mBlendMode( BlendMode::AUTO ),
mDepthWriteMode( DepthWriteMode::AUTO ),
mDepthTestMode( DepthTestMode::AUTO ),
- mResourcesReady( false ),
- mFinishedResourceAcquisition( false ),
mPremultipledAlphaEnabled( false ),
mDepthIndex( 0 )
{
void Renderer::PrepareRender( BufferIndex updateBufferIndex )
{
- mResourcesReady = false;
- mFinishedResourceAcquisition = false;
-
- // Can only be considered ready when all the scene graph objects are connected to the renderer
- if( mGeometry && mShader )
+ if( mRegenerateUniformMap == UNIFORM_MAP_READY )
{
- mResourcesReady = true;
- mFinishedResourceAcquisition = true;
+ mUniformMapChanged[updateBufferIndex] = false;
}
-
- if( mRegenerateUniformMap > UNIFORM_MAP_READY )
+ else
{
- DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
- DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
-
if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
{
CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
{
if( mResendFlag & RESEND_DATA_PROVIDER )
{
- RenderDataProvider* dataProvider = NewRenderDataProvider();
+ OwnerPointer<RenderDataProvider> dataProvider = NewRenderDataProvider();
typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
{
typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-
new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
}
mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
- mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
+ OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
+ mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
}
//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
return mCollectedUniformMap[bufferIndex];
}
-void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
-{
- ready = mResourcesReady;
- complete = mFinishedResourceAcquisition;
-}
-
Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
{
Renderer::Opacity opacity = Renderer::OPAQUE;
void Renderer::TextureSetChanged()
{
+ mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
mResendFlag |= RESEND_DATA_PROVIDER;
}
+void Renderer::TextureSetDeleted()
+{
+ mTextureSet = NULL;
+
+ mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ mResendFlag |= RESEND_DATA_PROVIDER;
+}
void Renderer::ConnectionsChanged( PropertyOwner& object )
{
// One of our child objects has changed it's connections. Ensure the uniform
void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
{
- if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
- {
- mTextureSet = NULL;
- }
- else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
+ if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
{
mShader = NULL;
}