/*
- * Copyright (c) 2015 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.
* limitations under the License.
*/
+// CLASS HEADER
#include <dali/internal/render/renderers/render-geometry.h>
+// INTERNAL INCLUDES
#include <dali/internal/common/buffer-index.h>
-#include <dali/internal/update/geometry/scene-graph-geometry.h>
-#include <dali/internal/update/common/scene-graph-property-buffer.h>
-#include <dali/internal/render/data-providers/render-data-provider.h>
#include <dali/internal/render/gl-resources/context.h>
#include <dali/internal/render/gl-resources/gpu-buffer.h>
+#include <dali/internal/render/renderers/render-property-buffer.h>
#include <dali/internal/render/shaders/program.h>
namespace Dali
{
namespace Internal
{
-namespace SceneGraph
+namespace Render
{
-RenderGeometry::RenderGeometry()
-: mDataNeedsUploading( true ),
- mShaderChanged( true )
+Geometry::Geometry()
+: mIndices(),
+ mIndexBuffer(NULL),
+ mGeometryType( Dali::Geometry::TRIANGLES ),
+ mIndicesChanged(false),
+ mHasBeenUpdated(false),
+ mAttributesChanged(true)
{
}
-RenderGeometry::~RenderGeometry()
+Geometry::~Geometry()
{
}
-void RenderGeometry::GlContextCreated( Context& context )
+void Geometry::GlContextCreated( Context& context )
{
- mDataNeedsUploading = true;
}
-void RenderGeometry::GlContextDestroyed()
+void Geometry::GlContextDestroyed()
{
}
-void RenderGeometry::UploadAndDraw(
- Context& context,
- Program& program,
- BufferIndex bufferIndex,
- const RenderDataProvider* dataProviders )
+void Geometry::AddPropertyBuffer( Render::PropertyBuffer* propertyBuffer )
{
- UploadVertexData( context, bufferIndex, dataProviders );
-
- for( unsigned int i = 0; i < mVertexBuffers.Count(); ++i )
- {
- mVertexBuffers[i]->BindBuffer( context, program );
- mVertexBuffers[i]->EnableVertexAttributes( context, bufferIndex, program );
- }
-
- if( mIndexBuffer )
- {
- mIndexBuffer->BindBuffer( context, program );
- }
-
- Draw( context, bufferIndex, dataProviders );
-
- for( unsigned int i = 0; i < mVertexBuffers.Count(); ++i )
- {
- mVertexBuffers[i]->DisableVertexAttributes( context, bufferIndex, program );
- }
+ mVertexBuffers.PushBack( propertyBuffer );
+ mAttributesChanged = true;
}
-void RenderGeometry::GeometryUpdated()
+void Geometry::SetIndexBuffer( Dali::Vector<uint16_t>& indices )
{
- mDataNeedsUploading = true;
+ mIndices.Swap( indices );
+ mIndicesChanged = true;
}
-void RenderGeometry::UploadVertexData(
- Context& context,
- BufferIndex bufferIndex,
- const RenderDataProvider* dataProviders )
+void Geometry::RemovePropertyBuffer( const Render::PropertyBuffer* propertyBuffer )
{
- if( mDataNeedsUploading ) // @todo Or if any of the property buffers are dirty
+ const auto&& end = mVertexBuffers.End();
+ for( auto&& iter = mVertexBuffers.Begin(); iter != end; ++iter )
{
- DoUpload( context, bufferIndex, dataProviders );
-
- mDataNeedsUploading = false;
+ if( *iter == propertyBuffer )
+ {
+ //This will delete the gpu buffer associated to the RenderPropertyBuffer if there is one
+ mVertexBuffers.Remove( iter );
+ mAttributesChanged = true;
+ break;
+ }
}
}
-void RenderGeometry::DoUpload(
- Context& context,
- BufferIndex bufferIndex,
- const RenderDataProvider* dataProvider )
+void Geometry::GetAttributeLocationFromProgram( Vector<GLint>& attributeLocation, Program& program, BufferIndex bufferIndex ) const
{
- // Vertex buffer
- RenderDataProvider::VertexBuffers vertexBuffers = dataProvider->GetVertexBuffers();
-
- DALI_ASSERT_DEBUG( vertexBuffers.Count() > 0 && "Need vertex buffers to upload" );
+ attributeLocation.Clear();
- for( unsigned int i=0; i<vertexBuffers.Count(); ++i)
+ for( auto&& vertexBuffer : mVertexBuffers )
{
- const PropertyBufferDataProvider* vertexBuffer = vertexBuffers[i];
-
- RenderPropertyBuffer* propertyBuffer = new RenderPropertyBuffer(
- *vertexBuffer,
- GpuBuffer::ARRAY_BUFFER,
- GpuBuffer::STATIC_DRAW ); // TODO: MESH_REWORK: change this for animated meshes
-
- propertyBuffer->Upload( context, bufferIndex );
-
- mVertexBuffers.PushBack( propertyBuffer );
- }
+ const uint32_t attributeCount = vertexBuffer->GetAttributeCount();
+ for( uint32_t j = 0; j < attributeCount; ++j )
+ {
+ const std::string& attributeName = vertexBuffer->GetAttributeName( j );
+ uint32_t index = program.RegisterCustomAttribute( attributeName );
+ GLint location = program.GetCustomAttributeLocation( index );
- // Index buffer
- const PropertyBufferDataProvider* indexBuffer = dataProvider->GetIndexBuffer();
- if( indexBuffer )
- {
- mIndexBuffer = new RenderPropertyBuffer(
- *indexBuffer,
- GpuBuffer::ELEMENT_ARRAY_BUFFER,
- GpuBuffer::STATIC_DRAW ); // TODO: MESH_REWORK: change this for animated meshes
+ if( -1 == location )
+ {
+ DALI_LOG_WARNING( "Attribute not found in the shader: %s\n", attributeName.c_str() );
+ }
- mIndexBuffer->Upload( context, bufferIndex );
+ attributeLocation.PushBack( location );
+ }
}
}
-void RenderGeometry::BindBuffers( Context& context, BufferIndex bufferIndex, Program& program )
+void Geometry::OnRenderFinished()
{
- for( unsigned int i = 0; i < mVertexBuffers.Count(); ++i )
- {
- mVertexBuffers[i]->BindBuffer( context, program );
- }
-
- if( mIndexBuffer )
- {
- mIndexBuffer->BindBuffer( context, program );
- }
+ mHasBeenUpdated = false;
+ mAttributesChanged = false;
}
-void RenderGeometry::EnableVertexAttributes( Context& context, BufferIndex bufferIndex, Program& program )
+void Geometry::Upload( Context& context )
{
- OwnerContainer< RenderPropertyBuffer* >::Iterator it = mVertexBuffers.Begin();
- OwnerContainer< RenderPropertyBuffer* >::ConstIterator end = mVertexBuffers.End();
- for( ; it != end; ++it )
+ if( !mHasBeenUpdated )
{
- (*it)->EnableVertexAttributes( context, bufferIndex, program );
+ // Update buffers
+ if( mIndicesChanged )
+ {
+ if( mIndices.Empty() )
+ {
+ mIndexBuffer = NULL;
+ }
+ else
+ {
+ if ( mIndexBuffer == NULL )
+ {
+ mIndexBuffer = new GpuBuffer( context );
+ }
+
+ uint32_t bufferSize = static_cast<uint32_t>( sizeof( uint16_t ) * mIndices.Size() );
+ mIndexBuffer->UpdateDataBuffer( context, bufferSize, &mIndices[0], GpuBuffer::STATIC_DRAW, GpuBuffer::ELEMENT_ARRAY_BUFFER );
+ }
+
+ mIndicesChanged = false;
+ }
+
+ for( auto&& buffer : mVertexBuffers )
+ {
+ if( !buffer->Update( context ) )
+ {
+ //Vertex buffer is not ready ( Size, data or format has not been specified yet )
+ return;
+ }
+ }
+
+ mHasBeenUpdated = true;
}
}
-void RenderGeometry::DisableVertexAttributes( Context& context, BufferIndex bufferIndex, Program& program )
+void Geometry::Draw(
+ Context& context,
+ BufferIndex bufferIndex,
+ Vector<GLint>& attributeLocation,
+ uint32_t elementBufferOffset,
+ uint32_t elementBufferCount )
{
- OwnerContainer< RenderPropertyBuffer* >::Iterator it = mVertexBuffers.Begin();
- OwnerContainer< RenderPropertyBuffer* >::ConstIterator end = mVertexBuffers.End();
- for( ; it != end; ++it )
+ //Bind buffers to attribute locations
+ uint32_t base = 0u;
+ const uint32_t vertexBufferCount = static_cast<uint32_t>( mVertexBuffers.Count() );
+ for( uint32_t i = 0; i < vertexBufferCount; ++i )
{
- (*it)->DisableVertexAttributes( context, bufferIndex, program );
+ mVertexBuffers[i]->BindBuffer( context, GpuBuffer::ARRAY_BUFFER );
+ base += mVertexBuffers[i]->EnableVertexAttributes( context, attributeLocation, base );
}
-}
-void RenderGeometry::Draw( Context& context, BufferIndex bufferIndex, const RenderDataProvider* dataProvider )
-{
- const GeometryDataProvider& geometry = dataProvider->GetGeometry();
- const PropertyBufferDataProvider* indexBuffer = dataProvider->GetIndexBuffer();
+ uint32_t numIndices(0u);
+ intptr_t firstIndexOffset(0u);
+ if( mIndexBuffer )
+ {
+ numIndices = static_cast<uint32_t>( mIndices.Size() );
- GeometryDataProvider::GeometryType type = geometry.GetGeometryType( bufferIndex );
+ if( elementBufferOffset != 0u )
+ {
+ elementBufferOffset = (elementBufferOffset >= numIndices ) ? numIndices - 1 : elementBufferOffset;
+ firstIndexOffset = elementBufferOffset * sizeof(GLushort);
+ numIndices -= elementBufferOffset;
+ }
- unsigned int numIndices = 0;
- if( indexBuffer )
- {
- numIndices = /* TODO: MESH_REWORK remove this 2, should implement unsigned short properties */ 2 * indexBuffer->GetDataSize(bufferIndex) / indexBuffer->GetElementSize(bufferIndex);
+ if( elementBufferCount != 0u )
+ {
+ numIndices = std::min( elementBufferCount, numIndices );
+ }
}
- switch(type)
+ GLenum geometryGLType(GL_NONE);
+ switch(mGeometryType)
{
case Dali::Geometry::TRIANGLES:
{
- if( numIndices )
- {
- context.DrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0);
- }
- else
- {
- const PropertyBufferDataProvider* firstVertexBuffer = dataProvider->GetVertexBuffers()[0];
- unsigned int numVertices = firstVertexBuffer->GetElementCount( bufferIndex );
- context.DrawArrays( GL_TRIANGLES, 0, numVertices );
- }
+ geometryGLType = GL_TRIANGLES;
break;
}
case Dali::Geometry::LINES:
{
- if( numIndices )
- {
- context.DrawElements(GL_LINES, numIndices, GL_UNSIGNED_SHORT, 0);
- }
- else
- {
- const PropertyBufferDataProvider* firstVertexBuffer = dataProvider->GetVertexBuffers()[0];
- unsigned int numVertices = firstVertexBuffer->GetElementCount( bufferIndex );
- context.DrawArrays( GL_LINES, 0, numVertices );
- }
+ geometryGLType = GL_LINES;
break;
}
case Dali::Geometry::POINTS:
{
- const PropertyBufferDataProvider* firstVertexBuffer = dataProvider->GetVertexBuffers()[0];
- unsigned int numVertices = firstVertexBuffer->GetElementCount( bufferIndex );
- context.DrawArrays(GL_POINTS, 0, numVertices );
+ geometryGLType = GL_POINTS;
break;
}
- default:
+ case Dali::Geometry::TRIANGLE_STRIP:
{
- DALI_ASSERT_ALWAYS( 0 && "Geometry type not supported (yet)" );
+ geometryGLType = GL_TRIANGLE_STRIP;
break;
}
+ case Dali::Geometry::TRIANGLE_FAN:
+ {
+ geometryGLType = GL_TRIANGLE_FAN;
+ break;
+ }
+ case Dali::Geometry::LINE_LOOP:
+ {
+ geometryGLType = GL_LINE_LOOP;
+ break;
+ }
+ case Dali::Geometry::LINE_STRIP:
+ {
+ geometryGLType = GL_LINE_STRIP;
+ break;
+ }
+ }
+
+ //Draw call
+ if( mIndexBuffer && geometryGLType != GL_POINTS )
+ {
+ //Indexed draw call
+ mIndexBuffer->Bind( context, GpuBuffer::ELEMENT_ARRAY_BUFFER );
+ // numIndices truncated, no value loss happening in practice
+ context.DrawElements( geometryGLType, static_cast<GLsizei>( numIndices ), GL_UNSIGNED_SHORT, reinterpret_cast<void*>( firstIndexOffset ) );
+ }
+ else
+ {
+ //Unindex draw call
+ GLsizei numVertices(0u);
+ if( vertexBufferCount > 0 )
+ {
+ // truncated, no value loss happening in practice
+ numVertices = static_cast<GLsizei>( mVertexBuffers[0]->GetElementCount() );
+ }
+
+ context.DrawArrays( geometryGLType, 0, numVertices );
+ }
+
+ //Disable attributes
+ for( auto&& attribute : attributeLocation )
+ {
+ if( attribute != -1 )
+ {
+ context.DisableVertexAttributeArray( static_cast<GLuint>( attribute ) );
+ }
}
}