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 )
- {
- mResourcesReady = true;
- mFinishedResourceAcquisition = true;
- }
-
if( mRegenerateUniformMap > UNIFORM_MAP_READY )
{
- 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 ];
{
typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-
new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
}
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;