1 #ifndef __DALI_INTERNAL_SCENE_GRAPH_PREPARE_RENDER_INSTRUCTIONS_H__
2 #define __DALI_INTERNAL_SCENE_GRAPH_PREPARE_RENDER_INSTRUCTIONS_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/internal/common/buffer-index.h>
23 #include <dali/internal/update/manager/sorted-layers.h>
24 #include <dali/integration-api/resource-declarations.h>
44 * Structure to store information for sorting the renderers.
45 * (Note, depthIndex is stored within the renderItem).
47 struct RendererWithSortAttributes
49 RendererWithSortAttributes()
52 textureResourceId( Integration::InvalidResourceId ),
58 RenderItem* renderItem; ///< The render item that is being sorted (includes depth index)
59 const Shader* shader; ///< The shader instance
60 Integration::ResourceId textureResourceId;///< The first texture resource ID of the texture set instance, is InvalidResourceId if the texture set doesn't have any textures
61 const Render::Geometry* geometry; ///< The geometry instance
62 float zValue; ///< The zValue of the given renderer (either distance from camera, or a custom calculated value)
65 typedef std::vector< RendererWithSortAttributes > RendererSortingHelper;
68 class RenderInstructionContainer;
71 * Sorts and prepares the list of opaque/transparent renderers for each layer.
72 * Whilst iterating through each layer, update the renderitems ModelView matrices
74 * The opaque and transparent render lists are sorted first by depth
75 * index, then by Z (for transparent only), then by shader, texture
76 * and geometry. The render algorithm should then work through both
77 * lists simultaneously, working through opaque then transparent
78 * items at each depth index, resetting the flags appropriately.
80 * @param[in] updateBufferIndex The current update buffer index.
81 * @param[in] sortedLayers The layers containing lists of opaque/transparent renderables.
82 * @param[in] renderTask The rendering task information.
83 * @param[in] sortingHelper to avoid allocating containers for sorting every frame
84 * @param[in] cull Whether frustum culling is enabled or not
85 * @param[out] instructions The rendering instructions for the next frame.
87 void PrepareRenderInstruction( BufferIndex updateBufferIndex,
88 SortedLayerPointers& sortedLayers,
89 RenderTask& renderTask,
90 RendererSortingHelper& sortingHelper,
92 RenderInstructionContainer& instructions );
94 } // namespace SceneGraph
96 } // namespace Internal
100 #endif // __DALI_INTERNAL_SCENE_GRAPH_PREPARE_RENDER_INSTRUCTIONS_H__