class SceneController;
class Shader;
class NodeDataProvider;
+
+class RenderInstruction; //for relfection effect
}
namespace Render
/**
* @copydoc Dali::Internal::GlResourceOwner::GlContextDestroyed()
*/
- void GlContextDestroyed();
+ void GlContextDestroyed() override;
/**
* @copydoc Dali::Internal::GlResourceOwner::GlCleanup()
*/
- void GlCleanup();
+ void GlCleanup() override;
/**
* Create a new renderer instance
*/
void SetGeometry( Render::Geometry* geometry );
+ void SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size );
+
+ /**
+ * @brief Returns a reference to an array of draw commands
+ * @return Valid array of draw commands (may be empty)
+ */
+ const std::vector<Dali::DevelRenderer::DrawCommand>& GetDrawCommands() const
+ {
+ return mDrawCommands;
+ }
+
/**
* Second-phase construction.
* This is called when the renderer is inside render thread
/**
* Destructor
*/
- ~Renderer();
+ ~Renderer() override;
/**
* Set the face-culling mode.
* @param[in] size Size of the render item
* @param[in] blend If true, blending is enabled
* @param[in] boundTextures The textures bound for rendering
+ * @param[in] instruction. for use case like reflection where CullFace needs to be adjusted
+
*/
void Render( Context& context,
BufferIndex bufferIndex,
const Matrix& projectionMatrix,
const Vector3& size,
bool blend,
- Vector<GLuint>& boundTextures );
+ Vector<GLuint>& boundTextures,
+ const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+ uint32_t queueIndex );
/**
* Write the renderer's sort attributes to the passed in reference
*/
void SetShaderChanged( bool value );
+ /**
+ * Check if the renderer attributes/uniforms are updated and returns the flag
+ *
+ * @param[in] bufferIndex The current update buffer index.
+ * @param[in] node The node using this renderer
+ */
+ bool Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node);
+
private:
struct UniformIndexMap;
const PropertyInputImpl* propertyValue;
};
- typedef Dali::Vector< UniformIndexMap > UniformIndexMappings;
+ using UniformIndexMappings = Dali::Vector<UniformIndexMap>;
UniformIndexMappings mUniformIndexMap;
Vector<GLint> mAttributesLocation;
+ uint64_t mUniformsHash;
+
StencilParameters mStencilParameters; ///< Struct containing all stencil related options
BlendingOptions mBlendingOptions; ///< Blending options including blend color, blend func and blend equation
bool mUpdateAttributesLocation:1; ///< Indicates attribute locations have changed
bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
bool mShaderChanged:1; ///< Flag indicating the shader changed and uniform maps have to be updated
+ bool mUpdated:1;
+ std::vector<Dali::DevelRenderer::DrawCommand> mDrawCommands; // Devel stuff
};
} // namespace SceneGraph