X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;ds=sidebyside;f=dali%2Finternal%2Frender%2Frenderers%2Frender-renderer.cpp;h=01c03e391ed916570c567c788574e870ae490e42;hb=ad06250b0131a81ad28ae63c7e063f3d291d3060;hp=7a807de96c9fb324228cf3ccaea08f54037a826d;hpb=0f9a6dc9797a14a3b7604cf26e1ef5bef016140b;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/render/renderers/render-renderer.cpp b/dali/internal/render/renderers/render-renderer.cpp index 7a807de..01c03e3 100644 --- a/dali/internal/render/renderers/render-renderer.cpp +++ b/dali/internal/render/renderers/render-renderer.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -12,223 +12,653 @@ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. + * */ -#include "render-renderer.h" +// CLASS HEADER +#include +// INTERNAL INCLUDES #include -#include -#include +#include +#include +#include +#include #include -#include -#include +#include #include -#include - +#include +#include namespace Dali { + namespace Internal { -namespace SceneGraph + +namespace { -NewRenderer* NewRenderer::New( NodeDataProvider& nodeDataProvider, - const GeometryDataProvider* geometryDataProvider, - const MaterialDataProvider* materialDataProvider) +static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it in object to reduce storage overhead +static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it in object to reduce storage overhead + +/** + * Helper to set view and projection matrices once per program + * @param program to set the matrices to + * @param modelMatrix to set + * @param viewMatrix to set + * @param projectionMatrix to set + * @param modelViewMatrix to set + * @param modelViewProjectionMatrix to set + */ +inline void SetMatrices( Program& program, + const Matrix& modelMatrix, + const Matrix& viewMatrix, + const Matrix& projectionMatrix, + const Matrix& modelViewMatrix ) { - return new NewRenderer(nodeDataProvider, geometryDataProvider, materialDataProvider); -} + GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() ); + } + loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + if( program.GetViewMatrix() != &viewMatrix ) + { + program.SetViewMatrix( &viewMatrix ); + program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() ); + } + } + // set projection matrix if program has not yet received it this frame or if it is dirty + loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + if( program.GetProjectionMatrix() != &projectionMatrix ) + { + program.SetProjectionMatrix( &projectionMatrix ); + program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() ); + } + } + loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX); + if( Program::UNIFORM_UNKNOWN != loc ) + { + program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() ); + } + loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix ); + program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() ); + } -NewRenderer::NewRenderer( NodeDataProvider& nodeDataProvider, - const GeometryDataProvider* geometryDataProvider, - const MaterialDataProvider* materialDataProvider) -: Renderer( nodeDataProvider ), - //mShaderDataProvider( shaderDataProvider ), //@todo Add in after merge with parent class - mMaterialDataProvider( materialDataProvider ), - mGeometryDataProvider( geometryDataProvider ) -{ + loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + gNormalMatrix = modelViewMatrix; + gNormalMatrix.Invert(); + gNormalMatrix.Transpose(); + program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() ); + } } -NewRenderer::~NewRenderer() -{ } -// @todo MESH_REWORK Should we consider changing the providers, or should we instead -// create a new renderer when these change? -void NewRenderer::SetGeometryDataProvider( const GeometryDataProvider* geometryDataProvider ) +namespace Render { - mGeometryDataProvider = geometryDataProvider; -} -void NewRenderer::SetMaterialDataProvider( const MaterialDataProvider* materialDataProvider ) +Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider, + Render::Geometry* geometry, + unsigned int blendingBitmask, + const Vector4* blendColor, + FaceCullingMode::Type faceCullingMode, + bool preMultipliedAlphaEnabled, + DepthWriteMode::Type depthWriteMode, + DepthTestMode::Type depthTestMode, + DepthFunction::Type depthFunction, + StencilParameters& stencilParameters, + bool writeToColorBuffer ) { - mMaterialDataProvider = materialDataProvider; + return new Renderer( dataProvider, geometry, blendingBitmask, blendColor, + faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, + depthFunction, stencilParameters, writeToColorBuffer ); } - -// Note - this is currently called from UpdateThread, PrepareRenderInstructions, -// as an optimisation. -// @todo MESH_REWORK Should use Update thread objects only in PrepareRenderInstructions. -bool NewRenderer::RequiresDepthTest() const +Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider, + Render::Geometry* geometry, + unsigned int blendingBitmask, + const Vector4* blendColor, + FaceCullingMode::Type faceCullingMode, + bool preMultipliedAlphaEnabled, + DepthWriteMode::Type depthWriteMode, + DepthTestMode::Type depthTestMode, + DepthFunction::Type depthFunction, + StencilParameters& stencilParameters, + bool writeToColorBuffer ) +: mRenderDataProvider( dataProvider ), + mContext( NULL), + mTextureCache( NULL ), + mUniformNameCache( NULL ), + mGeometry( geometry ), + mUniformIndexMap(), + mAttributesLocation(), + mStencilParameters( stencilParameters ), + mBlendingOptions(), + mIndexedDrawFirstElement( 0 ), + mIndexedDrawElementsCount( 0 ), + mDepthFunction( depthFunction ), + mFaceCullingMode( faceCullingMode ), + mDepthWriteMode( depthWriteMode ), + mDepthTestMode( depthTestMode ), + mWriteToColorBuffer( writeToColorBuffer ), + mUpdateAttributesLocation( true ), + mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ) { - return true; + if( blendingBitmask != 0u ) + { + mBlendingOptions.SetBitmask( blendingBitmask ); + } + + if( blendColor ) + { + mBlendingOptions.SetBlendColor( *blendColor ); + } } -bool NewRenderer::CheckResources() +void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache, Render::UniformNameCache& uniformNameCache ) { - // Query material to check it has texture pointers & image has size - // Query geometry to check it has vertex buffers - - // General point though - why would we have a render item in RenderThread with no ready - // resources in UpdateThread? - return true; + mContext = &context; + mTextureCache = &textureCache; + mUniformNameCache = &uniformNameCache; } -void NewRenderer::ResolveGeometryTypes( BufferIndex bufferIndex, GeometryType& outType, ShaderSubTypes& outSubType ) +Renderer::~Renderer() { - // @todo MESH_REWORK Remove after merge +} - // Do nothing +void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider ) +{ + mRenderDataProvider = dataProvider; + mUpdateAttributesLocation = true; } -bool NewRenderer::IsOutsideClipSpace( const Matrix& modelMatrix, const Matrix& modelViewProjectionMatrix ) +void Renderer::SetGeometry( Render::Geometry* geometry ) { - // @todo MESH_REWORK Add clipping - return false; + mGeometry = geometry; + mUpdateAttributesLocation = true; } -void NewRenderer::DoRender( BufferIndex bufferIndex, Program& program, const Matrix& modelViewMatrix, const Matrix& viewMatrix ) +void Renderer::SetBlending( Context& context, bool blend ) { - BindTextures( bufferIndex, program, mMaterialDataProvider->GetSamplers() ); + context.SetBlend( blend ); + if( blend ) + { + // Blend color is optional and rarely used + const Vector4* blendColor = mBlendingOptions.GetBlendColor(); + if( blendColor ) + { + context.SetCustomBlendColor( *blendColor ); + } + else + { + context.SetDefaultBlendColor(); + } - SetUniforms( bufferIndex, program ); + // Set blend source & destination factors + context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(), + mBlendingOptions.GetBlendDestFactorRgb(), + mBlendingOptions.GetBlendSrcFactorAlpha(), + mBlendingOptions.GetBlendDestFactorAlpha() ); - mRenderGeometry.UploadAndDraw( mContext, program, bufferIndex, *mGeometryDataProvider ); + // Set blend equations + context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(), + mBlendingOptions.GetBlendEquationAlpha() ); + } } -void NewRenderer::GlContextDestroyed() +void Renderer::GlContextDestroyed() { - mRenderGeometry.GlContextDestroyed(); + mGeometry->GlContextDestroyed(); } -void NewRenderer::GlCleanup() +void Renderer::GlCleanup() { } -void NewRenderer::SetUniforms( BufferIndex bufferIndex, Program& program ) +void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program ) { - // @todo MESH_REWORK Implement uniform map + // Check if the map has changed + DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" ); + + const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap(); + + if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) || + node.GetUniformMapChanged(bufferIndex)) + { + const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex ); + const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex ); + + unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count(); + mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size + mUniformIndexMap.Resize( maxMaps ); + + unsigned int mapIndex(0); + for(; mapIndex < uniformMap.Count() ; ++mapIndex ) + { + mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr; + mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName ); + } + + for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex ) + { + unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName ); + bool found(false); + for( unsigned int i(0); ipropertyPtr; + found = true; + break; + } + } + + if( !found ) + { + mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr; + mUniformIndexMap[mapIndex].uniformIndex = uniformIndex; + ++mapIndex; + } + } + + mUniformIndexMap.Resize( mapIndex ); + } + + // Set uniforms in local map + for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(), + end = mUniformIndexMap.End() ; + iter != end ; + ++iter ) + { + SetUniformFromProperty( bufferIndex, program, *iter ); + } - // @todo Base class is currently setting MVP, Color etc. GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE ); if( -1 != sizeLoc ) { - Vector3 size = mDataProvider.GetRenderSize( bufferIndex ); - program.SetUniform3f( sizeLoc, size.x, size.y, size.z ); + program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z ); } } -void NewRenderer::BindTextures( - BufferIndex bufferIndex, - Program& program, - const MaterialDataProvider::Samplers& samplers ) +void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map ) { - // @todo MESH_REWORK Write a cache of texture units to commonly used sampler textures - unsigned int textureUnit = 0; - - for( MaterialDataProvider::Samplers::Iterator iter = samplers.Begin(); - iter != samplers.End(); - ++iter ) + GLint location = program.GetUniformLocation(map.uniformIndex); + if( Program::UNIFORM_UNKNOWN != location ) { - const SamplerDataProvider* sampler = *iter; - ResourceId textureId = sampler->GetTextureId(bufferIndex); - Texture* texture = mTextureCache->GetTexture( textureId ); - if( texture != NULL ) + // switch based on property type to use correct GL uniform setter + switch ( map.propertyValue->GetType() ) { - unsigned int textureUnitUniformIndex = GetTextureUnitUniformIndex( program, *sampler ); - TextureUnit theTextureUnit = static_cast(textureUnit); - BindTexture( program, textureId, texture, theTextureUnit, textureUnitUniformIndex ); - ApplySampler( bufferIndex, texture, theTextureUnit, *sampler ); + case Property::INTEGER: + { + program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) ); + break; + } + case Property::FLOAT: + { + program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) ); + break; + } + case Property::VECTOR2: + { + Vector2 value( map.propertyValue->GetVector2( bufferIndex ) ); + program.SetUniform2f( location, value.x, value.y ); + break; + } + + case Property::VECTOR3: + { + Vector3 value( map.propertyValue->GetVector3( bufferIndex ) ); + program.SetUniform3f( location, value.x, value.y, value.z ); + break; + } + + case Property::VECTOR4: + { + Vector4 value( map.propertyValue->GetVector4( bufferIndex ) ); + program.SetUniform4f( location, value.x, value.y, value.z, value.w ); + break; + } + + case Property::ROTATION: + { + Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) ); + program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w ); + break; + } + + case Property::MATRIX: + { + const Matrix& value = map.propertyValue->GetMatrix(bufferIndex); + program.SetUniformMatrix4fv(location, 1, value.AsFloat() ); + break; + } + + case Property::MATRIX3: + { + const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex); + program.SetUniformMatrix3fv(location, 1, value.AsFloat() ); + break; + } + + default: + { + // Other property types are ignored + break; + } } - - ++textureUnit; } } -void NewRenderer::BindTexture( - Program& program, - ResourceId id, - Texture* texture, - TextureUnit textureUnit, - unsigned int textureUnitUniformIndex ) +bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program ) { - DALI_ASSERT_DEBUG( NULL != mTextureCache ); + unsigned int textureUnit = 0; + bool result = true; - if( texture != NULL ) + std::vector& samplers( mRenderDataProvider->GetSamplers() ); + + std::vector& textures( mRenderDataProvider->GetTextures() ); + GLint uniformLocation(-1); + for( size_t i(0); result && iBindTexture( texture, id, GL_TEXTURE_2D, textureUnit ); + ResourceId textureId = textures[i].GetTextureId(); + Internal::Texture* texture = textureCache.GetTexture( textureId ); + if( texture ) + { + result = textureCache.BindTexture( texture, textureId, GL_TEXTURE_2D, (TextureUnit)textureUnit ); + + if( result ) + { + GLint uniformLocation; + + //TODO : This is a bug, result variable is being shadowed. Fix it! + bool result = program.GetSamplerUniformLocation( i, uniformLocation ); + if( result && Program::UNIFORM_UNKNOWN != uniformLocation ) + { + program.SetUniform1i( uniformLocation, textureUnit ); + + unsigned int samplerBitfield(ImageSampler::DEFAULT_BITFIELD); + const Render::Sampler* sampler( samplers[i] ); + if( sampler ) + { + samplerBitfield = sampler->mBitfield; + } + + texture->ApplySampler( (TextureUnit)textureUnit, samplerBitfield ); + + ++textureUnit; + } + } + } + } - // Set sampler uniform location for the texture - GLint textureUnitLoc = program.GetUniformLocation( textureUnitUniformIndex ); - if( Program::UNIFORM_UNKNOWN != textureUnitLoc ) + std::vector& newTextures( mRenderDataProvider->GetNewTextures() ); + for( size_t i(0); result && iBind(context, textureUnit, samplers[i] ); + + if( result ) + { + program.SetUniform1i( uniformLocation, textureUnit ); + ++textureUnit; + } } } + + return result; +} + +void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode ) +{ + mFaceCullingMode = mode; +} + +void Renderer::SetBlendingBitMask( unsigned int bitmask ) +{ + mBlendingOptions.SetBitmask( bitmask ); +} + +void Renderer::SetBlendColor( const Vector4* color ) +{ + mBlendingOptions.SetBlendColor( *color ); +} + +void Renderer::SetIndexedDrawFirstElement( size_t firstElement ) +{ + mIndexedDrawFirstElement = firstElement; +} + +void Renderer::SetIndexedDrawElementsCount( size_t elementsCount ) +{ + mIndexedDrawElementsCount = elementsCount; +} + +void Renderer::EnablePreMultipliedAlpha( bool enable ) +{ + mPremultipledAlphaEnabled = enable; +} + +void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode ) +{ + mDepthWriteMode = depthWriteMode; +} + +void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode ) +{ + mDepthTestMode = depthTestMode; +} + +DepthWriteMode::Type Renderer::GetDepthWriteMode() const +{ + return mDepthWriteMode; +} + +DepthTestMode::Type Renderer::GetDepthTestMode() const +{ + return mDepthTestMode; +} + +void Renderer::SetDepthFunction( DepthFunction::Type depthFunction ) +{ + mDepthFunction = depthFunction; +} + +DepthFunction::Type Renderer::GetDepthFunction() const +{ + return mDepthFunction; +} + +void Renderer::SetStencilMode( StencilMode::Type stencilMode ) +{ + mStencilParameters.stencilMode = stencilMode; +} + +StencilMode::Type Renderer::GetStencilMode() const +{ + return mStencilParameters.stencilMode; +} + +void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction ) +{ + mStencilParameters.stencilFunction = stencilFunction; +} + +StencilFunction::Type Renderer::GetStencilFunction() const +{ + return mStencilParameters.stencilFunction; +} + +void Renderer::SetStencilFunctionMask( int stencilFunctionMask ) +{ + mStencilParameters.stencilFunctionMask = stencilFunctionMask; +} + +int Renderer::GetStencilFunctionMask() const +{ + return mStencilParameters.stencilFunctionMask; +} + +void Renderer::SetStencilFunctionReference( int stencilFunctionReference ) +{ + mStencilParameters.stencilFunctionReference = stencilFunctionReference; +} + +int Renderer::GetStencilFunctionReference() const +{ + return mStencilParameters.stencilFunctionReference; } -void NewRenderer::ApplySampler( - BufferIndex bufferIndex, - Texture* texture, - TextureUnit textureUnit, - const SamplerDataProvider& sampler ) +void Renderer::SetStencilMask( int stencilMask ) { - unsigned int samplerBitfield = ImageSampler::PackBitfield( - static_cast< FilterMode::Type >(sampler.GetMinifyFilterMode(bufferIndex)), - static_cast< FilterMode::Type >(sampler.GetMagnifyFilterMode(bufferIndex)) ); + mStencilParameters.stencilMask = stencilMask; +} + +int Renderer::GetStencilMask() const +{ + return mStencilParameters.stencilMask; +} + +void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail ) +{ + mStencilParameters.stencilOperationOnFail = stencilOperationOnFail; +} + +StencilOperation::Type Renderer::GetStencilOperationOnFail() const +{ + return mStencilParameters.stencilOperationOnFail; +} + +void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail ) +{ + mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail; +} - texture->ApplySampler( textureUnit, samplerBitfield ); +StencilOperation::Type Renderer::GetStencilOperationOnZFail() const +{ + return mStencilParameters.stencilOperationOnZFail; +} - // @todo MESH_REWORK add support for wrap modes +void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass ) +{ + mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass; } -unsigned int NewRenderer::GetTextureUnitUniformIndex( - Program& program, - const SamplerDataProvider& sampler ) +StencilOperation::Type Renderer::GetStencilOperationOnZPass() const { - // Find sampler in mSamplerNameCache - // If it doesn't exist, - // get the index by calling program.RegisterUniform and store it - // If it exists, it's index should be set. - // @todo Cache should be reset on scene change + return mStencilParameters.stencilOperationOnZPass; +} - unsigned int uniformIndex = 0; - bool found = false; +void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer ) +{ + mWriteToColorBuffer = writeToColorBuffer; +} + +bool Renderer::GetWriteToColorBuffer() const +{ + return mWriteToColorBuffer; +} - for( unsigned int i=0; i< mTextureUnitUniforms.Count(); ++i ) +void Renderer::Render( Context& context, + SceneGraph::TextureCache& textureCache, + BufferIndex bufferIndex, + const SceneGraph::NodeDataProvider& node, + SceneGraph::Shader& defaultShader, + const Matrix& modelMatrix, + const Matrix& modelViewMatrix, + const Matrix& viewMatrix, + const Matrix& projectionMatrix, + const Vector3& size, + bool blend ) +{ + // Get the program to use: + Program* program = mRenderDataProvider->GetShader().GetProgram(); + if( !program ) { - if( mTextureUnitUniforms[i].sampler == &sampler ) + // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program + program = defaultShader.GetProgram(); + DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." ); + if( !program ) { - uniformIndex = mTextureUnitUniforms[i].index; - found = true; + DALI_LOG_ERROR( "Failed to get program for shader at address %p.", (void*)&mRenderDataProvider->GetShader() ); + return; } } - if( ! found ) + //Set cull face mode + context.CullFace( mFaceCullingMode ); + + //Set blending mode + SetBlending( context, blend ); + + // Take the program into use so we can send uniforms to it + program->Use(); + + if( DALI_LIKELY( BindTextures( context, textureCache, *program ) ) ) { - TextureUnitUniformIndex textureUnitUniformIndex; - textureUnitUniformIndex.sampler = &sampler; - textureUnitUniformIndex.index = program.RegisterUniform( sampler.GetUnitName() ); - mTextureUnitUniforms.PushBack( textureUnitUniformIndex ); - uniformIndex = textureUnitUniformIndex.index; + // Only set up and draw if we have textures and they are all valid + + // set projection and view matrix if program has not yet received them yet this frame + SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix ); + + // set color uniform + GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR ); + if( Program::UNIFORM_UNKNOWN != loc ) + { + const Vector4& color = node.GetRenderColor( bufferIndex ); + if( mPremultipledAlphaEnabled ) + { + program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a ); + } + else + { + program->SetUniform4f( loc, color.r, color.g, color.b, color.a ); + } + } + + SetUniforms( bufferIndex, node, size, *program ); + + if( mUpdateAttributesLocation || mGeometry->AttributesChanged() ) + { + mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex ); + mUpdateAttributesLocation = false; + } + + mGeometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount ); + } +} + +void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const +{ + sortAttributes.shader = &( mRenderDataProvider->GetShader() ); + const std::vector& textures( mRenderDataProvider->GetTextures() ); + if( !textures.empty() ) + { + sortAttributes.textureResourceId = textures[0].GetTextureId(); + } + else + { + sortAttributes.textureResourceId = Integration::InvalidResourceId; } - return uniformIndex; + sortAttributes.geometry = mGeometry; } +} // namespace SceneGraph + +} // namespace Internal -} // SceneGraph -} // Internal -} // Dali +} // namespace Dali