RESEND_DEPTH_WRITE_MODE = 1 << 8,
RESEND_DEPTH_TEST_MODE = 1 << 9,
RESEND_DEPTH_FUNCTION = 1 << 10,
- RESEND_STENCIL_MODE = 1 << 11,
+ RESEND_RENDER_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
+ RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18
};
} // Anonymous namespace
mGeometry( NULL ),
mShader( NULL ),
mBlendColor( NULL ),
- mStencilParameters( StencilMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
+ mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
mIndexedDrawFirstElement( 0u ),
mIndexedDrawElementsCount( 0u ),
mBlendBitmask( 0u ),
mBlendMode( BlendMode::AUTO ),
mDepthWriteMode( DepthWriteMode::AUTO ),
mDepthTestMode( DepthTestMode::AUTO ),
- mWriteToColorBuffer( true ),
mResourcesReady( false ),
mFinishedResourceAcquisition( false ),
mPremultipledAlphaEnabled( false ),
Renderer::~Renderer()
{
- if (mTextureSet)
+ if( mTextureSet )
{
- mTextureSet->RemoveObserver(this);
- mTextureSet=NULL;
+ mTextureSet->RemoveObserver( this );
+ mTextureSet = NULL;
}
if( mShader )
{
- mShader->RemoveConnectionObserver(*this);
- mShader=NULL;
+ mShader->RemoveConnectionObserver( *this );
+ mShader = NULL;
}
}
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
}
- if( mResendFlag & RESEND_STENCIL_MODE )
+ if( mResendFlag & RESEND_RENDER_MODE )
{
- typedef MessageValue1< Render::Renderer, StencilMode::Type > DerivedType;
+ typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMode, mStencilParameters.stencilMode );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
}
if( mResendFlag & RESEND_STENCIL_FUNCTION )
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;
}
-void Renderer::SetStencilMode( StencilMode::Type mode )
+void Renderer::SetRenderMode( RenderMode::Type mode )
{
- mStencilParameters.stencilMode = mode;
- mResendFlag |= RESEND_STENCIL_MODE;
+ mStencilParameters.renderMode = mode;
+ mResendFlag |= RESEND_RENDER_MODE;
}
void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
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 )
void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
{
RenderDataProvider* dataProvider = NewRenderDataProvider();
mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
- mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters, mWriteToColorBuffer );
+ mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
}
}
case BlendMode::AUTO:
{
- bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
+ bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
{
opacity = Renderer::TRANSLUCENT;
}
}
-
return opacity;
}