]->mBatchingEnabled )
244 mGeometryBatcher->AddNode( this );
248 void Node::RemoveRenderer( Renderer* renderer )
250 unsigned int rendererCount( mRenderer.Size() );
251 for( unsigned int i(0); i<rendererCount; ++i )
253 if( mRenderer[i] == renderer )
255 mRenderer.Erase( mRenderer.Begin()+i);
261 int Node::GetDirtyFlags() const
263 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
264 int flags = mDirtyFlags;
266 // Check whether the visible property has changed
267 if ( !mVisible.IsClean() )
269 flags |= VisibleFlag;
272 // Check whether the color property has changed
273 if ( !mColor.IsClean() )
281 void Node::ResetDefaultProperties( BufferIndex updateBufferIndex )
283 mVisible.ResetToBaseValue( updateBufferIndex );
284 mColor.ResetToBaseValue( updateBufferIndex );
286 mDirtyFlags = NothingFlag;
289 void Node::SetParent( Node& parentNode )
291 DALI_ASSERT_ALWAYS(this != &parentNode);
292 DALI_ASSERT_ALWAYS(!mIsRoot);
293 DALI_ASSERT_ALWAYS(mParent == NULL);
295 mParent = &parentNode;
296 mDepth = mParent->GetDepth() + 1u;
298 if( mTransformId != INVALID_TRANSFORM_ID )
300 mTransformManager->SetParent( mTransformId, parentNode.GetTransformId() );
304 void Node::SetBatchParent( Node* batchParentNode )
306 DALI_ASSERT_ALWAYS(!mIsRoot);
307 mBatchParent = batchParentNode;
310 void Node::SetIsBatchParent( bool enabled )
312 if( mIsBatchParent != enabled )
314 mIsBatchParent = enabled;
318 mGeometryBatcher->AddBatchParent( this );
322 mGeometryBatcher->RemoveBatchParent( this );
327 void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
329 DALI_ASSERT_ALWAYS(!mIsRoot);
330 DALI_ASSERT_ALWAYS(mParent != NULL);
332 const NodeIter endIter = mChildren.End();
333 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
335 (*iter)->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
338 // Animators, Constraints etc. should be disconnected from the child's properties.
339 PropertyOwner::DisconnectFromSceneGraph( updateBufferIndex );
341 // Remove back-pointer to parent
345 // Remove all child pointers
348 if( mTransformId != INVALID_TRANSFORM_ID )
350 mTransformManager->SetParent( mTransformId, INVALID_TRANSFORM_ID );
354 } // namespace SceneGraph
356 } // namespace Internal