#define __DALI_INTERNAL_RENDER_RENDERER_H__
/*
- * 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.
// INTERNAL INCLUDES
#include <dali/public-api/math/matrix.h>
#include <dali/public-api/math/vector4.h>
-#include <dali/devel-api/rendering/texture-set.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/event/effects/shader-declarations.h>
-#include <dali/internal/render/gl-resources/gl-resource-owner.h>
-#include <dali/integration-api/debug.h>
-#include <dali/internal/common/type-abstraction-enums.h>
-#include <dali/internal/update/manager/prepare-render-instructions.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/prepare-render-instructions.h>
+#include <dali/integration-api/debug.h>
namespace Dali
{
* @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
*/
static Renderer* New( SceneGraph::RenderDataProvider* dataProviders,
Render::Geometry* geometry,
const Vector4* blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
- DepthWriteMode::Type depthWriteMode );
+ DepthWriteMode::Type depthWriteMode,
+ DepthTestMode::Type depthTestMode,
+ DepthFunction::Type depthFunction );
/**
* Constructor.
* @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
*/
Renderer( SceneGraph::RenderDataProvider* dataProviders,
Render::Geometry* geometry,
const Vector4* blendColor,
FaceCullingMode::Type faceCullingMode,
bool preMultipliedAlphaEnabled,
- DepthWriteMode::Type depthWriteMode );
+ DepthWriteMode::Type depthWriteMode,
+ DepthTestMode::Type depthTestMode,
+ DepthFunction::Type depthFunction );
/**
* Change the data providers of the renderer
void EnablePreMultipliedAlpha( bool preMultipled );
/**
+ * Sets the depth write mode
+ * @param[in] depthWriteMode The depth write mode
+ */
+ void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
+
+ /**
* Query the Renderer's depth write mode
* @return The renderer depth write mode
*/
DepthWriteMode::Type GetDepthWriteMode() const;
/**
- * Sets the depth write mode
- * @param[in] depthWriteMode The depth write mode
+ * Sets the depth test mode
+ * @param[in] depthTestMode The depth test mode
*/
- void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
+ void SetDepthTestMode( DepthTestMode::Type depthTestMode );
+
+ /**
+ * Query the Renderer's depth test mode
+ * @return The renderer depth test mode
+ */
+ DepthTestMode::Type GetDepthTestMode() const;
+
+ /**
+ * 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;
/**
* Called to render during RenderManager::Render().
BufferIndex bufferIndex,
const SceneGraph::NodeDataProvider& node,
SceneGraph::Shader& defaultShader,
+ const Matrix& modelMatrix,
const Matrix& modelViewMatrix,
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
/**
* Bind the textures and setup the samplers
+ * @param[in] context The GL context
* @param[in] textureCache The texture cache
* @param[in] program The shader program
* @return False if create or bind failed, true if success.
*/
- bool BindTextures( SceneGraph::TextureCache& textureCache, Program& program );
+ bool BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program );
private:
BlendingOptions mBlendingOptions; /// Blending options including blend color, blend func and blend equation
FaceCullingMode::Type mFaceCullingMode; /// Mode of face culling
- DepthWriteMode::Type mDepthWriteMode; /// Depth write mode
+ DepthFunction::Type mDepthFunction; /// Depth function
+
+ size_t mIndexedDrawFirstElement; /// Offset of first element to draw
+ size_t mIndexedDrawElementsCount; /// Number of elements to draw
- size_t mIndexedDrawFirstElement; /// Offset of first element to draw
- size_t mIndexedDrawElementsCount; /// Number of elements to draw
+ DepthWriteMode::Type mDepthWriteMode:2; /// Depth write mode
+ DepthTestMode::Type mDepthTestMode:2; /// Depth test mode
- bool mUpdateAttributesLocation:1; ///< Indicates attribute locations have changed
- bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
+ bool mUpdateAttributesLocation:1; ///< Indicates attribute locations have changed
+ bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
};
} // namespace SceneGraph