X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fpublic-api%2Frender-tasks%2Frender-task.h;h=064f5359f025970496e3b9d8649af7e2b2a886b2;hb=646f736e77b085c86e982c0d1d4b895c2a431330;hp=650eace2e0e921bc2adc0a57e25883bc540843d2;hpb=5bfcdb0ce73c06082873659d5bc3335f10d10d96;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/public-api/render-tasks/render-task.h b/dali/public-api/render-tasks/render-task.h index 650eace..064f535 100644 --- a/dali/public-api/render-tasks/render-task.h +++ b/dali/public-api/render-tasks/render-task.h @@ -2,7 +2,7 @@ #define __DALI_RENDER_TASK_H__ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2018 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. @@ -18,17 +18,26 @@ * */ +// EXTERNAL INCLUDES +#include // uint32_t + // INTERNAL INCLUDES #include -#include -#include +#include +#include +#include namespace Dali { +/** + * @addtogroup dali_core_rendering_effects + * @{ + */ class Actor; class CameraActor; class FrameBufferImage; +class FrameBuffer; struct Vector4; namespace Internal DALI_INTERNAL @@ -47,7 +56,7 @@ class RenderTask; * 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. @@ -60,42 +69,83 @@ class RenderTask; * * 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. * Note that all connected signals must be disconnected before the object is destroyed. This is typically done in the * object destructor, and requires either the Dali::Connection object or Dali::RenderTask handle to be stored. + * + * Signals + * | %Signal Name | Method | + * |--------------|-----------------------| + * | finished | @ref FinishedSignal() | + * @SINCE_1_0.0 */ -class DALI_IMPORT_API RenderTask : public Constrainable +class DALI_CORE_API RenderTask : public Handle { public: + /** - * @brief Typedef for signals sent by this class. + * @brief Enumeration for instances of properties belonging to the RenderTask class. + * @SINCE_1_0.0 */ - typedef SignalV2< void (RenderTask& source) > RenderTaskSignalV2; - - // 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 + struct Property + { + /** + * @brief Enumeration for instances of properties belonging to the RenderTask class. + * @SINCE_1_0.0 + */ + 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. + * @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, + }; + }; - //Signal Names - static const char* const SIGNAL_FINISHED; ///< Name for Finished signal + /** + * @brief Typedef for signals sent by this class. + * @SINCE_1_0.0 + */ + typedef Signal< void (RenderTask& source) > RenderTaskSignalType; /** * @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 ); /** * @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 ); @@ -115,260 +165,307 @@ public: 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 ); /** - * @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 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 ); /** - * @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 ); /** - * @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 ); /** - * @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 ); /** - * @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_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. - * @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_0.0 + * @return A valid frame-buffer handle, or an uninitialised handle if off-screen rendering is disabled */ FrameBufferImage GetTargetFrameBuffer() const; /** - * @brief Set the function used to convert screen coordinates to frame-buffer coordinates. + * @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 SetFrameBuffer( FrameBuffer frameBuffer ); + + /** + * @brief Retrieves the frame-buffer used as a render target. + * @SINCE_1_1.38 + * @return The framebuffer + */ + FrameBuffer GetFrameBuffer() const; + + /** + * @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 ); /** - * @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 ); /** - * @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 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 ); /** - * @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 ); /** - * @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 ); /** - * @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 ); /** - * @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 ); /** - * @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 ); /** - * @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 @@ -376,32 +473,66 @@ public: * 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; + + /** + * @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 */ - RenderTaskSignalV2& FinishedSignal(); + 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 ); + /// @endcond }; +/** + * @} + */ } // namespace Dali #endif //__DALI_RENDER_TASK_H__