-#ifndef __DALI_INTERNAL_SCENE_GRAPH_NEW_RENDERER_H__
-#define __DALI_INTERNAL_SCENE_GRAPH_NEW_RENDERER_H__
+#ifndef DALI_INTERNAL_RENDER_RENDERER_H
+#define DALI_INTERNAL_RENDER_RENDERER_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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/integration-api/resource-declarations.h> // For resource id
-#include <dali/internal/render/data-providers/material-data-provider.h>
-#include <dali/internal/render/gl-resources/texture-units.h>
-#include <dali/internal/render/renderers/scene-graph-renderer.h>
+// INTERNAL INCLUDES
+#include <dali/public-api/math/matrix.h>
+#include <dali/public-api/math/vector4.h>
+#include <dali/public-api/rendering/texture-set.h>
+#include <dali/internal/common/blending-options.h>
+#include <dali/internal/common/message.h>
+#include <dali/internal/common/type-abstraction-enums.h>
+#include <dali/internal/event/common/property-input-impl.h>
+#include <dali/internal/render/data-providers/render-data-provider.h>
+#include <dali/internal/render/gl-resources/gl-resource-owner.h>
#include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/update/manager/render-instruction-processor.h>
+#include <dali/integration-api/debug.h>
namespace Dali
{
+
namespace Internal
{
+class Context;
+class Texture;
+class Program;
+
namespace SceneGraph
{
+class SceneController;
+class Shader;
class NodeDataProvider;
-class ShaderDataProvider;
-class SamplerDataProvider;
-class MaterialDataProvider;
-class GeometryDataProvider;
-class RenderGeometry;
+}
+
+namespace Render
+{
/**
- * The new geometry renderer.
- *
- * @todo MESH_REWORK It will be merged into the base class eventually
+ * Renderers are used to render meshes
+ * These objects are used during RenderManager::Render(), so properties modified during
+ * the Update must either be double-buffered, or set via a message added to the RenderQueue.
*/
-class NewRenderer : public Renderer
+class Renderer : public GlResourceOwner
{
public:
- typedef Integration::ResourceId ResourceId;
+
+ /**
+ * @brief Struct to encapsulate stencil parameters required for control of the stencil buffer.
+ */
+ struct StencilParameters
+ {
+ StencilParameters( RenderMode::Type renderMode, StencilFunction::Type stencilFunction, int stencilFunctionMask,
+ int stencilFunctionReference, int stencilMask, StencilOperation::Type stencilOperationOnFail,
+ StencilOperation::Type stencilOperationOnZFail, StencilOperation::Type stencilOperationOnZPass )
+ : stencilFunctionMask ( stencilFunctionMask ),
+ stencilFunctionReference ( stencilFunctionReference ),
+ stencilMask ( stencilMask ),
+ renderMode ( renderMode ),
+ stencilFunction ( stencilFunction ),
+ stencilOperationOnFail ( stencilOperationOnFail ),
+ stencilOperationOnZFail ( stencilOperationOnZFail ),
+ stencilOperationOnZPass ( stencilOperationOnZPass )
+ {
+ }
+
+ int stencilFunctionMask; ///< The stencil function mask
+ int stencilFunctionReference; ///< The stencil function reference
+ int stencilMask; ///< The stencil mask
+ RenderMode::Type renderMode:3; ///< The render mode
+ StencilFunction::Type stencilFunction:3; ///< The stencil function
+ StencilOperation::Type stencilOperationOnFail:3; ///< The stencil operation for stencil test fail
+ StencilOperation::Type stencilOperationOnZFail:3; ///< The stencil operation for depth test fail
+ StencilOperation::Type stencilOperationOnZPass:3; ///< The stencil operation for depth test pass
+ };
+
+ /**
+ * @copydoc Dali::Internal::GlResourceOwner::GlContextDestroyed()
+ */
+ void GlContextDestroyed();
+
+ /**
+ * @copydoc Dali::Internal::GlResourceOwner::GlCleanup()
+ */
+ void GlCleanup();
/**
* Create a new renderer instance
- * @param[in] nodeDataProvider The node data provider
- * @param[in] geoemtryDataProvider The geometry data provider
- * @param[in] materialDataProvider The material data provider
+ * @param[in] dataProviders The data providers for the renderer
+ * @param[in] geometry The geometry for the renderer
+ * @param[in] blendingBitmask A bitmask of blending options.
+ * @param[in] blendColor The blend color to pass to GL
+ * @param[in] faceCullingMode The face-culling mode.
+ * @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
+ * @param[in] depthWriteMode Depth buffer write mode
+ * @param[in] depthTestMode Depth buffer test mode
+ * @param[in] depthFunction Depth function
+ * @param[in] stencilParameters Struct containing all stencil related options
*/
- static NewRenderer* New( NodeDataProvider& nodeDataProvider,
- const GeometryDataProvider* geometryDataProvider,
- const MaterialDataProvider* materialDataProvider );
+ static Renderer* New( SceneGraph::RenderDataProvider* dataProviders,
+ 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 );
+
/**
* Constructor.
- * @param[in] nodeDataProvider The node data provider
- * @param[in] geoemtryDataProvider The geometry data provider
- * @param[in] materialDataProvider The material data provider
+ * @param[in] dataProviders The data providers for the renderer
+ * @param[in] geometry The geometry for the renderer
+ * @param[in] blendingBitmask A bitmask of blending options.
+ * @param[in] blendColor The blend color to pass to GL
+ * @param[in] faceCullingMode The face-culling mode.
+ * @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
+ * @param[in] depthWriteMode Depth buffer write mode
+ * @param[in] depthTestMode Depth buffer test mode
+ * @param[in] depthFunction Depth function
+ * @param[in] stencilParameters Struct containing all stencil related options
*/
- NewRenderer( NodeDataProvider& nodeDataProvider,
- const GeometryDataProvider* geometryDataProvider,
- const MaterialDataProvider* materialDataProvider );
+ Renderer( SceneGraph::RenderDataProvider* dataProviders,
+ 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 );
- virtual ~NewRenderer();
+ /**
+ * Change the geometry used by the renderer
+ * @param[in] geometry The new geometry
+ */
+ void SetGeometry( Render::Geometry* geometry );
/**
- * Change the geometry data provider of the renderer
- * @param[in] geoemtryDataProvider The geometry data provider
+ * Second-phase construction.
+ * This is called when the renderer is inside render thread
+ * @param[in] context Context used by the renderer
*/
- void SetGeometryDataProvider( const GeometryDataProvider* geometryDataProvider );
+ void Initialize( Context& context );
/**
- * Change the material data provider of the renderer
- * @param[in] materialDataProvider The material data provider
+ * Destructor
*/
- void SetMaterialDataProvider( const MaterialDataProvider* materialDataProvider );
+ ~Renderer();
-public: // Implementation of Renderer
/**
- * @copydoc SceneGraph::Renderer::RequiresDepthTest()
+ * Set the face-culling mode.
+ * @param[in] mode The face-culling mode.
*/
- virtual bool RequiresDepthTest() const;
+ void SetFaceCullingMode( FaceCullingMode::Type mode );
/**
- * @copydoc SceneGraph::Renderer::CheckResources()
+ * Set the bitmask for blending options
+ * @param[in] bitmask A bitmask of blending options.
*/
- virtual bool CheckResources();
+ void SetBlendingBitMask( unsigned int bitmask );
/**
- * @copydoc SceneGraph::Renderer::ResolveGeometryTypes()
+ * Set the blend color for blending options
+ * @param[in] blendColor The blend color to pass to GL
*/
- virtual void ResolveGeometryTypes( BufferIndex bufferIndex,
- GeometryType& outType,
- ShaderSubTypes& outSubType );
+ void SetBlendColor( const Vector4& color );
/**
- * @copydoc SceneGraph::Renderer::IsOutsideClipSpace()
+ * Set the first element index to draw by the indexed draw
+ * @param[in] firstElement index of first element to draw
*/
- virtual bool IsOutsideClipSpace( const Matrix& modelMatrix,
- const Matrix& modelViewProjectionMatrix );
+ void SetIndexedDrawFirstElement( size_t firstElement );
/**
- * @copydoc SceneGraph::Renderer::DoRender()
+ * Set the number of elements to draw by the indexed draw
+ * @param[in] elementsCount number of elements to draw
*/
- virtual void DoRender( BufferIndex bufferIndex,
- Program& program,
- const Matrix& modelViewMatrix,
- const Matrix& viewMatrix );
+ void SetIndexedDrawElementsCount( size_t elementsCount );
-public: // Implementation of GlResourceOwner
+ /**
+ * @brief Set whether the Pre-multiplied Alpha Blending is required
+ *
+ * @param[in] preMultipled whether alpha is pre-multiplied.
+ */
+ void EnablePreMultipliedAlpha( bool preMultipled );
/**
- * @copydoc Dali::Internal::GlResourceOwner::GlContextDestroyed()
+ * Sets the depth write mode
+ * @param[in] depthWriteMode The depth write mode
*/
- virtual void GlContextDestroyed();
+ void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
/**
- * @copydoc Dali::Internal::GlResourceOwner::GlCleanup()
+ * Query the Renderer's depth write mode
+ * @return The renderer depth write mode
*/
- virtual void GlCleanup();
+ DepthWriteMode::Type GetDepthWriteMode() const;
-private:
/**
- * Set the uniforms from properties according to the uniform map
- * @param[in] program The shader program on which to set the uniforms.
+ * Sets the depth test mode
+ * @param[in] depthTestMode The depth test mode
*/
- void SetUniforms( Program& program );
+ void SetDepthTestMode( DepthTestMode::Type depthTestMode );
/**
- * Bind the material textures in the samplers and setup the samplers
- * @param[in] bufferIndex The buffer index
- * @param[in] program The shader program
- * @param[in] samplers The samplers to bind
+ * Query the Renderer's depth test mode
+ * @return The renderer depth test mode
*/
- void BindTextures( BufferIndex bufferIndex,
- Program& program,
- const MaterialDataProvider::Samplers& samplers );
+ DepthTestMode::Type GetDepthTestMode() const;
/**
- * Bind a material texture to a texture unit, and set the sampler's texture uniform
- * to that texture unit.
- * @param[in] program The shader program
- * @param[in] id The resource id of the texture to bind
- * @param[in] texture The texture to bind
- * @param[in] textureUnit The texture unit index to use
- * @param[in] nameIndex The index of the texture uniform in the program
+ * Sets the depth function
+ * @param[in] depthFunction The depth function
+ */
+ void SetDepthFunction( DepthFunction::Type depthFunction );
+
+ /**
+ * Query the Renderer's depth function
+ * @return The renderer depth function
+ */
+ DepthFunction::Type GetDepthFunction() const;
+
+ /**
+ * Sets the render mode
+ * @param[in] renderMode The render mode
+ */
+ void SetRenderMode( RenderMode::Type mode );
+
+ /**
+ * Gets the render mode
+ * @return The render mode
+ */
+ RenderMode::Type GetRenderMode() const;
+
+ /**
+ * Sets the stencil function
+ * @param[in] stencilFunction The stencil function
+ */
+ void SetStencilFunction( StencilFunction::Type stencilFunction );
+
+ /**
+ * Gets the stencil function
+ * @return The stencil function
+ */
+ StencilFunction::Type GetStencilFunction() const;
+
+ /**
+ * Sets the stencil function mask
+ * @param[in] stencilFunctionMask The stencil function mask
+ */
+ void SetStencilFunctionMask( int stencilFunctionMask );
+
+ /**
+ * Gets the stencil function mask
+ * @return The stencil function mask
+ */
+ int GetStencilFunctionMask() const;
+
+ /**
+ * Sets the stencil function reference
+ * @param[in] stencilFunctionReference The stencil function reference
+ */
+ void SetStencilFunctionReference( int stencilFunctionReference );
+
+ /**
+ * Gets the stencil function reference
+ * @return The stencil function reference
+ */
+ int GetStencilFunctionReference() const;
+
+ /**
+ * Sets the stencil mask
+ * @param[in] stencilMask The stencil mask
+ */
+ void SetStencilMask( int stencilMask );
+
+ /**
+ * Gets the stencil mask
+ * @return The stencil mask
+ */
+ int GetStencilMask() const;
+
+ /**
+ * Sets the stencil operation for when the stencil test fails
+ * @param[in] stencilOperationOnFail The stencil operation
+ */
+ void SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail );
+
+ /**
+ * Gets the stencil operation for when the stencil test fails
+ * @return The stencil operation
+ */
+ StencilOperation::Type GetStencilOperationOnFail() const;
+
+ /**
+ * Sets the stencil operation for when the depth test fails
+ * @param[in] stencilOperationOnZFail The stencil operation
+ */
+ void SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail );
+
+ /**
+ * Gets the stencil operation for when the depth test fails
+ * @return The stencil operation
+ */
+ StencilOperation::Type GetStencilOperationOnZFail() const;
+
+ /**
+ * Sets the stencil operation for when the depth test passes
+ * @param[in] stencilOperationOnZPass The stencil operation
+ */
+ void SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass );
+
+ /**
+ * Gets the stencil operation for when the depth test passes
+ * @return The stencil operation
+ */
+ StencilOperation::Type GetStencilOperationOnZPass() const;
+
+ /**
+ * Called to render during RenderManager::Render().
+ * @param[in] context The context used for rendering
+ * @param[in] bufferIndex The index of the previous update buffer.
+ * @param[in] node The node using this renderer
+ * @param[in] modelViewMatrix The model-view matrix.
+ * @param[in] viewMatrix The view matrix.
+ * @param[in] projectionMatrix The projection matrix.
+ * @param[in] size Size of the render item
+ * @param[in] blend If true, blending is enabled
+ */
+ void Render( Context& context,
+ BufferIndex bufferIndex,
+ const SceneGraph::NodeDataProvider& node,
+ const Matrix& modelMatrix,
+ const Matrix& modelViewMatrix,
+ const Matrix& viewMatrix,
+ const Matrix& projectionMatrix,
+ const Vector3& size,
+ bool blend );
+
+ /**
+ * Write the renderer's sort attributes to the passed in reference
+ *
+ * @param[in] bufferIndex The current update buffer index.
+ * @param[out] sortAttributes
*/
- void BindTexture( Program& program,
- ResourceId id,
- Texture* texture,
- TextureUnit textureUnit,
- unsigned int nameIndex );
+ void SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const;
+
+private:
+
+ struct UniformIndexMap;
+
+ // Undefined
+ Renderer( const Renderer& );
+
+ // Undefined
+ Renderer& operator=( const Renderer& rhs );
/**
- * Apply the sampler modes to the texture.
- * @param[in] bufferIndex The current buffer index
- * @param[in] texture The texture to which to apply the sampler modes
- * @param[in] textureUnit The texture unit of the texture
- * @param[in] sampler The sampler from which to get the modes.
+ * Sets blending options
+ * @param context to use
+ * @param blend Wheter blending should be enabled or not
*/
- void ApplySampler( BufferIndex bufferIndex,
- Texture* texture,
- TextureUnit textureUnit,
- const SamplerDataProvider& sampler );
+ void SetBlending( Context& context, bool blend );
/**
- * Get the texture uniform index of the name sampler in the program.
- * If not already registered in the program, then this performs the registration
+ * Set the uniforms from properties according to the uniform map
+ * @param[in] bufferIndex The index of the previous update buffer.
+ * @param[in] node The node using the renderer
+ * @param[in] size The size of the renderer
+ * @param[in] program The shader program on which to set the uniforms.
+ */
+ void SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program );
+
+ /**
+ * Set the program uniform in the map from the mapped property
+ * @param[in] bufferIndex The index of the previous update buffer.
* @param[in] program The shader program
- * @param[in] sampler The sampler holding a texture unit uniform name to search for
- * @return The texture uniform index in the program
+ * @param[in] map The uniform
*/
- unsigned int GetTextureUnitUniformIndex( Program& program,
- const SamplerDataProvider& sampler );
+ void SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map );
+ /**
+ * Bind the textures and setup the samplers
+ * @param[in] context The GL context
+ * @param[in] program The shader program
+ * @return False if create or bind failed, true if success.
+ */
+ bool BindTextures( Context& context, Program& program );
private:
- //const NodeDataProvider& mNodeDataProvider;
- //const ShaderDataProvider& mShaderDataProvider;
- const MaterialDataProvider* mMaterialDataProvider;
- const GeometryDataProvider* mGeometryDataProvider;
- RenderGeometry mRenderGeometry;
+ OwnerPointer< SceneGraph::RenderDataProvider > mRenderDataProvider;
+
+ Context* mContext;
+ Render::Geometry* mGeometry;
- struct TextureUnitUniformIndex
+ struct UniformIndexMap
{
- const SamplerDataProvider* sampler;
- unsigned int index;
+ unsigned int uniformIndex; ///< The index of the cached location in the Program
+ const PropertyInputImpl* propertyValue;
};
- typedef Dali::Vector< TextureUnitUniformIndex > TextureUnitUniforms;
- TextureUnitUniforms mTextureUnitUniforms;
+ typedef Dali::Vector< UniformIndexMap > UniformIndexMappings;
+
+ UniformIndexMappings mUniformIndexMap;
+ Vector<GLint> mAttributesLocation;
+
+ StencilParameters mStencilParameters; ///< Struct containing all stencil related options
+ BlendingOptions mBlendingOptions; ///< Blending options including blend color, blend func and blend equation
+
+ size_t mIndexedDrawFirstElement; ///< Offset of first element to draw
+ size_t mIndexedDrawElementsCount; ///< Number of elements to draw
+
+ DepthFunction::Type mDepthFunction:3; ///< The depth function
+ FaceCullingMode::Type mFaceCullingMode:2; ///< The mode of face culling
+ DepthWriteMode::Type mDepthWriteMode:2; ///< The depth write mode
+ DepthTestMode::Type mDepthTestMode:2; ///< The depth test mode
+ bool mUpdateAttributesLocation:1; ///< Indicates attribute locations have changed
+ bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
+
};
+} // namespace SceneGraph
+
+} // namespace Internal
-} // SceneGraph
-} // Internal
-} // Dali
+} // namespace Dali
-#endif // __DALI_INTERNAL_SCENE_GRAPH_NEW_RENDERER_H__
+#endif // DALI_INTERNAL_RENDER_RENDERER_H