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.
18 #include "scene-graph-renderer.h"
21 #include <dali/internal/update/controllers/scene-controller.h>
22 #include <dali/internal/render/renderers/render-geometry.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/rendering/scene-graph-geometry.h>
25 #include <dali/internal/update/rendering/scene-graph-material.h>
26 #include <dali/internal/render/shaders/scene-graph-shader.h>
27 #include <dali/internal/render/renderers/render-renderer.h>
28 #include <dali/internal/render/data-providers/node-data-provider.h>
29 #include <dali/internal/update/nodes/node.h>
30 #include <dali/internal/render/queue/render-queue.h>
31 #include <dali/internal/common/internal-constants.h>
32 #include <dali/internal/common/memory-pool-object-allocator.h>
35 namespace // unnamed namespace
38 const unsigned int UNIFORM_MAP_READY = 0;
39 const unsigned int COPY_UNIFORM_MAP = 1;
40 const unsigned int REGENERATE_UNIFORM_MAP = 2;
42 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
43 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
45 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
47 // Iterate thru uniformMap.
48 // Any maps that aren't in localMap should be added in a single step
49 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
51 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
53 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
56 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
58 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
59 if( map->uniformNameHash == nameHash )
61 if( map->uniformName == uniformMap[i].uniformName )
70 // it's a new mapping. Add raw ptr to temporary list
71 newUniformMappings.PushBack( &uniformMap[i] );
75 if( newUniformMappings.Count() > 0 )
77 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
79 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
80 end = newUniformMappings.End() ;
84 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
85 localMap.PushBack( map );
87 //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
91 // flags for resending data to renderer
94 RESEND_DATA_PROVIDER = 1,
95 RESEND_GEOMETRY = 1 << 1,
96 RESEND_FACE_CULLING_MODE = 1 << 2,
97 RESEND_BLEND_COLOR = 1 << 3,
98 RESEND_BLEND_BIT_MASK = 1 << 4,
99 RESEND_PREMULTIPLIED_ALPHA = 1 << 5
111 Renderer* Renderer::New()
113 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
117 :mSceneController(0),
123 mFaceCullingMode( Dali::Renderer::NONE ),
124 mBlendingMode( Dali::BlendingMode::AUTO ),
126 mRegenerateUniformMap(0),
128 mResourcesReady(false),
129 mFinishedResourceAcquisition(false),
132 mUniformMapChanged[0]=false;
133 mUniformMapChanged[1]=false;
135 // Observe our own PropertyOwner's uniform map
136 AddUniformMapObserver( *this );
139 Renderer::~Renderer()
143 mMaterial->RemoveConnectionObserver(*this);
148 mGeometry->RemoveConnectionObserver(*this);
153 void Renderer::operator delete( void* ptr )
155 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
159 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
161 mResourcesReady = false;
162 mFinishedResourceAcquisition = false;
164 // Can only be considered ready when all the scene graph objects are connected to the renderer
165 if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) &&
166 ( mMaterial ) && ( mMaterial->GetShader() != NULL ) )
168 mMaterial->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
171 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
173 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in DoPrepareRender()" );
174 DALI_ASSERT_DEBUG( mMaterial != NULL && "No geometry available in DoPrepareRender()" );
176 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
178 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
181 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
182 AddMappings( localMap, rendererUniformMap );
184 AddMappings( localMap, mMaterial->GetUniformMap() );
185 AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
186 AddMappings( localMap, mGeometry->GetUniformMap() );
189 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
191 // Copy old map into current map
192 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
193 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
195 localMap.Resize( oldMap.Count() );
197 unsigned int index=0;
198 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
200 localMap[index] = *iter;
204 mUniformMapChanged[updateBufferIndex] = true;
205 mRegenerateUniformMap--;
208 if( mResendFlag == 0 )
213 if( mResendFlag & RESEND_DATA_PROVIDER )
215 RenderDataProvider* dataProvider = NewRenderDataProvider();
217 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
218 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
219 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
220 mResendFlag &= ~RESEND_DATA_PROVIDER;
223 if( mResendFlag & RESEND_GEOMETRY )
225 // The first call to GetRenderGeometry() creates the geometry and sends it in a message
226 RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
228 typedef MessageValue1< Render::Renderer, RenderGeometry* > DerivedType;
229 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
231 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, geometry );
232 mResendFlag &= ~RESEND_GEOMETRY;
235 if( mResendFlag & RESEND_FACE_CULLING_MODE )
237 typedef MessageValue1< Render::Renderer, Dali::Renderer::FaceCullingMode > DerivedType;
238 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
239 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
240 mResendFlag &= ~RESEND_FACE_CULLING_MODE;
243 if( mResendFlag & RESEND_BLEND_BIT_MASK )
245 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
246 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
247 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
248 mResendFlag &= ~RESEND_BLEND_BIT_MASK;
251 if( mResendFlag & RESEND_BLEND_COLOR )
253 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
254 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
255 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
256 mResendFlag &= ~RESEND_BLEND_COLOR;
259 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
261 typedef MessageValue1< Render::Renderer, bool > DerivedType;
262 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
263 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
264 mResendFlag &= ~RESEND_PREMULTIPLIED_ALPHA;
268 void Renderer::SetMaterial( BufferIndex bufferIndex, Material* material)
270 DALI_ASSERT_DEBUG( material != NULL && "Material pointer is NULL" );
272 mMaterial = material;
273 mMaterial->AddConnectionObserver( *this );
274 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
276 mResendFlag |= RESEND_DATA_PROVIDER;
279 void Renderer::SetGeometry( BufferIndex bufferIndex, Geometry* geometry)
281 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
284 mGeometry->RemoveConnectionObserver(*this);
285 mGeometry->OnRendererDisconnect();
288 mGeometry = geometry;
289 mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
290 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
294 mResendFlag |= RESEND_GEOMETRY;
298 void Renderer::SetDepthIndex( int depthIndex )
300 mDepthIndex = depthIndex;
303 void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
305 mFaceCullingMode = static_cast<Dali::Renderer::FaceCullingMode>(faceCullingMode);
306 mResendFlag |= RESEND_FACE_CULLING_MODE;
309 void Renderer::SetBlendingMode( unsigned int blendingMode )
311 mBlendingMode = static_cast< BlendingMode::Type >( blendingMode );
314 void Renderer::SetBlendingOptions( unsigned int options )
316 if( mBlendBitmask != options)
318 mBlendBitmask = options;
319 mResendFlag |= RESEND_BLEND_BIT_MASK;
323 void Renderer::SetBlendColor( const Vector4& blendColor )
327 mBlendColor = new Vector4( blendColor );
331 *mBlendColor = blendColor;
334 mResendFlag |= RESEND_BLEND_COLOR;
337 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
339 mPremultipledAlphaEnabled = preMultipled;
340 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
343 //Called when a node with this renderer is added to the stage
344 void Renderer::OnStageConnect()
349 RenderDataProvider* dataProvider = NewRenderDataProvider();
351 RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
352 mRenderer = Render::Renderer::New( dataProvider, renderGeometry,
353 mBlendBitmask, mBlendColor,
354 static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
355 mPremultipledAlphaEnabled );
356 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
361 //Called when the node with this renderer has gone out of the stage
362 void Renderer::OnStageDisconnect()
365 if( mReferenceCount == 0 )
367 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
370 mGeometry->OnRendererDisconnect();
376 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
377 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
379 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
380 mSceneController = &sceneController;
384 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
385 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
387 //Remove renderer from RenderManager
390 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
392 mSceneController = NULL;
396 RenderDataProvider* Renderer::NewRenderDataProvider()
398 RenderDataProvider* dataProvider = new RenderDataProvider();
400 dataProvider->mUniformMapDataProvider = this;
401 dataProvider->mShader = mMaterial->GetShader();
403 size_t textureCount( mMaterial->GetTextureCount() );
404 dataProvider->mTextures.resize( textureCount );
405 for( unsigned int i(0); i<textureCount; ++i )
407 dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
408 mMaterial->GetTextureId(i),
409 mMaterial->GetTextureSampler(i));
415 Render::Renderer& Renderer::GetRenderer()
420 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
422 return mCollectedUniformMap[bufferIndex];
425 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
427 ready = mResourcesReady;
428 complete = mFinishedResourceAcquisition;
431 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
433 Renderer::Opacity opacity = Renderer::OPAQUE;
437 switch( mBlendingMode )
439 case BlendingMode::ON: // If the renderer should always be use blending
441 opacity = Renderer::TRANSLUCENT;
444 case BlendingMode::AUTO:
446 if(mMaterial->IsTranslucent() ) // If the renderer should determine opacity using the material
448 opacity = Renderer::TRANSLUCENT;
450 else // renderer should determine opacity using the actor color
452 float alpha = node.GetWorldColor( updateBufferIndex ).a;
453 if( alpha <= FULLY_TRANSPARENT )
455 opacity = TRANSPARENT;
457 else if( alpha <= FULLY_OPAQUE )
459 opacity = TRANSLUCENT;
464 case BlendingMode::OFF: // the renderer should never use blending
467 opacity = Renderer::OPAQUE;
476 void Renderer::ConnectionsChanged( PropertyOwner& object )
478 // One of our child objects has changed it's connections. Ensure the uniform
479 // map gets regenerated during PrepareRender
480 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
482 // Ensure the child object pointers get re-sent to the renderer
483 mResendFlag |= RESEND_DATA_PROVIDER;
486 void Renderer::ConnectedUniformMapChanged()
488 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
491 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
493 // The mappings are either from PropertyOwner base class, or the Actor
494 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
497 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
499 if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
503 else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
509 } // namespace SceneGraph
510 } // namespace Internal