#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>
-#include <dali/internal/update/resources/complete-status-manager.h>
#include <dali/internal/update/nodes/node.h>
-#include <dali/internal/update/resources/resource-tracker.h>
#include <dali/internal/render/queue/render-queue.h>
#include <dali/internal/common/internal-constants.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
namespace // unnamed namespace
const unsigned int COPY_UNIFORM_MAP = 1;
const unsigned int REGENERATE_UNIFORM_MAP = 2;
+//Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
+Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
+
void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
{
// Iterate thru uniformMap.
const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
localMap.PushBack( map );
}
- //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
}
}
+
+// 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_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
+ RESEND_DEPTH_WRITE_MODE = 1 << 8,
+ RESEND_DEPTH_FUNCTION = 1 << 9,
+};
+
}
namespace Dali
namespace SceneGraph
{
+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 ),
+ mBlendColor( NULL ),
+ mBlendBitmask( 0u ),
+ mFaceCullingMode( FaceCullingMode::NONE ),
+ mBlendMode( BlendMode::AUTO ),
+ mDepthWriteMode( DepthWriteMode::AUTO ),
+ mDepthFunction( DepthFunction::LESS ),
+ mIndexedDrawFirstElement( 0 ),
+ mIndexedDrawElementsCount( 0 ),
+ mReferenceCount( 0 ),
+ mRegenerateUniformMap( 0 ),
+ mResendFlag( 0 ),
+ mResourcesReady( false ),
+ mFinishedResourceAcquisition( false ),
+ mPremultipledAlphaEnabled(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 )
+{
+ gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
+}
+
+
void Renderer::PrepareRender( BufferIndex updateBufferIndex )
{
- mMaterial->PrepareRender( updateBufferIndex );
+ mResourcesReady = false;
+ mFinishedResourceAcquisition = false;
+
+ // Can only be considered ready when all the scene graph objects are connected to the renderer
+ if( mGeometry && mShader )
+ {
+ 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() );
-
+ AddMappings( localMap, mShader->GetUniformMap() );
}
else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
{
mRegenerateUniformMap--;
}
- if( mResendDataProviders )
+ if( mResendFlag != 0 )
{
- RenderDataProvider* dataProvider = NewRenderDataProvider();
+ if( mResendFlag & RESEND_DATA_PROVIDER )
+ {
+ RenderDataProvider* dataProvider = NewRenderDataProvider();
- // Tell renderer about a new provider
- // @todo MESH_REWORK Should we instead create a new renderer when these change?
+ typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
+ }
- typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
- mResendDataProviders = false;
- }
+ if( mResendFlag & RESEND_GEOMETRY )
+ {
+ typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- if( mResendGeometry )
- {
- // The first call to GetRenderGeometry() creates the geometry and sends it in a message
- RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
+ }
+
+ if( mResendFlag & RESEND_FACE_CULLING_MODE )
+ {
+ 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_BLEND_BIT_MASK )
+ {
+ typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
+ }
- typedef MessageValue1< Render::Renderer, RenderGeometry* > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ if( mResendFlag & RESEND_BLEND_COLOR )
+ {
+ typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
+ }
+
+ if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
+ {
+ typedef MessageValue1< Render::Renderer, bool > DerivedType;
+ unsigned int* 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, size_t > DerivedType;
+ unsigned int* 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, size_t > DerivedType;
+ unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+ new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
+ }
+
+ if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
+ {
+ 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_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 );
+ }
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, geometry );
- mResendGeometry = false;
+ 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 );
- mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+ if( mTextureSet )
+ {
+ mTextureSet->RemoveObserver(this);
+ }
- mResendDataProviders = true;
+ 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 )
{
- mResendGeometry = true;
+ mResendFlag |= RESEND_GEOMETRY;
}
}
mDepthIndex = depthIndex;
}
+void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
+{
+ mFaceCullingMode = faceCullingMode;
+ mResendFlag |= RESEND_FACE_CULLING_MODE;
+}
+
+void Renderer::SetBlendMode( BlendMode::Type blendingMode )
+{
+ mBlendMode = blendingMode;
+}
+
+void Renderer::SetBlendingOptions( unsigned int options )
+{
+ if( mBlendBitmask != options)
+ {
+ mBlendBitmask = options;
+ mResendFlag |= RESEND_BLEND_BIT_MASK;
+ }
+}
+
+void Renderer::SetBlendColor( const Vector4& blendColor )
+{
+ if( !mBlendColor )
+ {
+ mBlendColor = new Vector4( blendColor );
+ }
+ else
+ {
+ *mBlendColor = blendColor;
+ }
+
+ 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;
+ mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
+}
+
+void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+{
+ mDepthWriteMode = depthWriteMode;
+ mResendFlag |= RESEND_DEPTH_WRITE_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()
{
{
RenderDataProvider* dataProvider = NewRenderDataProvider();
- RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
- mRenderer = Render::Renderer::New( dataProvider, renderGeometry );
+ mRenderer = Render::Renderer::New( dataProvider, mGeometry,
+ mBlendBitmask, mBlendColor,
+ static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
+ mPremultipledAlphaEnabled,
+ mDepthWriteMode,
+ mDepthFunction );
+
mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
- mResendDataProviders = false;
- mResendGeometry = false;
+ mResendFlag = 0;
}
}
if( mReferenceCount == 0 )
{
mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
- if( mGeometry )
- {
- mGeometry->OnRendererDisconnect();
- }
mRenderer = NULL;
}
}
{
RenderDataProvider* dataProvider = new RenderDataProvider();
- dataProvider->mMaterialDataProvider = mMaterial;
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;
return mCollectedUniformMap[bufferIndex];
};
-void Renderer::PrepareResources( BufferIndex updateBufferIndex, ResourceManager& resourceManager )
+void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
{
- mHasUntrackedResources = false;
- mTrackedResources.Clear(); // Resource trackers are only needed if not yet completea
-
- DALI_ASSERT_DEBUG( mSceneController );
-
- CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
- mResourcesReady = false;
+ ready = mResourcesReady;
+ complete = mFinishedResourceAcquisition;
+}
- mFinishedResourceAcquisition = false;
+Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
+{
+ Renderer::Opacity opacity = Renderer::OPAQUE;
- // 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 ) )
+ switch( mBlendMode )
{
- unsigned int completeCount = 0;
- unsigned int neverCount = 0;
- unsigned int frameBufferCount = 0;
-
- size_t textureCount( mMaterial->GetTextureCount() );
- if( textureCount > 0 )
+ case BlendMode::ON: // If the renderer should always be use blending
{
- unsigned int opaqueCount = 0;
- for( unsigned int i(0); i<textureCount; ++i )
+ opacity = Renderer::TRANSLUCENT;
+ break;
+ }
+ case BlendMode::AUTO:
+ {
+ bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
+ if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
{
- ResourceId textureId = mMaterial->GetTextureId(i);
- BitmapMetadata metaData = resourceManager.GetBitmapMetadata( textureId );
- if( metaData.IsFullyOpaque() )
+ opacity = Renderer::TRANSLUCENT;
+ }
+ else // renderer should determine opacity using the actor color
+ {
+ float alpha = node.GetWorldColor( updateBufferIndex ).a;
+ if( alpha <= FULLY_TRANSPARENT )
{
- ++opaqueCount;
+ opacity = TRANSPARENT;
}
-
- switch( completeStatusManager.GetStatus( textureId ) )
+ else if( alpha <= FULLY_OPAQUE )
{
- 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;
-
- case CompleteStatusManager::COMPLETE:
- {
- completeCount++;
- }
- break;
-
- case CompleteStatusManager::NEVER:
- {
- neverCount++;
- }
- break;
+ opacity = TRANSLUCENT;
}
}
- mMaterial->SetTexturesRequireBlending( opaqueCount != textureCount );
+ break;
}
-
- // 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::GetReadyAndComplete(bool& ready, bool& complete) const
-{
- ready = mResourcesReady;
- complete = false;
-
- CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
-
- std::size_t numTrackedResources = mTrackedResources.Count();
- if( mHasUntrackedResources || numTrackedResources == 0 )
- {
- complete = mFinishedResourceAcquisition;
- }
- else
- {
- // If there are tracked resources and no untracked resources, test the trackers
- bool trackersComplete = true;
- for( size_t i=0; i < numTrackedResources; ++i )
+ case BlendMode::OFF: // the renderer should never use blending
+ default:
{
- ResourceId id = mTrackedResources[i];
- ResourceTracker* tracker = completeStatusManager.FindResourceTracker(id);
- if( tracker && ! tracker->IsComplete() )
- {
- trackersComplete = false;
- break;
- }
+ opacity = Renderer::OPAQUE;
+ break;
}
-
- complete = mFinishedResourceAcquisition || trackersComplete;
}
-}
-// Called by ProcessRenderTasks after DoPrepareRender
-bool Renderer::IsFullyOpaque( BufferIndex updateBufferIndex, const Node& node ) const
-{
- bool opaque = false;
- if( mMaterial != NULL )
- {
- Material::BlendPolicy blendPolicy = mMaterial->GetBlendPolicy();
- switch( blendPolicy )
- {
- case Material::OPAQUE:
- {
- opaque = true;
- break;
- }
- case Material::TRANSPARENT:
- {
- opaque = false;
- break;
- }
- case Material::USE_ACTOR_COLOR:
- {
- opaque = node.GetWorldColor( updateBufferIndex ).a >= FULLY_OPAQUE;
- break;
- }
- }
- }
+ return opacity;
+}
- return opaque;
+void Renderer::TextureSetChanged()
+{
+ mResendFlag |= RESEND_DATA_PROVIDER;
}
void Renderer::ConnectionsChanged( PropertyOwner& object )
mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
// Ensure the child object pointers get re-sent to the renderer
- mResendDataProviders = true;
+ mResendFlag |= RESEND_DATA_PROVIDER;
}
void Renderer::ConnectedUniformMapChanged()
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;
}
}