X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Frenderers%2Frender-renderer.h;h=628b07803e15733b2932f55df0920bcb115f0342;hb=refs%2Fchanges%2F01%2F84901%2F1;hp=811056842a4c92cf75322f8619af00c6419afcf1;hpb=e7190802255a3c7354886581fc3d2ea014d8ec10;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/render/renderers/render-renderer.h b/dali/internal/render/renderers/render-renderer.h index 8110568..628b078 100644 --- a/dali/internal/render/renderers/render-renderer.h +++ b/dali/internal/render/renderers/render-renderer.h @@ -1,8 +1,8 @@ -#ifndef __DALI_INTERNAL_SCENE_GRAPH_NEW_RENDERER_H__ -#define __DALI_INTERNAL_SCENE_GRAPH_NEW_RENDERER_H__ +#ifndef DALI_INTERNAL_RENDER_RENDERER_H +#define DALI_INTERNAL_RENDER_RENDERER_H /* - * 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. @@ -18,229 +18,459 @@ * */ -#include // For resource id -#include -#include -#include -#include +// INTERNAL INCLUDES +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include #include +#include +#include namespace Dali { + namespace Internal { -class PropertyInputImpl; +class Context; +class Texture; +class Program; namespace SceneGraph { -class GeometryDataProvider; -class MaterialDataProvider; +class SceneController; +class Shader; +class TextureCache; class NodeDataProvider; -class RenderGeometry; -class SamplerDataProvider; -class ShaderDataProvider; -class UniformMapDataProvider; +} + + +namespace Render +{ /** - * The new geometry renderer. - * - * @todo MESH_REWORK It will be merged into the base class eventually + * Renderers are used to render meshes + * These objects are used during RenderManager::Render(), so properties modified during + * the Update must either be double-buffered, or set via a message added to the RenderQueue. */ -class NewRenderer : public Renderer +class Renderer : public GlResourceOwner { -private: - struct UniformIndexMap; - public: - typedef Integration::ResourceId ResourceId; + + /** + * @brief Struct to encapsulate stencil parameters required for control of the stencil buffer. + */ + struct StencilParameters + { + StencilParameters( StencilMode::Type stencilMode, StencilFunction::Type stencilFunction, int stencilFunctionMask, + int stencilFunctionReference, int stencilMask, StencilOperation::Type stencilOperationOnFail, + StencilOperation::Type stencilOperationOnZFail, StencilOperation::Type stencilOperationOnZPass ) + : stencilFunctionMask ( stencilFunctionMask ), + stencilFunctionReference ( stencilFunctionReference ), + stencilMask ( stencilMask ), + stencilFunction ( stencilFunction ), + stencilOperationOnFail ( stencilOperationOnFail ), + stencilOperationOnZFail ( stencilOperationOnZFail ), + stencilOperationOnZPass ( stencilOperationOnZPass ), + stencilMode ( stencilMode ) + { + } + + int stencilFunctionMask; ///< The stencil function mask + int stencilFunctionReference; ///< The stencil function reference + int stencilMask; ///< The stencil mask + StencilFunction::Type stencilFunction:3; ///< The stencil function + StencilOperation::Type stencilOperationOnFail:3; ///< The stencil operation for stencil test fail + StencilOperation::Type stencilOperationOnZFail:3; ///< The stencil operation for depth test fail + StencilOperation::Type stencilOperationOnZPass:3; ///< The stencil operation for depth test pass + StencilMode::Type stencilMode:2; ///< The stencil mode + }; + + /** + * @copydoc Dali::Internal::GlResourceOwner::GlContextDestroyed() + */ + void GlContextDestroyed(); + + /** + * @copydoc Dali::Internal::GlResourceOwner::GlCleanup() + */ + void GlCleanup(); /** * Create a new renderer instance - * @param[in] nodeDataProvider The node data provider - * @param[in] uniformMapDataProvider The uniform map data provider - * @param[in] geometryDataProvider The geometry data provider - * @param[in] materialDataProvider The material data provider + * @param[in] dataProviders The data providers for the renderer + * @param[in] geometry The geometry for the renderer + * @param[in] blendingBitmask A bitmask of blending options. + * @param[in] blendColor The blend color to pass to GL + * @param[in] faceCullingMode The face-culling mode. + * @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied. + * @param[in] depthWriteMode Depth buffer write mode + * @param[in] depthTestMode Depth buffer test mode + * @param[in] depthFunction Depth function + * @param[in] stencilParameters Struct containing all stencil related options + * @param[in] writeToColorBuffer Set to True to write to the color buffer */ - static NewRenderer* New( NodeDataProvider& nodeDataProvider, - const UniformMapDataProvider& uniformMapDataProvider, - const GeometryDataProvider* geometryDataProvider, - const MaterialDataProvider* materialDataProvider ); + static Renderer* New( SceneGraph::RenderDataProvider* dataProviders, + 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 ); + /** * Constructor. - * @param[in] nodeDataProvider The node data provider - * @param[in] uniformMapDataProvider The uniform map data provider - * @param[in] geometryDataProvider The geometry data provider - * @param[in] materialDataProvider The material data provider + * @param[in] dataProviders The data providers for the renderer + * @param[in] geometry The geometry for the renderer + * @param[in] blendingBitmask A bitmask of blending options. + * @param[in] blendColor The blend color to pass to GL + * @param[in] faceCullingMode The face-culling mode. + * @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied. + * @param[in] depthWriteMode Depth buffer write mode + * @param[in] depthTestMode Depth buffer test mode + * @param[in] depthFunction Depth function + * @param[in] stencilParameters Struct containing all stencil related options + * @param[in] writeToColorBuffer Set to True to write to the color buffer */ - NewRenderer( NodeDataProvider& nodeDataProvider, - const UniformMapDataProvider& uniformMapDataProvider, - const GeometryDataProvider* geometryDataProvider, - const MaterialDataProvider* materialDataProvider ); + Renderer( SceneGraph::RenderDataProvider* dataProviders, + 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 ); - virtual ~NewRenderer(); + /** + * Change the data providers of the renderer + * @param[in] dataProviders The data providers + */ + void SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProviders ); /** - * Change the geometry data provider of the renderer - * @param[in] geoemtryDataProvider The geometry data provider + * Change the geometry used by the renderer + * @param[in] geometry The new geometry + */ + void SetGeometry( Render::Geometry* geometry ); + /** + * Second-phase construction. + * This is called when the renderer is inside render thread + * @param[in] context Context used by the renderer + * @param[in] textureCache The texture cache to use */ - void SetGeometryDataProvider( const GeometryDataProvider* geometryDataProvider ); + void Initialize( Context& context, SceneGraph::TextureCache& textureCache ); /** - * Change the material data provider of the renderer - * @param[in] materialDataProvider The material data provider + * Destructor */ - void SetMaterialDataProvider( const MaterialDataProvider* materialDataProvider ); + ~Renderer(); -public: // Implementation of Renderer /** - * @copydoc SceneGraph::Renderer::RequiresDepthTest() + * Set the face-culling mode. + * @param[in] mode The face-culling mode. */ - virtual bool RequiresDepthTest() const; + void SetFaceCullingMode( FaceCullingMode::Type mode ); /** - * @copydoc SceneGraph::Renderer::CheckResources() + * Set the bitmask for blending options + * @param[in] bitmask A bitmask of blending options. */ - virtual bool CheckResources(); + void SetBlendingBitMask( unsigned int bitmask ); /** - * @copydoc SceneGraph::Renderer::ResolveGeometryTypes() + * Set the blend color for blending options + * @param[in] blendColor The blend color to pass to GL */ - virtual void ResolveGeometryTypes( BufferIndex bufferIndex, - GeometryType& outType, - ShaderSubTypes& outSubType ); + void SetBlendColor( const Vector4* color ); /** - * @copydoc SceneGraph::Renderer::IsOutsideClipSpace() + * Set the first element index to draw by the indexed draw + * @param[in] firstElement index of first element to draw */ - virtual bool IsOutsideClipSpace( Context& context, - const Matrix& modelMatrix, - const Matrix& modelViewProjectionMatrix ); + void SetIndexedDrawFirstElement( size_t firstElement ); /** - * @copydoc SceneGraph::Renderer::DoSetUniforms() + * Set the number of elements to draw by the indexed draw + * @param[in] elementsCount number of elements to draw */ - virtual void DoSetUniforms( Context& context, BufferIndex bufferIndex, Shader* shader, Program* program, unsigned int programIndex, ShaderSubTypes subType ); + void SetIndexedDrawElementsCount( size_t elementsCount ); /** - * @copydoc SceneGraph::Renderer::DoRender() + * @brief Set whether the Pre-multiplied Alpha Blending is required + * + * @param[in] preMultipled whether alpha is pre-multiplied. */ - virtual void DoRender( Context& context, - TextureCache& textureCache, - BufferIndex bufferIndex, - Program& program, - const Matrix& modelViewMatrix, - const Matrix& viewMatrix ); + void EnablePreMultipliedAlpha( bool preMultipled ); -public: // Implementation of GlResourceOwner + /** + * Sets the depth write mode + * @param[in] depthWriteMode The depth write mode + */ + void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode ); /** - * @copydoc Dali::Internal::GlResourceOwner::GlContextDestroyed() + * Query the Renderer's depth write mode + * @return The renderer depth write mode */ - virtual void GlContextDestroyed(); + DepthWriteMode::Type GetDepthWriteMode() const; /** - * @copydoc Dali::Internal::GlResourceOwner::GlCleanup() + * Sets the depth test mode + * @param[in] depthTestMode The depth test mode */ - virtual void GlCleanup(); + void SetDepthTestMode( DepthTestMode::Type depthTestMode ); -private: /** - * Set the uniforms from properties according to the uniform map - * @param[in] program The shader program on which to set the uniforms. + * Query the Renderer's depth test mode + * @return The renderer depth test mode */ - void SetUniforms( BufferIndex bufferIndex, Program& program ); + DepthTestMode::Type GetDepthTestMode() const; /** - * Set the program uniform in the map from the mapped property + * Sets the depth function + * @param[in] depthFunction The depth function */ - void SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map ); + void SetDepthFunction( DepthFunction::Type depthFunction ); /** - * Bind the material textures in the samplers and setup the samplers - * @param[in] textureCache The texture cache - * @param[in] bufferIndex The buffer index - * @param[in] program The shader program - * @param[in] samplers The samplers to bind + * Query the Renderer's depth function + * @return The renderer depth function */ - void BindTextures( TextureCache& textureCache, - BufferIndex bufferIndex, - Program& program, - const MaterialDataProvider::Samplers& samplers ); + DepthFunction::Type GetDepthFunction() const; /** - * Bind a material texture to a texture unit, and set the sampler's texture uniform - * to that texture unit. - * @param[in] textureCache The texture cache - * @param[in] program The shader program - * @param[in] id The resource id of the texture to bind - * @param[in] texture The texture to bind - * @param[in] textureUnit The texture unit index to use - * @param[in] nameIndex The index of the texture uniform in the program + * Sets the stencil mode + * @param[in] stencilMode The stencil function */ - void BindTexture( TextureCache& textureCache, - Program& program, - ResourceId id, - Texture* texture, - TextureUnit textureUnit, - unsigned int nameIndex ); + void SetStencilMode( StencilMode::Type stencilMode ); /** - * Apply the sampler modes to the texture. - * @param[in] bufferIndex The current buffer index - * @param[in] texture The texture to which to apply the sampler modes - * @param[in] textureUnit The texture unit of the texture - * @param[in] sampler The sampler from which to get the modes. + * Gets the stencil mode + * @return The stencil function */ - void ApplySampler( BufferIndex bufferIndex, - Texture* texture, - TextureUnit textureUnit, - const SamplerDataProvider& sampler ); + StencilMode::Type GetStencilMode() const; /** - * Get the texture uniform index of the name sampler in the program. - * If not already registered in the program, then this performs the registration - * @param[in] program The shader program - * @param[in] sampler The sampler holding a texture unit uniform name to search for - * @return The texture uniform index in the program + * Sets the stencil function + * @param[in] stencilFunction The stencil function */ - unsigned int GetTextureUnitUniformIndex( Program& program, - const SamplerDataProvider& sampler ); + void SetStencilFunction( StencilFunction::Type stencilFunction ); + /** + * Gets the stencil function + * @return The stencil function + */ + StencilFunction::Type GetStencilFunction() const; -public: - // @todo MESH_REWORK Make private - add getters - //const NodeDataProvider& mNodeDataProvider; - //const ShaderDataProvider& mShaderDataProvider; - const UniformMapDataProvider& mUniformMapDataProvider; - const MaterialDataProvider* mMaterialDataProvider; - const GeometryDataProvider* mGeometryDataProvider; + /** + * Sets the stencil function mask + * @param[in] stencilFunctionMask The stencil function mask + */ + void SetStencilFunctionMask( int stencilFunctionMask ); + + /** + * Gets the stencil function mask + * @return The stencil function mask + */ + int GetStencilFunctionMask() const; + + /** + * Sets the stencil function reference + * @param[in] stencilFunctionReference The stencil function reference + */ + void SetStencilFunctionReference( int stencilFunctionReference ); + + /** + * Gets the stencil function reference + * @return The stencil function reference + */ + int GetStencilFunctionReference() const; + + /** + * Sets the stencil mask + * @param[in] stencilMask The stencil mask + */ + void SetStencilMask( int stencilMask ); + + /** + * Gets the stencil mask + * @return The stencil mask + */ + int GetStencilMask() const; + + /** + * Sets the stencil operation for when the stencil test fails + * @param[in] stencilOperationOnFail The stencil operation + */ + void SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail ); + + /** + * Gets the stencil operation for when the stencil test fails + * @return The stencil operation + */ + StencilOperation::Type GetStencilOperationOnFail() const; + + /** + * Sets the stencil operation for when the depth test fails + * @param[in] stencilOperationOnZFail The stencil operation + */ + void SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail ); + + /** + * Gets the stencil operation for when the depth test fails + * @return The stencil operation + */ + StencilOperation::Type GetStencilOperationOnZFail() const; + + /** + * Sets the stencil operation for when the depth test passes + * @param[in] stencilOperationOnZPass The stencil operation + */ + void SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass ); + + /** + * Gets the stencil operation for when the depth test passes + * @return The stencil operation + */ + StencilOperation::Type GetStencilOperationOnZPass() const; + + /** + * Sets whether or not to write to the color buffer + * @param[in] writeToColorBuffer True to write to the color buffer + */ + void SetWriteToColorBuffer( bool writeToColorBuffer ); + + /** + * Gets whether or not to write to the color buffer + * @return True to write to the color buffer + */ + bool GetWriteToColorBuffer() const; + + /** + * Called to render during RenderManager::Render(). + * @param[in] context The context used for rendering + * @param[in] textureCache The texture cache used to get textures + * @param[in] bufferIndex The index of the previous update buffer. + * @param[in] node The node using this renderer + * @param[in] defaultShader in case there is no custom shader + * @param[in] modelViewMatrix The model-view matrix. + * @param[in] viewMatrix The view matrix. + * @param[in] projectionMatrix The projection matrix. + */ + void 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); + + /** + * Write the renderer's sort attributes to the passed in reference + * + * @param[in] bufferIndex The current update buffer index. + * @param[out] sortAttributes + */ + void SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const; private: - RenderGeometry mRenderGeometry; + struct UniformIndexMap; - struct TextureUnitUniformIndex - { - const SamplerDataProvider* sampler; - unsigned int index; - }; + // Undefined + Renderer( const Renderer& ); + + // Undefined + Renderer& operator=( const Renderer& rhs ); - typedef Dali::Vector< TextureUnitUniformIndex > TextureUnitUniforms; - TextureUnitUniforms mTextureUnitUniforms; + /** + * Sets blending options + * @param context to use + * @param blend Wheter blending should be enabled or not + */ + void SetBlending( Context& context, bool blend ); + + /** + * Set the uniforms from properties according to the uniform map + * @param[in] bufferIndex The index of the previous update buffer. + * @param[in] node The node using the renderer + * @param[in] size The size of the renderer + * @param[in] program The shader program on which to set the uniforms. + */ + void SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program ); + + /** + * Set the program uniform in the map from the mapped property + * @param[in] bufferIndex The index of the previous update buffer. + * @param[in] program The shader program + * @param[in] map The uniform + */ + void SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map ); + + /** + * Bind the textures and setup the samplers + * @param[in] context The GL context + * @param[in] textureCache The texture cache + * @param[in] program The shader program + * @return False if create or bind failed, true if success. + */ + bool BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program ); + +private: + + OwnerPointer< SceneGraph::RenderDataProvider > mRenderDataProvider; + + Context* mContext; + SceneGraph::TextureCache* mTextureCache; + Render::Geometry* mGeometry; struct UniformIndexMap { - unsigned int uniformIndex; // The index of the cached location in the Program - const PropertyInputImpl* propertyValue; + unsigned int uniformIndex; ///< The index of the cached location in the Program + const PropertyInputImpl* propertyValue; }; typedef Dali::Vector< UniformIndexMap > UniformIndexMappings; - UniformIndexMappings mUniformIndexMap; + UniformIndexMappings mUniformIndexMap; + Vector mAttributesLocation; + + StencilParameters mStencilParameters; ///< Struct containing all stencil related options + BlendingOptions mBlendingOptions; ///< Blending options including blend color, blend func and blend equation + + size_t mIndexedDrawFirstElement; ///< Offset of first element to draw + size_t mIndexedDrawElementsCount; ///< Number of elements to draw + + DepthFunction::Type mDepthFunction:3; ///< The depth function + FaceCullingMode::Type mFaceCullingMode:2; ///< The mode of face culling + BlendMode::Type mBlendMode:2; ///< The mode of blending + DepthWriteMode::Type mDepthWriteMode:2; ///< The depth write mode + DepthTestMode::Type mDepthTestMode:2; ///< The depth test mode + bool mWriteToColorBuffer:1; ///< True if we are writing to the color buffer + bool mUpdateAttributesLocation:1; ///< Indicates attribute locations have changed + bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required }; +} // namespace SceneGraph + +} // namespace Internal -} // SceneGraph -} // Internal -} // Dali +} // namespace Dali -#endif // __DALI_INTERNAL_SCENE_GRAPH_NEW_RENDERER_H__ +#endif // DALI_INTERNAL_RENDER_RENDERER_H