/*
- * 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.
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
+ *
*/
-#include "render-renderer.h"
+// CLASS HEADER
+#include <dali/internal/render/renderers/render-renderer.h>
+// INTERNAL INCLUDES
#include <dali/internal/common/image-sampler.h>
-#include <dali/internal/render/data-providers/geometry-data-provider.h>
-#include <dali/internal/render/data-providers/material-data-provider.h>
-#include <dali/internal/render/data-providers/sampler-data-provider.h>
-#include <dali/internal/render/gl-resources/texture.h>
-#include <dali/internal/render/gl-resources/texture-cache.h>
+#include <dali/internal/render/gl-resources/context.h>
+#include <dali/internal/render/renderers/render-sampler.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/gl-resources/texture-cache.h>
+#include <dali/public-api/actors/blending.h>
+#include <dali/internal/render/gl-resources/gl-texture.h>
namespace Dali
{
+
namespace Internal
{
-namespace SceneGraph
+
+namespace
{
-NewRenderer* NewRenderer::New( NodeDataProvider& nodeDataProvider,
- const GeometryDataProvider* geometryDataProvider,
- const MaterialDataProvider* materialDataProvider)
+static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it in object to reduce storage overhead
+static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it in object to reduce storage overhead
+
+/**
+ * Helper to set view and projection matrices once per program
+ * @param program to set the matrices to
+ * @param modelMatrix to set
+ * @param viewMatrix to set
+ * @param projectionMatrix to set
+ * @param modelViewMatrix to set
+ * @param modelViewProjectionMatrix to set
+ */
+inline void SetMatrices( Program& program,
+ const Matrix& modelMatrix,
+ const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ const Matrix& modelViewMatrix )
{
- return new NewRenderer(nodeDataProvider, geometryDataProvider, materialDataProvider);
-}
+ GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX );
+ if( Program::UNIFORM_UNKNOWN != loc )
+ {
+ program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() );
+ }
+ loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
+ if( Program::UNIFORM_UNKNOWN != loc )
+ {
+ if( program.GetViewMatrix() != &viewMatrix )
+ {
+ program.SetViewMatrix( &viewMatrix );
+ program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
+ }
+ }
+ // set projection matrix if program has not yet received it this frame or if it is dirty
+ loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX );
+ if( Program::UNIFORM_UNKNOWN != loc )
+ {
+ if( program.GetProjectionMatrix() != &projectionMatrix )
+ {
+ program.SetProjectionMatrix( &projectionMatrix );
+ program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
+ }
+ }
+ loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
+ if( Program::UNIFORM_UNKNOWN != loc )
+ {
+ program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
+ }
+
+ loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
+ if( Program::UNIFORM_UNKNOWN != loc )
+ {
+ Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
+ program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() );
+ }
+ loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
+ if( Program::UNIFORM_UNKNOWN != loc )
+ {
+ gNormalMatrix = modelViewMatrix;
+ gNormalMatrix.Invert();
+ gNormalMatrix.Transpose();
+ program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
+ }
+}
-NewRenderer::NewRenderer( NodeDataProvider& nodeDataProvider,
- const GeometryDataProvider* geometryDataProvider,
- const MaterialDataProvider* materialDataProvider)
-: Renderer( nodeDataProvider ),
- //mShaderDataProvider( shaderDataProvider ), //@todo Add in after merge with parent class
- mMaterialDataProvider( materialDataProvider ),
- mGeometryDataProvider( geometryDataProvider )
-{
}
-NewRenderer::~NewRenderer()
+namespace Render
{
-}
-// @todo MESH_REWORK Should we consider changing the providers, or should we instead
-// create a new renderer when these change?
-void NewRenderer::SetGeometryDataProvider( const GeometryDataProvider* geometryDataProvider )
+Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
+ Render::Geometry* geometry,
+ unsigned int blendingBitmask,
+ const Vector4* blendColor,
+ FaceCullingMode::Type faceCullingMode,
+ bool preMultipliedAlphaEnabled,
+ DepthWriteMode::Type depthWriteMode,
+ DepthTestMode::Type depthTestMode,
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters,
+ bool writeToColorBuffer )
{
- mGeometryDataProvider = geometryDataProvider;
+ return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
+ faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
+ depthFunction, stencilParameters, writeToColorBuffer );
}
-void NewRenderer::SetMaterialDataProvider( const MaterialDataProvider* materialDataProvider )
+Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
+ Render::Geometry* geometry,
+ unsigned int blendingBitmask,
+ const Vector4* blendColor,
+ FaceCullingMode::Type faceCullingMode,
+ bool preMultipliedAlphaEnabled,
+ DepthWriteMode::Type depthWriteMode,
+ DepthTestMode::Type depthTestMode,
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters,
+ bool writeToColorBuffer )
+: mRenderDataProvider( dataProvider ),
+ mContext( NULL),
+ mTextureCache( NULL ),
+ mGeometry( geometry ),
+ mUniformIndexMap(),
+ mAttributesLocation(),
+ mStencilParameters( stencilParameters ),
+ mBlendingOptions(),
+ mIndexedDrawFirstElement( 0 ),
+ mIndexedDrawElementsCount( 0 ),
+ mDepthFunction( depthFunction ),
+ mFaceCullingMode( faceCullingMode ),
+ mDepthWriteMode( depthWriteMode ),
+ mDepthTestMode( depthTestMode ),
+ mWriteToColorBuffer( writeToColorBuffer ),
+ mUpdateAttributesLocation( true ),
+ mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
{
- mMaterialDataProvider = materialDataProvider;
-}
+ if( blendingBitmask != 0u )
+ {
+ mBlendingOptions.SetBitmask( blendingBitmask );
+ }
+ if( blendColor )
+ {
+ mBlendingOptions.SetBlendColor( *blendColor );
+ }
+}
-// Note - this is currently called from UpdateThread, PrepareRenderInstructions,
-// as an optimisation.
-// @todo MESH_REWORK Should use Update thread objects only in PrepareRenderInstructions.
-bool NewRenderer::RequiresDepthTest() const
+void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache )
{
- return true;
+ mContext = &context;
+ mTextureCache = &textureCache;
}
-bool NewRenderer::CheckResources()
+Renderer::~Renderer()
{
- // Query material to check it has texture pointers & image has size
- // Query geometry to check it has vertex buffers
-
- // General point though - why would we have a render item in RenderThread with no ready
- // resources in UpdateThread?
- return true;
}
-void NewRenderer::ResolveGeometryTypes( BufferIndex bufferIndex, GeometryType& outType, ShaderSubTypes& outSubType )
+void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider )
{
- // @todo MESH_REWORK Remove after merge
-
- // Do nothing
+ mRenderDataProvider = dataProvider;
+ mUpdateAttributesLocation = true;
}
-bool NewRenderer::IsOutsideClipSpace( const Matrix& modelMatrix, const Matrix& modelViewProjectionMatrix )
+void Renderer::SetGeometry( Render::Geometry* geometry )
{
- // @todo MESH_REWORK Add clipping
- return false;
+ mGeometry = geometry;
+ mUpdateAttributesLocation = true;
}
-void NewRenderer::DoRender( BufferIndex bufferIndex, Program& program, const Matrix& modelViewMatrix, const Matrix& viewMatrix )
+void Renderer::SetBlending( Context& context, bool blend )
{
- BindTextures( bufferIndex, program, mMaterialDataProvider->GetSamplers() );
+ context.SetBlend( blend );
+ if( blend )
+ {
+ // Blend color is optional and rarely used
+ const Vector4* blendColor = mBlendingOptions.GetBlendColor();
+ if( blendColor )
+ {
+ context.SetCustomBlendColor( *blendColor );
+ }
+ else
+ {
+ context.SetDefaultBlendColor();
+ }
- SetUniforms( program );
+ // Set blend source & destination factors
+ context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
+ mBlendingOptions.GetBlendDestFactorRgb(),
+ mBlendingOptions.GetBlendSrcFactorAlpha(),
+ mBlendingOptions.GetBlendDestFactorAlpha() );
- mRenderGeometry.UploadAndDraw( mContext, program, bufferIndex, *mGeometryDataProvider );
+ // Set blend equations
+ context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
+ mBlendingOptions.GetBlendEquationAlpha() );
+ }
}
-void NewRenderer::GlContextDestroyed()
+void Renderer::GlContextDestroyed()
{
- mRenderGeometry.GlContextDestroyed();
+ mGeometry->GlContextDestroyed();
}
-void NewRenderer::GlCleanup()
+void Renderer::GlCleanup()
{
}
-void NewRenderer::SetUniforms( Program& program )
+void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
{
- // @todo MESH_REWORK Implement uniform map
-}
+ // Check if the map has changed
+ DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
-void NewRenderer::BindTextures(
- BufferIndex bufferIndex,
- Program& program,
- const MaterialDataProvider::Samplers& samplers )
-{
- // @todo MESH_REWORK Write a cache of texture units to commonly used sampler textures
- unsigned int textureUnit = 0;
+ const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
- for( MaterialDataProvider::Samplers::Iterator iter = samplers.Begin();
- iter != samplers.End();
- ++iter )
+ if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
+ node.GetUniformMapChanged(bufferIndex))
{
- const SamplerDataProvider* sampler = *iter;
- ResourceId textureId = sampler->GetTextureId(bufferIndex);
- Texture* texture = mTextureCache->GetTexture( textureId );
- if( texture != NULL )
+ const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
+ const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
+
+ unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count();
+ mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
+ mUniformIndexMap.Resize( maxMaps );
+
+ unsigned int mapIndex(0);
+ for(; mapIndex < uniformMap.Count() ; ++mapIndex )
{
- unsigned int textureUnitUniformIndex = GetTextureUnitUniformIndex( program, *sampler );
- TextureUnit theTextureUnit = static_cast<TextureUnit>(textureUnit);
- BindTexture( program, textureId, texture, theTextureUnit, textureUnitUniformIndex );
- ApplySampler( bufferIndex, texture, theTextureUnit, *sampler );
+ mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
+ mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
}
- ++textureUnit;
+ for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
+ {
+ unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
+ bool found(false);
+ for( unsigned int i(0); i<uniformMap.Count(); ++i )
+ {
+ if( mUniformIndexMap[i].uniformIndex == uniformIndex )
+ {
+ mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
+ found = true;
+ break;
+ }
+ }
+
+ if( !found )
+ {
+ mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
+ mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
+ ++mapIndex;
+ }
+ }
+
+ mUniformIndexMap.Resize( mapIndex );
+ }
+
+ // Set uniforms in local map
+ for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
+ end = mUniformIndexMap.End() ;
+ iter != end ;
+ ++iter )
+ {
+ SetUniformFromProperty( bufferIndex, program, *iter );
+ }
+
+ GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
+ if( -1 != sizeLoc )
+ {
+ program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
}
}
-void NewRenderer::BindTexture(
- Program& program,
- ResourceId id,
- Texture* texture,
- TextureUnit textureUnit,
- unsigned int textureUnitUniformIndex )
+void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
{
- DALI_ASSERT_DEBUG( NULL != mTextureCache );
+ GLint location = program.GetUniformLocation(map.uniformIndex);
+ if( Program::UNIFORM_UNKNOWN != location )
+ {
+ // switch based on property type to use correct GL uniform setter
+ switch ( map.propertyValue->GetType() )
+ {
+ case Property::INTEGER:
+ {
+ program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) );
+ break;
+ }
+ case Property::FLOAT:
+ {
+ program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) );
+ break;
+ }
+ case Property::VECTOR2:
+ {
+ Vector2 value( map.propertyValue->GetVector2( bufferIndex ) );
+ program.SetUniform2f( location, value.x, value.y );
+ break;
+ }
+
+ case Property::VECTOR3:
+ {
+ Vector3 value( map.propertyValue->GetVector3( bufferIndex ) );
+ program.SetUniform3f( location, value.x, value.y, value.z );
+ break;
+ }
+
+ case Property::VECTOR4:
+ {
+ Vector4 value( map.propertyValue->GetVector4( bufferIndex ) );
+ program.SetUniform4f( location, value.x, value.y, value.z, value.w );
+ break;
+ }
+
+ case Property::ROTATION:
+ {
+ Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) );
+ program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w );
+ break;
+ }
+
+ case Property::MATRIX:
+ {
+ const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
+ program.SetUniformMatrix4fv(location, 1, value.AsFloat() );
+ break;
+ }
+
+ case Property::MATRIX3:
+ {
+ const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
+ program.SetUniformMatrix3fv(location, 1, value.AsFloat() );
+ break;
+ }
+
+ default:
+ {
+ // Other property types are ignored
+ break;
+ }
+ }
+ }
+}
+
+bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program )
+{
+ unsigned int textureUnit = 0;
+ bool result = true;
- if( texture != NULL )
+ std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
+
+ std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
+ GLint uniformLocation(-1);
+ for( size_t i(0); result && i<textures.size(); ++i )
{
- mTextureCache->BindTexture( texture, id, GL_TEXTURE_2D, textureUnit );
+ ResourceId textureId = textures[i].GetTextureId();
+ Internal::Texture* texture = textureCache.GetTexture( textureId );
+ if( texture )
+ {
+ result = textureCache.BindTexture( texture, textureId, GL_TEXTURE_2D, (TextureUnit)textureUnit );
+
+ if( result )
+ {
+ GLint uniformLocation;
+
+ //TODO : This is a bug, result variable is being shadowed. Fix it!
+ bool result = program.GetSamplerUniformLocation( i, uniformLocation );
+ if( result && Program::UNIFORM_UNKNOWN != uniformLocation )
+ {
+ program.SetUniform1i( uniformLocation, textureUnit );
+
+ unsigned int samplerBitfield(ImageSampler::DEFAULT_BITFIELD);
+ const Render::Sampler* sampler( samplers[i] );
+ if( sampler )
+ {
+ samplerBitfield = sampler->mBitfield;
+ }
+
+ texture->ApplySampler( (TextureUnit)textureUnit, samplerBitfield );
+
+ ++textureUnit;
+ }
+ }
+ }
+ }
- // Set sampler uniform location for the texture
- GLint textureUnitLoc = program.GetUniformLocation( textureUnitUniformIndex );
- if( Program::UNIFORM_UNKNOWN != textureUnitLoc )
+ std::vector<Render::NewTexture*>& newTextures( mRenderDataProvider->GetNewTextures() );
+ for( size_t i(0); result && i<newTextures.size(); ++i )
+ {
+ if( newTextures[i] )
{
- program.SetUniform1i( textureUnitLoc, textureUnit );
+ result = program.GetSamplerUniformLocation( i, uniformLocation ) &&
+ newTextures[i]->Bind(context, textureUnit, samplers[i] );
+
+ if( result )
+ {
+ program.SetUniform1i( uniformLocation, textureUnit );
+ ++textureUnit;
+ }
}
}
+
+ return result;
+}
+
+void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
+{
+ mFaceCullingMode = mode;
+}
+
+void Renderer::SetBlendingBitMask( unsigned int bitmask )
+{
+ mBlendingOptions.SetBitmask( bitmask );
}
-void NewRenderer::ApplySampler(
- BufferIndex bufferIndex,
- Texture* texture,
- TextureUnit textureUnit,
- const SamplerDataProvider& sampler )
+void Renderer::SetBlendColor( const Vector4* color )
{
- unsigned int samplerBitfield = ImageSampler::PackBitfield(
- static_cast< FilterMode::Type >(sampler.GetMinifyFilterMode(bufferIndex)),
- static_cast< FilterMode::Type >(sampler.GetMagnifyFilterMode(bufferIndex)) );
+ mBlendingOptions.SetBlendColor( *color );
+}
- texture->ApplySampler( textureUnit, samplerBitfield );
+void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
+{
+ mIndexedDrawFirstElement = firstElement;
+}
- // @todo MESH_REWORK add support for wrap modes
+void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+{
+ mIndexedDrawElementsCount = elementsCount;
}
-unsigned int NewRenderer::GetTextureUnitUniformIndex(
- Program& program,
- const SamplerDataProvider& sampler )
+void Renderer::EnablePreMultipliedAlpha( bool enable )
{
- // Find sampler in mSamplerNameCache
- // If it doesn't exist,
- // get the index by calling program.RegisterUniform and store it
- // If it exists, it's index should be set.
- // @todo Cache should be reset on scene change
+ mPremultipledAlphaEnabled = enable;
+}
- unsigned int uniformIndex = 0;
- bool found = false;
+void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+{
+ mDepthWriteMode = depthWriteMode;
+}
+
+void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+{
+ mDepthTestMode = depthTestMode;
+}
- for( unsigned int i=0; i< mTextureUnitUniforms.Count(); ++i )
+DepthWriteMode::Type Renderer::GetDepthWriteMode() const
+{
+ return mDepthWriteMode;
+}
+
+DepthTestMode::Type Renderer::GetDepthTestMode() const
+{
+ return mDepthTestMode;
+}
+
+void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+{
+ mDepthFunction = depthFunction;
+}
+
+DepthFunction::Type Renderer::GetDepthFunction() const
+{
+ return mDepthFunction;
+}
+
+void Renderer::SetStencilMode( StencilMode::Type stencilMode )
+{
+ mStencilParameters.stencilMode = stencilMode;
+}
+
+StencilMode::Type Renderer::GetStencilMode() const
+{
+ return mStencilParameters.stencilMode;
+}
+
+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::SetWriteToColorBuffer( bool writeToColorBuffer )
+{
+ mWriteToColorBuffer = writeToColorBuffer;
+}
+
+bool Renderer::GetWriteToColorBuffer() const
+{
+ return mWriteToColorBuffer;
+}
+
+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,
+ const Matrix& projectionMatrix,
+ const Vector3& size,
+ bool blend )
+{
+ // Get the program to use:
+ Program* program = mRenderDataProvider->GetShader().GetProgram();
+ if( !program )
{
- if( mTextureUnitUniforms[i].sampler == &sampler )
+ // 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 )
{
- uniformIndex = mTextureUnitUniforms[i].index;
- found = true;
+ DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", (void*)&mRenderDataProvider->GetShader() );
+ return;
}
}
- if( ! found )
+ //Set cull face mode
+ context.CullFace( mFaceCullingMode );
+
+ //Set blending mode
+ SetBlending( context, blend );
+
+ // Take the program into use so we can send uniforms to it
+ program->Use();
+
+ if( DALI_LIKELY( BindTextures( context, textureCache, *program ) ) )
{
- TextureUnitUniformIndex textureUnitUniformIndex;
- textureUnitUniformIndex.sampler = &sampler;
- textureUnitUniformIndex.index = program.RegisterUniform( sampler.GetUnitName() );
- mTextureUnitUniforms.PushBack( textureUnitUniformIndex );
- uniformIndex = textureUnitUniformIndex.index;
+ // Only set up and draw if we have textures and they are all valid
+
+ // set projection and view matrix if program has not yet received them yet this frame
+ SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
+
+ // set color uniform
+ GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
+ if( Program::UNIFORM_UNKNOWN != loc )
+ {
+ const Vector4& color = node.GetRenderColor( bufferIndex );
+ if( mPremultipledAlphaEnabled )
+ {
+ program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a );
+ }
+ else
+ {
+ program->SetUniform4f( loc, color.r, color.g, color.b, color.a );
+ }
+ }
+
+ SetUniforms( bufferIndex, node, size, *program );
+
+ if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
+ {
+ mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
+ mUpdateAttributesLocation = false;
+ }
+
+ mGeometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount );
+ }
+}
+
+void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const
+{
+ sortAttributes.shader = &( mRenderDataProvider->GetShader() );
+ const std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
+ if( !textures.empty() )
+ {
+ sortAttributes.textureResourceId = textures[0].GetTextureId();
+ }
+ else
+ {
+ sortAttributes.textureResourceId = Integration::InvalidResourceId;
}
- return uniformIndex;
+ sortAttributes.geometry = mGeometry;
}
+} // namespace SceneGraph
+
+} // namespace Internal
-} // SceneGraph
-} // Internal
-} // Dali
+} // namespace Dali