}
/**
- * Set the update size of the node
+ * Set the update area of the node
* @param[in] node The node of the renderer
* @param[in] isLayer3d Whether we are processing a 3D layer or not
* @param[in,out] nodeWorldMatrix The world matrix of the node
* @param[in,out] nodeSize The size of the node
- * @param[in,out] nodeUpdateSize The update size of the node
+ * @param[in,out] nodeUpdateArea The update area of the node
*
- * @return True if node use it's own UpdateSizeHint, or z transform occured. False if we use nodeUpdateSize equal with nodeSize.
+ * @return True if node use it's own UpdateAreaHint, or z transform occured. False if we use nodeUpdateArea equal with Vector4(0, 0, nodeSize.width, nodeSize.height).
*/
-inline bool SetNodeUpdateSize(Node* node, bool isLayer3d, Matrix& nodeWorldMatrix, Vector3& nodeSize, Vector3& nodeUpdateSize)
+inline bool SetNodeUpdateArea(Node* node, bool isLayer3d, Matrix& nodeWorldMatrix, Vector3& nodeSize, Vector4& nodeUpdateArea)
{
node->GetWorldMatrixAndSize(nodeWorldMatrix, nodeSize);
- if(node->GetUpdateSizeHint() == Vector3::ZERO)
+ if(node->GetUpdateAreaHint() == Vector4::ZERO)
{
// RenderItem::CalculateViewportSpaceAABB cannot cope with z transform
// I don't use item.mModelMatrix.GetTransformComponents() for z transform, would be too slow
if(!isLayer3d && nodeWorldMatrix.GetZAxis() == Vector3(0.0f, 0.0f, 1.0f))
{
- nodeUpdateSize = nodeSize;
+ nodeUpdateArea = Vector4(0.0f, 0.0f, nodeSize.width, nodeSize.height);
return false;
}
- // Keep nodeUpdateSize as Vector3::ZERO, and return true.
+ // Keep nodeUpdateArea as Vector4::ZERO, and return true.
return true;
}
else
{
- nodeUpdateSize = node->GetUpdateSizeHint();
+ nodeUpdateArea = node->GetUpdateAreaHint();
return true;
}
}
Node* node = renderable.mNode;
Matrix nodeWorldMatrix(false);
Vector3 nodeSize;
- Vector3 nodeUpdateSize;
- bool nodeUpdateSizeSet(false);
- bool nodeUpdateSizeUseHint(false);
+ Vector4 nodeUpdateArea;
+ bool nodeUpdateAreaSet(false);
+ bool nodeUpdateAreaUseHint(false);
Matrix nodeModelViewMatrix(false);
bool nodeModelViewMatrixSet(false);
if(inside && !isLayer3d && viewportSet)
{
- nodeUpdateSizeUseHint = SetNodeUpdateSize(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateSize);
- nodeUpdateSizeSet = true;
+ nodeUpdateAreaUseHint = SetNodeUpdateArea(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateArea);
+ nodeUpdateAreaSet = true;
const Vector3& scale = node->GetWorldScale(updateBufferIndex);
- const Vector3& size = nodeUpdateSize * scale;
+ const Vector3& size = Vector3(nodeUpdateArea.z, nodeUpdateArea.w, 1.0f) * scale;
if(size.LengthSquared() > Math::MACHINE_EPSILON_1000)
{
// Assume actors are at z=0, compute AABB in view space & test rect intersection
// against z=0 plane boundaries for frustum. (NOT viewport). This should take into account
// magnification due to FOV etc.
- ClippingBox boundingBox = RenderItem::CalculateTransformSpaceAABB(nodeModelViewMatrix, nodeUpdateSize);
+ ClippingBox boundingBox = RenderItem::CalculateTransformSpaceAABB(nodeModelViewMatrix, Vector3(nodeUpdateArea.x, nodeUpdateArea.y, 0.0f), Vector3(nodeUpdateArea.z, nodeUpdateArea.w, 0.0f));
ClippingBox clippingBox(camera.mLeftClippingPlane, camera.mBottomClippingPlane, camera.mRightClippingPlane - camera.mLeftClippingPlane, fabsf(camera.mBottomClippingPlane - camera.mTopClippingPlane));
inside = clippingBox.Intersects(boundingBox);
}
if(DALI_LIKELY(renderable.mRenderer))
{
+ partialRenderingCacheInfo.color.a *= renderable.mRenderer->GetOpacity(updateBufferIndex);
partialRenderingCacheInfo.textureSet = renderable.mRenderer->GetTextureSet();
}
item.mIsUpdated |= isLayer3d;
- if(!nodeUpdateSizeSet)
+ if(!nodeUpdateAreaSet)
{
- nodeUpdateSizeUseHint = SetNodeUpdateSize(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateSize);
+ nodeUpdateAreaUseHint = SetNodeUpdateArea(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateArea);
}
item.mSize = nodeSize;
- item.mUpdateSize = nodeUpdateSize;
+ item.mUpdateArea = nodeUpdateArea;
item.mModelMatrix = nodeWorldMatrix;
// Apply transform informations if node doesn't have update size hint and use VisualRenderer.
- if(!nodeUpdateSizeUseHint && renderable.mRenderer && renderable.mRenderer->GetVisualProperties())
+ if(!nodeUpdateAreaUseHint && renderable.mRenderer && renderable.mRenderer->GetVisualProperties())
{
- item.mUpdateSize = renderable.mRenderer->CalculateVisualTransformedUpdateSize(updateBufferIndex, item.mUpdateSize);
+ Vector3 updateSize = renderable.mRenderer->CalculateVisualTransformedUpdateSize(updateBufferIndex, Vector3(item.mUpdateArea.z, item.mUpdateArea.w, 0.0f));
+ item.mUpdateArea.z = updateSize.x;
+ item.mUpdateArea.w = updateSize.y;
}
if(!nodeModelViewMatrixSet)
}
item.mModelViewMatrix = nodeModelViewMatrix;
- partialRenderingCacheInfo.matrix = item.mModelViewMatrix;
- partialRenderingCacheInfo.size = item.mSize;
- partialRenderingCacheInfo.updatedSize = item.mUpdateSize;
+ partialRenderingCacheInfo.matrix = item.mModelViewMatrix;
+ partialRenderingCacheInfo.size = item.mSize;
+ partialRenderingCacheInfo.updatedPositionSize = item.mUpdateArea;
item.mIsUpdated = partialRenderingData.IsUpdated() || item.mIsUpdated;