#define DALI_INTERNAL_SCENE_GRAPH_RENDERER_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
namespace Dali
{
+
namespace Internal
{
*/
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 SetDepthFunction( DepthFunction::Type depthFunction );
/**
- * Sets the stencil mode
- * @param[in] mode The stencil function
+ * 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
- */
- void SetWriteToColorBuffer( bool writeToColorBuffer );
-
- /**
* Prepare the object for rendering.
* This is called by the UpdateManager when an object is due to be rendered in the current frame.
* @param[in] updateBufferIndex The current update buffer index.
*/
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
*/
RenderDataProvider* NewRenderDataProvider();
+ /**
+ * Helper function to retrieve the blend color.
+ * @return The blend color.
+ */
+ const Vector4& GetBlendColor() const;
+
private:
CollectedUniformMap mCollectedUniformMap[2]; ///< Uniform maps collected by the renderer
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
+ 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
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
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.
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 )
-{
- typedef MessageValue1< Renderer, bool > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- new (slot) LocalType( &renderer, &Renderer::SetWriteToColorBuffer, writeToColorBuffer );
-}
-
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali