// flags for resending data to renderer
enum Flags
{
- RESEND_DATA_PROVIDER = 1,
- RESEND_GEOMETRY = 1 << 1,
- RESEND_FACE_CULLING_MODE = 1 << 2,
- RESEND_BLEND_COLOR = 1 << 3,
- RESEND_BLEND_BIT_MASK = 1 << 4,
- RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
- RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
+ RESEND_DATA_PROVIDER = 1,
+ RESEND_GEOMETRY = 1 << 1,
+ RESEND_FACE_CULLING_MODE = 1 << 2,
+ RESEND_BLEND_COLOR = 1 << 3,
+ RESEND_BLEND_BIT_MASK = 1 << 4,
+ RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
+ RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
- RESEND_DEPTH_WRITE_MODE = 1 << 8,
+ RESEND_DEPTH_WRITE_MODE = 1 << 8,
+ RESEND_DEPTH_TEST_MODE = 1 << 9,
+ RESEND_DEPTH_FUNCTION = 1 << 10,
};
}
}
Renderer::Renderer()
-:mSceneController( 0 ),
- mRenderer( NULL ),
- mTextureSet( NULL ),
- mGeometry( NULL ),
- mShader( NULL ),
- mBlendColor( NULL ),
- mBlendBitmask( 0u ),
- mFaceCullingMode( Dali::Renderer::CULL_NONE ),
- mBlendingMode( Dali::BlendingMode::AUTO ),
- mDepthWriteMode( Dali::Renderer::DEPTH_WRITE_AUTO ),
- mIndexedDrawFirstElement( 0 ),
- mIndexedDrawElementsCount( 0 ),
- mReferenceCount( 0 ),
- mRegenerateUniformMap( 0 ),
- mResendFlag( 0 ),
- mResourcesReady( false ),
- mFinishedResourceAcquisition( false ),
- mPremultipledAlphaEnabled(false),
- mDepthIndex( 0 )
+: mSceneController( 0 ),
+ mRenderer( NULL ),
+ mTextureSet( NULL ),
+ mGeometry( NULL ),
+ mShader( NULL ),
+ mBlendColor( NULL ),
+ mIndexedDrawFirstElement( 0u ),
+ mIndexedDrawElementsCount( 0u ),
+ mBlendBitmask( 0u ),
+ mReferenceCount( 0u ),
+ mRegenerateUniformMap( 0u ),
+ mResendFlag( 0u ),
+ mDepthFunction( DepthFunction::LESS ),
+ mFaceCullingMode( FaceCullingMode::NONE ),
+ mBlendMode( BlendMode::AUTO ),
+ mDepthWriteMode( DepthWriteMode::AUTO ),
+ mDepthTestMode( DepthTestMode::AUTO ),
+ mResourcesReady( false ),
+ mFinishedResourceAcquisition( false ),
+ mPremultipledAlphaEnabled( false ),
+ mDepthIndex( 0 )
{
mUniformMapChanged[0] = false;
mUniformMapChanged[1] = false;
const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
AddMappings( localMap, rendererUniformMap );
- AddMappings( localMap, mShader->GetUniformMap() );
+
+ if( mShader )
+ {
+ AddMappings( localMap, mShader->GetUniformMap() );
+ }
}
else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
{
if( mResendFlag & RESEND_FACE_CULLING_MODE )
{
- typedef MessageValue1< Render::Renderer, Dali::Renderer::FaceCullingMode > DerivedType;
+ typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
}
if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
{
- typedef MessageValue1< Render::Renderer, Dali::Renderer::DepthWriteMode > DerivedType;
+ typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
}
+ if( mResendFlag & RESEND_DEPTH_TEST_MODE )
+ {
+ typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
+ }
+
+ if( mResendFlag & RESEND_DEPTH_FUNCTION )
+ {
+ typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
+ }
+
mResendFlag = 0;
}
}
mDepthIndex = depthIndex;
}
-void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
+void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
{
- mFaceCullingMode = static_cast<Dali::Renderer::FaceCullingMode>(faceCullingMode);
+ mFaceCullingMode = faceCullingMode;
mResendFlag |= RESEND_FACE_CULLING_MODE;
}
-void Renderer::SetBlendingMode( unsigned int blendingMode )
+void Renderer::SetBlendMode( BlendMode::Type blendingMode )
{
- mBlendingMode = static_cast< BlendingMode::Type >( blendingMode );
+ mBlendMode = blendingMode;
}
void Renderer::SetBlendingOptions( unsigned int options )
mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
}
-void Renderer::SetDepthWriteMode( unsigned int depthWriteMode )
+void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
{
- mDepthWriteMode = static_cast<Dali::Renderer::DepthWriteMode>(depthWriteMode);
+ mDepthWriteMode = depthWriteMode;
mResendFlag |= RESEND_DEPTH_WRITE_MODE;
}
+void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+{
+ mDepthTestMode = depthTestMode;
+ mResendFlag |= RESEND_DEPTH_TEST_MODE;
+}
+
+void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+{
+ mDepthFunction = depthFunction;
+ mResendFlag |= RESEND_DEPTH_FUNCTION;
+}
+
//Called when a node with this renderer is added to the stage
void Renderer::OnStageConnect()
{
mRenderer = Render::Renderer::New( dataProvider, mGeometry,
mBlendBitmask, mBlendColor,
- static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
+ static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
mPremultipledAlphaEnabled,
- mDepthWriteMode );
+ mDepthWriteMode,
+ mDepthTestMode,
+ mDepthFunction );
mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
mResendFlag = 0;
{
size_t textureCount( mTextureSet->GetTextureCount() );
dataProvider->mTextures.resize( textureCount );
+ dataProvider->mSamplers.resize( textureCount );
+ for( unsigned int i(0); i<textureCount; ++i )
+ {
+ dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),0);
+ dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
+ }
+
+ textureCount = mTextureSet->GetNewTextureCount();
+ dataProvider->mNewTextures.resize( textureCount );
+ dataProvider->mSamplers.resize( textureCount );
for( unsigned int i(0); i<textureCount; ++i )
{
- dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
- mTextureSet->GetTextureSampler(i));
+ dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
+ dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
}
}
{
Renderer::Opacity opacity = Renderer::OPAQUE;
- switch( mBlendingMode )
+ switch( mBlendMode )
{
- case BlendingMode::ON: // If the renderer should always be use blending
+ case BlendMode::ON: // If the renderer should always be use blending
{
opacity = Renderer::TRANSLUCENT;
break;
}
- case BlendingMode::AUTO:
+ case BlendMode::AUTO:
{
bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
}
break;
}
- case BlendingMode::OFF: // the renderer should never use blending
+ case BlendMode::OFF: // the renderer should never use blending
default:
{
opacity = Renderer::OPAQUE;