#define DALI_INTERNAL_SCENE_GRAPH_RENDERER2_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
*/
-#include <dali/devel-api/rendering/geometry.h>
-#include <dali/devel-api/rendering/renderer.h> // Dali::Renderer
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h> // Dali::Renderer
#include <dali/internal/common/blending-options.h>
+#include <dali/internal/common/type-abstraction-enums.h>
#include <dali/internal/event/common/event-thread-services.h>
#include <dali/internal/update/common/property-owner.h>
#include <dali/internal/update/common/uniform-map.h>
namespace Render
{
class Renderer;
+class Geometry;
}
namespace SceneGraph
typedef RendererContainer::Iterator RendererIter;
typedef RendererContainer::ConstIterator RendererConstIter;
-class Material;
+class TextureSet;
class Geometry;
class Renderer : public PropertyOwner,
void operator delete( void* ptr );
/**
- * Set the material for the renderer
- * @param[in] bufferIndex The current frame's buffer index
- * @param[in] material The material this renderer will use
+ * Set the texture set for the renderer
+ * @param[in] textureSet The texture set this renderer will use
+ */
+ void SetTextures( TextureSet* textureSet );
+
+
+ /**
+ * Set the shader for the renderer
+ * @param[in] shader The shader this renderer will use
*/
- void SetMaterial( BufferIndex bufferIndex, Material* material);
+ void SetShader( Shader* shader );
/**
- * Get the material of this renderer
- * @return the material this renderer uses
+ * Get the shader used by this renderer
+ * @return the shader this renderer uses
*/
- Material& GetMaterial()
+ Shader& GetShader()
{
- return *mMaterial;
+ return *mShader;
}
/**
* Set the geometry for the renderer
- * @param[in] bufferIndex The current frame's buffer index
* @param[in] geometry The geometry this renderer will use
*/
- void SetGeometry( BufferIndex bufferIndex, Geometry* material);
-
- /**
- * Get the geometry of this renderer
- * @return the geometry this renderer uses
- */
- Geometry& GetGeometry()
- {
- return *mGeometry;
- }
+ void SetGeometry( Render::Geometry* geometry );
/**
* Set the depth index
* Set the face culling mode
* @param[in] faceCullingMode to use
*/
- void SetFaceCullingMode( unsigned int faceCullingMode );
+ void SetFaceCullingMode( FaceCullingMode::Type faceCullingMode );
/**
* Set the blending mode
* @param[in] blendingMode to use
*/
- void SetBlendingMode( unsigned int blendingMode );
+ void SetBlendMode( BlendMode::Type blendingMode );
/**
* Set the blending options. This should only be called from the update thread.
void SetBlendColor( const Vector4& blendColor );
/**
+ * Set the index of first element for indexed draw
+ * @param[in] firstElement index of first element to draw
+ */
+ void SetIndexedDrawFirstElement( size_t firstElement );
+
+ /**
+ * Set the number of elements to draw by indexed draw
+ * @param[in] elementsCount number of elements to draw
+ */
+ void SetIndexedDrawElementsCount( size_t elementsCount );
+
+ /**
* @brief Set whether the Pre-multiplied Alpha Blending is required
*
* @param[in] preMultipled whether alpha is pre-multiplied.
void EnablePreMultipliedAlpha( bool preMultipled );
/**
- * Called when an actor with this renderer is added to the stage
+ * Sets the depth buffer write mode
+ * @param[in] depthWriteMode The depth buffer write mode
*/
- void OnStageConnect();
+ void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
- /*
- * Called when an actor with this renderer is removed from the stage
+ /**
+ * Sets the depth buffer test mode
+ * @param[in] depthTestMode The depth buffer test mode
*/
- void OnStageDisconnect();
+ void SetDepthTestMode( DepthTestMode::Type depthTestMode );
+
+ /**
+ * Sets the depth function
+ * @param[in] depthFunction The depth function
+ */
+ void SetDepthFunction( DepthFunction::Type depthFunction );
/**
* Prepare the object for rendering.
Opacity GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const;
/**
- * Query whether the renderer is currently in use by an actor on the stage
+ * Called by the TextureSet to notify to the renderer that it has changed
*/
- bool IsReferenced() const
- {
- return mReferenceCount > 0;
- }
-
+ void TextureSetChanged();
public: // Implementation of ObjectOwnerContainer template methods
/**
private:
- SceneController* mSceneController; ///< Used for initializing renderers whilst attached
- Render::Renderer* mRenderer; ///< Raw pointer to the new renderer (that's owned by RenderManager)
- Material* mMaterial; ///< The material this renderer uses. (Not owned)
- Geometry* mGeometry; ///< The geometry this renderer uses. (Not owned)
-
- Vector4* mBlendColor; ///< The blend color for blending operation
- unsigned int mBlendBitmask; ///< The bitmask of blending options
- Dali::Renderer::FaceCullingMode mFaceCullingMode; ///< The mode of face culling
- BlendingMode::Type mBlendingMode; ///< The mode of blending
-
- CollectedUniformMap mCollectedUniformMap[2]; ///< Uniform maps collected by the renderer
- unsigned int mReferenceCount; ///< Number of nodes currently using this renderer
- unsigned int mRegenerateUniformMap; ///< 2 if the map should be regenerated, 1 if it should be copied.
- unsigned char mResendFlag; ///< Indicate whether data should be resent to the renderer
- bool mUniformMapChanged[2]; ///< Records if the uniform map has been altered this frame
- bool mResourcesReady; ///< Set during the Update algorithm; true if the attachment has resources ready for the current frame.
- bool mFinishedResourceAcquisition; ///< Set during DoPrepareResources; true if ready & all resource acquisition has finished (successfully or otherwise)
- bool mPremultipledAlphaEnabled; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
+ CollectedUniformMap mCollectedUniformMap[2]; ///< Uniform maps collected by the renderer
+ SceneController* mSceneController; ///< Used for initializing renderers
+ Render::Renderer* mRenderer; ///< Raw pointer to the renderer (that's owned by RenderManager)
+ TextureSet* mTextureSet; ///< The texture set this renderer uses. (Not owned)
+ Render::Geometry* mGeometry; ///< The geometry this renderer uses. (Not owned)
+ Shader* mShader; ///< The shader this renderer uses. (Not owned)
+ Vector4* mBlendColor; ///< The blend color for blending operation
+
+ size_t mIndexedDrawFirstElement; ///< first element index to be drawn using indexed draw
+ size_t mIndexedDrawElementsCount; ///< number of elements to be drawn using indexed draw
+ unsigned int mBlendBitmask; ///< The bitmask of blending options
+ unsigned int mRegenerateUniformMap; ///< 2 if the map should be regenerated, 1 if it should be copied.
+ unsigned short mResendFlag; ///< Indicate whether data should be resent to the renderer
+
+ DepthFunction::Type mDepthFunction:3; ///< The depth function
+ FaceCullingMode::Type mFaceCullingMode:2; ///< The mode of face culling
+ BlendMode::Type mBlendMode:2; ///< The mode of blending
+ DepthWriteMode::Type mDepthWriteMode:2; ///< The depth write mode
+ DepthTestMode::Type mDepthTestMode:2; ///< The depth test mode
+
+ bool mUniformMapChanged[2]; ///< Records if the uniform map has been altered this frame
+ bool mResourcesReady; ///< Set during the Update algorithm; true if the renderer has resources ready for the current frame.
+ bool mFinishedResourceAcquisition; ///< Set during DoPrepareResources; true if ready & all resource acquisition has finished (successfully or otherwise)
+ bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
public:
- int mDepthIndex; ///< Used only in PrepareRenderInstructions
+
+ int mDepthIndex; ///< Used only in PrepareRenderInstructions
};
/// Messages
-inline void SetMaterialMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Material& material )
+inline void SetTexturesMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const TextureSet& textureSet )
+{
+ typedef MessageValue1< Renderer, TextureSet* > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &renderer, &Renderer::SetTextures, const_cast<TextureSet*>(&textureSet) );
+}
+
+inline void SetGeometryMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Render::Geometry& geometry )
{
- typedef MessageDoubleBuffered1< Renderer, Material* > LocalType;
+ typedef MessageValue1< Renderer, Render::Geometry* > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::SetMaterial, const_cast<Material*>(&material) );
+ new (slot) LocalType( &renderer, &Renderer::SetGeometry, const_cast<Render::Geometry*>(&geometry) );
}
-inline void SetGeometryMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, const Geometry& geometry )
+inline void SetShaderMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, Shader& shader )
{
- typedef MessageDoubleBuffered1< Renderer, Geometry* > LocalType;
+ typedef MessageValue1< Renderer, Shader* > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::SetGeometry, const_cast<Geometry*>(&geometry) );
+ new (slot) LocalType( &renderer, &Renderer::SetShader, &shader );
}
-inline void SetDepthIndexMessage( EventThreadServices& eventThreadServices, const Renderer& attachment, int depthIndex )
+inline void SetDepthIndexMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int depthIndex )
{
typedef MessageValue1< Renderer, int > LocalType;
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &attachment, &Renderer::SetDepthIndex, depthIndex );
+ new (slot) LocalType( &renderer, &Renderer::SetDepthIndex, depthIndex );
}
-inline void SetFaceCullingModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, Dali::Renderer::FaceCullingMode faceCullingMode )
+inline void SetFaceCullingModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, FaceCullingMode::Type faceCullingMode )
{
- typedef MessageValue1< Renderer, unsigned int > LocalType;
+ typedef MessageValue1< Renderer, FaceCullingMode::Type > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
new (slot) LocalType( &renderer, &Renderer::SetFaceCullingMode, faceCullingMode );
}
-inline void SetBlendingModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, BlendingMode::Type blendingMode )
+inline void SetBlendModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, BlendMode::Type blendingMode )
{
- typedef MessageValue1< Renderer, unsigned int > LocalType;
+ typedef MessageValue1< Renderer, BlendMode::Type > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
- new (slot) LocalType( &renderer, &Renderer::SetBlendingMode, blendingMode );
+ new (slot) LocalType( &renderer, &Renderer::SetBlendMode, blendingMode );
}
inline void SetBlendingOptionsMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, unsigned int options )
new (slot) LocalType( &renderer, &Renderer::SetBlendColor, blendColor );
}
+inline void SetIndexedDrawFirstElementMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, size_t firstElement )
+{
+ typedef MessageValue1< Renderer, size_t > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetIndexedDrawFirstElement, firstElement );
+}
+
+inline void SetIndexedDrawElementsCountMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, size_t elementsCount )
+{
+ typedef MessageValue1< Renderer, size_t > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetIndexedDrawElementsCount, elementsCount );
+}
+
inline void SetEnablePreMultipliedAlphaMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, bool preMultiplied )
{
typedef MessageValue1< Renderer, bool > LocalType;
new (slot) LocalType( &renderer, &Renderer::EnablePreMultipliedAlpha, preMultiplied );
}
-inline void OnStageConnectMessage( EventThreadServices& eventThreadServices, const Renderer& renderer )
+inline void SetDepthWriteModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthWriteMode::Type depthWriteMode )
{
- typedef Message< Renderer > LocalType;
+ typedef MessageValue1< Renderer, DepthWriteMode::Type > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::OnStageConnect );
+ new (slot) LocalType( &renderer, &Renderer::SetDepthWriteMode, depthWriteMode );
}
-inline void OnStageDisconnectMessage( EventThreadServices& eventThreadServices, const Renderer& renderer )
+inline void SetDepthTestModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthTestMode::Type depthTestMode )
{
- typedef Message< Renderer > LocalType;
+ typedef MessageValue1< Renderer, DepthTestMode::Type > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::OnStageDisconnect );
+ new (slot) LocalType( &renderer, &Renderer::SetDepthTestMode, depthTestMode );
+}
+
+inline void SetDepthFunctionMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthFunction::Type depthFunction )
+{
+ typedef MessageValue1< Renderer, DepthFunction::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetDepthFunction, depthFunction );
}
} // namespace SceneGraph