X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-algorithms.cpp;h=329d508e17ff2d2de7a47f8093cdc679603f7464;hb=d353bae63798f48237dc24c078c2e8cb2aa0bc62;hp=01bba0557b8403eb71d9bbc28dd6d74efc6c678f;hpb=461ee33eb9dabfd57ace94bacb50b5744e9f40cd;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/render/common/render-algorithms.cpp b/dali/internal/render/common/render-algorithms.cpp index 01bba05..329d508 100644 --- a/dali/internal/render/common/render-algorithms.cpp +++ b/dali/internal/render/common/render-algorithms.cpp @@ -231,7 +231,7 @@ inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool dep * @param[in] item The current RenderItem about to be rendered * @param[in] context The context */ -inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context ) +inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context, int orientation ) { // Get the number of child scissors in the stack (do not include layer or root box). size_t childStackDepth = mScissorStack.size() - 1u; @@ -292,7 +292,30 @@ inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Cont if( scissorEnabled ) { ClippingBox useScissorBox( mScissorStack.back() ); - context.Scissor( useScissorBox.x, useScissorBox.y, useScissorBox.width, useScissorBox.height ); + GLint x = useScissorBox.x; + GLint y = useScissorBox.y; + if( orientation == 90 ) + { + x = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height); + y = useScissorBox.x; + context.Scissor( x, y, useScissorBox.height, useScissorBox.width ); + } + else if( orientation == 180 ) + { + x = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width); + y = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height); + context.Scissor( x, y, useScissorBox.width, useScissorBox.height ); + } + else if( orientation == 270 ) + { + x = useScissorBox.y; + y = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width); + context.Scissor( x, y, useScissorBox.height, useScissorBox.width ); + } + else + { + context.Scissor( x, y, useScissorBox.width, useScissorBox.height ); + } } } } @@ -302,7 +325,8 @@ inline void RenderAlgorithms::SetupClipping( const RenderItem& item, bool& usedStencilBuffer, uint32_t& lastClippingDepth, uint32_t& lastClippingId, - Integration::StencilBufferAvailable stencilBufferAvailable ) + Integration::StencilBufferAvailable stencilBufferAvailable, + int orientation ) { RenderMode::Type renderMode = RenderMode::AUTO; const Renderer *renderer = item.mRenderer; @@ -324,7 +348,7 @@ inline void RenderAlgorithms::SetupClipping( const RenderItem& item, // As both scissor and stencil clips can be nested, we may be simultaneously traversing up the scissor tree, requiring a scissor to be un-done. Whilst simultaneously adding a new stencil clip. // We process both based on our current and old clipping depths for each mode. // Both methods with return rapidly if there is nothing to be done for that type of clipping. - SetupScissorClipping( item, context ); + SetupScissorClipping( item, context, orientation ); if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE ) { @@ -391,8 +415,8 @@ inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList, Integration::DepthBufferAvailable depthBufferAvailable, Integration::StencilBufferAvailable stencilBufferAvailable, Vector& boundTextures, - const RenderInstruction& instruction - ) + const RenderInstruction& instruction, + int orientation ) { DALI_PRINT_RENDER_LIST( renderList ); @@ -409,13 +433,45 @@ inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList, mViewportRectangle = context.GetViewport(); mHasLayerScissor = false; + if( orientation == 90 || orientation == 270 ) + { + int temp = mViewportRectangle.width; + mViewportRectangle.width = mViewportRectangle.height; + mViewportRectangle.height = temp; + } + // Setup Scissor testing (for both viewport and per-node scissor) mScissorStack.clear(); if( renderList.IsClipping() ) { context.SetScissorTest( true ); const ClippingBox& layerScissorBox = renderList.GetClippingBox(); - context.Scissor( layerScissorBox.x, layerScissorBox.y, layerScissorBox.width, layerScissorBox.height ); + GLint x = layerScissorBox.x; + GLint y = layerScissorBox.y; + + if( orientation == 90 ) + { + x = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height); + y = layerScissorBox.x; + context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width ); + } + else if( orientation == 180 ) + { + x = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width); + y = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height); + context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height ); + } + else if( orientation == 270 ) + { + x = layerScissorBox.y; + y = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width); + context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width ); + } + else + { + context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height ); + } + mScissorStack.push_back( layerScissorBox ); mHasLayerScissor = true; } @@ -434,7 +490,7 @@ inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList, // Set up clipping based on both the Renderer and Actor APIs. // The Renderer API will be used if specified. If AUTO, the Actors automatic clipping feature will be used. - SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable ); + SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable, orientation ); if( DALI_LIKELY( item.mRenderer ) ) { @@ -466,7 +522,8 @@ void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instru BufferIndex bufferIndex, Integration::DepthBufferAvailable depthBufferAvailable, Integration::StencilBufferAvailable stencilBufferAvailable, - Vector& boundTextures ) + Vector& boundTextures, + int orientation ) { DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex ); @@ -496,8 +553,8 @@ void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instru depthBufferAvailable, stencilBufferAvailable, boundTextures, - instruction //added for reflection effect - ); + instruction, //added for reflection effect + orientation ); } } }