1 #ifndef DALI_INTERNAL_RENDER_RENDERER_H
2 #define DALI_INTERNAL_RENDER_RENDERER_H
5 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/math/matrix.h>
23 #include <dali/public-api/math/vector4.h>
24 #include <dali/public-api/rendering/texture-set.h>
25 #include <dali/internal/common/blending-options.h>
26 #include <dali/internal/common/message.h>
27 #include <dali/internal/common/type-abstraction-enums.h>
28 #include <dali/internal/event/common/property-input-impl.h>
29 #include <dali/internal/event/effects/shader-declarations.h>
30 #include <dali/internal/render/data-providers/render-data-provider.h>
31 #include <dali/internal/render/gl-resources/gl-resource-owner.h>
32 #include <dali/internal/render/renderers/render-geometry.h>
33 #include <dali/internal/update/manager/prepare-render-instructions.h>
34 #include <dali/integration-api/debug.h>
47 class SceneController;
50 class NodeDataProvider;
58 * Renderers are used to render meshes
59 * These objects are used during RenderManager::Render(), so properties modified during
60 * the Update must either be double-buffered, or set via a message added to the RenderQueue.
62 class Renderer : public GlResourceOwner
67 * @brief Struct to encapsulate stencil parameters required for control of the stencil buffer.
69 struct StencilParameters
71 StencilParameters( StencilMode::Type stencilMode, StencilFunction::Type stencilFunction, int stencilFunctionMask,
72 int stencilFunctionReference, int stencilMask, StencilOperation::Type stencilOperationOnFail,
73 StencilOperation::Type stencilOperationOnZFail, StencilOperation::Type stencilOperationOnZPass )
74 : stencilFunctionMask ( stencilFunctionMask ),
75 stencilFunctionReference ( stencilFunctionReference ),
76 stencilMask ( stencilMask ),
77 stencilFunction ( stencilFunction ),
78 stencilOperationOnFail ( stencilOperationOnFail ),
79 stencilOperationOnZFail ( stencilOperationOnZFail ),
80 stencilOperationOnZPass ( stencilOperationOnZPass ),
81 stencilMode ( stencilMode )
85 int stencilFunctionMask; ///< The stencil function mask
86 int stencilFunctionReference; ///< The stencil function reference
87 int stencilMask; ///< The stencil mask
88 StencilFunction::Type stencilFunction:3; ///< The stencil function
89 StencilOperation::Type stencilOperationOnFail:3; ///< The stencil operation for stencil test fail
90 StencilOperation::Type stencilOperationOnZFail:3; ///< The stencil operation for depth test fail
91 StencilOperation::Type stencilOperationOnZPass:3; ///< The stencil operation for depth test pass
92 StencilMode::Type stencilMode:2; ///< The stencil mode
96 * @copydoc Dali::Internal::GlResourceOwner::GlContextDestroyed()
98 void GlContextDestroyed();
101 * @copydoc Dali::Internal::GlResourceOwner::GlCleanup()
106 * Create a new renderer instance
107 * @param[in] dataProviders The data providers for the renderer
108 * @param[in] geometry The geometry for the renderer
109 * @param[in] blendingBitmask A bitmask of blending options.
110 * @param[in] blendColor The blend color to pass to GL
111 * @param[in] faceCullingMode The face-culling mode.
112 * @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
113 * @param[in] depthWriteMode Depth buffer write mode
114 * @param[in] depthTestMode Depth buffer test mode
115 * @param[in] depthFunction Depth function
116 * @param[in] stencilParameters Struct containing all stencil related options
117 * @param[in] writeToColorBuffer Set to True to write to the color buffer
119 static Renderer* New( SceneGraph::RenderDataProvider* dataProviders,
120 Render::Geometry* geometry,
121 unsigned int blendingBitmask,
122 const Vector4* blendColor,
123 FaceCullingMode::Type faceCullingMode,
124 bool preMultipliedAlphaEnabled,
125 DepthWriteMode::Type depthWriteMode,
126 DepthTestMode::Type depthTestMode,
127 DepthFunction::Type depthFunction,
128 StencilParameters& stencilParameters,
129 bool writeToColorBuffer );
133 * @param[in] dataProviders The data providers for the renderer
134 * @param[in] geometry The geometry for the renderer
135 * @param[in] blendingBitmask A bitmask of blending options.
136 * @param[in] blendColor The blend color to pass to GL
137 * @param[in] faceCullingMode The face-culling mode.
138 * @param[in] preMultipliedAlphaEnabled whether alpha is pre-multiplied.
139 * @param[in] depthWriteMode Depth buffer write mode
140 * @param[in] depthTestMode Depth buffer test mode
141 * @param[in] depthFunction Depth function
142 * @param[in] stencilParameters Struct containing all stencil related options
143 * @param[in] writeToColorBuffer Set to True to write to the color buffer
145 Renderer( SceneGraph::RenderDataProvider* dataProviders,
146 Render::Geometry* geometry,
147 unsigned int blendingBitmask,
148 const Vector4* blendColor,
149 FaceCullingMode::Type faceCullingMode,
150 bool preMultipliedAlphaEnabled,
151 DepthWriteMode::Type depthWriteMode,
152 DepthTestMode::Type depthTestMode,
153 DepthFunction::Type depthFunction,
154 StencilParameters& stencilParameters,
155 bool writeToColorBuffer );
158 * Change the data providers of the renderer
159 * @param[in] dataProviders The data providers
161 void SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProviders );
164 * Change the geometry used by the renderer
165 * @param[in] geometry The new geometry
167 void SetGeometry( Render::Geometry* geometry );
170 * Retrieves the geometry used by the renderer
171 * @return The geometry used by the renderer
173 Render::Geometry* GetGeometry() const
179 * Second-phase construction.
180 * This is called when the renderer is inside render thread
181 * @param[in] context Context used by the renderer
182 * @param[in] textureCache The texture cache to use
184 void Initialize( Context& context, SceneGraph::TextureCache& textureCache );
192 * Set the face-culling mode.
193 * @param[in] mode The face-culling mode.
195 void SetFaceCullingMode( FaceCullingMode::Type mode );
198 * Set the bitmask for blending options
199 * @param[in] bitmask A bitmask of blending options.
201 void SetBlendingBitMask( unsigned int bitmask );
204 * Set the blend color for blending options
205 * @param[in] blendColor The blend color to pass to GL
207 void SetBlendColor( const Vector4* color );
210 * Set the first element index to draw by the indexed draw
211 * @param[in] firstElement index of first element to draw
213 void SetIndexedDrawFirstElement( size_t firstElement );
216 * Set the number of elements to draw by the indexed draw
217 * @param[in] elementsCount number of elements to draw
219 void SetIndexedDrawElementsCount( size_t elementsCount );
222 * @brief Set whether the Pre-multiplied Alpha Blending is required
224 * @param[in] preMultipled whether alpha is pre-multiplied.
226 void EnablePreMultipliedAlpha( bool preMultipled );
229 * Sets the depth write mode
230 * @param[in] depthWriteMode The depth write mode
232 void SetDepthWriteMode( DepthWriteMode::Type depthWriteMode );
235 * Query the Renderer's depth write mode
236 * @return The renderer depth write mode
238 DepthWriteMode::Type GetDepthWriteMode() const;
241 * Sets the depth test mode
242 * @param[in] depthTestMode The depth test mode
244 void SetDepthTestMode( DepthTestMode::Type depthTestMode );
247 * Query the Renderer's depth test mode
248 * @return The renderer depth test mode
250 DepthTestMode::Type GetDepthTestMode() const;
253 * Sets the depth function
254 * @param[in] depthFunction The depth function
256 void SetDepthFunction( DepthFunction::Type depthFunction );
259 * Query the Renderer's depth function
260 * @return The renderer depth function
262 DepthFunction::Type GetDepthFunction() const;
265 * Sets the stencil mode
266 * @param[in] stencilMode The stencil function
268 void SetStencilMode( StencilMode::Type stencilMode );
271 * Gets the stencil mode
272 * @return The stencil function
274 StencilMode::Type GetStencilMode() const;
277 * Sets the stencil function
278 * @param[in] stencilFunction The stencil function
280 void SetStencilFunction( StencilFunction::Type stencilFunction );
283 * Gets the stencil function
284 * @return The stencil function
286 StencilFunction::Type GetStencilFunction() const;
289 * Sets the stencil function mask
290 * @param[in] stencilFunctionMask The stencil function mask
292 void SetStencilFunctionMask( int stencilFunctionMask );
295 * Gets the stencil function mask
296 * @return The stencil function mask
298 int GetStencilFunctionMask() const;
301 * Sets the stencil function reference
302 * @param[in] stencilFunctionReference The stencil function reference
304 void SetStencilFunctionReference( int stencilFunctionReference );
307 * Gets the stencil function reference
308 * @return The stencil function reference
310 int GetStencilFunctionReference() const;
313 * Sets the stencil mask
314 * @param[in] stencilMask The stencil mask
316 void SetStencilMask( int stencilMask );
319 * Gets the stencil mask
320 * @return The stencil mask
322 int GetStencilMask() const;
325 * Sets the stencil operation for when the stencil test fails
326 * @param[in] stencilOperationOnFail The stencil operation
328 void SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail );
331 * Gets the stencil operation for when the stencil test fails
332 * @return The stencil operation
334 StencilOperation::Type GetStencilOperationOnFail() const;
337 * Sets the stencil operation for when the depth test fails
338 * @param[in] stencilOperationOnZFail The stencil operation
340 void SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail );
343 * Gets the stencil operation for when the depth test fails
344 * @return The stencil operation
346 StencilOperation::Type GetStencilOperationOnZFail() const;
349 * Sets the stencil operation for when the depth test passes
350 * @param[in] stencilOperationOnZPass The stencil operation
352 void SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass );
355 * Gets the stencil operation for when the depth test passes
356 * @return The stencil operation
358 StencilOperation::Type GetStencilOperationOnZPass() const;
361 * Sets whether or not to write to the color buffer
362 * @param[in] writeToColorBuffer True to write to the color buffer
364 void SetWriteToColorBuffer( bool writeToColorBuffer );
367 * Gets whether or not to write to the color buffer
368 * @return True to write to the color buffer
370 bool GetWriteToColorBuffer() const;
373 * Sets batching mode on the renderer
374 * @param[in] batchingEnabled batching state
376 void SetBatchingEnabled( bool batchingEnabled );
379 * Called to render during RenderManager::Render().
380 * @param[in] context The context used for rendering
381 * @param[in] textureCache The texture cache used to get textures
382 * @param[in] bufferIndex The index of the previous update buffer.
383 * @param[in] node The node using this renderer
384 * @param[in] defaultShader in case there is no custom shader
385 * @param[in] modelViewMatrix The model-view matrix.
386 * @param[in] viewMatrix The view matrix.
387 * @param[in] projectionMatrix The projection matrix.
388 * @param[in] size Size of the render item
389 * @param[in] externalGeometry Optional external geometry, if set the original geometry is ignored. If NULL, original geometry will be drawn as normal.
390 * @param[in] blend If true, blending is enabled
392 void Render( Context& context,
393 SceneGraph::TextureCache& textureCache,
394 BufferIndex bufferIndex,
395 const SceneGraph::NodeDataProvider& node,
396 SceneGraph::Shader& defaultShader,
397 const Matrix& modelMatrix,
398 const Matrix& modelViewMatrix,
399 const Matrix& viewMatrix,
400 const Matrix& projectionMatrix,
402 Render::Geometry* externalGeometry,
406 * Write the renderer's sort attributes to the passed in reference
408 * @param[in] bufferIndex The current update buffer index.
409 * @param[out] sortAttributes
411 void SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const;
415 struct UniformIndexMap;
418 Renderer( const Renderer& );
421 Renderer& operator=( const Renderer& rhs );
424 * Sets blending options
425 * @param context to use
426 * @param blend Wheter blending should be enabled or not
428 void SetBlending( Context& context, bool blend );
431 * Set the uniforms from properties according to the uniform map
432 * @param[in] bufferIndex The index of the previous update buffer.
433 * @param[in] node The node using the renderer
434 * @param[in] size The size of the renderer
435 * @param[in] program The shader program on which to set the uniforms.
437 void SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program );
440 * Set the program uniform in the map from the mapped property
441 * @param[in] bufferIndex The index of the previous update buffer.
442 * @param[in] program The shader program
443 * @param[in] map The uniform
445 void SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map );
448 * Bind the textures and setup the samplers
449 * @param[in] context The GL context
450 * @param[in] textureCache The texture cache
451 * @param[in] program The shader program
452 * @return False if create or bind failed, true if success.
454 bool BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program );
458 OwnerPointer< SceneGraph::RenderDataProvider > mRenderDataProvider;
461 SceneGraph::TextureCache* mTextureCache;
462 Render::Geometry* mGeometry;
464 struct UniformIndexMap
466 unsigned int uniformIndex; ///< The index of the cached location in the Program
467 const PropertyInputImpl* propertyValue;
470 typedef Dali::Vector< UniformIndexMap > UniformIndexMappings;
471 UniformIndexMappings mUniformIndexMap;
472 Vector<GLint> mAttributesLocation;
474 StencilParameters mStencilParameters; ///< Struct containing all stencil related options
475 BlendingOptions mBlendingOptions; ///< Blending options including blend color, blend func and blend equation
477 size_t mIndexedDrawFirstElement; ///< Offset of first element to draw
478 size_t mIndexedDrawElementsCount; ///< Number of elements to draw
480 DepthFunction::Type mDepthFunction:3; ///< The depth function
481 FaceCullingMode::Type mFaceCullingMode:2; ///< The mode of face culling
482 BlendMode::Type mBlendMode:2; ///< The mode of blending
483 DepthWriteMode::Type mDepthWriteMode:2; ///< The depth write mode
484 DepthTestMode::Type mDepthTestMode:2; ///< The depth test mode
485 bool mWriteToColorBuffer:1; ///< True if we are writing to the color buffer
486 bool mUpdateAttributesLocation:1; ///< Indicates attribute locations have changed
487 bool mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
488 bool mBatchingEnabled:1; ///< Flag indicating if the renderer is batchable
491 } // namespace SceneGraph
493 } // namespace Internal
497 #endif // DALI_INTERNAL_RENDER_RENDERER_H