/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
// The depth buffer must be enabled if either reading or writing.
context.EnableDepthBuffer( true );
- // Set up the depth mask based on our depth write setting.
- context.DepthMask( enableDepthWrite );
-
// Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
context.DepthFunc( DaliDepthToGLDepthTable[ item.mRenderer->GetDepthFunction() ] );
firstDepthBufferUse = false;
// Note: The buffer will only be cleared if written to since a previous clear.
+ context.DepthMask( true );
context.Clear( GL_DEPTH_BUFFER_BIT, Context::CHECK_CACHED_VALUES );
}
+
+ // Set up the depth mask based on our depth write setting.
+ context.DepthMask( enableDepthWrite );
}
else
{
* @param[in] item The current RenderItem about to be rendered
* @param[in] context The context
*/
-inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context )
+inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context, int orientation )
{
// Get the number of child scissors in the stack (do not include layer or root box).
size_t childStackDepth = mScissorStack.size() - 1u;
// We traversed up the tree, we need to apply a new scissor rectangle (unless we are at the root).
traversedUpTree = true;
}
- else if( clippingNode && childStackDepth > 0u && childStackDepth == scissorDepth ) // case of sibling clip area
+ if( clippingNode && childStackDepth > 0u && childStackDepth == scissorDepth ) // case of sibling clip area
{
mScissorStack.pop_back();
--childStackDepth;
if( scissorEnabled )
{
ClippingBox useScissorBox( mScissorStack.back() );
- context.Scissor( useScissorBox.x, useScissorBox.y, useScissorBox.width, useScissorBox.height );
+ GLint x = useScissorBox.x;
+ GLint y = useScissorBox.y;
+ if( orientation == 90 )
+ {
+ x = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height);
+ y = useScissorBox.x;
+ context.Scissor( x, y, useScissorBox.height, useScissorBox.width );
+ }
+ else if( orientation == 180 )
+ {
+ x = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width);
+ y = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height);
+ context.Scissor( x, y, useScissorBox.width, useScissorBox.height );
+ }
+ else if( orientation == 270 )
+ {
+ x = useScissorBox.y;
+ y = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width);
+ context.Scissor( x, y, useScissorBox.height, useScissorBox.width );
+ }
+ else
+ {
+ context.Scissor( x, y, useScissorBox.width, useScissorBox.height );
+ }
}
}
}
bool& usedStencilBuffer,
uint32_t& lastClippingDepth,
uint32_t& lastClippingId,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ int orientation )
{
RenderMode::Type renderMode = RenderMode::AUTO;
const Renderer *renderer = item.mRenderer;
// As both scissor and stencil clips can be nested, we may be simultaneously traversing up the scissor tree, requiring a scissor to be un-done. Whilst simultaneously adding a new stencil clip.
// We process both based on our current and old clipping depths for each mode.
// Both methods with return rapidly if there is nothing to be done for that type of clipping.
- SetupScissorClipping( item, context );
+ SetupScissorClipping( item, context, orientation );
if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE )
{
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Vector<GLuint>& boundTextures,
+ int orientation,
+ Dali::ClippingBox& scissorBox )
{
DALI_PRINT_RENDER_LIST( renderList );
mViewportRectangle = context.GetViewport();
mHasLayerScissor = false;
+ if( orientation == 90 || orientation == 270 )
+ {
+ int temp = mViewportRectangle.width;
+ mViewportRectangle.width = mViewportRectangle.height;
+ mViewportRectangle.height = temp;
+ }
+
// Setup Scissor testing (for both viewport and per-node scissor)
mScissorStack.clear();
if( renderList.IsClipping() )
{
context.SetScissorTest( true );
const ClippingBox& layerScissorBox = renderList.GetClippingBox();
- context.Scissor( layerScissorBox.x, layerScissorBox.y, layerScissorBox.width, layerScissorBox.height );
+ GLint x = layerScissorBox.x;
+ GLint y = layerScissorBox.y;
+
+ if( orientation == 90 )
+ {
+ x = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height);
+ y = layerScissorBox.x;
+ context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width );
+ }
+ else if( orientation == 180 )
+ {
+ x = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width);
+ y = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height);
+ context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height );
+ }
+ else if( orientation == 270 )
+ {
+ x = layerScissorBox.y;
+ y = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width);
+ context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width );
+ }
+ else
+ {
+ context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height );
+ }
+
mScissorStack.push_back( layerScissorBox );
mHasLayerScissor = true;
}
+ else if ( !scissorBox.IsEmpty() )
+ {
+ context.SetScissorTest( true );
+ context.Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
+ mScissorStack.push_back( scissorBox );
+ }
else
{
// We are not performing a layer clip. Add the viewport as the root scissor rectangle.
}
// Loop through all RenderList in the RenderList, set up any prerequisites to render them, then perform the render.
- for( size_t index( 0u ); index < count; ++index )
+ for( uint32_t index = 0u; index < count; ++index )
{
const RenderItem& item = renderList.GetItem( index );
DALI_PRINT_RENDER_ITEM( item );
// Set up clipping based on both the Renderer and Actor APIs.
// The Renderer API will be used if specified. If AUTO, the Actors automatic clipping feature will be used.
- SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable );
+ SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable, orientation );
if( DALI_LIKELY( item.mRenderer ) )
{
// Render the item.
item.mRenderer->Render( context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix,
- viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
+ viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures );
}
}
}
Context& context,
BufferIndex bufferIndex,
Integration::DepthBufferAvailable depthBufferAvailable,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ Vector<GLuint>& boundTextures,
+ int orientation,
+ Dali::ClippingBox& scissorBox )
{
DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
*viewMatrix,
*projectionMatrix,
depthBufferAvailable,
- stencilBufferAvailable );
+ stencilBufferAvailable,
+ boundTextures,
+ orientation,
+ scissorBox );
}
}
}