/*
- * 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.
// CLASS HEADER
#include "scene-graph-renderer.h"
-// INTERNAL HEADERS
+// INTERNAL INCLUDES
#include <dali/internal/update/controllers/scene-controller.h>
#include <dali/internal/render/renderers/render-geometry.h>
#include <dali/internal/update/controllers/render-message-dispatcher.h>
#include <dali/internal/update/rendering/scene-graph-texture-set.h>
#include <dali/internal/render/shaders/scene-graph-shader.h>
-#include <dali/internal/render/renderers/render-renderer.h>
#include <dali/internal/render/data-providers/node-data-provider.h>
#include <dali/internal/update/nodes/node.h>
#include <dali/internal/render/queue/render-queue.h>
}
}
-// flags for resending data to renderer
+// Flags for re-sending data to renderer.
enum Flags
{
- RESEND_DATA_PROVIDER = 1,
+ RESEND_DATA_PROVIDER = 1 << 0,
RESEND_GEOMETRY = 1 << 1,
RESEND_FACE_CULLING_MODE = 1 << 2,
RESEND_BLEND_COLOR = 1 << 3,
RESEND_DEPTH_WRITE_MODE = 1 << 8,
RESEND_DEPTH_TEST_MODE = 1 << 9,
RESEND_DEPTH_FUNCTION = 1 << 10,
+ RESEND_STENCIL_MODE = 1 << 11,
+ RESEND_STENCIL_FUNCTION = 1 << 12,
+ RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
+ RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
+ RESEND_STENCIL_MASK = 1 << 15,
+ RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 16,
+ RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
+ RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
+ RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19
};
-}
+} // Anonymous namespace
namespace Dali
{
mGeometry( NULL ),
mShader( NULL ),
mBlendColor( NULL ),
+ mStencilParameters( StencilMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
mIndexedDrawFirstElement( 0u ),
mIndexedDrawElementsCount( 0u ),
mBlendBitmask( 0u ),
- mReferenceCount( 0u ),
mRegenerateUniformMap( 0u ),
mResendFlag( 0u ),
mDepthFunction( DepthFunction::LESS ),
mBlendMode( BlendMode::AUTO ),
mDepthWriteMode( DepthWriteMode::AUTO ),
mDepthTestMode( DepthTestMode::AUTO ),
+ mWriteToColorBuffer( true ),
mResourcesReady( false ),
mFinishedResourceAcquisition( false ),
mPremultipledAlphaEnabled( false ),
mShader->RemoveConnectionObserver(*this);
mShader=NULL;
}
-
}
void Renderer::operator delete( void* ptr )
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
}
+ if( mResendFlag & RESEND_STENCIL_MODE )
+ {
+ typedef MessageValue1< Render::Renderer, StencilMode::Type > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMode, mStencilParameters.stencilMode );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_FUNCTION )
+ {
+ typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
+ {
+ typedef MessageValue1< Render::Renderer, int > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
+ {
+ typedef MessageValue1< Render::Renderer, int > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_MASK )
+ {
+ typedef MessageValue1< Render::Renderer, int > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
+ {
+ typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
+ {
+ typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
+ {
+ typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
+ }
+
+ if( mResendFlag & RESEND_WRITE_TO_COLOR_BUFFER )
+ {
+ typedef MessageValue1< Render::Renderer, bool > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetWriteToColorBuffer, mWriteToColorBuffer );
+ }
+
mResendFlag = 0;
}
}
mResendFlag |= RESEND_DEPTH_FUNCTION;
}
-//Called when a node with this renderer is added to the stage
-void Renderer::OnStageConnect()
+void Renderer::SetStencilMode( StencilMode::Type mode )
{
- ++mReferenceCount;
- if( !mRenderer)
- {
- RenderDataProvider* dataProvider = NewRenderDataProvider();
+ mStencilParameters.stencilMode = mode;
+ mResendFlag |= RESEND_STENCIL_MODE;
+}
- mRenderer = Render::Renderer::New( dataProvider, mGeometry,
- mBlendBitmask, mBlendColor,
- static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
- mPremultipledAlphaEnabled,
- mDepthWriteMode,
- mDepthTestMode,
- mDepthFunction );
+void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+{
+ mStencilParameters.stencilFunction = stencilFunction;
+ mResendFlag |= RESEND_STENCIL_FUNCTION;
+}
- mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
- mResendFlag = 0;
- }
+void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+{
+ mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+ mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
}
-//Called when the node with this renderer has gone out of the stage
-void Renderer::OnStageDisconnect()
+void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
{
- --mReferenceCount;
- if( mReferenceCount == 0 )
- {
- mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
- mRenderer = NULL;
- }
+ mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+ mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
+}
+
+void Renderer::SetStencilMask( int stencilMask )
+{
+ mStencilParameters.stencilMask = stencilMask;
+ mResendFlag |= RESEND_STENCIL_MASK;
+}
+
+void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+{
+ mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+ mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+{
+ mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+ mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+{
+ mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+ mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
+}
+
+void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer )
+{
+ mWriteToColorBuffer = writeToColorBuffer;
+ mResendFlag |= RESEND_WRITE_TO_COLOR_BUFFER;
}
//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
{
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
mSceneController = &sceneController;
-}
+ RenderDataProvider* dataProvider = NewRenderDataProvider();
+ mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
+ mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters, mWriteToColorBuffer );
+
+ mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
+}
//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
{
mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
mRenderer = NULL;
- mSceneController = NULL;
}
+ mSceneController = NULL;
}
RenderDataProvider* Renderer::NewRenderDataProvider()
const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
{
return mCollectedUniformMap[bufferIndex];
-};
+}
void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
{