/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
}
/**
- * 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 UpdateAreaHint, or z transform occured. False if we use nodeUpdateArea equal with Vector4(0, 0, nodeSize.width, nodeSize.height).
*/
-inline void 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 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);
+ Vector4 nodeUpdateArea;
+ bool nodeUpdateAreaSet(false);
+ bool nodeUpdateAreaUseHint(false);
Matrix nodeModelViewMatrix(false);
bool nodeModelViewMatrixSet(false);
- if(cull && renderable.mRenderer && !renderable.mRenderer->GetShader().HintEnabled(Dali::Shader::Hint::MODIFIES_GEOMETRY) && node->GetClippingMode() == ClippingMode::DISABLED)
+ // Don't cull items which have render callback
+ bool hasRenderCallback = (renderable.mRenderer && renderable.mRenderer->GetRenderCallback());
+
+ if(cull && renderable.mRenderer && (hasRenderCallback || (!renderable.mRenderer->GetShader().HintEnabled(Dali::Shader::Hint::MODIFIES_GEOMETRY) && node->GetClippingMode() == ClippingMode::DISABLED)))
{
const Vector4& boundingSphere = node->GetBoundingSphere();
inside = (boundingSphere.w > Math::MACHINE_EPSILON_1000) &&
if(inside && !isLayer3d && viewportSet)
{
- 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& halfSize = nodeUpdateSize * scale * 0.5f;
- float radius(halfSize.Length());
+ const Vector3& scale = node->GetWorldScale(updateBufferIndex);
+ const Vector3& size = Vector3(nodeUpdateArea.z, nodeUpdateArea.w, 1.0f) * scale;
- if(radius > Math::MACHINE_EPSILON_1000)
+ if(size.LengthSquared() > Math::MACHINE_EPSILON_1000)
{
Matrix::Multiply(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
nodeModelViewMatrixSet = true;
- ClippingBox clippingBox = RenderItem::CalculateViewportSpaceAABB(nodeModelViewMatrix, nodeUpdateSize, viewport.width, viewport.height);
- inside = clippingBox.Intersects(viewport);
+ // 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, 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);
}
}
+ /*
+ * Note, the API Camera::CheckAABBInFrustum() can be used to test if a bounding box is (partially/fully) inside the view frustum.
+ */
}
if(inside)
{
- Renderer::OpacityType opacityType = renderable.mRenderer ? renderable.mRenderer->GetOpacityType(updateBufferIndex, *node) : Renderer::OPAQUE;
+ bool skipRender(false);
+ bool isOpaque = true;
+ if(!hasRenderCallback)
+ {
+ Renderer::OpacityType opacityType = renderable.mRenderer ? renderable.mRenderer->GetOpacityType(updateBufferIndex, *node) : Renderer::OPAQUE;
+
+ // We can skip render when node is not clipping and transparent
+ skipRender = (opacityType == Renderer::TRANSPARENT && node->GetClippingMode() == ClippingMode::DISABLED);
+
+ isOpaque = (opacityType == Renderer::OPAQUE);
+ }
- // We can skip render when node is not clipping and transparent
- const bool skipRender(opacityType == Renderer::TRANSPARENT && node->GetClippingMode() == ClippingMode::DISABLED);
if(!skipRender)
{
// Get the next free RenderItem.
auto& partialRenderingCacheInfo = node->GetPartialRenderingData().GetCurrentCacheInfo();
partialRenderingCacheInfo.node = node;
- partialRenderingCacheInfo.isOpaque = (opacityType == Renderer::OPAQUE);
+ partialRenderingCacheInfo.isOpaque = isOpaque;
partialRenderingCacheInfo.renderer = renderable.mRenderer;
- partialRenderingCacheInfo.color = node->GetColor(updateBufferIndex);
+ partialRenderingCacheInfo.color = node->GetWorldColor(updateBufferIndex);
partialRenderingCacheInfo.depthIndex = node->GetDepthIndex();
if(DALI_LIKELY(renderable.mRenderer))
{
+ partialRenderingCacheInfo.color.a *= renderable.mRenderer->GetOpacity(updateBufferIndex);
partialRenderingCacheInfo.textureSet = renderable.mRenderer->GetTextureSet();
}
item.mNode = node;
- item.mIsOpaque = (opacityType == Renderer::OPAQUE);
+ item.mIsOpaque = isOpaque;
item.mColor = node->GetColor(updateBufferIndex);
item.mDepthIndex = 0;
item.mRenderer = &renderable.mRenderer->GetRenderer();
item.mTextureSet = renderable.mRenderer->GetTextureSet();
item.mDepthIndex += renderable.mRenderer->GetDepthIndex();
+
+ // Get whether collected map is up to date
+ item.mIsUpdated |= renderable.mRenderer->UniformMapUpdated();
}
else
{
item.mIsUpdated |= isLayer3d;
- if(!nodeUpdateSizeSet)
+ if(!nodeUpdateAreaSet)
{
- 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(!nodeUpdateAreaUseHint && renderable.mRenderer && renderable.mRenderer->GetVisualProperties())
+ {
+ 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)
{
Matrix::Multiply(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
}
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;
+
+ partialRenderingData.mRendered = true;
+
partialRenderingData.SwapBuffers();
}
+ else
+ {
+ // Mark as not rendered
+ auto& partialRenderingData = node->GetPartialRenderingData();
+ partialRenderingData.mRendered = false;
+ }
+
node->SetCulled(updateBufferIndex, false);
}
else
{
+ // Mark as not rendered
+ auto& partialRenderingData = node->GetPartialRenderingData();
+ partialRenderingData.mRendered = false;
+
node->SetCulled(updateBufferIndex, true);
}
}