/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
// CLASS HEADER
#include <dali/internal/render/renderers/render-renderer.h>
-
// INTERNAL INCLUDES
#include <dali/internal/common/image-sampler.h>
#include <dali/internal/render/gl-resources/context.h>
#include <dali/internal/render/shaders/scene-graph-shader.h>
#include <dali/internal/render/shaders/program.h>
#include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/render/data-providers/uniform-name-cache.h>
#include <dali/internal/render/gl-resources/texture-cache.h>
#include <dali/public-api/actors/blending.h>
#include <dali/internal/render/gl-resources/gl-texture.h>
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
DepthTestMode::Type depthTestMode,
- DepthFunction::Type depthFunction )
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters )
{
- return new Renderer( dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction );
+ return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
+ faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
+ depthFunction, stencilParameters );
}
Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
DepthTestMode::Type depthTestMode,
- DepthFunction::Type depthFunction )
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters )
: mRenderDataProvider( dataProvider ),
- mContext(NULL),
+ mContext( NULL),
mTextureCache( NULL ),
- mUniformNameCache( NULL ),
mGeometry( geometry ),
mUniformIndexMap(),
mAttributesLocation(),
+ mStencilParameters( stencilParameters ),
mBlendingOptions(),
- mFaceCullingMode( faceCullingMode ),
- mDepthFunction( depthFunction ),
mIndexedDrawFirstElement( 0 ),
mIndexedDrawElementsCount( 0 ),
+ mDepthFunction( depthFunction ),
+ mFaceCullingMode( faceCullingMode ),
mDepthWriteMode( depthWriteMode ),
mDepthTestMode( depthTestMode ),
mUpdateAttributesLocation( true ),
}
}
-void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache, Render::UniformNameCache& uniformNameCache )
+void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache )
{
mContext = &context;
mTextureCache = &textureCache;
- mUniformNameCache = &uniformNameCache;
}
Renderer::~Renderer()
return mDepthFunction;
}
+void Renderer::SetRenderMode( RenderMode::Type renderMode )
+{
+ mStencilParameters.renderMode = renderMode;
+}
+
+RenderMode::Type Renderer::GetRenderMode() const
+{
+ return mStencilParameters.renderMode;
+}
+
+void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+{
+ mStencilParameters.stencilFunction = stencilFunction;
+}
+
+StencilFunction::Type Renderer::GetStencilFunction() const
+{
+ return mStencilParameters.stencilFunction;
+}
+
+void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+{
+ mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+}
+
+int Renderer::GetStencilFunctionMask() const
+{
+ return mStencilParameters.stencilFunctionMask;
+}
+
+void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+{
+ mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+}
+
+int Renderer::GetStencilFunctionReference() const
+{
+ return mStencilParameters.stencilFunctionReference;
+}
+
+void Renderer::SetStencilMask( int stencilMask )
+{
+ mStencilParameters.stencilMask = stencilMask;
+}
+
+int Renderer::GetStencilMask() const
+{
+ return mStencilParameters.stencilMask;
+}
+
+void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+{
+ mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+}
+
+StencilOperation::Type Renderer::GetStencilOperationOnFail() const
+{
+ return mStencilParameters.stencilOperationOnFail;
+}
+
+void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+{
+ mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+}
+
+StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
+{
+ return mStencilParameters.stencilOperationOnZFail;
+}
+
+void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+{
+ mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+}
+
+StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
+{
+ return mStencilParameters.stencilOperationOnZPass;
+}
+
void Renderer::Render( Context& context,
SceneGraph::TextureCache& textureCache,
BufferIndex bufferIndex,
DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." );
if( !program )
{
- DALI_LOG_ERROR( "Failed to get program for shader at address %p.", (void*)&mRenderDataProvider->GetShader() );
+ DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", (void*)&mRenderDataProvider->GetShader() );
return;
}
}
}
}
-void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
{
sortAttributes.shader = &( mRenderDataProvider->GetShader() );
const std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );