-#ifndef __DALI_RENDER_TASK_H__
-#define __DALI_RENDER_TASK_H__
+#ifndef DALI_RENDER_TASK_H
+#define DALI_RENDER_TASK_H
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
*
*/
+// EXTERNAL INCLUDES
+#include <cstdint> // uint32_t
+
// INTERNAL INCLUDES
#include <dali/public-api/math/viewport.h>
#include <dali/public-api/object/handle.h>
namespace Dali
{
+/**
+ * @addtogroup dali_core_rendering_effects
+ * @{
+ */
class Actor;
class CameraActor;
class FrameBufferImage;
+class FrameBuffer;
struct Vector4;
namespace Internal DALI_INTERNAL
/**
* @brief RenderTasks describe how the Dali scene should be rendered.
*
- * The Stage::GetRenderTaskList() method provides access to an ordered list of render-tasks.
+ * The Scene provides access to an ordered list of render-tasks.
*
* Each RenderTask must specify the source actors to be rendered, and a camera actor from
* which the scene is viewed.
* RenderTasks may optionally target a frame-buffer, otherwise the default GL surface is used;
* typically this is a window provided by the native system.
*
- * By default Dali provides a single RenderTask, which renders the entire actor hierachy using
+ * By default Dali provides a single RenderTask, which renders the entire actor hierarchy using
* a default camera actor and GL surface. If stereoscopic rendering is enabled, Dali will create
* two additional render tasks, on for each eye. Each render task will have its own camera parented
* to the default camera actor.
*
* All RenderTasks which target a frame-buffer (i.e. off screen) will be rendered before all RenderTasks
* which target the default GL surface. This allows the user to render intermediate targets which are used
- * later when targetting the screen.
+ * later when targeting the screen.
*
- * A RenderTask targetting a frame-buffer can still be hit-tested, provided that the
+ * A RenderTask targeting a frame-buffer can still be hit-tested, provided that the
* screen->frame-buffer coordinate conversion is successful; see SetScreenToFrameBufferFunction().
*
* If the refresh rate id REFRESH_ONCE and a "Finish" signal is connected, it will be emitted when the RenderTask is completed.
* | %Signal Name | Method |
* |--------------|-----------------------|
* | finished | @ref FinishedSignal() |
+ * @SINCE_1_0.0
*/
-class DALI_IMPORT_API RenderTask : public Handle
+class DALI_CORE_API RenderTask : public Handle
{
public:
-
/**
- * @brief An enumeration of properties belonging to the RenderTask class.
+ * @brief Enumeration for instances of properties belonging to the RenderTask class.
+ * @SINCE_1_0.0
*/
struct Property
{
+ /**
+ * @brief Enumeration for instances of properties belonging to the RenderTask class.
+ * @SINCE_1_0.0
+ */
enum
{
- VIEWPORT_POSITION = DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX, ///< name "viewport-position", type Vector2
- VIEWPORT_SIZE, ///< name "viewport-size", type Vector2
- CLEAR_COLOR, ///< name "clear-color", type Vector4
+ /**
+ * @brief name "viewportPosition", type Vector2
+ * @SINCE_1_0.0
+ */
+ VIEWPORT_POSITION = DEFAULT_OBJECT_PROPERTY_START_INDEX,
+ /**
+ * @brief name "viewportSize", type Vector2
+ * @SINCE_1_0.0
+ */
+ VIEWPORT_SIZE,
+ /**
+ * @brief name "clearColor", type Vector4
+ * @SINCE_1_0.0
+ */
+ CLEAR_COLOR,
+ /**
+ * @brief name "requiresSync", type BOOLEAN
+ * @details By default, the sync object is not created.
+ * When native image source is used as render target, in order to track when the render to pixmap is completed, the GL sync should be enabled.
+ * Thus the RENDER_ONCE finished signal can be emit at the correct timing.
+ * @SINCE_1_1.29
+ * @note The use of GL sync might cause deadlock with multiple access to the single pixmap happening in the same time.
+ */
+ REQUIRES_SYNC,
};
};
/**
* @brief Typedef for signals sent by this class.
+ * @SINCE_1_0.0
*/
- typedef Signal< void (RenderTask& source) > RenderTaskSignalType;
+ using RenderTaskSignalType = Signal<void(RenderTask&)>;
/**
* @brief A pointer to a function for converting screen to frame-buffer coordinates.
- * @param[in,out] coordinates The screen coordinates to convert where (0,0) is the top-left of the screen.
- * @return True if the conversion was successful, otherwise coordinates should be unmodified.
+ * @SINCE_1_0.0
+ * @param[in,out] coordinates The screen coordinates to convert where (0,0) is the top-left of the screen
+ * @return True if the conversion was successful, otherwise coordinates should be unmodified
*/
- typedef bool (* ScreenToFrameBufferFunction)( Vector2& coordinates );
+ using ScreenToFrameBufferFunction = bool (*)(Vector2&);
/**
* @brief A pointer to a function for converting screen to frame-buffer coordinates.
- * @param[in,out] coordinates The screen coordinates to convert where (0,0) is the top-left of the screen.
- * @return True if the conversion was successful, otherwise coordinates should be unmodified.
+ * @SINCE_1_0.0
+ * @param[in,out] coordinates The screen coordinates to convert where (0,0) is the top-left of the screen
+ * @return True if the conversion was successful, otherwise coordinates should be unmodified
*/
- typedef bool (* const ConstScreenToFrameBufferFunction)( Vector2& coordinates );
+ using ConstScreenToFrameBufferFunction = bool (*const)(Vector2&);
/**
* @brief The default conversion function returns false for any screen coordinates.
static ConstScreenToFrameBufferFunction FULLSCREEN_FRAMEBUFFER_FUNCTION;
/**
- * @brief The refresh-rate of the RenderTask.
+ * @brief Enumeration for the refresh-rate of the RenderTask.
+ * @SINCE_1_0.0
*/
enum RefreshRate
{
- REFRESH_ONCE = 0, ///< Process once only e.g. take a snap-shot of the scene.
- REFRESH_ALWAYS = 1 ///< Process every frame.
+ REFRESH_ONCE = 0, ///< Process once only e.g. take a snap-shot of the scene. @SINCE_1_0.0
+ REFRESH_ALWAYS = 1 ///< Process every frame. @SINCE_1_0.0
};
- static const bool DEFAULT_EXCLUSIVE; ///< false
- static const bool DEFAULT_INPUT_ENABLED; ///< true
- static const Vector4 DEFAULT_CLEAR_COLOR; ///< Color::BLACK
- static const bool DEFAULT_CLEAR_ENABLED; ///< false
- static const bool DEFAULT_CULL_MODE; ///< true
- static const unsigned int DEFAULT_REFRESH_RATE; ///< REFRESH_ALWAYS
+ static const bool DEFAULT_EXCLUSIVE; ///< false
+ static const bool DEFAULT_INPUT_ENABLED; ///< true
+ static const Vector4 DEFAULT_CLEAR_COLOR; ///< Color::BLACK
+ static const bool DEFAULT_CLEAR_ENABLED; ///< false
+ static const bool DEFAULT_CULL_MODE; ///< true
+ static const uint32_t DEFAULT_REFRESH_RATE; ///< REFRESH_ALWAYS
/**
- * @brief Create an empty RenderTask handle.
+ * @brief Creates an empty RenderTask handle.
*
* This can be initialised with RenderTaskList::CreateRenderTask().
+ * @SINCE_1_0.0
*/
RenderTask();
/**
- * @brief Downcast a handle to RenderTask handle.
+ * @brief Downcasts a handle to RenderTask handle.
*
- * If handle points to a RenderTask the
- * downcast produces valid handle. If not the returned handle is left uninitialized.
- * @param[in] handle A handle to an object.
- * @return A handle to a RenderTask or an uninitialized handle.
+ * If handle points to a RenderTask, the
+ * downcast produces valid handle. If not, the returned handle is left uninitialized.
+ * @SINCE_1_0.0
+ * @param[in] handle A handle to an object
+ * @return A handle to a RenderTask or an uninitialized handle
*/
- static RenderTask DownCast( BaseHandle handle );
+ static RenderTask DownCast(BaseHandle handle);
/**
- * @brief Destructor
+ * @brief Destructor.
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
+ * @SINCE_1_0.0
*/
~RenderTask();
/**
* @brief This copy constructor is required for (smart) pointer semantics.
*
- * @param [in] handle A reference to the copied handle
+ * @SINCE_1_0.0
+ * @param[in] handle A reference to the copied handle
*/
RenderTask(const RenderTask& handle);
/**
* @brief This assignment operator is required for (smart) pointer semantics.
*
- * @param [in] rhs A reference to the copied handle
+ * @SINCE_1_0.0
+ * @param[in] rhs A reference to the copied handle
* @return A reference to this
*/
RenderTask& operator=(const RenderTask& rhs);
/**
- * @brief Set the actors to be rendered.
+ * @brief Move constructor.
+ *
+ * @SINCE_1_9.22
+ * @param[in] rhs A reference to the moved handle
+ */
+ RenderTask(RenderTask&& rhs) noexcept;
+
+ /**
+ * @brief Move assignment operator.
+ *
+ * @SINCE_1_9.22
+ * @param[in] rhs A reference to the moved handle
+ * @return A reference to this
+ */
+ RenderTask& operator=(RenderTask&& rhs) noexcept;
+
+ /**
+ * @brief Sets the actors to be rendered.
+ * @SINCE_1_0.0
* @param[in] actor This actor and its children will be rendered.
- * If actor is an empty handle, then nothing will be rendered.
+ * If actor is an empty handle, then nothing will be rendered
*/
- void SetSourceActor( Actor actor );
+ void SetSourceActor(Actor actor);
/**
- * @brief Retrieve the actors to be rendered.
- * @return This actor and its children will be rendered.
+ * @brief Retrieves the actors to be rendered.
+ * @SINCE_1_0.0
+ * @return This actor and its children will be rendered
*/
Actor GetSourceActor() const;
/**
- * @brief Set whether the RenderTask has exclusive access to the source actors; the default is false.
- * @param[in] exclusive True if the source actors will only be rendered by this render-task.
+ * @brief Sets whether the RenderTask has exclusive access to the source actors; the default is false.
+ * @SINCE_1_0.0
+ * @param[in] exclusive True if the source actors will only be rendered by this render-task
*/
- void SetExclusive( bool exclusive );
+ void SetExclusive(bool exclusive);
/**
- * @brief Query whether the RenderTask has exclusive access to the source actors.
- * @return True if the source actors will only be rendered by this render-task.
+ * @brief Queries whether the RenderTask has exclusive access to the source actors.
+ * @SINCE_1_0.0
+ * @return True if the source actors will only be rendered by this render-task
*/
bool IsExclusive() const;
/**
- * @brief Set whether the render-task should be considered for input handling; the default is true.
+ * @brief Sets whether the render-task should be considered for input handling; the default is true.
*
* The task used for input handling will be last task in the RenderTaskList which has input enabled,
* and has a valid source & camera actor.
* A RenderTask targetting a frame-buffer can still be hit-tested, provided that the screen->frame-buffer
* coordinate conversion is successful; see also SetScreenToFrameBufferFunction().
- * @param[in] enabled True if the render-task should be considered for input handling.
+ * @SINCE_1_0.0
+ * @param[in] enabled True if the render-task should be considered for input handling
*/
- void SetInputEnabled( bool enabled );
+ void SetInputEnabled(bool enabled);
/**
- * @brief Query whether the render-task should be considered for input handling.
- * @return True if the render-task should be considered for input handling.
+ * @brief Queries whether the render-task should be considered for input handling.
+ * @SINCE_1_0.0
+ * @return True if the render-task should be considered for input handling
*/
bool GetInputEnabled() const;
/**
- * @brief Set the actor from which the scene is viewed.
- * @param[in] cameraActor The scene is viewed from the perspective of this actor.
+ * @brief Sets the actor from which the scene is viewed.
+ * @SINCE_1_0.0
+ * @param[in] cameraActor The scene is viewed from the perspective of this actor
*/
- void SetCameraActor( CameraActor cameraActor );
+ void SetCameraActor(CameraActor cameraActor);
/**
- * @brief Retrieve the actor from which the scene is viewed.
- * @return The scene is viewed from the perspective of this actor.
+ * @brief Retrieves the actor from which the scene is viewed.
+ * @SINCE_1_0.0
+ * @return The scene is viewed from the perspective of this actor
*/
CameraActor GetCameraActor() const;
/**
- * @brief Set the frame-buffer used as a render target.
- * @param[in] frameBuffer A valid frame-buffer handle to enable off-screen rendering, or an uninitialized handle to disable.
+ * @brief Sets the frame-buffer used as a render target.
+ * @SINCE_1_1.38
+ * @param[in] frameBuffer A valid FrameBuffer handle to enable off-screen rendering, or an uninitialized handle to disable it
*/
- void SetTargetFrameBuffer( FrameBufferImage frameBuffer );
+ void SetFrameBuffer(FrameBuffer frameBuffer);
/**
- * @brief Retrieve the frame-buffer used as a render target.
- * @return A valid frame-buffer handle, or an uninitialised handle if off-screen rendering is disabled.
+ * @brief Retrieves the frame-buffer used as a render target.
+ * @SINCE_1_1.38
+ * @return The framebuffer
*/
- FrameBufferImage GetTargetFrameBuffer() const;
+ FrameBuffer GetFrameBuffer() const;
/**
- * @brief Set the function used to convert screen coordinates to frame-buffer coordinates.
+ * @brief Sets the function used to convert screen coordinates to frame-buffer coordinates.
*
* This is useful for hit-testing actors which are rendered off-screen.
- * @param[in] conversionFunction The conversion function.
+ * @SINCE_1_0.0
+ * @param[in] conversionFunction The conversion function
*/
- void SetScreenToFrameBufferFunction( ScreenToFrameBufferFunction conversionFunction );
+ void SetScreenToFrameBufferFunction(ScreenToFrameBufferFunction conversionFunction);
/**
- * @brief Retrieve the function used to convert screen coordinates to frame-buffer coordinates.
- * @return The conversion function.
+ * @brief Retrieves the function used to convert screen coordinates to frame-buffer coordinates.
+ * @SINCE_1_0.0
+ * @return The conversion function
*/
ScreenToFrameBufferFunction GetScreenToFrameBufferFunction() const;
/**
- * @brief Set the actor used to convert screen coordinates to frame-buffer coordinates.
+ * @brief Sets the actor used to convert screen coordinates to frame-buffer coordinates.
*
* The local coordinates of the actor are mapped as frame-buffer coordinates.
* This is useful for hit-testing actors which are rendered off-screen.
- * Note: The mapping actor needs to be rendered by the default render task to make the mapping work properly.
- * @param[in] mappingActor The actor used for conversion.
+ * @SINCE_1_0.0
+ * @param[in] mappingActor The actor used for conversion
+ * @note The mapping actor needs to be rendered by the default render task to make the mapping work properly.
*/
- void SetScreenToFrameBufferMappingActor( Actor mappingActor );
+ void SetScreenToFrameBufferMappingActor(Actor mappingActor);
/**
- * @brief Retrieve the actor used to convert screen coordinates to frame-buffer coordinates.
- * @return The actor used for conversion.
+ * @brief Retrieves the actor used to convert screen coordinates to frame-buffer coordinates.
+ * @SINCE_1_0.0
+ * @return The actor used for conversion
*/
Actor GetScreenToFrameBufferMappingActor() const;
/**
- * @brief Set the GL viewport position used when rendering.
+ * @brief Sets the actor to compute viewport of this render task.
+ * Actor should be added on Scene.
+ * @SINCE_2_1.36
+ * @param[in] actor This actor is used to compute viewport of the render task.
+ * @note If window default camera is rotated and the actor is no longer a rectangle on the screen, Viewport may be computed incorrectly.
+ * The Viewport properties VIEWPORT_POSITION and VIEWPORT_SIZE is kept during using ViewportGuideActor, but only current value is changed.
+ */
+ void SetViewportGuideActor(Actor actor);
+
+ /**
+ * @brief Retrieves the actor to compute viewport of this render task.
+ * @SINCE_2_1.36
+ * @return This actor is used to compute viewport of the render task.
+ */
+ Actor GetViewportGuideActor() const;
+
+ /**
+ * @brief Resets the actor to compute viewport of this render task.
+ * @SINCE_2_1.36
+ * @note The Viewport properties VIEWPORT_POSITION and VIEWPORT_SIZE is still kept.
+ */
+ void ResetViewportGuideActor();
+
+ /**
+ * @brief Sets the GL viewport position used when rendering.
*
* This specifies the transformation between normalized device coordinates and target window (or frame-buffer) coordinates.
* By default this will match the target window or frame-buffer size.
- * @note Unlike the glViewport method, the x & y coordinates refer to the top-left of the viewport rectangle.
+ * @SINCE_1_0.0
* @param[in] position The viewports position (x,y)
+ * @note Unlike the glViewport method, the x & y coordinates refer to the top-left of the viewport rectangle.
*/
- void SetViewportPosition( Vector2 position );
+ void SetViewportPosition(Vector2 position);
/**
- * @brief Retrieve the GL viewport position used when rendering.
- * @return The viewport.
+ * @brief Retrieves the GL viewport position used when rendering.
+ * @SINCE_1_0.0
+ * @return The viewport
*/
Vector2 GetCurrentViewportPosition() const;
/**
- * @brief Set the GL viewport size used when rendering.
+ * @brief Sets the GL viewport size used when rendering.
*
* This specifies the transformation between normalized device coordinates and target window (or frame-buffer) coordinates.
* By default this will match the target window or frame-buffer size.
+ * @SINCE_1_0.0
* @param[in] size The viewports size (width,height)
*/
- void SetViewportSize( Vector2 size );
+ void SetViewportSize(Vector2 size);
/**
- * @brief Retrieve the GL viewport size used when rendering.
- * @return The viewport.
+ * @brief Retrieves the GL viewport size used when rendering.
+ * @SINCE_1_0.0
+ * @return The viewport
*/
Vector2 GetCurrentViewportSize() const;
/**
- * @brief Set the GL viewport used when rendering.
+ * @brief Sets the GL viewport used when rendering.
*
* This specifies the transformation between normalized device coordinates and target window (or frame-buffer) coordinates.
* By default this will match the target window or frame-buffer size.
+ * @SINCE_1_0.0
+ * @param[in] viewport The new viewport
* @note Unlike the glViewport method, the x & y coordinates refer to the top-left of the viewport rectangle.
- * @param[in] viewport The new viewport.
*/
- void SetViewport( Viewport viewport );
+ void SetViewport(Viewport viewport);
/**
- * @brief Retrieve the GL viewport used when rendering.
- * @return The viewport.
+ * @brief Retrieves the GL viewport used when rendering.
+ * @SINCE_1_0.0
+ * @return The viewport
*/
Viewport GetViewport() const;
/**
- * @brief Set the clear color used when SetClearEnabled(true) is used.
- * @param[in] color The new clear color.
+ * @brief Sets the clear color used when SetClearEnabled(true) is used.
+ * @SINCE_1_0.0
+ * @param[in] color The new clear color
*/
- void SetClearColor( const Vector4& color );
+ void SetClearColor(const Vector4& color);
/**
- * @brief Retrieve the clear color used when SetClearEnabled(true) is used.
+ * @brief Retrieves the clear color used when SetClearEnabled(true) is used.
+ * @SINCE_1_0.0
+ * @return The clear color
* @note This property can be animated; the return value may not match the value written with SetClearColor().
- * @return The clear color.
*/
Vector4 GetClearColor() const;
/**
- * @brief Set whether the render-task will clear the results of previous render-tasks.
+ * @brief Sets whether the render-task will clear the results of previous render-tasks.
*
* The default is false.
*
+ * @SINCE_1_0.0
+ * @param[in] enabled True if the render-task should clear
* @note The default GL surface is cleared automatically at the
* beginning of each frame; this setting is only useful when 2+
* render-tasks are used, and the result of the first task needs to
* be (partially) cleared before rendering the second.
*
- * @param[in] enabled True if the render-task should clear.
*/
- void SetClearEnabled( bool enabled );
+ void SetClearEnabled(bool enabled);
/**
- * @brief Query whether the render-task will clear the results of previous render-tasks.
- * @return True if the render-task should clear.
+ * @brief Queries whether the render-task will clear the results of previous render-tasks.
+ * @SINCE_1_0.0
+ * @return True if the render-task should clear
*/
bool GetClearEnabled() const;
/**
- * @brief Set whether the render task will cull the actors to the camera's view frustum.
+ * @brief Sets whether the render task will cull the actors to the camera's view frustum.
*
- * Note that this will only affect image actors that use the default vertex shader.
- * The default mode is to cull actors.
- * @param[in] cullMode True if the renderers should be culled.
+ * @SINCE_1_0.0
+ * @param[in] cullMode True if the renderers should be culled
+ * @note The default mode is to cull actors.
+ * @note If the shader uses @ref Shader::Hint::MODIFIES_GEOMETRY then culling optimizations are disabled.
+ * @see Shader::Hint
*/
- void SetCullMode( bool cullMode );
+ void SetCullMode(bool cullMode);
/**
- * @brief Get the cull mode.
+ * @brief Gets the cull mode.
*
+ * @SINCE_1_0.0
* @return True if the render task should cull the actors to the camera's view frustum
*/
bool GetCullMode() const;
/**
- * @brief Set the refresh-rate of the RenderTask.
+ * @brief Sets the refresh-rate of the RenderTask.
*
* The default is REFRESH_ALWAYS (1), meaning that the RenderTask
* will be processed every frame if the scene graph is changing. It
* may be desirable to process less frequently. For example,
* SetRefreshRate(3) will process once every 3 frames if the scene
- * graph is changing. If the scene graph is not changing, then the
+ * graph is changing. If the scene graph is not changing, then the
* render task will not be rendered, regardless of this value.
*
* The REFRESH_ONCE value means that the RenderTask will be
* Repeatedly calling SetRefreshRate(REFRESH_ONCE) will cause more
* snap-shots to be taken.
*
- * @param[in] refreshRate The new refresh rate.
+ * @SINCE_1_0.0
+ * @param[in] refreshRate The new refresh rate
*/
- void SetRefreshRate( unsigned int refreshRate );
+ void SetRefreshRate(uint32_t refreshRate);
/**
- * @brief Query the refresh-rate of the RenderTask.
- * @return The refresh-rate.
+ * @brief Queries the refresh-rate of the RenderTask.
+ * @SINCE_1_0.0
+ * @return The refresh-rate
*/
- unsigned int GetRefreshRate() const;
+ uint32_t GetRefreshRate() const;
-public: // Signals
+ /**
+ * @brief Gets viewport coordinates for given world position.
+ *
+ * @SINCE_1_1.13
+ * @param[in] position The world position
+ * @param[out] viewportX The viewport x position
+ * @param[out] viewportY The viewport y position
+ * @return true if the position has a screen coordinate
+ */
+ bool WorldToViewport(const Vector3& position, float& viewportX, float& viewportY) const;
/**
+ * @brief Gets actor local coordinates for given viewport coordinates.
+ *
+ * @SINCE_1_1.13
+ * @param[in] actor The actor describing local coordinate system
+ * @param[in] viewportX The viewport x position
+ * @param[in] viewportY The viewport y position
+ * @param[out] localX The local x position
+ * @param[out] localY The local y position
+ * @return true if the screen position has a local coordinate
+ */
+ bool ViewportToLocal(Actor actor, float viewportX, float viewportY, float& localX, float& localY) const;
+
+public: // Signals
+ /**
* @brief If the refresh rate is REFRESH_ONCE, connect to this signal to be notified when a RenderTask has finished.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
RenderTaskSignalType& FinishedSignal();
public: // Not intended for application developers
-
+ /// @cond internal
/**
* @brief This constructor is used by Dali New() methods.
- * @param [in] renderTask A pointer to a newly allocated render-task
+ * @SINCE_1_0.0
+ * @param[in] renderTask A pointer to a newly allocated render-task
*/
- explicit DALI_INTERNAL RenderTask( Internal::RenderTask* renderTask );
+ explicit DALI_INTERNAL RenderTask(Internal::RenderTask* renderTask);
+ /// @endcond
};
+/**
+ * @}
+ */
} // namespace Dali
-#endif //__DALI_RENDER_TASK_H__
+#endif //DALI_RENDER_TASK_H