1 #ifndef DALI_INTERNAL_SCENE_GRAPH_RENDERER2_H
2 #define DALI_INTERNAL_SCENE_GRAPH_RENDERER2_H
5 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
21 #include <dali/public-api/rendering/geometry.h>
22 #include <dali/public-api/rendering/renderer.h> // Dali::Renderer
23 #include <dali/internal/common/blending-options.h>
24 #include <dali/internal/common/type-abstraction-enums.h>
25 #include <dali/internal/event/common/event-thread-services.h>
26 #include <dali/internal/update/common/property-owner.h>
27 #include <dali/internal/update/common/uniform-map.h>
28 #include <dali/internal/update/common/scene-graph-connection-change-propagator.h>
29 #include <dali/internal/render/data-providers/render-data-provider.h>
44 class SceneController;
47 typedef Dali::Vector< Renderer* > RendererContainer;
48 typedef RendererContainer::Iterator RendererIter;
49 typedef RendererContainer::ConstIterator RendererConstIter;
54 class Renderer : public PropertyOwner,
55 public UniformMapDataProvider,
56 public UniformMap::Observer,
57 public ConnectionChangePropagator::Observer
69 * Construct a new Renderer
71 static Renderer* New();
79 * Overriden delete operator
80 * Deletes the renderer from its global memory pool
82 void operator delete( void* ptr );
85 * Set the texture set for the renderer
86 * @param[in] textureSet The texture set this renderer will use
88 void SetTextures( TextureSet* textureSet );
92 * Set the shader for the renderer
93 * @param[in] shader The shader this renderer will use
95 void SetShader( Shader* shader );
98 * Get the shader used by this renderer
99 * @return the shader this renderer uses
107 * Set the geometry for the renderer
108 * @param[in] geometry The geometry this renderer will use
110 void SetGeometry( Render::Geometry* geometry );
113 * Set the depth index
114 * @param[in] depthIndex the new depth index to use
116 void SetDepthIndex( int depthIndex );
119 * @brief Get the depth index
120 * @return The depth index
122 int GetDepthIndex() const
128 * Set the face culling mode
129 * @param[in] faceCullingMode to use
131 void SetFaceCullingMode( FaceCullingMode::Type faceCullingMode );
134 * Set the blending mode
135 * @param[in] blendingMode to use
137 void SetBlendMode( BlendMode::Type blendingMode );
140 * Set the blending options. This should only be called from the update thread.
141 * @param[in] options A bitmask of blending options.
143 void SetBlendingOptions( unsigned int options );
146 * Set the blend color for blending operation
147 * @param blendColor to pass to GL
149 void SetBlendColor( const Vector4& blendColor );
152 * Set the index of first element for indexed draw
153 * @param[in] firstElement index of first element to draw
155 void SetIndexedDrawFirstElement( size_t firstElement );
158 * Set the number of elements to draw by indexed draw
159 * @param[in] elementsCount number of elements to draw
161 void SetIndexedDrawElementsCount( size_t elementsCount );
164 * @brief Set whether the Pre-multiplied Alpha Blending is required
166 * @param[in] preMultipled whether alpha is pre-multiplied.
168 void EnablePreMultipliedAlpha( bool preMultipled );
171 * Sets the depth buffer write mode
172 * @param[in] depthWriteMode The depth buffer write mode
174 void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
177 * Sets the depth buffer test mode
178 * @param[in] depthTestMode The depth buffer test mode
180 void SetDepthTestMode( DepthTestMode::Type depthTestMode );
183 * Sets the depth function
184 * @param[in] depthFunction The depth function
186 void SetDepthFunction( DepthFunction::Type depthFunction );
189 * Prepare the object for rendering.
190 * This is called by the UpdateManager when an object is due to be rendered in the current frame.
191 * @param[in] updateBufferIndex The current update buffer index.
193 void PrepareRender( BufferIndex updateBufferIndex );
196 * Retrieve the Render thread renderer
197 * @return The associated render thread renderer
199 Render::Renderer& GetRenderer();
202 * Check whether the renderer has been marked as ready to render
203 * ready means that renderer has all resources and should produce correct result
204 * complete means all resources have finished loading
205 * It's possible that renderer is complete but not ready,
206 * for example in case of resource load failed
207 * @param[out] ready TRUE if the renderer has resources to render
208 * @param[out] complete TRUE if the renderer resources are complete
210 void GetReadyAndComplete( bool& ready, bool& complete ) const;
213 * Query whether the renderer is fully opaque, fully transparent or transparent.
214 * @param[in] updateBufferIndex The current update buffer index.
215 * @return OPAQUE if fully opaque, TRANSPARENT if fully transparent and TRANSLUCENT if in between
217 Opacity GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const;
220 * Called by the TextureSet to notify to the renderer that it has changed
222 void TextureSetChanged();
224 public: // Implementation of ObjectOwnerContainer template methods
226 * Connect the object to the scene graph
228 * @param[in] sceneController The scene controller - used for sending messages to render thread
229 * @param[in] bufferIndex The current buffer index - used for sending messages to render thread
231 void ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex );
234 * Disconnect the object from the scene graph
235 * @param[in] sceneController The scene controller - used for sending messages to render thread
236 * @param[in] bufferIndex The current buffer index - used for sending messages to render thread
238 void DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex );
240 public: // Implementation of ConnectionChangePropagator
242 * @copydoc ConnectionChangePropagator::AddObserver
244 void AddConnectionObserver(ConnectionChangePropagator::Observer& observer){};
247 * @copydoc ConnectionChangePropagator::RemoveObserver
249 void RemoveConnectionObserver(ConnectionChangePropagator::Observer& observer){};
254 public: // UniformMap::Observer
256 * @copydoc UniformMap::Observer::UniformMappingsChanged
258 virtual void UniformMappingsChanged( const UniformMap& mappings );
260 public: // ConnectionChangePropagator::Observer
263 * @copydoc ConnectionChangePropagator::ConnectionsChanged
265 virtual void ConnectionsChanged( PropertyOwner& owner );
268 * @copydoc ConnectionChangePropagator::ConnectedUniformMapChanged
270 virtual void ConnectedUniformMapChanged( );
273 * @copydoc ConnectionChangePropagator::ConnectedUniformMapChanged
275 virtual void ObservedObjectDestroyed(PropertyOwner& owner);
277 public: // PropertyOwner implementation
279 * @copydoc Dali::Internal::SceneGraph::PropertyOwner::ResetDefaultProperties()
281 virtual void ResetDefaultProperties( BufferIndex updateBufferIndex ){};
283 public: // From UniformMapDataProvider
286 * @copydoc UniformMapDataProvider::GetUniformMapChanged
288 virtual bool GetUniformMapChanged( BufferIndex bufferIndex ) const{ return mUniformMapChanged[bufferIndex];}
291 * @copydoc UniformMapDataProvider::GetUniformMap
293 virtual const CollectedUniformMap& GetUniformMap( BufferIndex bufferIndex ) const;
298 * Protected constructor; See also Renderer::New()
303 * Helper function to create a new render data provider
304 * @return the new (initialized) data provider
306 RenderDataProvider* NewRenderDataProvider();
310 CollectedUniformMap mCollectedUniformMap[2]; ///< Uniform maps collected by the renderer
311 SceneController* mSceneController; ///< Used for initializing renderers
312 Render::Renderer* mRenderer; ///< Raw pointer to the renderer (that's owned by RenderManager)
313 TextureSet* mTextureSet; ///< The texture set this renderer uses. (Not owned)
314 Render::Geometry* mGeometry; ///< The geometry this renderer uses. (Not owned)
315 Shader* mShader; ///< The shader this renderer uses. (Not owned)
316 Vector4* mBlendColor; ///< The blend color for blending operation
318 size_t mIndexedDrawFirstElement; ///< first element index to be drawn using indexed draw
319 size_t mIndexedDrawElementsCount; ///< number of elements to be drawn using indexed draw
320 unsigned int mBlendBitmask; ///< The bitmask of blending options
321 unsigned int mRegenerateUniformMap; ///< 2 if the map should be regenerated, 1 if it should be copied.
322 unsigned short mResendFlag; ///< Indicate whether data should be resent to the renderer
324 DepthFunction::Type mDepthFunction:3; ///< The depth function
325 FaceCullingMode::Type mFaceCullingMode:2; ///< The mode of face culling
326 BlendMode::Type mBlendMode:2; ///< The mode of blending
327 DepthWriteMode::Type mDepthWriteMode:2; ///< The depth write mode
328 DepthTestMode::Type mDepthTestMode:2; ///< The depth test mode
330 bool mUniformMapChanged[2]; ///< Records if the uniform map has been altered this frame
331 bool mResourcesReady; ///< Set during the Update algorithm; true if the renderer has resources ready for the current frame.
332 bool mFinishedResourceAcquisition; ///< Set during DoPrepareResources; true if ready & all resource acquisition has finished (successfully or otherwise)
333 bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
337 int mDepthIndex; ///< Used only in PrepareRenderInstructions
342 inline void SetTexturesMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const TextureSet& textureSet )
344 typedef MessageValue1< Renderer, TextureSet* > LocalType;
346 // Reserve some memory inside the message queue
347 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
349 // Construct message in the message queue memory; note that delete should not be called on the return value
350 new (slot) LocalType( &renderer, &Renderer::SetTextures, const_cast<TextureSet*>(&textureSet) );
353 inline void SetGeometryMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Render::Geometry& geometry )
355 typedef MessageValue1< Renderer, Render::Geometry* > LocalType;
357 // Reserve some memory inside the message queue
358 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
360 // Construct message in the message queue memory; note that delete should not be called on the return value
361 new (slot) LocalType( &renderer, &Renderer::SetGeometry, const_cast<Render::Geometry*>(&geometry) );
364 inline void SetShaderMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, Shader& shader )
366 typedef MessageValue1< Renderer, Shader* > LocalType;
368 // Reserve some memory inside the message queue
369 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
371 // Construct message in the message queue memory; note that delete should not be called on the return value
372 new (slot) LocalType( &renderer, &Renderer::SetShader, &shader );
375 inline void SetDepthIndexMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int depthIndex )
377 typedef MessageValue1< Renderer, int > LocalType;
379 // Reserve some memory inside the message queue
380 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
382 // Construct message in the message queue memory; note that delete should not be called on the return value
383 new (slot) LocalType( &renderer, &Renderer::SetDepthIndex, depthIndex );
386 inline void SetFaceCullingModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, FaceCullingMode::Type faceCullingMode )
388 typedef MessageValue1< Renderer, FaceCullingMode::Type > LocalType;
390 // Reserve some memory inside the message queue
391 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
393 new (slot) LocalType( &renderer, &Renderer::SetFaceCullingMode, faceCullingMode );
396 inline void SetBlendModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, BlendMode::Type blendingMode )
398 typedef MessageValue1< Renderer, BlendMode::Type > LocalType;
400 // Reserve some memory inside the message queue
401 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
403 new (slot) LocalType( &renderer, &Renderer::SetBlendMode, blendingMode );
406 inline void SetBlendingOptionsMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, unsigned int options )
408 typedef MessageValue1< Renderer, unsigned int > LocalType;
410 // Reserve some memory inside the message queue
411 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
413 new (slot) LocalType( &renderer, &Renderer::SetBlendingOptions, options );
416 inline void SetBlendColorMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Vector4& blendColor )
418 typedef MessageValue1< Renderer, Vector4 > LocalType;
420 // Reserve some memory inside the message queue
421 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
423 new (slot) LocalType( &renderer, &Renderer::SetBlendColor, blendColor );
426 inline void SetIndexedDrawFirstElementMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, size_t firstElement )
428 typedef MessageValue1< Renderer, size_t > LocalType;
430 // Reserve some memory inside the message queue
431 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
433 new (slot) LocalType( &renderer, &Renderer::SetIndexedDrawFirstElement, firstElement );
436 inline void SetIndexedDrawElementsCountMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, size_t elementsCount )
438 typedef MessageValue1< Renderer, size_t > LocalType;
440 // Reserve some memory inside the message queue
441 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
443 new (slot) LocalType( &renderer, &Renderer::SetIndexedDrawElementsCount, elementsCount );
446 inline void SetEnablePreMultipliedAlphaMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, bool preMultiplied )
448 typedef MessageValue1< Renderer, bool > LocalType;
450 // Reserve some memory inside the message queue
451 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
453 new (slot) LocalType( &renderer, &Renderer::EnablePreMultipliedAlpha, preMultiplied );
456 inline void SetDepthWriteModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthWriteMode::Type depthWriteMode )
458 typedef MessageValue1< Renderer, DepthWriteMode::Type > LocalType;
460 // Reserve some memory inside the message queue
461 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
463 new (slot) LocalType( &renderer, &Renderer::SetDepthWriteMode, depthWriteMode );
466 inline void SetDepthTestModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthTestMode::Type depthTestMode )
468 typedef MessageValue1< Renderer, DepthTestMode::Type > LocalType;
470 // Reserve some memory inside the message queue
471 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
473 new (slot) LocalType( &renderer, &Renderer::SetDepthTestMode, depthTestMode );
476 inline void SetDepthFunctionMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthFunction::Type depthFunction )
478 typedef MessageValue1< Renderer, DepthFunction::Type > LocalType;
480 // Reserve some memory inside the message queue
481 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
483 new (slot) LocalType( &renderer, &Renderer::SetDepthFunction, depthFunction );
486 } // namespace SceneGraph
487 } // namespace Internal
490 #endif // DALI_INTERNAL_SCENE_GRAPH_RENDERER_H