// Resize the scene
Vector2 newSize(1000.0f, 2000.0f);
DALI_TEST_CHECK(stage.GetSize() != newSize);
-
- defaultScene.SurfaceResized(newSize.width, newSize.height, 0, false);
+ defaultScene.SurfaceResized(newSize.width, newSize.height);
DALI_TEST_EQUALS(stage.GetSize(), newSize, TEST_LOCATION);
DALI_TEST_EQUALS(defaultScene.GetSize(), newSize, TEST_LOCATION);
Vector2 newSize(1000.0f, 2000.0f);
std::string viewportParams("0, 0, 1000, 2000"); // to match newSize
DALI_TEST_CHECK(stage.GetSize() != newSize);
- defaultScene.SurfaceResized(newSize.width, newSize.height, 0, false);
+ defaultScene.SurfaceResized(newSize.width, newSize.height);
DALI_TEST_EQUALS(stage.GetSize(), newSize, TEST_LOCATION);
DALI_TEST_EQUALS(defaultScene.GetSize(), newSize, TEST_LOCATION);
Vector2 newSize(1000.0f, 2000.0f);
std::string viewportParams("0, 0, 1000, 2000"); // to match newSize
DALI_TEST_CHECK(stage.GetSize() != newSize);
- defaultScene.SurfaceResized(newSize.width, newSize.height, 0, false);
+ defaultScene.SurfaceResized(newSize.width, newSize.height);
DALI_TEST_EQUALS(stage.GetSize(), newSize, TEST_LOCATION);
DALI_TEST_EQUALS(defaultScene.GetSize(), newSize, TEST_LOCATION);
// Resize the surface and inform the scene accordingly
Vector2 newSize(1000.0f, 2000.0f);
DALI_TEST_CHECK(stage.GetSize() != newSize);
-
- scene.SurfaceResized(newSize.width, newSize.height, 0, false);
+ scene.SurfaceResized(newSize.width, newSize.height);
// Ensure the stage hasn't been resized
DALI_TEST_EQUALS(stage.GetSize(), stageSize, TEST_LOCATION);
return GetImplementation(*this).GetLayer(depth);
}
-void Scene::SurfaceResized(float width, float height, int orientation, bool forceUpdate)
+void Scene::SurfaceResized(float width, float height)
{
- GetImplementation(*this).SurfaceResized(width, height, orientation, forceUpdate);
+ GetImplementation(*this).SurfaceResized(width, height);
}
void Scene::SurfaceReplaced()
*
* @param[in] width The new width of the set surface
* @param[in] height The new height of the set surface
- * @param[in] orientation The orientation of the surface
- * @param[in] forceUpdate The flag to update force
*/
- void SurfaceResized(float width, float height, int orientation, bool forceUpdate);
+ void SurfaceResized(float width, float height);
/**
* @brief Informs the scene that the surface has been replaced.
return mSceneObject;
}
-void CameraActor::RotateProjection( int rotationAngle )
-{
- // sceneObject is being used in a separate thread; queue a message to set
- RotateProjectionMessage( GetEventThreadServices(), *mSceneObject, rotationAngle );
-}
-
void CameraActor::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue )
{
if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)
*/
const SceneGraph::Camera* GetCamera() const;
- /**
- * Rotate the projection.
- * It is used in case that the target buffer direction is different from the window direction.
- * @param [in] rotationAngle The rotation angle
- */
- void RotateProjection( int rotationAngle );
-
public: // properties
/**
mSize(), // Don't set the proper value here, this will be set when the surface is set later
mDpi(),
mBackgroundColor( DEFAULT_BACKGROUND_COLOR ),
- mSurfaceOrientation( 0 ),
mDepthTreeDirty( false ),
mEventProcessor( *this, ThreadLocalStorage::GetInternal()->GetGestureEventProcessor() )
{
renderTask->SetClearEnabled(true);
mSurfaceOrientation = orientation;
- SurfaceResized( size.width, size.height, mSurfaceOrientation, false );
+ SurfaceResized( size.width, size.height );
// Create scene graph object
mSceneObject = new SceneGraph::Scene();
return *mRootLayer;
}
-void Scene::SurfaceResized( float width, float height, int orientation, bool forceUpdate )
+void Scene::SurfaceResized( float width, float height )
{
- if( ( fabsf( mSize.width - width ) > Math::MACHINE_EPSILON_1 ) || ( fabsf( mSize.height - height ) > Math::MACHINE_EPSILON_1 )
- || ( orientation != mSurfaceOrientation ) || ( forceUpdate ) )
+ if( ( fabsf( mSize.width - width ) > Math::MACHINE_EPSILON_1 ) || ( fabsf( mSize.height - height ) > Math::MACHINE_EPSILON_1 ) )
{
Rect< int32_t > newSize( 0, 0, static_cast< int32_t >( width ), static_cast< int32_t >( height ) ); // truncated
mSize.width = width;
mSize.height = height;
- mSurfaceOrientation = orientation;
// Calculates the aspect ratio, near and far clipping planes, field of view and camera Z position.
mDefaultCamera->SetPerspectiveProjection( mSize );
- mDefaultCamera->RotateProjection( mSurfaceOrientation );
mRootLayer->SetSize( mSize.width, mSize.height );
ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
SceneGraph::UpdateManager& updateManager = tls->GetUpdateManager();
SetDefaultSurfaceRectMessage( updateManager, newSize );
- SetDefaultSurfaceOrientationMessage( updateManager, mSurfaceOrientation );
// set default render-task viewport parameters
RenderTaskPtr defaultRenderTask = mRenderTaskList->GetTask( 0u );
*
* @param[in] width The new width of the set surface
* @param[in] height The new height of the set surface
- * @param[in] orientation The orientation of the surface
- * @param[in] forceUpdate The flag to update force
*/
- void SurfaceResized( float width, float height, int orientation, bool forceUpdate );
+ void SurfaceResized( float width, float height );
/**
* @copydoc Dali::Integration::Scene::SurfaceReplaced
Vector4 mBackgroundColor;
- // The SurfaceOrientation
- int mSurfaceOrientation;
-
LayerPtr mRootLayer;
// Ordered list of currently on-stage layers
* @param[in] item The current RenderItem about to be rendered
* @param[in] context The context
*/
-inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context, int orientation )
+inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context )
{
// Get the number of child scissors in the stack (do not include layer or root box).
size_t childStackDepth = mScissorStack.size() - 1u;
if( scissorEnabled )
{
ClippingBox useScissorBox( mScissorStack.back() );
- 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 );
- }
+ context.Scissor( useScissorBox.x, useScissorBox.y, useScissorBox.width, useScissorBox.height );
}
}
}
bool& usedStencilBuffer,
uint32_t& lastClippingDepth,
uint32_t& lastClippingId,
- Integration::StencilBufferAvailable stencilBufferAvailable,
- int orientation )
+ Integration::StencilBufferAvailable stencilBufferAvailable )
{
RenderMode::Type renderMode = RenderMode::AUTO;
const Renderer *renderer = item.mRenderer;
// 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, orientation );
+ SetupScissorClipping( item, context );
if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE )
{
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
const RenderInstruction& instruction,
- const Rect<int>& rootClippingRect,
- int orientation )
+ const Rect<int>& rootClippingRect
+ )
{
DALI_PRINT_RENDER_LIST( 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();
{
context.SetScissorTest( true );
const ClippingBox& layerScissorBox = renderList.GetClippingBox();
- 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 );
- }
-
+ context.Scissor( layerScissorBox.x, layerScissorBox.y, layerScissorBox.width, layerScissorBox.height );
mScissorStack.push_back( layerScissorBox );
mHasLayerScissor = true;
}
// 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, orientation );
+ SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable );
if( DALI_LIKELY( item.mRenderer ) )
{
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
- const Rect<int>& rootClippingRect,
- int orientation )
+ const Rect<int>& rootClippingRect )
{
DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
stencilBufferAvailable,
boundTextures,
instruction, //added for reflection effect
- rootClippingRect,
- orientation );
+ rootClippingRect );
}
}
}
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
- const Rect<int>& rootClippingRect,
- int orientation);
+ const Rect<int>& rootClippingRect );
private:
* @param[in] item The current RenderItem (about to be rendered)
* @param[in] context The current Context
*/
- inline void SetupScissorClipping( const Dali::Internal::SceneGraph::RenderItem& item, Context& context, int orientation );
+ inline void SetupScissorClipping( const Dali::Internal::SceneGraph::RenderItem& item, Context& context );
/**
* @brief Set up the clipping based on the specified clipping settings.
bool& usedStencilBuffer,
uint32_t& lastClippingDepth,
uint32_t& lastClippingId,
- Integration::StencilBufferAvailable stencilBufferAvailable,
- int orientation );
+ Integration::StencilBufferAvailable stencilBufferAvailable );
/**
* @brief Process a render-list.
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
const Dali::Internal::SceneGraph::RenderInstruction& instruction, // in the case of reflection, things like CullFace need to be adjusted for reflection world
- const Rect<int>& rootClippingRect,
- int orientation );
+ const Rect<int>& rootClippingRect );
// Prevent copying:
RenderAlgorithms( RenderAlgorithms& rhs );
const Matrix* GetProjectionMatrix( BufferIndex index ) const
{
// inlined as this is called once per frame per render instruction
- return &mCamera->GetFinalProjectionMatrix( index );
+ return &mCamera->GetProjectionMatrix( index );
}
// for reflection effect
const Camera* GetCamera() const
programController( glAbstraction ),
depthBufferAvailable( depthBufferAvailableParam ),
stencilBufferAvailable( stencilBufferAvailableParam ),
- partialUpdateAvailable( partialUpdateAvailableParam ),
- defaultSurfaceOrientation( 0 )
+ partialUpdateAvailable( partialUpdateAvailableParam )
{
// Create thread pool with just one thread ( there may be a need to create more threads in the future ).
threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
Vector<GLuint> boundTextures; ///< The textures bound for rendering
Vector<GLuint> textureDependencyList; ///< The dependency list of binded textures
- int defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
mImpl->defaultSurfaceRect = rect;
}
-void RenderManager::SetDefaultSurfaceOrientation( int orientation )
-{
- mImpl->defaultSurfaceOrientation = orientation;
-}
-
void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
{
// Initialize the renderer as we are now in render thread
Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
- int surfaceOrientation = mImpl->defaultSurfaceOrientation;
if ( instruction.mFrameBuffer )
{
{
viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
}
- surfaceOrientation = 0;
}
else // No Offscreen frame buffer rendering
{
}
}
- if( surfaceOrientation == 90 || surfaceOrientation == 270 )
- {
- int temp = viewportRect.width;
- viewportRect.width = viewportRect.height;
- viewportRect.height = temp;
- }
-
bool clearFullFrameRect = true;
if( instruction.mFrameBuffer != nullptr )
{
depthBufferAvailable,
stencilBufferAvailable,
mImpl->boundTextures,
- clippingRect,
- surfaceOrientation );
+ clippingRect );
// Synchronise the FBO/Texture access when there are multiple contexts
if ( mImpl->currentContext->IsSurfacelessContextSupported() )
void SetDefaultSurfaceRect( const Rect<int>& rect );
/**
- * Returns the orintation for the default surface (probably the application window).
- * @return Orientation for the surface.
- */
- void SetDefaultSurfaceOrientation( int orientation );
-
- /**
* Add a Renderer to the render manager.
* @param[in] renderer The renderer to add.
* @post renderer is owned by RenderManager
new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SurfaceReplaced, scene );
}
-void UpdateManager::SetDefaultSurfaceOrientation( int orientation )
-{
- typedef MessageValue1< RenderManager, int > DerivedType;
-
- // Reserve some memory inside the render queue
- unsigned int* slot = mImpl->renderQueue.ReserveMessageSlot( mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof( DerivedType ) );
-
- // Construct message in the render queue memory; note that delete should not be called on the return value
- new (slot) DerivedType( &mImpl->renderManager, &RenderManager::SetDefaultSurfaceOrientation, orientation );
-}
-
void UpdateManager::KeepRendering( float durationSeconds )
{
mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
void SetDefaultSurfaceRect( const Rect<int>& rect );
/**
- * Set the default surface orientation.
- * @param[in] orientation The orientation value representing the surface.
- */
- void SetDefaultSurfaceOrientation( int orientation );
-
- /**
* @copydoc Dali::Stage::KeepRendering()
*/
void KeepRendering( float durationSeconds );
new (slot) LocalType( &manager, &UpdateManager::SurfaceReplaced, &scene );
}
-inline void SetDefaultSurfaceOrientationMessage( UpdateManager& manager, int orientation )
-{
- typedef MessageValue1< UpdateManager, int > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::SetDefaultSurfaceOrientation, orientation );
-}
-
inline void KeepRenderingMessage( UpdateManager& manager, float durationSeconds )
{
using LocalType = MessageValue1<UpdateManager, float>;
Camera::Camera()
: mUpdateViewFlag( UPDATE_COUNT ),
mUpdateProjectionFlag( UPDATE_COUNT ),
- mProjectionRotation( 0 ),
mNode( nullptr ),
mType( DEFAULT_TYPE ),
mProjectionMode( DEFAULT_MODE ),
mTargetPosition( DEFAULT_TARGET_POSITION ),
mViewMatrix(),
mProjectionMatrix(),
- mInverseViewProjection( Matrix::IDENTITY ),
- mFinalProjection( Matrix::IDENTITY )
+ mInverseViewProjection( Matrix::IDENTITY )
{
}
mUpdateViewFlag = UPDATE_COUNT;
}
+
+
void VectorReflectedByPlane(Vector4 &out, Vector4 &in, Vector4 &plane)
{
float d = float(2.0) * plane.Dot(in);
mUpdateViewFlag = UPDATE_COUNT;
}
-void Camera::RotateProjection( int rotationAngle )
-{
- mProjectionRotation = rotationAngle;
- mUpdateViewFlag = UPDATE_COUNT;
-}
-
const Matrix& Camera::GetProjectionMatrix( BufferIndex bufferIndex ) const
{
return mProjectionMatrix[ bufferIndex ];
return mInverseViewProjection[ bufferIndex ];
}
-const Matrix& Camera::GetFinalProjectionMatrix( BufferIndex bufferIndex ) const
-{
- return mFinalProjection[ bufferIndex ];
-}
-
const PropertyInputImpl* Camera::GetProjectionMatrix() const
{
return &mProjectionMatrix;
}
mProjectionMatrix.SetDirty( updateBufferIndex );
-
- Matrix &finalProjection = mFinalProjection[ updateBufferIndex ];
- finalProjection.SetIdentity();
-
- Quaternion rotationAngle;
- switch( mProjectionRotation )
- {
- case 90:
- {
- rotationAngle = Quaternion( Dali::ANGLE_90, Vector3::ZAXIS );
- break;
- }
- case 180:
- {
- rotationAngle = Quaternion( Dali::ANGLE_180, Vector3::ZAXIS );
- break;
- }
- case 270:
- {
- rotationAngle = Quaternion( Dali::ANGLE_270, Vector3::ZAXIS );
- break;
- }
- default:
- rotationAngle = Quaternion( Dali::ANGLE_0, Vector3::ZAXIS );
- break;
- }
-
- Matrix rotation;
- rotation.SetIdentity();
- rotation.SetTransformComponents( Vector3( 1.0f, 1.0f, 1.0f ), rotationAngle, Vector3( 0.0f, 0.0f, 0.0f ) );
-
- Matrix::Multiply( finalProjection, mProjectionMatrix.Get( updateBufferIndex ), rotation );
}
--mUpdateProjectionFlag;
}
void SetFarClippingPlane( float farClippingPlane );
/**
- * @copydoc Dali::Internal::CameraActor::RotateProjection
- */
- void RotateProjection( int rotationAngle );
-
- /**
* @copydoc Dali::Internal::CameraActor::SetTarget
*/
void SetTargetPosition( const Vector3& targetPosition );
const Matrix& GetInverseViewProjectionMatrix( BufferIndex bufferIndex ) const;
/**
- * Retrieve the final projection-matrix; this is double buffered for input handling.
- * @param[in] bufferIndex The buffer to read from.
- * @return The projection-matrix that should be used to render.
- */
- const Matrix& GetFinalProjectionMatrix( BufferIndex bufferIndex ) const;
-
- /**
* Retrieve the projection-matrix property querying interface.
* @pre The camera is on-stage.
* @return The projection-matrix property querying interface.
uint32_t mUpdateViewFlag; ///< This is non-zero if the view matrix requires an update
uint32_t mUpdateProjectionFlag; ///< This is non-zero if the projection matrix requires an update
- int mProjectionRotation; ///< The rotaion angle of the projection
const Node* mNode; ///< The node this scene graph camera belongs to
public: // PROPERTIES
DoubleBuffered< FrustumPlanes > mFrustum; ///< Clipping frustum; double buffered for input handling
DoubleBuffered< Matrix > mInverseViewProjection; ///< Inverted viewprojection; double buffered for input handling
- DoubleBuffered< Matrix > mFinalProjection; ///< Final projection matrix; double buffered for input handling
};
new (slot) LocalType( &camera, &Camera::SetInvertYAxis, parameter );
}
-inline void RotateProjectionMessage( EventThreadServices& eventThreadServices, const Camera& camera, int parameter )
-{
- typedef MessageValue1< Camera, int > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &camera, &Camera::RotateProjection, parameter );
-}
-
} // namespace SceneGraph
} // namespace Internal