#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-geometry.h>
-#include <dali/internal/update/rendering/scene-graph-material.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>
const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
localMap.PushBack( map );
}
- //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
}
}
RESEND_FACE_CULLING_MODE = 1 << 2,
RESEND_BLEND_COLOR = 1 << 3,
RESEND_BLEND_BIT_MASK = 1 << 4,
- RESEND_PREMULTIPLIED_ALPHA = 1 << 5
+ RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
+ RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
+ RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
};
}
}
Renderer::Renderer()
-:mSceneController(0),
- mRenderer(NULL),
- mMaterial(NULL),
- mGeometry(NULL),
- mBlendColor(NULL),
- mBlendBitmask(0u),
+:mSceneController( 0 ),
+ mRenderer( NULL ),
+ mTextureSet( NULL ),
+ mGeometry( NULL ),
+ mShader( NULL ),
+ mBlendColor( NULL ),
+ mBlendBitmask( 0u ),
mFaceCullingMode( Dali::Renderer::NONE ),
mBlendingMode( Dali::BlendingMode::AUTO ),
- mReferenceCount(0),
- mRegenerateUniformMap(0),
- mResendFlag(0),
- mResourcesReady(false),
- mFinishedResourceAcquisition(false),
- mDepthIndex(0)
-{
- mUniformMapChanged[0]=false;
- mUniformMapChanged[1]=false;
+ mIndexedDrawFirstElement( 0 ),
+ mIndexedDrawElementsCount( 0 ),
+ mReferenceCount( 0 ),
+ mRegenerateUniformMap( 0 ),
+ mResendFlag( 0 ),
+ mResourcesReady( false ),
+ mFinishedResourceAcquisition( false ),
+ mDepthIndex( 0 )
+{
+ mUniformMapChanged[0] = false;
+ mUniformMapChanged[1] = false;
// Observe our own PropertyOwner's uniform map
AddUniformMapObserver( *this );
Renderer::~Renderer()
{
- if (mMaterial)
+ if (mTextureSet)
{
- mMaterial->RemoveConnectionObserver(*this);
- mMaterial=NULL;
+ mTextureSet->RemoveObserver(this);
+ mTextureSet=NULL;
}
- if (mGeometry)
+ if( mShader )
{
- mGeometry->RemoveConnectionObserver(*this);
- mGeometry=NULL;
+ mShader->RemoveConnectionObserver(*this);
+ mShader=NULL;
}
+
}
void Renderer::operator delete( void* ptr )
mFinishedResourceAcquisition = false;
// Can only be considered ready when all the scene graph objects are connected to the renderer
- if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) &&
- ( mMaterial ) && ( mMaterial->GetShader() != NULL ) )
+ if( mGeometry && mShader )
{
- mMaterial->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
+ if( mTextureSet )
+ {
+ mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
+ }
+ else
+ {
+ mResourcesReady = true;
+ mFinishedResourceAcquisition = true;
+ }
}
if( mRegenerateUniformMap > UNIFORM_MAP_READY )
{
- DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in DoPrepareRender()" );
- DALI_ASSERT_DEBUG( mMaterial != NULL && "No geometry available in DoPrepareRender()" );
+ 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)
{
const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
AddMappings( localMap, rendererUniformMap );
- AddMappings( localMap, mMaterial->GetUniformMap() );
- AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
- AddMappings( localMap, mGeometry->GetUniformMap() );
-
+ if( mShader )
+ {
+ AddMappings( localMap, mShader->GetUniformMap() );
+ }
}
else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
{
if( mResendFlag & RESEND_GEOMETRY )
{
- // The first call to GetRenderGeometry() creates the geometry and sends it in a message
- RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
-
- typedef MessageValue1< Render::Renderer, RenderGeometry* > DerivedType;
+ typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, geometry );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
mResendFlag &= ~RESEND_GEOMETRY;
}
new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
mResendFlag &= ~RESEND_PREMULTIPLIED_ALPHA;
}
+
+ if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
+ {
+ typedef MessageValue1< Render::Renderer, size_t > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
+ mResendFlag &= ~RESEND_INDEXED_DRAW_FIRST_ELEMENT;
+ }
+
+ if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
+ {
+ typedef MessageValue1< Render::Renderer, size_t > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
+ mResendFlag &= ~RESEND_INDEXED_DRAW_FIRST_ELEMENT;
+ }
}
-void Renderer::SetMaterial( BufferIndex bufferIndex, Material* material)
+void Renderer::SetTextures( TextureSet* textureSet )
{
- DALI_ASSERT_DEBUG( material != NULL && "Material pointer is NULL" );
+ DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
- mMaterial = material;
- mMaterial->AddConnectionObserver( *this );
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ if( mTextureSet )
+ {
+ mTextureSet->RemoveObserver(this);
+ }
+ mTextureSet = textureSet;
+ mTextureSet->AddObserver( this );
+ mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
mResendFlag |= RESEND_DATA_PROVIDER;
}
-void Renderer::SetGeometry( BufferIndex bufferIndex, Geometry* geometry)
+void Renderer::SetShader( Shader* shader )
{
- DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
- if( mGeometry)
+ DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
+
+ if( mShader )
{
- mGeometry->RemoveConnectionObserver(*this);
- mGeometry->OnRendererDisconnect();
+ mShader->RemoveConnectionObserver(*this);
}
- mGeometry = geometry;
- mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
+ mShader = shader;
+ mShader->AddConnectionObserver( *this );
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ mResendFlag |= RESEND_DATA_PROVIDER;
+}
+
+void Renderer::SetGeometry( Render::Geometry* geometry )
+{
+ DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
+ mGeometry = geometry;
if( mRenderer )
{
mResendFlag |= RESEND_BLEND_COLOR;
}
+void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
+{
+ mIndexedDrawFirstElement = firstElement;
+ mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
+}
+
+void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+{
+ mIndexedDrawElementsCount = elementsCount;
+ mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
+}
+
void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
{
mPremultipledAlphaEnabled = preMultipled;
{
RenderDataProvider* dataProvider = NewRenderDataProvider();
- RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
- mRenderer = Render::Renderer::New( dataProvider, renderGeometry,
+ mRenderer = Render::Renderer::New( dataProvider, mGeometry,
mBlendBitmask, mBlendColor,
static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
mPremultipledAlphaEnabled );
if( mReferenceCount == 0 )
{
mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
- if( mGeometry )
- {
- mGeometry->OnRendererDisconnect();
- }
mRenderer = NULL;
}
}
RenderDataProvider* dataProvider = new RenderDataProvider();
dataProvider->mUniformMapDataProvider = this;
- dataProvider->mShader = mMaterial->GetShader();
+ dataProvider->mShader = mShader;
- size_t textureCount( mMaterial->GetTextureCount() );
- dataProvider->mTextures.resize( textureCount );
- for( unsigned int i(0); i<textureCount; ++i )
+ if( mTextureSet )
{
- dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
- mMaterial->GetTextureId(i),
- mMaterial->GetTextureSampler(i));
+ size_t textureCount( mTextureSet->GetTextureCount() );
+ dataProvider->mTextures.resize( textureCount );
+ for( unsigned int i(0); i<textureCount; ++i )
+ {
+ dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),
+ mTextureSet->GetTextureSampler(i));
+ }
}
return dataProvider;
{
Renderer::Opacity opacity = Renderer::OPAQUE;
- if( mMaterial )
+ switch( mBlendingMode )
{
- switch( mBlendingMode )
+ case BlendingMode::ON: // If the renderer should always be use blending
+ {
+ opacity = Renderer::TRANSLUCENT;
+ break;
+ }
+ case BlendingMode::AUTO:
{
- case BlendingMode::ON: // If the renderer should always be use blending
+ bool shaderRequiresBlending( mShader->GeometryHintEnabled( Dali::ShaderEffect::HINT_BLENDING ) );
+ if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
{
opacity = Renderer::TRANSLUCENT;
- break;
}
- case BlendingMode::AUTO:
+ else // renderer should determine opacity using the actor color
{
- if(mMaterial->IsTranslucent() ) // If the renderer should determine opacity using the material
+ float alpha = node.GetWorldColor( updateBufferIndex ).a;
+ if( alpha <= FULLY_TRANSPARENT )
{
- opacity = Renderer::TRANSLUCENT;
+ opacity = TRANSPARENT;
}
- else // renderer should determine opacity using the actor color
+ else if( alpha <= FULLY_OPAQUE )
{
- float alpha = node.GetWorldColor( updateBufferIndex ).a;
- if( alpha <= FULLY_TRANSPARENT )
- {
- opacity = TRANSPARENT;
- }
- else if( alpha <= FULLY_OPAQUE )
- {
- opacity = TRANSLUCENT;
- }
+ opacity = TRANSLUCENT;
}
- break;
- }
- case BlendingMode::OFF: // the renderer should never use blending
- default:
- {
- opacity = Renderer::OPAQUE;
- break;
}
+ break;
+ }
+ case BlendingMode::OFF: // the renderer should never use blending
+ default:
+ {
+ opacity = Renderer::OPAQUE;
+ break;
}
}
+
return opacity;
}
+void Renderer::TextureSetChanged()
+{
+ 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*>(mGeometry) == &owner )
+ if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
{
- mGeometry = NULL;
+ mTextureSet = NULL;
}
- else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
+ else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
{
- mMaterial = NULL;
+ mShader = NULL;
}
}