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.
18 #include "scene-graph-renderer.h"
21 #include <dali/internal/common/internal-constants.h>
22 #include <dali/internal/common/memory-pool-object-allocator.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/controllers/scene-controller.h>
25 #include <dali/internal/update/nodes/node.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/renderers/render-geometry.h>
30 #include <dali/internal/render/shaders/program.h>
31 #include <dali/internal/render/shaders/scene-graph-shader.h>
33 namespace // unnamed namespace
36 const unsigned int UNIFORM_MAP_READY = 0;
37 const unsigned int COPY_UNIFORM_MAP = 1;
38 const unsigned int REGENERATE_UNIFORM_MAP = 2;
40 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
41 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
43 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
45 // Iterate thru uniformMap.
46 // Any maps that aren't in localMap should be added in a single step
47 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
49 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
51 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
54 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
56 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
57 if( map->uniformNameHash == nameHash )
59 if( map->uniformName == uniformMap[i].uniformName )
68 // it's a new mapping. Add raw ptr to temporary list
69 newUniformMappings.PushBack( &uniformMap[i] );
73 if( newUniformMappings.Count() > 0 )
75 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
77 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
78 end = newUniformMappings.End() ;
82 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
83 localMap.PushBack( map );
88 // Flags for re-sending data to renderer.
91 RESEND_DATA_PROVIDER = 1 << 0,
92 RESEND_GEOMETRY = 1 << 1,
93 RESEND_FACE_CULLING_MODE = 1 << 2,
94 RESEND_BLEND_COLOR = 1 << 3,
95 RESEND_BLEND_BIT_MASK = 1 << 4,
96 RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
97 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
98 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
99 RESEND_DEPTH_WRITE_MODE = 1 << 8,
100 RESEND_DEPTH_TEST_MODE = 1 << 9,
101 RESEND_DEPTH_FUNCTION = 1 << 10,
102 RESEND_RENDER_MODE = 1 << 11,
103 RESEND_STENCIL_FUNCTION = 1 << 12,
104 RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
105 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
106 RESEND_STENCIL_MASK = 1 << 15,
107 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 16,
108 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
109 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
110 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19,
111 RESEND_BATCHING_MODE = 1 << 20,
114 } // Anonymous namespace
123 Renderer* Renderer::New()
125 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
129 : mSceneController( 0 ),
135 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
136 mIndexedDrawFirstElement( 0u ),
137 mIndexedDrawElementsCount( 0u ),
139 mRegenerateUniformMap( 0u ),
141 mDepthFunction( DepthFunction::LESS ),
142 mFaceCullingMode( FaceCullingMode::NONE ),
143 mBlendMode( BlendMode::AUTO ),
144 mDepthWriteMode( DepthWriteMode::AUTO ),
145 mDepthTestMode( DepthTestMode::AUTO ),
146 mResourcesReady( false ),
147 mFinishedResourceAcquisition( false ),
148 mPremultipledAlphaEnabled( false ),
149 mBatchingEnabled( false ),
152 mUniformMapChanged[0] = false;
153 mUniformMapChanged[1] = false;
155 // Observe our own PropertyOwner's uniform map
156 AddUniformMapObserver( *this );
159 Renderer::~Renderer()
163 mTextureSet->RemoveObserver( this );
168 mShader->RemoveConnectionObserver( *this );
173 void Renderer::operator delete( void* ptr )
175 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
179 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
181 mResourcesReady = false;
182 mFinishedResourceAcquisition = false;
184 // Can only be considered ready when all the scene graph objects are connected to the renderer
185 if( mGeometry && mShader )
187 mResourcesReady = true;
188 mFinishedResourceAcquisition = true;
191 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
193 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
194 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
196 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
198 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
201 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
202 AddMappings( localMap, rendererUniformMap );
206 AddMappings( localMap, mShader->GetUniformMap() );
209 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
211 // Copy old map into current map
212 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
213 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
215 localMap.Resize( oldMap.Count() );
217 unsigned int index=0;
218 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
220 localMap[index] = *iter;
224 mUniformMapChanged[updateBufferIndex] = true;
225 mRegenerateUniformMap--;
228 if( mResendFlag != 0 )
230 if( mResendFlag & RESEND_DATA_PROVIDER )
232 RenderDataProvider* dataProvider = NewRenderDataProvider();
234 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
235 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
236 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
239 if( mResendFlag & RESEND_GEOMETRY )
241 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
242 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
244 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
247 if( mResendFlag & RESEND_FACE_CULLING_MODE )
249 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
250 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
251 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
254 if( mResendFlag & RESEND_BLEND_BIT_MASK )
256 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
257 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
258 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
261 if( mResendFlag & RESEND_BLEND_COLOR )
263 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
264 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
265 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
268 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
270 typedef MessageValue1< Render::Renderer, bool > DerivedType;
271 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
272 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
275 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
277 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
278 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
279 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
282 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
284 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
285 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
286 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
289 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
291 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
292 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
293 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
296 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
298 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
299 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
300 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
303 if( mResendFlag & RESEND_DEPTH_FUNCTION )
305 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
306 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
307 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
310 if( mResendFlag & RESEND_RENDER_MODE )
312 typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
313 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
314 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
317 if( mResendFlag & RESEND_STENCIL_FUNCTION )
319 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
320 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
321 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
324 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
326 typedef MessageValue1< Render::Renderer, int > DerivedType;
327 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
328 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
331 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
333 typedef MessageValue1< Render::Renderer, int > DerivedType;
334 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
335 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
338 if( mResendFlag & RESEND_STENCIL_MASK )
340 typedef MessageValue1< Render::Renderer, int > DerivedType;
341 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
342 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
345 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
347 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
348 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
349 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
352 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
354 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
355 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
356 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
359 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
361 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
362 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
363 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
366 if( mResendFlag & RESEND_BATCHING_MODE )
368 typedef MessageValue1< Render::Renderer, bool > DerivedType;
369 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
370 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBatchingEnabled, mBatchingEnabled );
377 void Renderer::SetTextures( TextureSet* textureSet )
379 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
383 mTextureSet->RemoveObserver(this);
386 mTextureSet = textureSet;
387 mTextureSet->AddObserver( this );
388 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
389 mResendFlag |= RESEND_DATA_PROVIDER;
392 void Renderer::SetShader( Shader* shader )
394 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
398 mShader->RemoveConnectionObserver(*this);
402 mShader->AddConnectionObserver( *this );
403 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
404 mResendFlag |= RESEND_DATA_PROVIDER;
407 void Renderer::SetGeometry( Render::Geometry* geometry )
409 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
410 mGeometry = geometry;
414 mResendFlag |= RESEND_GEOMETRY;
418 void Renderer::SetDepthIndex( int depthIndex )
420 mDepthIndex = depthIndex;
423 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
425 mFaceCullingMode = faceCullingMode;
426 mResendFlag |= RESEND_FACE_CULLING_MODE;
429 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
431 mBlendMode = blendingMode;
434 void Renderer::SetBlendingOptions( unsigned int options )
436 if( mBlendBitmask != options)
438 mBlendBitmask = options;
439 mResendFlag |= RESEND_BLEND_BIT_MASK;
443 void Renderer::SetBlendColor( const Vector4& blendColor )
447 mBlendColor = new Vector4( blendColor );
451 *mBlendColor = blendColor;
454 mResendFlag |= RESEND_BLEND_COLOR;
457 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
459 mIndexedDrawFirstElement = firstElement;
460 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
463 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
465 mIndexedDrawElementsCount = elementsCount;
466 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
469 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
471 mPremultipledAlphaEnabled = preMultipled;
472 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
475 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
477 mDepthWriteMode = depthWriteMode;
478 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
481 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
483 mDepthTestMode = depthTestMode;
484 mResendFlag |= RESEND_DEPTH_TEST_MODE;
487 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
489 mDepthFunction = depthFunction;
490 mResendFlag |= RESEND_DEPTH_FUNCTION;
493 void Renderer::SetRenderMode( RenderMode::Type mode )
495 mStencilParameters.renderMode = mode;
496 mResendFlag |= RESEND_RENDER_MODE;
499 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
501 mStencilParameters.stencilFunction = stencilFunction;
502 mResendFlag |= RESEND_STENCIL_FUNCTION;
505 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
507 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
508 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
511 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
513 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
514 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
517 void Renderer::SetStencilMask( int stencilMask )
519 mStencilParameters.stencilMask = stencilMask;
520 mResendFlag |= RESEND_STENCIL_MASK;
523 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
525 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
526 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
529 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
531 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
532 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
535 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
537 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
538 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
541 void Renderer::SetBatchingEnabled( bool batchingEnabled )
543 mBatchingEnabled = batchingEnabled;
544 mResendFlag |= RESEND_BATCHING_MODE;
547 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
548 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
550 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
551 mSceneController = &sceneController;
552 RenderDataProvider* dataProvider = NewRenderDataProvider();
554 mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
555 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
557 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
560 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
561 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
563 //Remove renderer from RenderManager
566 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
569 mSceneController = NULL;
572 RenderDataProvider* Renderer::NewRenderDataProvider()
574 RenderDataProvider* dataProvider = new RenderDataProvider();
576 dataProvider->mUniformMapDataProvider = this;
577 dataProvider->mShader = mShader;
581 size_t textureCount = mTextureSet->GetNewTextureCount();
582 dataProvider->mNewTextures.resize( textureCount );
583 dataProvider->mSamplers.resize( textureCount );
584 for( unsigned int i(0); i<textureCount; ++i )
586 dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
587 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
594 Render::Renderer& Renderer::GetRenderer()
599 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
601 return mCollectedUniformMap[bufferIndex];
604 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
606 ready = mResourcesReady;
607 complete = mFinishedResourceAcquisition;
610 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
612 Renderer::Opacity opacity = Renderer::OPAQUE;
616 case BlendMode::ON: // If the renderer should always be use blending
618 opacity = Renderer::TRANSLUCENT;
621 case BlendMode::AUTO:
623 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
624 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
626 opacity = Renderer::TRANSLUCENT;
628 else // renderer should determine opacity using the actor color
630 float alpha = node.GetWorldColor( updateBufferIndex ).a;
631 if( alpha <= FULLY_TRANSPARENT )
633 opacity = TRANSPARENT;
635 else if( alpha <= FULLY_OPAQUE )
637 opacity = TRANSLUCENT;
642 case BlendMode::OFF: // the renderer should never use blending
645 opacity = Renderer::OPAQUE;
653 void Renderer::TextureSetChanged()
655 mResendFlag |= RESEND_DATA_PROVIDER;
658 void Renderer::ConnectionsChanged( PropertyOwner& object )
660 // One of our child objects has changed it's connections. Ensure the uniform
661 // map gets regenerated during PrepareRender
662 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
664 // Ensure the child object pointers get re-sent to the renderer
665 mResendFlag |= RESEND_DATA_PROVIDER;
668 void Renderer::ConnectedUniformMapChanged()
670 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
673 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
675 // The mappings are either from PropertyOwner base class, or the Actor
676 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
679 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
681 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
685 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
691 } // namespace SceneGraph
692 } // namespace Internal