/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
#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/gl-resources/texture-cache.h>
-#include <dali/internal/render/gl-resources/gl-texture.h>
namespace Dali
{
Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
Render::Geometry* geometry,
unsigned int blendingBitmask,
- const Vector4* blendColor,
+ const Vector4& blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
Render::Geometry* geometry,
unsigned int blendingBitmask,
- const Vector4* blendColor,
+ const Vector4& blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
DepthWriteMode::Type depthWriteMode,
StencilParameters& stencilParameters )
: mRenderDataProvider( dataProvider ),
mContext( NULL),
- mTextureCache( NULL ),
mGeometry( geometry ),
mUniformIndexMap(),
mAttributesLocation(),
mUpdateAttributesLocation( true ),
mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
{
- if( blendingBitmask != 0u )
+ if( blendingBitmask != 0u )
{
mBlendingOptions.SetBitmask( blendingBitmask );
}
- if( blendColor )
- {
- mBlendingOptions.SetBlendColor( *blendColor );
- }
+ mBlendingOptions.SetBlendColor( blendColor );
}
-void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache )
+void Renderer::Initialize( Context& context )
{
mContext = &context;
- mTextureCache = &textureCache;
}
Renderer::~Renderer()
mUpdateAttributesLocation = true;
//Check that the number of textures match the number of samplers in the shader
- size_t textureCount = dataProvider->GetNewTextures().size();
+ size_t textureCount = dataProvider->GetTextures().size();
Program* program = dataProvider->GetShader().GetProgram();
if( program && program->GetActiveSamplerCount() != textureCount )
{
}
}
-bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program )
+bool Renderer::BindTextures( Context& context, Program& program )
{
unsigned int textureUnit = 0;
bool result = true;
GLint uniformLocation(-1);
std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
- std::vector<Render::NewTexture*>& newTextures( mRenderDataProvider->GetNewTextures() );
- for( size_t i(0); i<newTextures.size() && result; ++i )
+ std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
+ for( size_t i(0); i<textures.size() && result; ++i )
{
- if( newTextures[i] )
+ if( textures[i] )
{
- result = newTextures[i]->Bind(context, textureUnit, samplers[i] );
+ result = textures[i]->Bind(context, textureUnit, samplers[i] );
if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
{
program.SetUniform1i( uniformLocation, textureUnit );
mBlendingOptions.SetBitmask( bitmask );
}
-void Renderer::SetBlendColor( const Vector4* color )
+void Renderer::SetBlendColor( const Vector4& color )
{
- mBlendingOptions.SetBlendColor( *color );
+ mBlendingOptions.SetBlendColor( color );
}
void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
}
void Renderer::Render( Context& context,
- SceneGraph::TextureCache& textureCache,
BufferIndex bufferIndex,
const SceneGraph::NodeDataProvider& node,
- SceneGraph::Shader& defaultShader,
const Matrix& modelMatrix,
const Matrix& modelViewMatrix,
const Matrix& viewMatrix,
Program* program = mRenderDataProvider->GetShader().GetProgram();
if( !program )
{
- // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program
- program = defaultShader.GetProgram();
- 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.\n", (void*)&mRenderDataProvider->GetShader() );
- return;
- }
+ DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
+ return;
}
//Set cull face mode
// Take the program into use so we can send uniforms to it
program->Use();
- if( DALI_LIKELY( BindTextures( context, textureCache, *program ) ) )
+ if( DALI_LIKELY( BindTextures( context, *program ) ) )
{
// Only set up and draw if we have textures and they are all valid