/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/internal/render/shaders/program.h>
#include <dali/internal/render/shaders/scene-graph-shader.h>
+namespace Dali
+{
+namespace Internal
+{
+namespace SceneGraph
+{
namespace // unnamed namespace
{
-const unsigned int UNIFORM_MAP_READY = 0;
-const unsigned int COPY_UNIFORM_MAP = 1;
-const unsigned int REGENERATE_UNIFORM_MAP = 2;
+const uint32_t UNIFORM_MAP_READY = 0;
+const uint32_t COPY_UNIFORM_MAP = 1;
+const uint32_t REGENERATE_UNIFORM_MAP = 2;
//Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
-Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
+MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
-void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
+void AddMappings( CollectedUniformMap& localMap, const UniformMap& uniformMap )
{
// Iterate thru uniformMap.
// Any maps that aren't in localMap should be added in a single step
- Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
+ CollectedUniformMap newUniformMappings;
- for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
+ for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
{
- Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
+ UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
bool found = false;
- for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
+ for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
{
- const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
+ const UniformPropertyMapping* map = (*iter);
if( map->uniformNameHash == nameHash )
{
if( map->uniformName == uniformMap[i].uniformName )
{
localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
- for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
+ for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
end = newUniformMappings.End() ;
iter != end ;
++iter )
{
- const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
+ const UniformPropertyMapping* map = (*iter);
localMap.PushBack( map );
}
}
// Flags for re-sending data to renderer.
enum Flags
{
- RESEND_DATA_PROVIDER = 1 << 0,
- RESEND_GEOMETRY = 1 << 1,
- RESEND_FACE_CULLING_MODE = 1 << 2,
- RESEND_BLEND_COLOR = 1 << 3,
- RESEND_BLEND_BIT_MASK = 1 << 4,
- RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
- RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
- RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
- RESEND_DEPTH_WRITE_MODE = 1 << 8,
- RESEND_DEPTH_TEST_MODE = 1 << 9,
- RESEND_DEPTH_FUNCTION = 1 << 10,
- RESEND_RENDER_MODE = 1 << 11,
- RESEND_STENCIL_FUNCTION = 1 << 12,
- RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
- RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
- RESEND_STENCIL_MASK = 1 << 15,
- RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 16,
- RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
- RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
- RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19,
+ RESEND_GEOMETRY = 1 << 0,
+ RESEND_FACE_CULLING_MODE = 1 << 1,
+ RESEND_BLEND_COLOR = 1 << 2,
+ RESEND_BLEND_BIT_MASK = 1 << 3,
+ RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
+ RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
+ RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
+ RESEND_DEPTH_WRITE_MODE = 1 << 7,
+ RESEND_DEPTH_TEST_MODE = 1 << 8,
+ RESEND_DEPTH_FUNCTION = 1 << 9,
+ RESEND_RENDER_MODE = 1 << 10,
+ RESEND_STENCIL_FUNCTION = 1 << 11,
+ RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
+ RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
+ RESEND_STENCIL_MASK = 1 << 14,
+ RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
+ RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
+ RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
+ RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18
};
} // Anonymous namespace
-namespace Dali
-{
-namespace Internal
-{
-namespace SceneGraph
-{
-
Renderer* Renderer::New()
{
return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
mTextureSet( NULL ),
mGeometry( NULL ),
mShader( NULL ),
+ mRenderDataProvider( NULL ),
mBlendColor( NULL ),
mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
mIndexedDrawFirstElement( 0u ),
mBlendMode( BlendMode::AUTO ),
mDepthWriteMode( DepthWriteMode::AUTO ),
mDepthTestMode( DepthTestMode::AUTO ),
+ mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
mPremultipledAlphaEnabled( false ),
+ mDirty( false ),
+ mOpacity( 1.0f ),
mDepthIndex( 0 )
{
mUniformMapChanged[0] = false;
void Renderer::PrepareRender( BufferIndex updateBufferIndex )
{
+ SetDirty( false );
if( mRegenerateUniformMap == UNIFORM_MAP_READY )
{
mUniformMapChanged[updateBufferIndex] = false;
}
else
{
+ mDirty = true;
if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
{
CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
localMap.Resize( oldMap.Count() );
- unsigned int index=0;
+ uint32_t index=0;
for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
{
localMap[index] = *iter;
if( mResendFlag != 0 )
{
- if( mResendFlag & RESEND_DATA_PROVIDER )
- {
- OwnerPointer<RenderDataProvider> dataProvider = NewRenderDataProvider();
-
- typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
- }
-
+ mDirty = true;
if( mResendFlag & RESEND_GEOMETRY )
{
typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
}
if( mResendFlag & RESEND_FACE_CULLING_MODE )
{
typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
}
if( mResendFlag & RESEND_BLEND_BIT_MASK )
{
- typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
}
if( mResendFlag & RESEND_BLEND_COLOR )
{
typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
}
if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
{
typedef MessageValue1< Render::Renderer, bool > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
}
if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
{
- typedef MessageValue1< Render::Renderer, size_t > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
}
if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
{
- typedef MessageValue1< Render::Renderer, size_t > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
}
if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
{
typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
}
if( mResendFlag & RESEND_DEPTH_TEST_MODE )
{
typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
}
if( mResendFlag & RESEND_DEPTH_FUNCTION )
{
typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
}
if( mResendFlag & RESEND_RENDER_MODE )
{
typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
}
if( mResendFlag & RESEND_STENCIL_FUNCTION )
{
typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
}
if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
{
typedef MessageValue1< Render::Renderer, int > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
}
if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
{
typedef MessageValue1< Render::Renderer, int > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
}
if( mResendFlag & RESEND_STENCIL_MASK )
{
typedef MessageValue1< Render::Renderer, int > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
}
if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
{
typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
}
if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
{
typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
}
if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
{
typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
}
mTextureSet = textureSet;
mTextureSet->AddObserver( this );
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mResendFlag |= RESEND_DATA_PROVIDER;
+
+ UpdateTextureSet();
}
void Renderer::SetShader( Shader* shader )
mShader = shader;
mShader->AddConnectionObserver( *this );
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mResendFlag |= RESEND_DATA_PROVIDER;
+ mResendFlag |= RESEND_GEOMETRY;
+
+ if( mRenderDataProvider )
+ {
+ mRenderDataProvider->mShader = mShader;
+ }
}
void Renderer::SetGeometry( Render::Geometry* geometry )
void Renderer::SetDepthIndex( int depthIndex )
{
mDepthIndex = depthIndex;
+ mDirty = true;
}
void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
mResendFlag |= RESEND_FACE_CULLING_MODE;
}
+FaceCullingMode::Type Renderer::GetFaceCullingMode() const
+{
+ return mFaceCullingMode;
+}
+
void Renderer::SetBlendMode( BlendMode::Type blendingMode )
{
mBlendMode = blendingMode;
+ mDirty = true;
+}
+
+BlendMode::Type Renderer::GetBlendMode() const
+{
+ return mBlendMode;
}
-void Renderer::SetBlendingOptions( unsigned int options )
+void Renderer::SetBlendingOptions( uint32_t options )
{
if( mBlendBitmask != options)
{
}
}
+uint32_t Renderer::GetBlendingOptions() const
+{
+ return mBlendBitmask;
+}
+
void Renderer::SetBlendColor( const Vector4& blendColor )
{
if( blendColor == Color::TRANSPARENT )
mResendFlag |= RESEND_BLEND_COLOR;
}
-void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
+Vector4 Renderer::GetBlendColor() const
+{
+ if( mBlendColor )
+ {
+ return *mBlendColor;
+ }
+ return Color::TRANSPARENT;
+}
+
+void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
{
mIndexedDrawFirstElement = firstElement;
mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
}
-void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+uint32_t Renderer::GetIndexedDrawFirstElement() const
+{
+ return mIndexedDrawFirstElement;
+}
+
+void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
{
mIndexedDrawElementsCount = elementsCount;
mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
}
+uint32_t Renderer::GetIndexedDrawElementsCount() const
+{
+ return mIndexedDrawElementsCount;
+}
+
void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
{
mPremultipledAlphaEnabled = preMultipled;
mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
}
+bool Renderer::IsPreMultipliedAlphaEnabled() const
+{
+ return mPremultipledAlphaEnabled;
+}
+
void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
{
mDepthWriteMode = depthWriteMode;
mResendFlag |= RESEND_DEPTH_WRITE_MODE;
}
+DepthWriteMode::Type Renderer::GetDepthWriteMode() const
+{
+ return mDepthWriteMode;
+}
+
void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
{
mDepthTestMode = depthTestMode;
mResendFlag |= RESEND_DEPTH_TEST_MODE;
}
+DepthTestMode::Type Renderer::GetDepthTestMode() const
+{
+ return mDepthTestMode;
+}
+
void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
{
mDepthFunction = depthFunction;
mResendFlag |= RESEND_DEPTH_FUNCTION;
}
+DepthFunction::Type Renderer::GetDepthFunction() const
+{
+ return mDepthFunction;
+}
+
void Renderer::SetRenderMode( RenderMode::Type mode )
{
mStencilParameters.renderMode = mode;
mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
}
+const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
+{
+ return mStencilParameters;
+}
+
+void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
+{
+ mDirty = true;
+ mOpacity.Bake( updateBufferIndex, opacity );
+}
+
+float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
+{
+ return mOpacity[updateBufferIndex];
+}
+
+void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
+{
+ mRenderingBehavior = renderingBehavior;
+ mDirty = true;
+}
+
+DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
+{
+ return mRenderingBehavior;
+}
+
//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
{
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
mSceneController = &sceneController;
- RenderDataProvider* dataProvider = NewRenderDataProvider();
- mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
- mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
+ mRenderDataProvider = new RenderDataProvider( mOpacity );
+ mRenderDataProvider->mUniformMapDataProvider = this;
+ mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
+ mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
}
mRenderer = NULL;
}
mSceneController = NULL;
+ mRenderDataProvider = NULL;
}
-RenderDataProvider* Renderer::NewRenderDataProvider()
+void Renderer::UpdateTextureSet()
{
- RenderDataProvider* dataProvider = new RenderDataProvider();
-
- dataProvider->mUniformMapDataProvider = this;
- dataProvider->mShader = mShader;
-
- if( mTextureSet )
+ if( mRenderDataProvider )
{
- size_t textureCount = mTextureSet->GetTextureCount();
- dataProvider->mTextures.resize( textureCount );
- dataProvider->mSamplers.resize( textureCount );
- for( unsigned int i(0); i<textureCount; ++i )
+ if( mTextureSet )
{
- dataProvider->mTextures[i] = mTextureSet->GetTexture(i);
- dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
+ uint32_t textureCount = mTextureSet->GetTextureCount();
+ mRenderDataProvider->mTextures.resize( textureCount );
+ mRenderDataProvider->mSamplers.resize( textureCount );
+ for( uint32_t i = 0; i<textureCount; ++i )
+ {
+ mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
+ mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
+ }
}
+ else
+ {
+ mRenderDataProvider->mTextures.clear();
+ mRenderDataProvider->mSamplers.clear();
+ }
+ mDirty = true;
}
-
- return dataProvider;
-}
-
-const Vector4& Renderer::GetBlendColor() const
-{
- if( mBlendColor )
- {
- return *mBlendColor;
- }
- return Color::TRANSPARENT;
}
Render::Renderer& Renderer::GetRenderer()
return mCollectedUniformMap[bufferIndex];
}
-Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
+Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
{
- Renderer::Opacity opacity = Renderer::OPAQUE;
+ Renderer::OpacityType opacityType = Renderer::OPAQUE;
switch( mBlendMode )
{
case BlendMode::ON: // If the renderer should always be use blending
{
- opacity = Renderer::TRANSLUCENT;
+ float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
+ if( alpha <= FULLY_TRANSPARENT )
+ {
+ opacityType = Renderer::TRANSPARENT;
+ }
+ else
+ {
+ opacityType = Renderer::TRANSLUCENT;
+ }
break;
}
case BlendMode::AUTO:
bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
{
- opacity = Renderer::TRANSLUCENT;
+ opacityType = Renderer::TRANSLUCENT;
}
- else // renderer should determine opacity using the actor color
+
+ // renderer should determine opacity using the actor color
+ float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
+ if( alpha <= FULLY_TRANSPARENT )
{
- float alpha = node.GetWorldColor( updateBufferIndex ).a;
- if( alpha <= FULLY_TRANSPARENT )
- {
- opacity = TRANSPARENT;
- }
- else if( alpha <= FULLY_OPAQUE )
- {
- opacity = TRANSLUCENT;
- }
+ opacityType = Renderer::TRANSPARENT;
+ }
+ else if( alpha <= FULLY_OPAQUE )
+ {
+ opacityType = Renderer::TRANSLUCENT;
}
break;
}
case BlendMode::OFF: // the renderer should never use blending
default:
{
- opacity = Renderer::OPAQUE;
+ opacityType = Renderer::OPAQUE;
break;
}
}
- return opacity;
+ return opacityType;
}
void Renderer::TextureSetChanged()
{
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mResendFlag |= RESEND_DATA_PROVIDER;
+
+ UpdateTextureSet();
}
void Renderer::TextureSetDeleted()
mTextureSet = NULL;
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mResendFlag |= RESEND_DATA_PROVIDER;
+
+ UpdateTextureSet();
}
+
void Renderer::ConnectionsChanged( PropertyOwner& object )
{
// One of our child objects has changed it's connections. Ensure the uniform
// map gets regenerated during PrepareRender
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-
- // Ensure the child object pointers get re-sent to the renderer
- mResendFlag |= RESEND_DATA_PROVIDER;
}
void Renderer::ConnectedUniformMapChanged()
}
}
+void Renderer::SetDirty( bool value )
+{
+ mDirty = value;
+ if( mShader )
+ {
+ mShader->SetPropertyDirty( value );
+ }
+}
+
+bool Renderer::IsDirty() const
+{
+ bool ret = false;
+ if( mShader )
+ {
+ ret = mShader->IsPropertyDirty();
+ }
+
+ // check native image
+ if( mTextureSet )
+ {
+ uint32_t textureCount = mTextureSet->GetTextureCount();
+
+ if(textureCount > 0)
+ {
+ Dali::Internal::Render::Texture* texture;
+ for( uint32_t i = 0; i<textureCount; ++i )
+ {
+ texture = const_cast<Dali::Internal::SceneGraph::TextureSet *>(mTextureSet)->GetTexture(i);
+ if( texture && texture->IsNativeImage() )
+ {
+ ret = true;
+ break;
+ }
+ }
+ }
+ }
+
+ return ret | mDirty;
+}
+
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali