-#ifndef DALI_INTERNAL_SCENE_GRAPH_RENDERER2_H
-#define DALI_INTERNAL_SCENE_GRAPH_RENDERER2_H
+#ifndef DALI_INTERNAL_SCENE_GRAPH_RENDERER_H
+#define DALI_INTERNAL_SCENE_GRAPH_RENDERER_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.
* limitations under 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>
#include <dali/internal/update/common/scene-graph-connection-change-propagator.h>
#include <dali/internal/render/data-providers/render-data-provider.h>
+#include <dali/internal/render/renderers/render-renderer.h>
namespace Dali
{
* 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 SetBlendMode( unsigned int blendingMode );
+ void SetBlendMode( BlendMode::Type blendingMode );
/**
* Set the blending options. This should only be called from the update thread.
/**
* @brief Set whether the Pre-multiplied Alpha Blending is required
- *
* @param[in] preMultipled whether alpha is pre-multiplied.
*/
void EnablePreMultipliedAlpha( bool preMultipled );
* Sets the depth buffer write mode
* @param[in] depthWriteMode The depth buffer write mode
*/
- void SetDepthWriteMode( unsigned int depthWriteMode );
+ void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
/**
- * Called when an actor with this renderer is added to the stage
+ * Sets the depth buffer test mode
+ * @param[in] depthTestMode The depth buffer test mode
*/
- void OnStageConnect();
+ void SetDepthTestMode( DepthTestMode::Type depthTestMode );
- /*
- * Called when an actor with this renderer is removed from the stage
+ /**
+ * Sets the depth function
+ * @param[in] depthFunction The depth function
+ */
+ void SetDepthFunction( DepthFunction::Type depthFunction );
+
+ /**
+ * Sets the render mode
+ * @param[in] mode The render mode
+ */
+ void SetRenderMode( RenderMode::Type mode );
+
+ /**
+ * Sets the stencil function
+ * @param[in] stencilFunction The stencil function
+ */
+ void SetStencilFunction( StencilFunction::Type stencilFunction );
+
+ /**
+ * Sets the stencil function mask
+ * @param[in] stencilFunctionMask The stencil function mask
+ */
+ void SetStencilFunctionMask( int stencilFunctionMask );
+
+ /**
+ * Sets the stencil function reference
+ * @param[in] stencilFunctionReference The stencil function reference
+ */
+ void SetStencilFunctionReference( int stencilFunctionReference );
+
+ /**
+ * Sets the stencil mask
+ * @param[in] stencilMask The stencil mask
+ */
+ void SetStencilMask( int stencilMask );
+
+ /**
+ * Sets the stencil operation for when the stencil test fails
+ * @param[in] stencilOperationOnFail The stencil operation
+ */
+ void SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail );
+
+ /**
+ * Sets the stencil operation for when the depth test fails
+ * @param[in] stencilOperationOnZFail The stencil operation
+ */
+ void SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail );
+
+ /**
+ * Sets the stencil operation for when the depth test passes
+ * @param[in] stencilOperationOnZPass The stencil operation
*/
- void OnStageDisconnect();
+ void SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass );
/**
* 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
- */
- bool IsReferenced() const
- {
- return mReferenceCount > 0;
- }
-
- /**
* Called by the TextureSet to notify to the renderer that it has changed
*/
void TextureSetChanged();
private:
- SceneController* mSceneController; ///< Used for initializing renderers whilst attached
- 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;
-
- Vector4* mBlendColor; ///< The blend color for blending operation
- unsigned int mBlendBitmask; ///< The bitmask of blending options
- FaceCullingMode::Type mFaceCullingMode; ///< The mode of face culling
- BlendMode::Type mBlendMode; ///< The mode of blending
- DepthWriteMode::Type mDepthWriteMode; ///< The depth write mode
-
- CollectedUniformMap mCollectedUniformMap[2]; ///< Uniform maps collected by the renderer
-
- 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 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 : 1; ///< 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
+
+ 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 mBlendBitmask; ///< The bitmask of blending options
+ 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 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
};
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::FaceCullingMode::Type 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 ) );
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::EnablePreMultipliedAlpha, preMultiplied );
}
-inline void SetDepthWriteModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, Dali::DepthWriteMode::Type depthWriteMode )
+inline void SetDepthWriteModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthWriteMode::Type depthWriteMode )
{
- typedef MessageValue1< Renderer, unsigned int > LocalType;
+ typedef MessageValue1< Renderer, DepthWriteMode::Type > LocalType;
// Reserve some memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
new (slot) LocalType( &renderer, &Renderer::SetDepthWriteMode, depthWriteMode );
}
-inline void OnStageConnectMessage( 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::OnStageConnect );
+ new (slot) LocalType( &renderer, &Renderer::SetDepthTestMode, depthTestMode );
}
-inline void OnStageDisconnectMessage( EventThreadServices& eventThreadServices, const Renderer& renderer )
+inline void SetDepthFunctionMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, DepthFunction::Type depthFunction )
{
- typedef Message< Renderer > LocalType;
+ typedef MessageValue1< Renderer, DepthFunction::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::SetDepthFunction, depthFunction );
}
+inline void SetRenderModeMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, RenderMode::Type mode )
+{
+ 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::SetRenderMode, mode );
+}
+
+inline void SetStencilFunctionMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilFunction::Type stencilFunction )
+{
+ typedef MessageValue1< Renderer, StencilFunction::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilFunction, stencilFunction );
+}
+
+inline void SetStencilFunctionMaskMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int mask )
+{
+ typedef MessageValue1< Renderer, int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilFunctionMask, mask );
+}
+
+inline void SetStencilFunctionReferenceMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int stencilFunctionReference )
+{
+ typedef MessageValue1< Renderer, int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilFunctionReference, stencilFunctionReference );
+}
+
+inline void SetStencilMaskMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, int stencilMask )
+{
+ typedef MessageValue1< Renderer, int > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilMask, stencilMask );
+}
+
+inline void SetStencilOperationOnFailMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation )
+{
+ typedef MessageValue1< Renderer, StencilOperation::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnFail, stencilOperation );
+}
+
+inline void SetStencilOperationOnZFailMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation )
+{
+ typedef MessageValue1< Renderer, StencilOperation::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnZFail, stencilOperation );
+}
+
+inline void SetStencilOperationOnZPassMessage( EventThreadServices& eventThreadServices, const Renderer& renderer, StencilOperation::Type stencilOperation )
+{
+ typedef MessageValue1< Renderer, StencilOperation::Type > LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ new (slot) LocalType( &renderer, &Renderer::SetStencilOperationOnZPass, stencilOperation );
+}
+
+
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali