#define __DALI_RENDER_TASK_H__
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
// INTERNAL INCLUDES
#include <dali/public-api/math/viewport.h>
-#include <dali/public-api/object/constrainable.h>
+#include <dali/public-api/object/handle.h>
+#include <dali/public-api/object/property-index-ranges.h>
#include <dali/public-api/signals/dali-signal.h>
namespace Dali
{
+/**
+ * @addtogroup dali_core_rendering_effects
+ * @{
+ */
class Actor;
class CameraActor;
class FrameBufferImage;
+class FrameBuffer;
struct Vector4;
namespace Internal DALI_INTERNAL
* | %Signal Name | Method |
* |--------------|-----------------------|
* | finished | @ref FinishedSignal() |
+ * @SINCE_1_0.0
*/
-class DALI_IMPORT_API RenderTask : public Constrainable
+class DALI_IMPORT_API RenderTask : public Handle
{
public:
+
+ /**
+ * @brief An enumeration of properties belonging to the RenderTask class.
+ * @SINCE_1_0.0
+ */
+ struct Property
+ {
+ enum
+ {
+ /**
+ * @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.
+ * @note The use of GL sync might cause deadlock with multiple access to the single pixmap happening in the same time.
+ * @SINCE_1_1.29
+ */
+ REQUIRES_SYNC,
+ };
+ };
+
/**
* @brief Typedef for signals sent by this class.
+ * @SINCE_1_0.0
*/
typedef Signal< void (RenderTask& source) > RenderTaskSignalType;
- // Default Properties
- static const Property::Index VIEWPORT_POSITION; ///< Property 0, name "viewport-position", type VECTOR2
- static const Property::Index VIEWPORT_SIZE; ///< Property 1, name "viewport-size", type VECTOR2
- static const Property::Index CLEAR_COLOR; ///< Property 2, name "clear-color", type VECTOR4
-
/**
* @brief A pointer to a function for converting screen to frame-buffer coordinates.
+ * @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.
*/
/**
* @brief A pointer to a function for converting screen to frame-buffer coordinates.
+ * @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.
*/
/**
* @brief 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
* @brief Create an empty RenderTask handle.
*
* This can be initialised with RenderTaskList::CreateRenderTask().
+ * @SINCE_1_0.0
*/
RenderTask();
*
* 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.
*/
* @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.
*
+ * @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.
*
+ * @SINCE_1_0.0
* @param [in] rhs A reference to the copied handle
* @return A reference to this
*/
/**
* @brief Set 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.
*/
/**
* @brief Retrieve 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.
+ * @SINCE_1_0.0
* @param[in] exclusive True if the source actors will only be rendered by this render-task.
*/
void SetExclusive( bool exclusive );
/**
* @brief Query 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;
* 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().
+ * @SINCE_1_0.0
* @param[in] enabled True if the render-task should be considered for input handling.
*/
void SetInputEnabled( bool enabled );
/**
* @brief Query 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.
+ * @SINCE_1_0.0
* @param[in] cameraActor The scene is viewed from the perspective of this actor.
*/
void SetCameraActor( CameraActor cameraActor );
/**
* @brief Retrieve 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.
+ * @SINCE_1_0.0
* @param[in] frameBuffer A valid frame-buffer handle to enable off-screen rendering, or an uninitialized handle to disable.
*/
void SetTargetFrameBuffer( FrameBufferImage frameBuffer );
/**
* @brief Retrieve the frame-buffer used as a render target.
+ * @SINCE_1_0.0
* @return A valid frame-buffer handle, or an uninitialised handle if off-screen rendering is disabled.
*/
FrameBufferImage GetTargetFrameBuffer() const;
/**
+ * @brief Set the frame-buffer used as a render target.
+ * @SINCE_1_1.38
+ * @param[in] frameBuffer er A valid FrameBuffer handle to enable off-screen rendering, or an uninitialized handle to disable it.
+ */
+ void SetFrameBuffer( FrameBuffer frameBuffer );
+
+ /**
+ * @brief Retrieve the frame-buffer used as a render target.
+ * @SINCE_1_1.38
+ * @return The framebuffer
+ */
+ FrameBuffer GetFrameBuffer() const;
+
+ /**
* @brief Set the function used to convert screen coordinates to frame-buffer coordinates.
*
* This is useful for hit-testing actors which are rendered off-screen.
+ * @SINCE_1_0.0
* @param[in] conversionFunction The conversion function.
*/
void SetScreenToFrameBufferFunction( ScreenToFrameBufferFunction conversionFunction );
/**
* @brief Retrieve the function used to convert screen coordinates to frame-buffer coordinates.
+ * @SINCE_1_0.0
* @return The conversion function.
*/
ScreenToFrameBufferFunction GetScreenToFrameBufferFunction() const;
*
* 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.
+ * @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 );
/**
* @brief Retrieve the actor used to convert screen coordinates to frame-buffer coordinates.
+ * @SINCE_1_0.0
* @return The actor used for conversion.
*/
Actor GetScreenToFrameBufferMappingActor() const;
*
* 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 );
/**
* @brief Retrieve the GL viewport position used when rendering.
+ * @SINCE_1_0.0
* @return The viewport.
*/
Vector2 GetCurrentViewportPosition() const;
*
* 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 );
/**
* @brief Retrieve the GL viewport size used when rendering.
+ * @SINCE_1_0.0
* @return The viewport.
*/
Vector2 GetCurrentViewportSize() const;
*
* 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] viewport The new viewport.
+ * @note Unlike the glViewport method, the x & y coordinates refer to the top-left of the viewport rectangle.
*/
void SetViewport( Viewport viewport );
/**
* @brief Retrieve 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.
+ * @SINCE_1_0.0
* @param[in] color The new clear color.
*/
void SetClearColor( const Vector4& color );
/**
* @brief Retrieve the clear color used when SetClearEnabled(true) is used.
- * @note This property can be animated; the return value may not match the value written with SetClearColor().
+ * @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().
*/
Vector4 GetClearColor() const;
*
* 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 );
/**
* @brief Query 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.
*
- * Note that this will only affect image actors that use the default vertex shader.
- * The default mode is to cull actors.
+ * @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::ShaderHints
*/
void SetCullMode( bool cullMode );
/**
* @brief Get 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;
* Repeatedly calling SetRefreshRate(REFRESH_ONCE) will cause more
* snap-shots to be taken.
*
+ * @SINCE_1_0.0
* @param[in] refreshRate The new refresh rate.
*/
void SetRefreshRate( unsigned int refreshRate );
/**
* @brief Query the refresh-rate of the RenderTask.
+ * @SINCE_1_0.0
* @return The refresh-rate.
*/
unsigned int GetRefreshRate() const;
+ /*
+ * @brief Get 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 Get 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
*/
RenderTaskSignalType& FinishedSignal();
/**
* @brief This constructor is used by Dali New() methods.
+ * @SINCE_1_0.0
* @param [in] renderTask A pointer to a newly allocated render-task
*/
explicit DALI_INTERNAL RenderTask( Internal::RenderTask* renderTask );
};
+/**
+ * @}
+ */
} // namespace Dali
#endif //__DALI_RENDER_TASK_H__