Merge "DALi Version 2.1.23" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
1 /*
2  * Copyright (c) 2022 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  */
16
17 // CLASS HEADER
18 #include "scene-graph-renderer.h"
19
20 // INTERNAL INCLUDES
21 #include <dali/internal/common/blending-options.h>
22 #include <dali/internal/common/internal-constants.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/event/rendering/decorated-visual-renderer-impl.h> // For DecoratedVisualRenderer::AnimatableDecoratedVisualProperties
25 #include <dali/internal/render/data-providers/node-data-provider.h>
26 #include <dali/internal/render/data-providers/render-data-provider.h>
27 #include <dali/internal/render/queue/render-queue.h>
28 #include <dali/internal/render/renderers/render-geometry.h>
29 #include <dali/internal/render/shaders/program.h>
30 #include <dali/internal/render/shaders/render-shader.h>
31 #include <dali/internal/update/controllers/render-message-dispatcher.h>
32 #include <dali/internal/update/controllers/scene-controller.h>
33 #include <dali/internal/update/nodes/node.h>
34 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
35
36 #include <dali/integration-api/debug.h>
37
38 namespace Dali
39 {
40 namespace Internal
41 {
42 namespace SceneGraph
43 {
44 namespace // unnamed namespace
45 {
46 #ifdef DEBUG_ENABLED
47 Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
48 #endif
49
50 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
51 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
52
53 // Flags for re-sending data to renderer.
54 enum Flags
55 {
56   RESEND_GEOMETRY                    = 1 << 0,
57   RESEND_FACE_CULLING_MODE           = 1 << 1,
58   RESEND_BLEND_COLOR                 = 1 << 2,
59   RESEND_BLEND_BIT_MASK              = 1 << 3,
60   RESEND_PREMULTIPLIED_ALPHA         = 1 << 4,
61   RESEND_INDEXED_DRAW_FIRST_ELEMENT  = 1 << 5,
62   RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
63   RESEND_DEPTH_WRITE_MODE            = 1 << 7,
64   RESEND_DEPTH_TEST_MODE             = 1 << 8,
65   RESEND_DEPTH_FUNCTION              = 1 << 9,
66   RESEND_RENDER_MODE                 = 1 << 10,
67   RESEND_STENCIL_FUNCTION            = 1 << 11,
68   RESEND_STENCIL_FUNCTION_MASK       = 1 << 12,
69   RESEND_STENCIL_FUNCTION_REFERENCE  = 1 << 13,
70   RESEND_STENCIL_MASK                = 1 << 14,
71   RESEND_STENCIL_OPERATION_ON_FAIL   = 1 << 15,
72   RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
73   RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
74   RESEND_WRITE_TO_COLOR_BUFFER       = 1 << 18,
75   RESEND_SHADER                      = 1 << 19,
76   RESEND_DRAW_COMMANDS               = 1 << 20,
77   RESEND_SET_RENDER_CALLBACK         = 1 << 21
78 };
79
80 } // Anonymous namespace
81
82 Renderer* Renderer::New()
83 {
84   return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
85 }
86
87 Renderer::Renderer()
88 : mSceneController(nullptr),
89   mRenderer(nullptr),
90   mTextureSet(nullptr),
91   mGeometry(nullptr),
92   mShader(nullptr),
93   mBlendColor(nullptr),
94   mStencilParameters(RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP),
95   mIndexedDrawFirstElement(0u),
96   mIndexedDrawElementsCount(0u),
97   mBlendBitmask(0u),
98   mResendFlag(0u),
99   mDepthFunction(DepthFunction::LESS),
100   mFaceCullingMode(FaceCullingMode::NONE),
101   mBlendMode(BlendMode::AUTO),
102   mDepthWriteMode(DepthWriteMode::AUTO),
103   mDepthTestMode(DepthTestMode::AUTO),
104   mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
105   mUpdateDecay(Renderer::Decay::INITIAL),
106   mRegenerateUniformMap(false),
107   mUniformMapUpdated(false),
108   mPremultipledAlphaEnabled(false),
109   mOpacity(1.0f),
110   mDepthIndex(0)
111 {
112   // Observe our own PropertyOwner's uniform map.
113   AddUniformMapObserver(*this);
114 }
115
116 Renderer::~Renderer()
117 {
118   if(mShader)
119   {
120     mShader->RemoveUniformMapObserver(*this);
121     mShader = nullptr;
122   }
123 }
124
125 void Renderer::operator delete(void* ptr)
126 {
127   gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
128 }
129
130 bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
131 {
132   bool rendererUpdated = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
133
134   if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter())
135   {
136     // The map has changed since the last time we checked.
137     rendererUpdated          = true;
138     mRegenerateUniformMap    = true;
139     mUpdateDecay             = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
140     mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
141   }
142   if(mUpdateDecay > 0)
143   {
144     mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
145   }
146
147   if(mResendFlag != 0)
148   {
149     if(mResendFlag & RESEND_GEOMETRY)
150     {
151       typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
152       uint32_t*                                                  slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
153       new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
154     }
155
156     if(mResendFlag & RESEND_DRAW_COMMANDS)
157     {
158       using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
159       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
160       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
161     }
162
163     if(mResendFlag & RESEND_FACE_CULLING_MODE)
164     {
165       using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
166       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
167       new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
168     }
169
170     if(mResendFlag & RESEND_BLEND_BIT_MASK)
171     {
172       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
173       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
174       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
175     }
176
177     if(mResendFlag & RESEND_BLEND_COLOR)
178     {
179       using DerivedType = MessageValue1<Render::Renderer, Vector4>;
180       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
181       new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
182     }
183
184     if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
185     {
186       using DerivedType = MessageValue1<Render::Renderer, bool>;
187       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
188       new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
189     }
190
191     if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
192     {
193       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
194       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
195       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
196     }
197
198     if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
199     {
200       using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
201       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
202       new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
203     }
204
205     if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
206     {
207       using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
208       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
209       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
210     }
211
212     if(mResendFlag & RESEND_DEPTH_TEST_MODE)
213     {
214       using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
215       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
216       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
217     }
218
219     if(mResendFlag & RESEND_DEPTH_FUNCTION)
220     {
221       using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
222       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
223       new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
224     }
225
226     if(mResendFlag & RESEND_RENDER_MODE)
227     {
228       using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
229       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
230       new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
231     }
232
233     if(mResendFlag & RESEND_STENCIL_FUNCTION)
234     {
235       using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
236       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
237       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
238     }
239
240     if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
241     {
242       using DerivedType = MessageValue1<Render::Renderer, int>;
243       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
244       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
245     }
246
247     if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
248     {
249       using DerivedType = MessageValue1<Render::Renderer, int>;
250       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
251       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
252     }
253
254     if(mResendFlag & RESEND_STENCIL_MASK)
255     {
256       using DerivedType = MessageValue1<Render::Renderer, int>;
257       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
258       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
259     }
260
261     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
262     {
263       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
264       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
265       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
266     }
267
268     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
269     {
270       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
271       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
272       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
273     }
274
275     if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
276     {
277       using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
278       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
279       new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
280     }
281
282     if(mResendFlag & RESEND_SHADER)
283     {
284       using DerivedType = MessageValue1<Render::Renderer, bool>;
285       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
286       new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
287     }
288
289     if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
290     {
291       using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
292       uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
293       new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
294     }
295
296     mResendFlag = 0;
297   }
298
299   // Ensure collected map is up to date
300   UpdateUniformMap();
301
302   return rendererUpdated;
303 }
304
305 void Renderer::SetTextures(TextureSet* textureSet)
306 {
307   DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
308
309   mTextureSet = textureSet;
310 }
311
312 const Vector<Render::Texture*>* Renderer::GetTextures() const
313 {
314   return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
315 }
316
317 const Vector<Render::Sampler*>* Renderer::GetSamplers() const
318 {
319   return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
320 }
321
322 void Renderer::SetShader(Shader* shader)
323 {
324   DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
325
326   if(mShader)
327   {
328     mShader->RemoveUniformMapObserver(*this);
329   }
330
331   mShader = shader;
332   mShader->AddUniformMapObserver(*this);
333   mRegenerateUniformMap = true;
334   mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
335 }
336
337 void Renderer::SetGeometry(Render::Geometry* geometry)
338 {
339   DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
340   mGeometry = geometry;
341
342   if(mRenderer)
343   {
344     mResendFlag |= RESEND_GEOMETRY;
345   }
346 }
347
348 void Renderer::SetDepthIndex(int depthIndex)
349 {
350   mDepthIndex = depthIndex;
351 }
352
353 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
354 {
355   mFaceCullingMode = faceCullingMode;
356   mResendFlag |= RESEND_FACE_CULLING_MODE;
357 }
358
359 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
360 {
361   return mFaceCullingMode;
362 }
363
364 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
365 {
366   mBlendMode = blendingMode;
367 }
368
369 BlendMode::Type Renderer::GetBlendMode() const
370 {
371   return mBlendMode;
372 }
373
374 void Renderer::SetBlendingOptions(uint32_t options)
375 {
376   if(mBlendBitmask != options)
377   {
378     mBlendBitmask = options;
379     mResendFlag |= RESEND_BLEND_BIT_MASK;
380   }
381 }
382
383 uint32_t Renderer::GetBlendingOptions() const
384 {
385   return mBlendBitmask;
386 }
387
388 void Renderer::SetBlendColor(const Vector4& blendColor)
389 {
390   if(blendColor == Color::TRANSPARENT)
391   {
392     mBlendColor = nullptr;
393   }
394   else
395   {
396     if(!mBlendColor)
397     {
398       mBlendColor = new Vector4(blendColor);
399     }
400     else
401     {
402       *mBlendColor = blendColor;
403     }
404   }
405
406   mResendFlag |= RESEND_BLEND_COLOR;
407 }
408
409 Vector4 Renderer::GetBlendColor() const
410 {
411   if(mBlendColor)
412   {
413     return *mBlendColor;
414   }
415   return Color::TRANSPARENT;
416 }
417
418 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
419 {
420   mIndexedDrawFirstElement = firstElement;
421   mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
422 }
423
424 uint32_t Renderer::GetIndexedDrawFirstElement() const
425 {
426   return mIndexedDrawFirstElement;
427 }
428
429 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
430 {
431   mIndexedDrawElementsCount = elementsCount;
432   mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
433 }
434
435 uint32_t Renderer::GetIndexedDrawElementsCount() const
436 {
437   return mIndexedDrawElementsCount;
438 }
439
440 void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
441 {
442   mPremultipledAlphaEnabled = preMultipled;
443   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
444 }
445
446 bool Renderer::IsPreMultipliedAlphaEnabled() const
447 {
448   return mPremultipledAlphaEnabled;
449 }
450
451 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
452 {
453   mDepthWriteMode = depthWriteMode;
454   mResendFlag |= RESEND_DEPTH_WRITE_MODE;
455 }
456
457 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
458 {
459   return mDepthWriteMode;
460 }
461
462 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
463 {
464   mDepthTestMode = depthTestMode;
465   mResendFlag |= RESEND_DEPTH_TEST_MODE;
466 }
467
468 DepthTestMode::Type Renderer::GetDepthTestMode() const
469 {
470   return mDepthTestMode;
471 }
472
473 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
474 {
475   mDepthFunction = depthFunction;
476   mResendFlag |= RESEND_DEPTH_FUNCTION;
477 }
478
479 DepthFunction::Type Renderer::GetDepthFunction() const
480 {
481   return mDepthFunction;
482 }
483
484 void Renderer::SetRenderMode(RenderMode::Type mode)
485 {
486   mStencilParameters.renderMode = mode;
487   mResendFlag |= RESEND_RENDER_MODE;
488 }
489
490 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
491 {
492   mStencilParameters.stencilFunction = stencilFunction;
493   mResendFlag |= RESEND_STENCIL_FUNCTION;
494 }
495
496 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
497 {
498   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
499   mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
500 }
501
502 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
503 {
504   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
505   mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
506 }
507
508 void Renderer::SetStencilMask(int stencilMask)
509 {
510   mStencilParameters.stencilMask = stencilMask;
511   mResendFlag |= RESEND_STENCIL_MASK;
512 }
513
514 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
515 {
516   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
517   mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
518 }
519
520 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
521 {
522   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
523   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
524 }
525
526 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
527 {
528   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
529   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
530 }
531
532 void Renderer::SetRenderCallback(RenderCallback* callback)
533 {
534   mRenderCallback = callback;
535   mResendFlag |= RESEND_SET_RENDER_CALLBACK;
536 }
537
538 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
539 {
540   return mStencilParameters;
541 }
542
543 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
544 {
545   mOpacity.Bake(updateBufferIndex, opacity);
546 }
547
548 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
549 {
550   return mOpacity[updateBufferIndex];
551 }
552
553 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
554 {
555   mRenderingBehavior = renderingBehavior;
556 }
557
558 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
559 {
560   return mRenderingBehavior;
561 }
562
563 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
564 void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
565 {
566   mRegenerateUniformMap = true;
567   mSceneController      = &sceneController;
568
569   mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
570
571   OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
572   mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
573 }
574
575 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
576 void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
577 {
578   //Remove renderer from RenderManager
579   if(mRenderer)
580   {
581     mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
582     mRenderer = nullptr;
583   }
584   mSceneController = nullptr;
585 }
586
587 Render::Renderer& Renderer::GetRenderer()
588 {
589   return *mRenderer;
590 }
591
592 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
593 {
594   Renderer::OpacityType opacityType = Renderer::OPAQUE;
595
596   if(node.IsTransparent())
597   {
598     return Renderer::TRANSPARENT;
599   }
600
601   switch(mBlendMode)
602   {
603     case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
604     {
605       opacityType = Renderer::TRANSLUCENT;
606       break;
607     }
608     case BlendMode::ON: // If the renderer should always be use blending
609     {
610       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
611       if(alpha <= FULLY_TRANSPARENT)
612       {
613         opacityType = Renderer::TRANSPARENT;
614       }
615       else
616       {
617         opacityType = Renderer::TRANSLUCENT;
618       }
619       break;
620     }
621     case BlendMode::AUTO:
622     {
623       if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
624       {
625         opacityType = Renderer::TRANSLUCENT;
626         break;
627       }
628
629       bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
630       if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
631       {
632         opacityType = Renderer::TRANSLUCENT;
633       }
634
635       // renderer should determine opacity using the actor color
636       float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
637       if(alpha <= FULLY_TRANSPARENT)
638       {
639         opacityType = Renderer::TRANSPARENT;
640       }
641       else if(alpha <= FULLY_OPAQUE)
642       {
643         opacityType = Renderer::TRANSLUCENT;
644       }
645
646       break;
647     }
648     case BlendMode::OFF: // the renderer should never use blending
649     default:
650     {
651       opacityType = Renderer::OPAQUE;
652       break;
653     }
654   }
655
656   return opacityType;
657 }
658
659 void Renderer::UpdateUniformMap()
660 {
661   if(mRegenerateUniformMap)
662   {
663     CollectedUniformMap& localMap = mCollectedUniformMap;
664     localMap.Clear();
665
666     const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
667
668     auto size = rendererUniformMap.Count();
669     if(mShader)
670     {
671       size += mShader->GetUniformMap().Count();
672     }
673
674     localMap.Reserve(size);
675     localMap.AddMappings(rendererUniformMap);
676     if(mShader)
677     {
678       localMap.AddMappings(mShader->GetUniformMap());
679     }
680     localMap.UpdateChangeCounter();
681     mRegenerateUniformMap = false;
682     mUniformMapUpdated    = true;
683   }
684 }
685
686 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
687 {
688   mDrawCommands.clear();
689   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
690   mResendFlag |= RESEND_DRAW_COMMANDS;
691 }
692
693 void Renderer::UniformMappingsChanged(const UniformMap& mappings)
694 {
695   // The mappings are either from PropertyOwner base class, or the Shader
696   mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
697 }
698
699 const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
700 {
701   return mCollectedUniformMap;
702 }
703
704 Vector3 Renderer::CalculateVisualTransformedUpdateSize(BufferIndex updateBufferIndex, const Vector3& originalSize)
705 {
706   if(mVisualProperties)
707   {
708     // TODO : We may need to get some method that visual properties changed, without hash.
709     // Or, need to call this API in PreRender side.
710
711     uint64_t hash = 0xc70f6907UL;
712
713     hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
714     hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
715     hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
716     hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
717     hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
718     hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
719
720     if(mVisualPropertiesCoefficient.hash != hash)
721     {
722       mVisualPropertiesCoefficient.hash = hash;
723
724       // VisualProperty
725       const Vector2 transformOffset         = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
726       const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
727       const Vector2 transformSize           = mVisualProperties->mTransformSize.Get(updateBufferIndex);
728       const Vector2 transformOrigin         = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
729       const Vector2 transformAnchorPoint    = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
730       const Vector2 extraSize               = mVisualProperties->mExtraSize.Get(updateBufferIndex);
731
732       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size   %5.3f %5.3f\n", transformSize.x, transformSize.y);
733       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
734       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
735       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
736       DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size       %5.3f %5.3f\n", extraSize.x, extraSize.y);
737
738       // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
739       //                                    Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
740       //                            extraSize;
741       // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
742       //                                      Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
743
744       // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
745       // const Vector2 decoratedVisualSize    = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
746
747       // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
748       //                          + anchorPoint * visualSize
749       //                          + origin * uSize.xy
750       //                          + visualOffset;
751
752       // Calculate same logic of visual's vertex shader transform.
753       // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
754       // maxVertexPosition =  0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
755
756       // Update cached VisualTransformedUpdateSizeCoefficientCache
757
758       // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
759
760       // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
761       // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
762       //    + transformOffset * (1.0 - transformOffsetSizeMode.xy)
763       //    + transformOrigin
764       // CA = transformSize * transformOffsetSizeMode.zw + extraSize
765       // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
766       //    + transformOffset * transformOffsetSizeMode.xy
767       // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
768
769       mVisualPropertiesCoefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
770       mVisualPropertiesCoefficient.coefXB = mVisualPropertiesCoefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
771       mVisualPropertiesCoefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
772       mVisualPropertiesCoefficient.coefCB = mVisualPropertiesCoefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
773     }
774     if(mVisualProperties->mExtendedProperties)
775     {
776       const auto decoratedVisualProperties = static_cast<DecoratedVisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
777
778       uint64_t decoratedHash = 0xc70f6907UL;
779
780       decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
781       decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
782       decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
783
784       if(mVisualPropertiesCoefficient.decoratedHash != decoratedHash)
785       {
786         mVisualPropertiesCoefficient.decoratedHash = decoratedHash;
787
788         // DecoratedVisualProperty
789         const float borderlineWidth  = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
790         const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
791         const float blurRadius       = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
792
793         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width  %5.3f\n", borderlineWidth);
794         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
795         DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius       %5.3f\n", blurRadius);
796
797         // D coefficients be used only decoratedVisual.
798         // It can be calculated parallely with transform.
799
800         mVisualPropertiesCoefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
801       }
802     }
803
804     // Calculate vertex position by coefficient
805     // It will reduce the number of operations
806
807     // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
808     // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
809
810     // When we set
811     // basicVertexPosition = XB * originalSize + CB
812     // scaleVertexPosition = XA * originalSize + CA + D
813
814     // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
815     //     maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
816
817     // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
818     //                  = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
819     //                  = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
820     // Cause transform matrix will think center of vertex is (0, 0)
821
822     const Vector2 basicVertexPosition = mVisualPropertiesCoefficient.coefXB * originalSize.GetVectorXY() + mVisualPropertiesCoefficient.coefCB;
823     const Vector2 scaleVertexPosition = mVisualPropertiesCoefficient.coefXA * originalSize.GetVectorXY() + mVisualPropertiesCoefficient.coefCA;
824
825     // VisualTransform don't set z value. Just copy from original z size
826     const Vector3 resultSize = Vector3(scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + mVisualPropertiesCoefficient.coefD,
827                                        scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + mVisualPropertiesCoefficient.coefD,
828                                        originalSize.z);
829
830     DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "%f %f --> %f %f\n", originalSize.x, originalSize.y, resultSize.x, resultSize.y);
831
832     return resultSize;
833   }
834   return originalSize;
835 }
836
837 } // namespace SceneGraph
838 } // namespace Internal
839 } // namespace Dali