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 );
90 // flags for resending data to renderer
93 RESEND_DATA_PROVIDER = 1,
94 RESEND_GEOMETRY = 1 << 1,
95 RESEND_FACE_CULLING_MODE = 1 << 2,
96 RESEND_BLEND_COLOR = 1 << 3,
97 RESEND_BLEND_BIT_MASK = 1 << 4,
98 RESEND_PREMULTIPLIED_ALPHA = 1 << 5
110 Renderer* Renderer::New()
112 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
116 :mSceneController(0),
122 mFaceCullingMode( Dali::Renderer::NONE ),
123 mBlendingMode( Dali::BlendingMode::AUTO ),
125 mRegenerateUniformMap(0),
127 mResourcesReady(false),
128 mFinishedResourceAcquisition(false),
131 mUniformMapChanged[0]=false;
132 mUniformMapChanged[1]=false;
134 // Observe our own PropertyOwner's uniform map
135 AddUniformMapObserver( *this );
138 Renderer::~Renderer()
142 mMaterial->RemoveConnectionObserver(*this);
147 mGeometry->RemoveConnectionObserver(*this);
152 void Renderer::operator delete( void* ptr )
154 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
158 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
160 mResourcesReady = false;
161 mFinishedResourceAcquisition = false;
163 // Can only be considered ready when all the scene graph objects are connected to the renderer
164 if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) &&
165 ( mMaterial ) && ( mMaterial->GetShader() != NULL ) )
167 mMaterial->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
170 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
172 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in DoPrepareRender()" );
173 DALI_ASSERT_DEBUG( mMaterial != NULL && "No geometry available in DoPrepareRender()" );
175 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
177 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
180 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
181 AddMappings( localMap, rendererUniformMap );
183 AddMappings( localMap, mMaterial->GetUniformMap() );
184 AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
185 AddMappings( localMap, mGeometry->GetUniformMap() );
188 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
190 // Copy old map into current map
191 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
192 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
194 localMap.Resize( oldMap.Count() );
196 unsigned int index=0;
197 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
199 localMap[index] = *iter;
203 mUniformMapChanged[updateBufferIndex] = true;
204 mRegenerateUniformMap--;
207 if( mResendFlag == 0 )
212 if( mResendFlag & RESEND_DATA_PROVIDER )
214 RenderDataProvider* dataProvider = NewRenderDataProvider();
216 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
217 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
218 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
219 mResendFlag &= ~RESEND_DATA_PROVIDER;
222 if( mResendFlag & RESEND_GEOMETRY )
224 // The first call to GetRenderGeometry() creates the geometry and sends it in a message
225 RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
227 typedef MessageValue1< Render::Renderer, RenderGeometry* > DerivedType;
228 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
230 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, geometry );
231 mResendFlag &= ~RESEND_GEOMETRY;
234 if( mResendFlag & RESEND_FACE_CULLING_MODE )
236 typedef MessageValue1< Render::Renderer, Dali::Renderer::FaceCullingMode > DerivedType;
237 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
238 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
239 mResendFlag &= ~RESEND_FACE_CULLING_MODE;
242 if( mResendFlag & RESEND_BLEND_BIT_MASK )
244 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
245 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
246 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
247 mResendFlag &= ~RESEND_BLEND_BIT_MASK;
250 if( mResendFlag & RESEND_BLEND_COLOR )
252 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
253 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
254 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
255 mResendFlag &= ~RESEND_BLEND_COLOR;
258 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
260 typedef MessageValue1< Render::Renderer, bool > DerivedType;
261 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
262 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
263 mResendFlag &= ~RESEND_PREMULTIPLIED_ALPHA;
267 void Renderer::SetMaterial( BufferIndex bufferIndex, Material* material)
269 DALI_ASSERT_DEBUG( material != NULL && "Material pointer is NULL" );
271 mMaterial = material;
272 mMaterial->AddConnectionObserver( *this );
273 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
275 mResendFlag |= RESEND_DATA_PROVIDER;
278 void Renderer::SetGeometry( BufferIndex bufferIndex, Geometry* geometry)
280 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
283 mGeometry->RemoveConnectionObserver(*this);
284 mGeometry->OnRendererDisconnect();
287 mGeometry = geometry;
288 mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
289 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
293 mResendFlag |= RESEND_GEOMETRY;
297 void Renderer::SetDepthIndex( int depthIndex )
299 mDepthIndex = depthIndex;
302 void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
304 mFaceCullingMode = static_cast<Dali::Renderer::FaceCullingMode>(faceCullingMode);
305 mResendFlag |= RESEND_FACE_CULLING_MODE;
308 void Renderer::SetBlendingMode( unsigned int blendingMode )
310 mBlendingMode = static_cast< BlendingMode::Type >( blendingMode );
313 void Renderer::SetBlendingOptions( unsigned int options )
315 if( mBlendBitmask != options)
317 mBlendBitmask = options;
318 mResendFlag |= RESEND_BLEND_BIT_MASK;
322 void Renderer::SetBlendColor( const Vector4& blendColor )
326 mBlendColor = new Vector4( blendColor );
330 *mBlendColor = blendColor;
333 mResendFlag |= RESEND_BLEND_COLOR;
336 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
338 mPremultipledAlphaEnabled = preMultipled;
339 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
342 //Called when a node with this renderer is added to the stage
343 void Renderer::OnStageConnect()
348 RenderDataProvider* dataProvider = NewRenderDataProvider();
350 RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
351 mRenderer = Render::Renderer::New( dataProvider, renderGeometry,
352 mBlendBitmask, mBlendColor,
353 static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
354 mPremultipledAlphaEnabled );
355 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
360 //Called when the node with this renderer has gone out of the stage
361 void Renderer::OnStageDisconnect()
364 if( mReferenceCount == 0 )
366 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
369 mGeometry->OnRendererDisconnect();
375 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
376 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
378 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
379 mSceneController = &sceneController;
383 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
384 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
386 //Remove renderer from RenderManager
389 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
391 mSceneController = NULL;
395 RenderDataProvider* Renderer::NewRenderDataProvider()
397 RenderDataProvider* dataProvider = new RenderDataProvider();
399 dataProvider->mUniformMapDataProvider = this;
400 dataProvider->mShader = mMaterial->GetShader();
402 size_t textureCount( mMaterial->GetTextureCount() );
403 dataProvider->mTextures.resize( textureCount );
404 for( unsigned int i(0); i<textureCount; ++i )
406 dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
407 mMaterial->GetTextureId(i),
408 mMaterial->GetTextureSampler(i));
414 Render::Renderer& Renderer::GetRenderer()
419 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
421 return mCollectedUniformMap[bufferIndex];
424 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
426 ready = mResourcesReady;
427 complete = mFinishedResourceAcquisition;
430 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
432 Renderer::Opacity opacity = Renderer::OPAQUE;
436 switch( mBlendingMode )
438 case BlendingMode::ON: // If the renderer should always be use blending
440 opacity = Renderer::TRANSLUCENT;
443 case BlendingMode::AUTO:
445 if(mMaterial->IsTranslucent() ) // If the renderer should determine opacity using the material
447 opacity = Renderer::TRANSLUCENT;
449 else // renderer should determine opacity using the actor color
451 float alpha = node.GetWorldColor( updateBufferIndex ).a;
452 if( alpha <= FULLY_TRANSPARENT )
454 opacity = TRANSPARENT;
456 else if( alpha <= FULLY_OPAQUE )
458 opacity = TRANSLUCENT;
463 case BlendingMode::OFF: // the renderer should never use blending
466 opacity = Renderer::OPAQUE;
475 void Renderer::ConnectionsChanged( PropertyOwner& object )
477 // One of our child objects has changed it's connections. Ensure the uniform
478 // map gets regenerated during PrepareRender
479 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
481 // Ensure the child object pointers get re-sent to the renderer
482 mResendFlag |= RESEND_DATA_PROVIDER;
485 void Renderer::ConnectedUniformMapChanged()
487 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
490 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
492 // The mappings are either from PropertyOwner base class, or the Actor
493 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
496 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
498 if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
502 else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
508 } // namespace SceneGraph
509 } // namespace Internal