/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// CLASS HEADER
#include "scene-graph-renderer.h"
-// INTERNAL HEADERS
-#include <dali/internal/update/controllers/scene-controller.h>
-#include <dali/internal/render/renderers/render-geometry.h>
+// INTERNAL INCLUDES
+#include <dali/internal/common/internal-constants.h>
+#include <dali/internal/common/memory-pool-object-allocator.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/render/shaders/scene-graph-shader.h>
-#include <dali/internal/render/renderers/render-new-renderer.h>
-#include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/update/resources/complete-status-manager.h>
+#include <dali/internal/update/controllers/scene-controller.h>
#include <dali/internal/update/nodes/node.h>
-#include <dali/internal/update/resources/resource-tracker.h>
+#include <dali/internal/update/rendering/scene-graph-texture-set.h>
+#include <dali/internal/render/data-providers/node-data-provider.h>
#include <dali/internal/render/queue/render-queue.h>
-#include <dali/internal/common/internal-constants.h>
-
+#include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/render/shaders/program.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h>
+namespace Dali
+{
+namespace Internal
+{
+namespace SceneGraph
+{
namespace // unnamed namespace
{
-const unsigned int UNIFORM_MAP_READY = 0;
-const unsigned int COPY_UNIFORM_MAP = 1;
-const unsigned int REGENERATE_UNIFORM_MAP = 2;
+const uint32_t UNIFORM_MAP_READY = 0;
+const uint32_t COPY_UNIFORM_MAP = 1;
+const uint32_t REGENERATE_UNIFORM_MAP = 2;
-void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
+//Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
+MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
+
+void AddMappings( CollectedUniformMap& localMap, const UniformMap& uniformMap )
{
// Iterate thru uniformMap.
// Any maps that aren't in localMap should be added in a single step
- Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
+ CollectedUniformMap newUniformMappings;
- for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
+ for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
{
- Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
+ UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
bool found = false;
- for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
+ for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
{
- const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
+ const UniformPropertyMapping* map = (*iter);
if( map->uniformNameHash == nameHash )
{
if( map->uniformName == uniformMap[i].uniformName )
{
localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
- for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
+ for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
end = newUniformMappings.End() ;
iter != end ;
++iter )
{
- const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
+ const UniformPropertyMapping* map = (*iter);
localMap.PushBack( map );
}
- //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
}
}
-}
-namespace Dali
-{
-namespace Internal
+// Flags for re-sending data to renderer.
+enum Flags
{
-namespace SceneGraph
+ RESEND_GEOMETRY = 1 << 0,
+ RESEND_FACE_CULLING_MODE = 1 << 1,
+ RESEND_BLEND_COLOR = 1 << 2,
+ RESEND_BLEND_BIT_MASK = 1 << 3,
+ RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
+ RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
+ RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
+ RESEND_DEPTH_WRITE_MODE = 1 << 7,
+ RESEND_DEPTH_TEST_MODE = 1 << 8,
+ RESEND_DEPTH_FUNCTION = 1 << 9,
+ RESEND_RENDER_MODE = 1 << 10,
+ RESEND_STENCIL_FUNCTION = 1 << 11,
+ RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
+ RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
+ RESEND_STENCIL_MASK = 1 << 14,
+ RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
+ RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
+ RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
+ RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18
+};
+
+} // Anonymous namespace
+
+Renderer* Renderer::New()
{
+ return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
+}
Renderer::Renderer()
-:mSceneController(0),
- mRenderer(NULL),
- mMaterial(NULL),
- mGeometry(NULL),
- mReferenceCount(0),
- mRegenerateUniformMap(0),
- mResendDataProviders(false),
- mResendGeometry(false),
- mHasUntrackedResources(false),
- mFinishedResourceAcquisition(false),
- mResourcesReady(false),
- mDepthIndex(0)
-{
- mUniformMapChanged[0]=false;
- mUniformMapChanged[1]=false;
+: mSceneController( 0 ),
+ mRenderer( NULL ),
+ mTextureSet( NULL ),
+ mGeometry( NULL ),
+ mShader( NULL ),
+ mRenderDataProvider( NULL ),
+ mBlendColor( NULL ),
+ mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
+ mIndexedDrawFirstElement( 0u ),
+ mIndexedDrawElementsCount( 0u ),
+ mBlendBitmask( 0u ),
+ mRegenerateUniformMap( 0u ),
+ mResendFlag( 0u ),
+ mDepthFunction( DepthFunction::LESS ),
+ mFaceCullingMode( FaceCullingMode::NONE ),
+ mBlendMode( BlendMode::AUTO ),
+ mDepthWriteMode( DepthWriteMode::AUTO ),
+ mDepthTestMode( DepthTestMode::AUTO ),
+ mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
+ mPremultipledAlphaEnabled( false ),
+ mOpacity( 1.0f ),
+ 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::PrepareRender( BufferIndex updateBufferIndex )
+void Renderer::operator delete( void* ptr )
{
- mMaterial->PrepareRender( updateBufferIndex );
+ gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
+}
- 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()" );
+void Renderer::PrepareRender( BufferIndex updateBufferIndex )
+{
+ if( mRegenerateUniformMap == UNIFORM_MAP_READY )
+ {
+ mUniformMapChanged[updateBufferIndex] = false;
+ }
+ else
+ {
if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
{
CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
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 )
{
localMap.Resize( oldMap.Count() );
- unsigned int index=0;
+ uint32_t index=0;
for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
{
localMap[index] = *iter;
mRegenerateUniformMap--;
}
- if( mResendDataProviders )
+ if( mResendFlag != 0 )
{
- RenderDataProvider* dataProvider = NewRenderDataProvider();
+ if( mResendFlag & RESEND_GEOMETRY )
+ {
+ typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
+ }
- // Tell renderer about a new provider
- // @todo MESH_REWORK Should we instead create a new renderer when these change?
+ if( mResendFlag & RESEND_FACE_CULLING_MODE )
+ {
+ typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
+ }
- typedef MessageValue1< Render::NewRenderer, OwnerPointer<RenderDataProvider> > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetRenderDataProvider, dataProvider );
- mResendDataProviders = false;
- }
+ if( mResendFlag & RESEND_BLEND_BIT_MASK )
+ {
+ typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
+ }
- if( mResendGeometry )
- {
- // The first call to GetRenderGeometry() creates the geometry and sends it in a message
- RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
+ if( mResendFlag & RESEND_BLEND_COLOR )
+ {
+ typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
+ }
- typedef MessageValue1< Render::NewRenderer, RenderGeometry* > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
+ {
+ typedef MessageValue1< Render::Renderer, bool > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
+ }
+
+ if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
+ {
+ typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
+ }
+
+ if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
+ {
+ typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
+ }
- new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetGeometry, geometry );
- mResendGeometry = false;
+ if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
+ {
+ typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
+ uint32_t* 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;
+ uint32_t* 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;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
+ }
+
+ if( mResendFlag & RESEND_RENDER_MODE )
+ {
+ typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_FUNCTION )
+ {
+ typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
+ {
+ typedef MessageValue1< Render::Renderer, int > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
+ {
+ typedef MessageValue1< Render::Renderer, int > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_MASK )
+ {
+ typedef MessageValue1< Render::Renderer, int > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
+ {
+ typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
+ {
+ typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
+ }
+
+ if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
+ {
+ typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+ uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
+ }
+
+ mResendFlag = 0;
}
}
-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 );
+ if( mTextureSet )
+ {
+ mTextureSet->RemoveObserver(this);
+ }
+
+ mTextureSet = textureSet;
+ mTextureSet->AddObserver( this );
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mResendDataProviders = true;
+ UpdateTextureSet();
}
-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_GEOMETRY;
+
+ if( mRenderDataProvider )
+ {
+ mRenderDataProvider->mShader = mShader;
+ }
+}
+
+void Renderer::SetGeometry( Render::Geometry* geometry )
+{
+ DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
+ mGeometry = geometry;
if( mRenderer )
{
- mResendGeometry = true;
+ mResendFlag |= RESEND_GEOMETRY;
}
}
mDepthIndex = depthIndex;
}
-//Called when a node with this renderer is added to the stage
-void Renderer::OnStageConnect()
+void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
{
- ++mReferenceCount;
- if( !mRenderer)
- {
- RenderDataProvider* dataProvider = NewRenderDataProvider();
+ mFaceCullingMode = faceCullingMode;
+ mResendFlag |= RESEND_FACE_CULLING_MODE;
+}
+
+FaceCullingMode::Type Renderer::GetFaceCullingMode() const
+{
+ return mFaceCullingMode;
+}
+
+void Renderer::SetBlendMode( BlendMode::Type blendingMode )
+{
+ mBlendMode = blendingMode;
+}
+
+BlendMode::Type Renderer::GetBlendMode() const
+{
+ return mBlendMode;
+}
- RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
- mRenderer = Render::NewRenderer::New( dataProvider, renderGeometry );
- mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
- mResendDataProviders = false;
- mResendGeometry = false;
+void Renderer::SetBlendingOptions( uint32_t options )
+{
+ if( mBlendBitmask != options)
+ {
+ mBlendBitmask = options;
+ mResendFlag |= RESEND_BLEND_BIT_MASK;
}
}
-//Called when the node with this renderer has gone out of the stage
-void Renderer::OnStageDisconnect()
+uint32_t Renderer::GetBlendingOptions() const
+{
+ return mBlendBitmask;
+}
+
+void Renderer::SetBlendColor( const Vector4& blendColor )
{
- --mReferenceCount;
- if( mReferenceCount == 0 )
+ if( blendColor == Color::TRANSPARENT )
{
- mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
- if( mGeometry )
+ mBlendColor = NULL;
+ }
+ else
+ {
+ if( !mBlendColor )
{
- mGeometry->OnRendererDisconnect();
+ mBlendColor = new Vector4( blendColor );
+ }
+ else
+ {
+ *mBlendColor = blendColor;
}
- mRenderer = NULL;
}
+
+ mResendFlag |= RESEND_BLEND_COLOR;
}
-//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 )
+Vector4 Renderer::GetBlendColor() const
{
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
- mSceneController = &sceneController;
+ if( mBlendColor )
+ {
+ return *mBlendColor;
+ }
+ return Color::TRANSPARENT;
}
+void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
+{
+ mIndexedDrawFirstElement = firstElement;
+ mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
+}
-//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
-void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
+uint32_t Renderer::GetIndexedDrawFirstElement() const
{
- //Remove renderer from RenderManager
- if( mRenderer )
- {
- mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
- mRenderer = NULL;
- mSceneController = NULL;
- }
+ return mIndexedDrawFirstElement;
}
-RenderDataProvider* Renderer::NewRenderDataProvider()
+void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
{
- RenderDataProvider* dataProvider = new RenderDataProvider();
+ mIndexedDrawElementsCount = elementsCount;
+ mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
+}
- dataProvider->mMaterialDataProvider = mMaterial;
- dataProvider->mUniformMapDataProvider = this;
- dataProvider->mShader = mMaterial->GetShader();
+uint32_t Renderer::GetIndexedDrawElementsCount() const
+{
+ return mIndexedDrawElementsCount;
+}
- size_t textureCount( mMaterial->GetTextureCount() );
- dataProvider->mTextures.resize( textureCount );
- for( unsigned int i(0); i<textureCount; ++i )
- {
- dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
- mMaterial->GetTextureId(i),
- mMaterial->GetTextureSampler(i));
- }
+void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
+{
+ mPremultipledAlphaEnabled = preMultipled;
+ mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
+}
- return dataProvider;
+bool Renderer::IsPreMultipliedAlphaEnabled() const
+{
+ return mPremultipledAlphaEnabled;
}
-Render::Renderer& Renderer::GetRenderer()
+void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
{
- return *mRenderer;
+ mDepthWriteMode = depthWriteMode;
+ mResendFlag |= RESEND_DEPTH_WRITE_MODE;
}
-const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
+DepthWriteMode::Type Renderer::GetDepthWriteMode() const
{
- return mCollectedUniformMap[bufferIndex];
-};
+ return mDepthWriteMode;
+}
-void Renderer::PrepareResources( BufferIndex updateBufferIndex, ResourceManager& resourceManager )
+void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
{
- mHasUntrackedResources = false;
- mTrackedResources.Clear(); // Resource trackers are only needed if not yet completea
+ mDepthTestMode = depthTestMode;
+ mResendFlag |= RESEND_DEPTH_TEST_MODE;
+}
- DALI_ASSERT_DEBUG( mSceneController );
+DepthTestMode::Type Renderer::GetDepthTestMode() const
+{
+ return mDepthTestMode;
+}
- CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
- mResourcesReady = false;
+void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+{
+ mDepthFunction = depthFunction;
+ mResendFlag |= RESEND_DEPTH_FUNCTION;
+}
+DepthFunction::Type Renderer::GetDepthFunction() const
+{
+ return mDepthFunction;
+}
- mFinishedResourceAcquisition = false;
+void Renderer::SetRenderMode( RenderMode::Type mode )
+{
+ mStencilParameters.renderMode = mode;
+ mResendFlag |= RESEND_RENDER_MODE;
+}
- // 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 ) )
- {
- unsigned int completeCount = 0;
- unsigned int neverCount = 0;
- unsigned int frameBufferCount = 0;
+void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+{
+ mStencilParameters.stencilFunction = stencilFunction;
+ mResendFlag |= RESEND_STENCIL_FUNCTION;
+}
- size_t textureCount( mMaterial->GetTextureCount() );
- for( unsigned int i(0); i<textureCount; ++i )
- {
- ResourceId textureId = mMaterial->GetTextureId(i);
- BitmapMetadata metaData = resourceManager.GetBitmapMetadata( textureId );
+void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+{
+ mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+ mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
+}
- mMaterial->SetIsFullyOpaque( i, metaData.IsFullyOpaque() );
+void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+{
+ mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+ mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
+}
- switch( completeStatusManager.GetStatus( textureId ) )
- {
- case CompleteStatusManager::NOT_READY:
- {
- if( metaData.GetIsFramebuffer() )
- {
- frameBufferCount++;
- }
- if( completeStatusManager.FindResourceTracker(textureId) != NULL )
- {
- bool found = false;
- std::size_t numTrackedResources = mTrackedResources.Count();
- for( size_t i=0; i < numTrackedResources; ++i )
- {
- if(mTrackedResources[i] == textureId)
- {
- found = true;
- break;
- }
- }
- if( ! found )
- {
- mTrackedResources.PushBack( textureId );
- }
- }
- else
- {
- mHasUntrackedResources = true;
- }
- }
- break;
+void Renderer::SetStencilMask( int stencilMask )
+{
+ mStencilParameters.stencilMask = stencilMask;
+ mResendFlag |= RESEND_STENCIL_MASK;
+}
- case CompleteStatusManager::COMPLETE:
- {
- completeCount++;
- }
- break;
+void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+{
+ mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+ mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
+}
- case CompleteStatusManager::NEVER:
- {
- neverCount++;
- }
- break;
- }
- }
+void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+{
+ mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+ mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
+}
- // We are ready if all samplers are complete, or those that aren't are framebuffers
- // We are complete if all samplers are either complete or will nmResendGeometryever complete
- mResourcesReady = ( completeCount + frameBufferCount >= textureCount ) ;
- mFinishedResourceAcquisition = ( completeCount + neverCount >= textureCount );
- }
+void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+{
+ mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+ mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
}
-void Renderer::GetReadyAndComplete(bool& ready, bool& complete) const
+const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
{
- ready = mResourcesReady;
- complete = false;
+ return mStencilParameters;
+}
- CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
+void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
+{
+ mOpacity.Bake( updateBufferIndex, opacity );
+}
- std::size_t numTrackedResources = mTrackedResources.Count();
- if( mHasUntrackedResources || numTrackedResources == 0 )
+float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
+{
+ return mOpacity[updateBufferIndex];
+}
+
+void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
+{
+ mRenderingBehavior = renderingBehavior;
+}
+
+DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
+{
+ return mRenderingBehavior;
+}
+
+//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 )
+{
+ mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ mSceneController = &sceneController;
+
+ mRenderDataProvider = new RenderDataProvider( mOpacity );
+ mRenderDataProvider->mUniformMapDataProvider = this;
+
+ mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
+ mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
+
+ 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 )
+void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
+{
+ //Remove renderer from RenderManager
+ if( mRenderer )
{
- complete = mFinishedResourceAcquisition;
+ mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
+ mRenderer = NULL;
}
- else
+ mSceneController = NULL;
+ mRenderDataProvider = NULL;
+}
+
+void Renderer::UpdateTextureSet()
+{
+ if( mRenderDataProvider )
{
- // If there are tracked resources and no untracked resources, test the trackers
- bool trackersComplete = true;
- for( size_t i=0; i < numTrackedResources; ++i )
+ if( mTextureSet )
{
- ResourceId id = mTrackedResources[i];
- ResourceTracker* tracker = completeStatusManager.FindResourceTracker(id);
- if( tracker && ! tracker->IsComplete() )
+ uint32_t textureCount = mTextureSet->GetTextureCount();
+ mRenderDataProvider->mTextures.resize( textureCount );
+ mRenderDataProvider->mSamplers.resize( textureCount );
+ for( uint32_t i = 0; i<textureCount; ++i )
{
- trackersComplete = false;
- break;
+ mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
+ mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
}
}
-
- complete = mFinishedResourceAcquisition || trackersComplete;
+ else
+ {
+ mRenderDataProvider->mTextures.clear();
+ mRenderDataProvider->mSamplers.clear();
+ }
}
}
-// Called by ProcessRenderTasks after DoPrepareRender
-bool Renderer::IsFullyOpaque( BufferIndex updateBufferIndex, const Node& node ) const
+Render::Renderer& Renderer::GetRenderer()
{
- bool opaque = false;
+ return *mRenderer;
+}
+
+const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
+{
+ return mCollectedUniformMap[bufferIndex];
+}
+
+Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
+{
+ Renderer::OpacityType opacityType = Renderer::OPAQUE;
- if( mMaterial != NULL )
+ switch( mBlendMode )
{
- Material::BlendPolicy blendPolicy = mMaterial->GetBlendPolicy();
- switch( blendPolicy )
+ case BlendMode::ON: // If the renderer should always be use blending
+ {
+ float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
+ if( alpha <= FULLY_TRANSPARENT )
+ {
+ opacityType = Renderer::TRANSPARENT;
+ }
+ else
+ {
+ opacityType = Renderer::TRANSLUCENT;
+ }
+ break;
+ }
+ case BlendMode::AUTO:
{
- case Material::OPAQUE:
+ bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
+ if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
{
- opaque = true;
- break;
+ opacityType = Renderer::TRANSLUCENT;
}
- case Material::TRANSPARENT:
+
+ // renderer should determine opacity using the actor color
+ float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
+ if( alpha <= FULLY_TRANSPARENT )
{
- opaque = false;
- break;
+ opacityType = Renderer::TRANSPARENT;
}
- case Material::USE_ACTOR_COLOR:
+ else if( alpha <= FULLY_OPAQUE )
{
- opaque = node.GetWorldColor( updateBufferIndex ).a >= FULLY_OPAQUE;
- break;
+ opacityType = Renderer::TRANSLUCENT;
}
+ break;
+ }
+ case BlendMode::OFF: // the renderer should never use blending
+ default:
+ {
+ opacityType = Renderer::OPAQUE;
+ break;
}
}
- return opaque;
+ return opacityType;
+}
+
+void Renderer::TextureSetChanged()
+{
+ mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+
+ UpdateTextureSet();
+}
+
+void Renderer::TextureSetDeleted()
+{
+ mTextureSet = NULL;
+
+ mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+
+ UpdateTextureSet();
}
void Renderer::ConnectionsChanged( PropertyOwner& object )
// One of our child objects has changed it's connections. Ensure the uniform
// map gets regenerated during PrepareRender
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-
- // Ensure the child object pointers get re-sent to the renderer
- mResendDataProviders = true;
}
void Renderer::ConnectedUniformMapChanged()
void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
{
- if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
- {
- mGeometry = NULL;
- }
- else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
+ if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
{
- mMaterial = NULL;
+ mShader = NULL;
}
}