Merge "Clean up the code to build successfully on macOS" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-geometry.cpp
index 0c91482..d3a2809 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
  */
 
-#include "render-geometry.h"
+// 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/gl-resources/context.h>
 #include <dali/internal/render/gl-resources/gpu-buffer.h>
+#include <dali/internal/render/renderers/render-vertex-buffer.h>
 #include <dali/internal/render/shaders/program.h>
 
 namespace Dali
 {
 namespace Internal
 {
-namespace SceneGraph
+namespace Render
 {
 
-RenderGeometry::RenderGeometry()
-: mDataNeedsUploading( true )
+Geometry::Geometry()
+: mIndices(),
+  mIndexBuffer(nullptr),
+  mGeometryType( Dali::Geometry::TRIANGLES ),
+  mIndicesChanged(false),
+  mHasBeenUpdated(false),
+  mAttributesChanged(true)
 {
 }
 
-RenderGeometry::~RenderGeometry()
-{
-}
+Geometry::~Geometry() = default;
 
-void RenderGeometry::GlContextCreated( Context& context )
+void Geometry::GlContextCreated( Context& context )
 {
-  mDataNeedsUploading = true;
 }
 
-void RenderGeometry::GlContextDestroyed()
+void Geometry::GlContextDestroyed()
 {
-  for( GpuBuffers::Iterator iter=mVertexBuffers.Begin(); iter != mVertexBuffers.End(); ++iter )
-  {
-    GpuBuffer* gpuBuffer = *iter;
-    if( gpuBuffer )
-    {
-      gpuBuffer->GlContextDestroyed();
-    }
-  }
-
-  if( mIndexBuffer )
-  {
-    mIndexBuffer->GlContextDestroyed();
-  }
 }
 
-void RenderGeometry::UploadAndDraw(
-  Context* context,
-  Program& program,
-  BufferIndex bufferIndex,
-  const GeometryDataProvider& geometryDataProvider )
+void Geometry::AddVertexBuffer( Render::VertexBuffer* vertexBuffer )
 {
-  UploadVertexData( context, bufferIndex, geometryDataProvider );
-  BindBuffers();
-  EnableVertexAttributes( context, program );
-  Draw( context, bufferIndex, geometryDataProvider );
-  DisableVertexAttributes( context, program );
+  mVertexBuffers.PushBack( vertexBuffer );
+  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 GeometryDataProvider& geometry )
+void Geometry::RemoveVertexBuffer( const Render::VertexBuffer* vertexBuffer )
 {
-  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, geometry );
-
-    mDataNeedsUploading = false;
+    if( *iter == vertexBuffer )
+    {
+      //This will delete the gpu buffer associated to the RenderVertexBuffer if there is one
+      mVertexBuffers.Remove( iter );
+      mAttributesChanged = true;
+      break;
+    }
   }
 }
 
-void RenderGeometry::DoUpload(
-  Context* context,
-  BufferIndex bufferIndex,
-  const GeometryDataProvider& geometry)
+void Geometry::GetAttributeLocationFromProgram( Vector<GLint>& attributeLocation, Program& program, BufferIndex bufferIndex ) const
 {
-  // Vertex buffer
-  const Geometry::VertexBuffers& vertexBuffers = geometry.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 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 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 );
 
-    std::size_t dataSize = vertexBuffer->GetDataSize( bufferIndex );
-    vertexGpuBuffer->UpdateDataBuffer( dataSize, vertexBuffer->GetData( bufferIndex ) );
-    vertexGpuBuffer->SetStride( vertexBuffer->GetElementSize( bufferIndex ) );
+      if( -1 == location )
+      {
+        DALI_LOG_WARNING( "Attribute not found in the shader: %s\n", attributeName.c_str() );
+      }
 
-    mVertexBuffers.PushBack( vertexGpuBuffer );
+      attributeLocation.PushBack( location );
+    }
   }
+}
 
-  // Index buffer
-  const PropertyBuffer* indexBuffer = geometry.GetIndexBuffer();
-  if( indexBuffer )
+void Geometry::OnRenderFinished()
+{
+  mHasBeenUpdated = false;
+  mAttributesChanged = false;
+}
+
+void Geometry::Upload( Context& context )
+{
+  if( !mHasBeenUpdated )
   {
-    GpuBuffer* indexGpuBuffer = new GpuBuffer( *context, GpuBuffer::ELEMENT_ARRAY_BUFFER, GpuBuffer::STATIC_DRAW );
+    // Update buffers
+    if( mIndicesChanged )
+    {
+      if( mIndices.Empty() )
+      {
+        mIndexBuffer = nullptr;
+      }
+      else
+      {
+        if ( mIndexBuffer == nullptr )
+        {
+          mIndexBuffer = new GpuBuffer( context );
+        }
 
-    unsigned int dataSize = indexBuffer->GetDataSize( bufferIndex );
-    indexGpuBuffer->UpdateDataBuffer( dataSize, indexBuffer->GetData( bufferIndex ) );
+        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 );
+      }
 
-    mIndexBuffer.Reset();
-    mIndexBuffer = indexGpuBuffer;
+      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::BindBuffers()
+void Geometry::Draw(
+    Context& context,
+    BufferIndex bufferIndex,
+    Vector<GLint>& attributeLocation,
+    uint32_t elementBufferOffset,
+    uint32_t elementBufferCount )
 {
-  for( GpuBuffers::Iterator iter=mVertexBuffers.Begin(); iter != mVertexBuffers.End(); ++iter )
+  //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 )
   {
-    (*iter)->Bind();
+    mVertexBuffers[i]->BindBuffer( context, GpuBuffer::ARRAY_BUFFER );
+    base += mVertexBuffers[i]->EnableVertexAttributes( context, attributeLocation, base );
   }
 
+  uint32_t numIndices(0u);
+  intptr_t firstIndexOffset(0u);
   if( mIndexBuffer )
   {
-    mIndexBuffer->Bind();
-  }
-}
+    numIndices = static_cast<uint32_t>( mIndices.Size() );
 
-void RenderGeometry::EnableVertexAttributes( Context* context, 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 );
-}
-
-void RenderGeometry::DisableVertexAttributes( Context* context, 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 );
-}
-
-void RenderGeometry::Draw( Context* context, BufferIndex bufferIndex, const GeometryDataProvider& geometry )
-{
-  GeometryDataProvider::GeometryType type = geometry.GetGeometryType( bufferIndex );
-
-  unsigned int numIndices = 0;
-  const PropertyBuffer* indexBuffer = geometry.GetIndexBuffer();
+    if( elementBufferOffset != 0u )
+    {
+      elementBufferOffset = (elementBufferOffset >= numIndices ) ? numIndices - 1 : elementBufferOffset;
+      firstIndexOffset = elementBufferOffset * sizeof(GLushort);
+      numIndices -= elementBufferOffset;
+    }
 
-  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:
     {
-      context->DrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0);
+      geometryGLType = GL_TRIANGLES;
       break;
     }
     case Dali::Geometry::LINES:
     {
-      context->DrawElements(GL_LINES, numIndices, GL_UNSIGNED_SHORT, 0);
+      geometryGLType = GL_LINES;
       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 );
+      geometryGLType = GL_POINTS;
+      break;
+    }
+    case Dali::Geometry::TRIANGLE_STRIP:
+    {
+      geometryGLType = GL_TRIANGLE_STRIP;
       break;
     }
-    default:
+    case Dali::Geometry::TRIANGLE_FAN:
     {
-      DALI_ASSERT_ALWAYS( 0 && "Geometry type not supported (yet)" );
+      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 ) );
+    }
   }
 }