#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/public-api/actors/blending.h>
#include <dali/internal/render/gl-resources/gl-texture.h>
namespace Dali
DepthWriteMode::Type depthWriteMode,
DepthTestMode::Type depthTestMode,
DepthFunction::Type depthFunction,
- StencilParameters& stencilParameters,
- bool writeToColorBuffer )
+ StencilParameters& stencilParameters )
{
return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
- depthFunction, stencilParameters, writeToColorBuffer );
+ depthFunction, stencilParameters );
}
Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
DepthWriteMode::Type depthWriteMode,
DepthTestMode::Type depthTestMode,
DepthFunction::Type depthFunction,
- StencilParameters& stencilParameters,
- bool writeToColorBuffer )
+ StencilParameters& stencilParameters )
: mRenderDataProvider( dataProvider ),
mContext( NULL),
mTextureCache( NULL ),
mFaceCullingMode( faceCullingMode ),
mDepthWriteMode( depthWriteMode ),
mDepthTestMode( depthTestMode ),
- mWriteToColorBuffer( writeToColorBuffer ),
mUpdateAttributesLocation( true ),
mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
{
return mDepthFunction;
}
-void Renderer::SetStencilMode( StencilMode::Type stencilMode )
+void Renderer::SetRenderMode( RenderMode::Type renderMode )
{
- mStencilParameters.stencilMode = stencilMode;
+ mStencilParameters.renderMode = renderMode;
}
-StencilMode::Type Renderer::GetStencilMode() const
+RenderMode::Type Renderer::GetRenderMode() const
{
- return mStencilParameters.stencilMode;
+ return mStencilParameters.renderMode;
}
void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
return mStencilParameters.stencilOperationOnZPass;
}
-void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer )
-{
- mWriteToColorBuffer = writeToColorBuffer;
-}
-
-bool Renderer::GetWriteToColorBuffer() const
-{
- return mWriteToColorBuffer;
-}
-
void Renderer::Render( Context& context,
SceneGraph::TextureCache& textureCache,
BufferIndex bufferIndex,
}
}
-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() );