* limitations under the License.
*/
-#include "render-geometry.h"
+#include <dali/internal/render/renderers/render-geometry.h>
#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/shaders/program.h>
{
RenderGeometry::RenderGeometry()
-: mDataNeedsUploading( true )
+: mDataNeedsUploading( true ),
+ mShaderChanged( true )
{
}
void RenderGeometry::GlContextDestroyed()
{
- for( GpuBuffers::Iterator iter=mVertexBuffers.Begin(); iter != mVertexBuffers.End(); ++iter )
+}
+
+void RenderGeometry::UploadAndDraw(
+ Context& context,
+ Program& program,
+ BufferIndex bufferIndex,
+ const RenderDataProvider* dataProviders )
+{
+ UploadVertexData( context, bufferIndex, dataProviders );
+
+ for( unsigned int i = 0; i < mVertexBuffers.Count(); ++i )
{
- GpuBuffer* gpuBuffer = *iter;
- if( gpuBuffer )
- {
- gpuBuffer->GlContextDestroyed();
- }
+ mVertexBuffers[i]->BindBuffer( context, program );
+ mVertexBuffers[i]->EnableVertexAttributes( context, bufferIndex, program );
}
if( mIndexBuffer )
{
- mIndexBuffer->GlContextDestroyed();
+ mIndexBuffer->BindBuffer( context, program );
}
-}
-void RenderGeometry::UploadAndDraw(
- Context* context,
- Program& program,
- BufferIndex bufferIndex,
- const GeometryDataProvider& geometryDataProvider )
-{
- UploadVertexData( context, bufferIndex, geometryDataProvider );
- BindBuffers();
- EnableVertexAttributes( context, program );
- Draw( context, bufferIndex, geometryDataProvider );
- DisableVertexAttributes( context, program );
+ Draw( context, bufferIndex, dataProviders );
+
+ for( unsigned int i = 0; i < mVertexBuffers.Count(); ++i )
+ {
+ mVertexBuffers[i]->DisableVertexAttributes( context, bufferIndex, program );
+ }
}
void RenderGeometry::GeometryUpdated()
}
void RenderGeometry::UploadVertexData(
- Context* context,
+ Context& context,
BufferIndex bufferIndex,
- const GeometryDataProvider& geometry )
+ const RenderDataProvider* dataProviders )
{
- if( mDataNeedsUploading ) // @todo Or if any of the property buffers are dirty
+ if( mDataNeedsUploading )
{
- DoUpload( context, bufferIndex, geometry );
+ SetUpPropertyBuffers( context, bufferIndex, dataProviders );
+
+ for( unsigned int i = 0; i < mVertexBuffers.Count(); ++i )
+ {
+ mVertexBuffers[i]->Upload( context, bufferIndex );
+ }
+ if( mIndexBuffer )
+ {
+ mIndexBuffer->Upload( context, bufferIndex );
+ }
mDataNeedsUploading = false;
}
}
-void RenderGeometry::DoUpload(
- Context* context,
+void RenderGeometry::SetUpPropertyBuffers(
+ Context& context,
BufferIndex bufferIndex,
- const GeometryDataProvider& geometry)
+ const RenderDataProvider* dataProvider )
{
// Vertex buffer
- const Geometry::VertexBuffers& vertexBuffers = geometry.GetVertexBuffers();
+ RenderDataProvider::VertexBuffers vertexBuffers = dataProvider->GetVertexBuffers();
+
DALI_ASSERT_DEBUG( vertexBuffers.Count() > 0 && "Need vertex buffers to upload" );
for( unsigned int i=0; i<vertexBuffers.Count(); ++i)
{
- const PropertyBuffer* vertexBuffer = vertexBuffers[i];
-
- // @todo MESH_REWORK STATIC_DRAW or DYNAMIC_DRAW depends on property buffer type (static / animated)
- GpuBuffer* vertexGpuBuffer = new GpuBuffer( *context, GpuBuffer::ARRAY_BUFFER, GpuBuffer::STATIC_DRAW );
+ const PropertyBufferDataProvider* vertexBuffer = vertexBuffers[i];
- std::size_t dataSize = vertexBuffer->GetDataSize( bufferIndex );
- vertexGpuBuffer->UpdateDataBuffer( dataSize, vertexBuffer->GetData( bufferIndex ) );
- vertexGpuBuffer->SetStride( vertexBuffer->GetElementSize( bufferIndex ) );
+ RenderPropertyBuffer* propertyBuffer = new RenderPropertyBuffer(
+ *vertexBuffer,
+ GpuBuffer::ARRAY_BUFFER,
+ GpuBuffer::STATIC_DRAW ); // TODO: MESH_REWORK: change this for animated meshes
- mVertexBuffers.PushBack( vertexGpuBuffer );
+ mVertexBuffers.PushBack( propertyBuffer );
}
// Index buffer
- const PropertyBuffer* indexBuffer = geometry.GetIndexBuffer();
+ const PropertyBufferDataProvider* indexBuffer = dataProvider->GetIndexBuffer();
if( indexBuffer )
{
- GpuBuffer* indexGpuBuffer = new GpuBuffer( *context, GpuBuffer::ELEMENT_ARRAY_BUFFER, GpuBuffer::STATIC_DRAW );
-
- unsigned int dataSize = indexBuffer->GetDataSize( bufferIndex );
- indexGpuBuffer->UpdateDataBuffer( dataSize, indexBuffer->GetData( bufferIndex ) );
-
- mIndexBuffer.Reset();
- mIndexBuffer = indexGpuBuffer;
+ mIndexBuffer = new RenderPropertyBuffer(
+ *indexBuffer,
+ GpuBuffer::ELEMENT_ARRAY_BUFFER,
+ GpuBuffer::STATIC_DRAW ); // TODO: MESH_REWORK: change this for animated meshes
}
}
-void RenderGeometry::BindBuffers()
+void RenderGeometry::BindBuffers( Context& context, BufferIndex bufferIndex, Program& program )
{
- for( GpuBuffers::Iterator iter=mVertexBuffers.Begin(); iter != mVertexBuffers.End(); ++iter )
+ for( unsigned int i = 0; i < mVertexBuffers.Count(); ++i )
{
- (*iter)->Bind();
+ mVertexBuffers[i]->BindBuffer( context, program );
}
if( mIndexBuffer )
{
- mIndexBuffer->Bind();
+ mIndexBuffer->BindBuffer( context, program );
}
}
-void RenderGeometry::EnableVertexAttributes( Context* context, Program& program )
+void RenderGeometry::EnableVertexAttributes( Context& context, BufferIndex bufferIndex, Program& program )
{
- // @todo Loop thru the array of vertex buffers
- // @todo Use AttributeDataProvider to get the attrs and enable them
- // Need mapping from gpu buffers index to a particular attributes
- Vector4 *vertex=0;
-
- unsigned int gpuBufferIndex = 0;
-
- GLint positionLoc = program.GetAttribLocation( Program::ATTRIB_POSITION );
- context->VertexAttribPointer( positionLoc,
- 2, // 2D position
- GL_FLOAT,
- GL_FALSE, // Not normalized
- mVertexBuffers[gpuBufferIndex]->GetStride(),
- &vertex->x );
-
- context->EnableVertexAttributeArray( positionLoc );
-
- GLint textureCoordsLoc = program.GetAttribLocation( Program::ATTRIB_TEXCOORD );
- context->VertexAttribPointer( textureCoordsLoc,
- 2, // Texture Coords = U, V
- GL_FLOAT,
- GL_FALSE,
- mVertexBuffers[gpuBufferIndex]->GetStride(),
- &vertex->z );
- context->EnableVertexAttributeArray( textureCoordsLoc );
+ OwnerContainer< RenderPropertyBuffer* >::Iterator it = mVertexBuffers.Begin();
+ OwnerContainer< RenderPropertyBuffer* >::ConstIterator end = mVertexBuffers.End();
+ for( ; it != end; ++it )
+ {
+ (*it)->EnableVertexAttributes( context, bufferIndex, program );
+ }
}
-void RenderGeometry::DisableVertexAttributes( Context* context, Program& program )
+void RenderGeometry::DisableVertexAttributes( Context& context, BufferIndex bufferIndex, Program& program )
{
- // @todo Loop thru the array of vertex buffers
- // @todo Use AttributeDataProvider to get the attrs and disable them
- GLint positionLoc = program.GetAttribLocation( Program::ATTRIB_POSITION );
- GLint textureCoordsLoc = program.GetAttribLocation( Program::ATTRIB_TEXCOORD );
- context->DisableVertexAttributeArray( positionLoc );
- context->DisableVertexAttributeArray( textureCoordsLoc );
+ OwnerContainer< RenderPropertyBuffer* >::Iterator it = mVertexBuffers.Begin();
+ OwnerContainer< RenderPropertyBuffer* >::ConstIterator end = mVertexBuffers.End();
+ for( ; it != end; ++it )
+ {
+ (*it)->DisableVertexAttributes( context, bufferIndex, program );
+ }
}
-void RenderGeometry::Draw( Context* context, BufferIndex bufferIndex, const GeometryDataProvider& geometry )
+void RenderGeometry::Draw( Context& context, BufferIndex bufferIndex, const RenderDataProvider* dataProvider )
{
+ const GeometryDataProvider& geometry = dataProvider->GetGeometry();
+ const PropertyBufferDataProvider* indexBuffer = dataProvider->GetIndexBuffer();
+
GeometryDataProvider::GeometryType type = geometry.GetGeometryType( bufferIndex );
unsigned int numIndices = 0;
- const PropertyBuffer* indexBuffer = geometry.GetIndexBuffer();
-
if( indexBuffer )
{
- numIndices = /* TODO: MESH_REWORK remove this 2, should implement unsigned short properties */ 2 * indexBuffer->GetDataSize(bufferIndex) / indexBuffer->GetElementSize(bufferIndex);
+ numIndices = indexBuffer->GetDataSize(bufferIndex) / indexBuffer->GetElementSize(bufferIndex);
}
switch(type)
{
case Dali::Geometry::TRIANGLES:
{
- context->DrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0);
+ 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 );
+ }
break;
}
case Dali::Geometry::LINES:
{
- context->DrawElements(GL_LINES, numIndices, GL_UNSIGNED_SHORT, 0);
+ 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 );
+ }
break;
}
case Dali::Geometry::POINTS:
{
- GpuBuffer* firstVertexBuffer = mVertexBuffers[0];
-
- unsigned int numVertices = 0;
- GLuint stride = firstVertexBuffer->GetStride();
- if( stride != 0 )
- {
- numVertices = firstVertexBuffer->GetBufferSize() / stride;
- }
-
- context->DrawArrays(GL_POINTS, 0, numVertices );
+ const PropertyBufferDataProvider* firstVertexBuffer = dataProvider->GetVertexBuffers()[0];
+ unsigned int numVertices = firstVertexBuffer->GetElementCount( bufferIndex );
+ context.DrawArrays(GL_POINTS, 0, numVertices );
break;
}
default: