#define DALI_INTERNAL_SCENE_GRAPH_RENDERER_H
/*
- * Copyright (c) 2016 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.
#include <dali/internal/update/common/property-owner.h>
#include <dali/internal/update/common/uniform-map.h>
#include <dali/internal/update/common/scene-graph-connection-change-propagator.h>
+#include <dali/internal/update/common/animatable-property.h>
#include <dali/internal/render/data-providers/render-data-provider.h>
#include <dali/internal/render/renderers/render-renderer.h>
namespace Dali
{
+
namespace Internal
{
{
public:
- enum Opacity
+ enum OpacityType
{
OPAQUE,
TRANSPARENT,
*/
void SetTextures( TextureSet* textureSet );
+ /**
+ * Returns current texture set object
+ * @return Pointer to the texture set
+ */
+ const TextureSet* GetTextures() const
+ {
+ return mTextureSet;
+ }
/**
* Set the shader for the renderer
* Get the shader used by this renderer
* @return the shader this renderer uses
*/
- Shader& GetShader()
+ const Shader& GetShader() const
{
return *mShader;
}
void SetFaceCullingMode( FaceCullingMode::Type faceCullingMode );
/**
+ * Get face culling mode
+ * @return The face culling mode
+ */
+ FaceCullingMode::Type GetFaceCullingMode() const;
+
+ /**
* Set the blending mode
* @param[in] blendingMode to use
*/
void SetBlendMode( BlendMode::Type blendingMode );
/**
+ * Get the blending mode
+ * @return The the blending mode
+ */
+ BlendMode::Type GetBlendMode() const;
+
+ /**
* Set the blending options. This should only be called from the update thread.
* @param[in] options A bitmask of blending options.
*/
void SetBlendingOptions( unsigned int options );
/**
+ * Get the blending options
+ * @return The the blending mode
+ */
+ unsigned int GetBlendingOptions() const;
+
+ /**
* Set the blend color for blending operation
* @param blendColor to pass to GL
*/
void SetBlendColor( const Vector4& blendColor );
/**
+ * Get the blending color
+ * @return The blend color
+ */
+ Vector4 GetBlendColor() const;
+
+ /**
* Set the index of first element for indexed draw
* @param[in] firstElement index of first element to draw
*/
void SetIndexedDrawFirstElement( size_t firstElement );
/**
+ * Get the index of first element for indexed draw
+ * @return The index of first element for indexed draw
+ */
+ size_t GetIndexedDrawFirstElement() const;
+
+ /**
* Set the number of elements to draw by indexed draw
* @param[in] elementsCount number of elements to draw
*/
void SetIndexedDrawElementsCount( size_t elementsCount );
/**
+ * Get the number of elements to draw by indexed draw
+ * @return The number of elements to draw by indexed draw
+ */
+ size_t GetIndexedDrawElementsCount() const;
+
+ /**
* @brief Set whether the Pre-multiplied Alpha Blending is required
* @param[in] preMultipled whether alpha is pre-multiplied.
*/
void EnablePreMultipliedAlpha( bool preMultipled );
/**
+ * @brief Query whether alpha is pre-multiplied.
+ * @return True is alpha is pre-multiplied, false otherwise.
+ */
+ bool IsPreMultipliedAlphaEnabled() const;
+
+ /**
* Sets the depth buffer write mode
* @param[in] depthWriteMode The depth buffer write mode
*/
void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
/**
+ * Get the depth buffer write mode
+ * @return The depth buffer write mode
+ */
+ DepthWriteMode::Type GetDepthWriteMode() const;
+
+ /**
* Sets the depth buffer test mode
* @param[in] depthTestMode The depth buffer test mode
*/
void SetDepthTestMode( DepthTestMode::Type depthTestMode );
/**
+ * Get the depth buffer test mode
+ * @return The depth buffer test mode
+ */
+ DepthTestMode::Type GetDepthTestMode() const;
+
+ /**
* Sets the depth function
* @param[in] depthFunction The depth function
*/
void SetDepthFunction( DepthFunction::Type depthFunction );
/**
- * Sets the stencil mode
- * @param[in] mode The stencil function
+ * Get the depth function
+ * @return The depth function
+ */
+ DepthFunction::Type GetDepthFunction() const;
+
+ /**
+ * Sets the render mode
+ * @param[in] mode The render mode
*/
- void SetStencilMode( StencilMode::Type mode );
+ void SetRenderMode( RenderMode::Type mode );
/**
* Sets the stencil function
void SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass );
/**
- * Sets whether or not to write to the color buffer
- * @param[in] writeToColorBuffer True to write to the color buffer
+ * Gets the stencil parameters
+ * @return The stencil parameters
+ */
+ const Render::Renderer::StencilParameters& GetStencilParameters() const;
+
+ /**
+ * Bakes the opacity
+ * @param[in] updateBufferIndex The current update buffer index.
+ * @param[in] opacity The opacity
+ */
+ void BakeOpacity( BufferIndex updateBufferIndex, float opacity );
+
+ /**
+ * Gets the opacity
+ * @param[in] bufferIndex The buffer to read from.
+ * @return The opacity
*/
- void SetWriteToColorBuffer( bool writeToColorBuffer );
+ float GetOpacity( BufferIndex updateBufferIndex ) const;
/**
* Prepare the object for rendering.
*/
void PrepareRender( BufferIndex updateBufferIndex );
- /*
+ /**
* Retrieve the Render thread renderer
* @return The associated render thread renderer
*/
Render::Renderer& GetRenderer();
/**
- * Check whether the renderer has been marked as ready to render
- * ready means that renderer has all resources and should produce correct result
- * complete means all resources have finished loading
- * It's possible that renderer is complete but not ready,
- * for example in case of resource load failed
- * @param[out] ready TRUE if the renderer has resources to render
- * @param[out] complete TRUE if the renderer resources are complete
- */
- void GetReadyAndComplete( bool& ready, bool& complete ) const;
-
- /**
* Query whether the renderer is fully opaque, fully transparent or transparent.
* @param[in] updateBufferIndex The current update buffer index.
* @return OPAQUE if fully opaque, TRANSPARENT if fully transparent and TRANSLUCENT if in between
*/
- Opacity GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const;
+ OpacityType GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const;
/**
* Called by the TextureSet to notify to the renderer that it has changed
*/
void TextureSetChanged();
-public: // Implementation of ObjectOwnerContainer template methods
+ /**
+ * Called by the TextureSet to notify to the renderer that it is about to be deleted
+ */
+ void TextureSetDeleted();
+
/**
* Connect the object to the scene graph
*
*/
void RemoveConnectionObserver(ConnectionChangePropagator::Observer& observer){};
-public:
-
-
public: // UniformMap::Observer
/**
* @copydoc UniformMap::Observer::UniformMappingsChanged
Renderer();
/**
- * Helper function to create a new render data provider
- * @return the new (initialized) data provider
+ * Update texture set to the render data provider
*/
- RenderDataProvider* NewRenderDataProvider();
+ void UpdateTextureSet();
private:
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
+ RenderDataProvider* mRenderDataProvider; ///< The render data provider
+ OwnerPointer< Vector4 > mBlendColor; ///< The blend color for blending operation
- Render::Renderer::StencilParameters mStencilParameters; ///< Struct containing all stencil related options
+ Dali::Internal::Render::Renderer::StencilParameters mStencilParameters; ///< Struct containing all stencil related options
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 mRegenerateUniformMap; ///< 2 if the map should be regenerated, 1 if it should be copied.
unsigned int mResendFlag; ///< Indicate whether data should be resent to the renderer
- DepthFunction::Type mDepthFunction:3; ///< Local copy of the depth function
- FaceCullingMode::Type mFaceCullingMode:2; ///< Local copy of the mode of face culling
- BlendMode::Type mBlendMode:2; ///< Local copy of the mode of blending
- DepthWriteMode::Type mDepthWriteMode:2; ///< Local copy of the depth write mode
- DepthTestMode::Type mDepthTestMode:2; ///< Local copy of the depth test mode
- bool mWriteToColorBuffer:1; ///< Local copy of the write to color buffer flag
+ DepthFunction::Type mDepthFunction:4; ///< Local copy of the depth function
+ FaceCullingMode::Type mFaceCullingMode:3; ///< Local copy of the mode of face culling
+ BlendMode::Type mBlendMode:3; ///< Local copy of the mode of blending
+ DepthWriteMode::Type mDepthWriteMode:3; ///< Local copy of the depth write mode
+ DepthTestMode::Type mDepthTestMode:3; ///< Local copy of 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:
+ AnimatableProperty< float > mOpacity; ///< The opacity value
int mDepthIndex; ///< Used only in PrepareRenderInstructions
+
};
new (slot) LocalType( &renderer, &Renderer::SetDepthFunction, depthFunction );
}
-inline void SetStencilModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilMode::Type mode )
+inline void SetRenderModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, RenderMode::Type mode )
{
- typedef MessageValue1< Renderer, StencilMode::Type > LocalType;
+ typedef MessageValue1< Renderer, RenderMode::Type > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
- new (slot) LocalType( &renderer, &Renderer::SetStencilMode, mode );
+ new (slot) LocalType( &renderer, &Renderer::SetRenderMode, mode );
}
inline void SetStencilFunctionMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilFunction::Type stencilFunction )
new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnZPass, stencilOperation );
}
-inline void SetWriteToColorBufferMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, bool writeToColorBuffer )
+inline void BakeOpacityMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, float opacity )
{
- typedef MessageValue1< Renderer, bool > LocalType;
+ typedef MessageDoubleBuffered1< Renderer, float > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
- new (slot) LocalType( &renderer, &Renderer::SetWriteToColorBuffer, writeToColorBuffer );
+ new (slot) LocalType( &renderer, &Renderer::BakeOpacity, opacity );
}
} // namespace SceneGraph