2 * Copyright (c) 2018 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
18 #include "scene-graph-renderer.h"
21 #include <dali/internal/common/internal-constants.h>
22 #include <dali/internal/common/memory-pool-object-allocator.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/controllers/scene-controller.h>
25 #include <dali/internal/update/nodes/node.h>
26 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
27 #include <dali/internal/render/data-providers/node-data-provider.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/render/renderers/render-geometry.h>
30 #include <dali/internal/render/shaders/program.h>
31 #include <dali/internal/render/shaders/scene-graph-shader.h>
39 namespace // unnamed namespace
42 const uint32_t UNIFORM_MAP_READY = 0;
43 const uint32_t COPY_UNIFORM_MAP = 1;
44 const uint32_t REGENERATE_UNIFORM_MAP = 2;
46 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
47 MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
49 void AddMappings( CollectedUniformMap& localMap, const UniformMap& uniformMap )
51 // Iterate thru uniformMap.
52 // Any maps that aren't in localMap should be added in a single step
53 CollectedUniformMap newUniformMappings;
55 for( UniformMap::SizeType i = 0, count=uniformMap.Count(); i<count; ++i )
57 UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
60 for( CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
62 const UniformPropertyMapping* map = (*iter);
63 if( map->uniformNameHash == nameHash )
65 if( map->uniformName == uniformMap[i].uniformName )
74 // it's a new mapping. Add raw ptr to temporary list
75 newUniformMappings.PushBack( &uniformMap[i] );
79 if( newUniformMappings.Count() > 0 )
81 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
83 for( CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
84 end = newUniformMappings.End() ;
88 const UniformPropertyMapping* map = (*iter);
89 localMap.PushBack( map );
94 // Flags for re-sending data to renderer.
97 RESEND_GEOMETRY = 1 << 0,
98 RESEND_FACE_CULLING_MODE = 1 << 1,
99 RESEND_BLEND_COLOR = 1 << 2,
100 RESEND_BLEND_BIT_MASK = 1 << 3,
101 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
102 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
103 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
104 RESEND_DEPTH_WRITE_MODE = 1 << 7,
105 RESEND_DEPTH_TEST_MODE = 1 << 8,
106 RESEND_DEPTH_FUNCTION = 1 << 9,
107 RESEND_RENDER_MODE = 1 << 10,
108 RESEND_STENCIL_FUNCTION = 1 << 11,
109 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
110 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
111 RESEND_STENCIL_MASK = 1 << 14,
112 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
113 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
114 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
115 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18
118 } // Anonymous namespace
120 Renderer* Renderer::New()
122 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
126 : mSceneController( 0 ),
131 mRenderDataProvider( NULL ),
133 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
134 mIndexedDrawFirstElement( 0u ),
135 mIndexedDrawElementsCount( 0u ),
137 mRegenerateUniformMap( 0u ),
139 mDepthFunction( DepthFunction::LESS ),
140 mFaceCullingMode( FaceCullingMode::NONE ),
141 mBlendMode( BlendMode::AUTO ),
142 mDepthWriteMode( DepthWriteMode::AUTO ),
143 mDepthTestMode( DepthTestMode::AUTO ),
144 mRenderingBehavior( DevelRenderer::Rendering::IF_REQUIRED ),
145 mPremultipledAlphaEnabled( false ),
150 mUniformMapChanged[0] = false;
151 mUniformMapChanged[1] = false;
153 // Observe our own PropertyOwner's uniform map
154 AddUniformMapObserver( *this );
157 Renderer::~Renderer()
161 mTextureSet->RemoveObserver( this );
166 mShader->RemoveConnectionObserver( *this );
171 void Renderer::operator delete( void* ptr )
173 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
177 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
179 if( mRegenerateUniformMap == UNIFORM_MAP_READY )
181 mUniformMapChanged[updateBufferIndex] = false;
186 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
188 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
191 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
192 AddMappings( localMap, rendererUniformMap );
196 AddMappings( localMap, mShader->GetUniformMap() );
199 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
201 // Copy old map into current map
202 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
203 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
205 localMap.Resize( oldMap.Count() );
208 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
210 localMap[index] = *iter;
214 mUniformMapChanged[updateBufferIndex] = true;
215 mRegenerateUniformMap--;
218 if( mResendFlag != 0 )
221 if( mResendFlag & RESEND_GEOMETRY )
223 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
224 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
225 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
228 if( mResendFlag & RESEND_FACE_CULLING_MODE )
230 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
231 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
232 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
235 if( mResendFlag & RESEND_BLEND_BIT_MASK )
237 typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
238 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
239 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
242 if( mResendFlag & RESEND_BLEND_COLOR )
244 typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
245 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
246 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
249 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
251 typedef MessageValue1< Render::Renderer, bool > DerivedType;
252 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
253 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
256 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
258 typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
259 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
260 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
263 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
265 typedef MessageValue1< Render::Renderer, uint32_t > DerivedType;
266 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
267 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
270 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
272 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
273 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
274 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
277 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
279 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
280 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
281 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
284 if( mResendFlag & RESEND_DEPTH_FUNCTION )
286 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
287 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
288 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
291 if( mResendFlag & RESEND_RENDER_MODE )
293 typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
294 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
295 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
298 if( mResendFlag & RESEND_STENCIL_FUNCTION )
300 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
301 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
302 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
305 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
307 typedef MessageValue1< Render::Renderer, int > DerivedType;
308 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
309 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
312 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
314 typedef MessageValue1< Render::Renderer, int > DerivedType;
315 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
316 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
319 if( mResendFlag & RESEND_STENCIL_MASK )
321 typedef MessageValue1< Render::Renderer, int > DerivedType;
322 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
323 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
326 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
328 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
329 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
330 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
333 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
335 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
336 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
337 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
340 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
342 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
343 uint32_t* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
344 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
351 void Renderer::SetTextures( TextureSet* textureSet )
353 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
357 mTextureSet->RemoveObserver(this);
360 mTextureSet = textureSet;
361 mTextureSet->AddObserver( this );
362 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
367 void Renderer::SetShader( Shader* shader )
369 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
373 mShader->RemoveConnectionObserver(*this);
377 mShader->AddConnectionObserver( *this );
378 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
379 mResendFlag |= RESEND_GEOMETRY;
381 if( mRenderDataProvider )
383 mRenderDataProvider->mShader = mShader;
387 void Renderer::SetGeometry( Render::Geometry* geometry )
389 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
390 mGeometry = geometry;
394 mResendFlag |= RESEND_GEOMETRY;
398 void Renderer::SetDepthIndex( int depthIndex )
400 mDepthIndex = depthIndex;
404 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
406 mFaceCullingMode = faceCullingMode;
407 mResendFlag |= RESEND_FACE_CULLING_MODE;
410 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
412 return mFaceCullingMode;
415 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
417 mBlendMode = blendingMode;
421 BlendMode::Type Renderer::GetBlendMode() const
426 void Renderer::SetBlendingOptions( uint32_t options )
428 if( mBlendBitmask != options)
430 mBlendBitmask = options;
431 mResendFlag |= RESEND_BLEND_BIT_MASK;
435 uint32_t Renderer::GetBlendingOptions() const
437 return mBlendBitmask;
440 void Renderer::SetBlendColor( const Vector4& blendColor )
442 if( blendColor == Color::TRANSPARENT )
450 mBlendColor = new Vector4( blendColor );
454 *mBlendColor = blendColor;
458 mResendFlag |= RESEND_BLEND_COLOR;
461 Vector4 Renderer::GetBlendColor() const
467 return Color::TRANSPARENT;
470 void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
472 mIndexedDrawFirstElement = firstElement;
473 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
476 uint32_t Renderer::GetIndexedDrawFirstElement() const
478 return mIndexedDrawFirstElement;
481 void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
483 mIndexedDrawElementsCount = elementsCount;
484 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
487 uint32_t Renderer::GetIndexedDrawElementsCount() const
489 return mIndexedDrawElementsCount;
492 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
494 mPremultipledAlphaEnabled = preMultipled;
495 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
498 bool Renderer::IsPreMultipliedAlphaEnabled() const
500 return mPremultipledAlphaEnabled;
503 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
505 mDepthWriteMode = depthWriteMode;
506 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
509 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
511 return mDepthWriteMode;
514 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
516 mDepthTestMode = depthTestMode;
517 mResendFlag |= RESEND_DEPTH_TEST_MODE;
520 DepthTestMode::Type Renderer::GetDepthTestMode() const
522 return mDepthTestMode;
525 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
527 mDepthFunction = depthFunction;
528 mResendFlag |= RESEND_DEPTH_FUNCTION;
531 DepthFunction::Type Renderer::GetDepthFunction() const
533 return mDepthFunction;
536 void Renderer::SetRenderMode( RenderMode::Type mode )
538 mStencilParameters.renderMode = mode;
539 mResendFlag |= RESEND_RENDER_MODE;
542 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
544 mStencilParameters.stencilFunction = stencilFunction;
545 mResendFlag |= RESEND_STENCIL_FUNCTION;
548 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
550 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
551 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
554 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
556 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
557 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
560 void Renderer::SetStencilMask( int stencilMask )
562 mStencilParameters.stencilMask = stencilMask;
563 mResendFlag |= RESEND_STENCIL_MASK;
566 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
568 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
569 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
572 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
574 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
575 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
578 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
580 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
581 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
584 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
586 return mStencilParameters;
589 void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
592 mOpacity.Bake( updateBufferIndex, opacity );
595 float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
597 return mOpacity[updateBufferIndex];
600 void Renderer::SetRenderingBehavior( DevelRenderer::Rendering::Type renderingBehavior )
602 mRenderingBehavior = renderingBehavior;
606 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
608 return mRenderingBehavior;
611 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
612 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
614 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
615 mSceneController = &sceneController;
617 mRenderDataProvider = new RenderDataProvider( mOpacity );
618 mRenderDataProvider->mUniformMapDataProvider = this;
620 mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
621 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
622 OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
623 mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
626 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
627 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
629 //Remove renderer from RenderManager
632 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
635 mSceneController = NULL;
636 mRenderDataProvider = NULL;
639 void Renderer::UpdateTextureSet()
641 if( mRenderDataProvider )
645 uint32_t textureCount = mTextureSet->GetTextureCount();
646 mRenderDataProvider->mTextures.resize( textureCount );
647 mRenderDataProvider->mSamplers.resize( textureCount );
648 for( uint32_t i = 0; i<textureCount; ++i )
650 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
651 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
656 mRenderDataProvider->mTextures.clear();
657 mRenderDataProvider->mSamplers.clear();
663 Render::Renderer& Renderer::GetRenderer()
668 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
670 return mCollectedUniformMap[bufferIndex];
673 Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
675 Renderer::OpacityType opacityType = Renderer::OPAQUE;
679 case BlendMode::ON: // If the renderer should always be use blending
681 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
682 if( alpha <= FULLY_TRANSPARENT )
684 opacityType = Renderer::TRANSPARENT;
688 opacityType = Renderer::TRANSLUCENT;
692 case BlendMode::AUTO:
694 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
695 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
697 opacityType = Renderer::TRANSLUCENT;
700 // renderer should determine opacity using the actor color
701 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
702 if( alpha <= FULLY_TRANSPARENT )
704 opacityType = Renderer::TRANSPARENT;
706 else if( alpha <= FULLY_OPAQUE )
708 opacityType = Renderer::TRANSLUCENT;
712 case BlendMode::OFF: // the renderer should never use blending
715 opacityType = Renderer::OPAQUE;
723 void Renderer::TextureSetChanged()
725 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
730 void Renderer::TextureSetDeleted()
734 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
739 void Renderer::ConnectionsChanged( PropertyOwner& object )
741 // One of our child objects has changed it's connections. Ensure the uniform
742 // map gets regenerated during PrepareRender
743 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
746 void Renderer::ConnectedUniformMapChanged()
748 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
751 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
753 // The mappings are either from PropertyOwner base class, or the Actor
754 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
757 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
759 if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
765 void Renderer::SetDirty( bool value )
770 mShader->SetPropertyDirty( value );
774 bool Renderer::IsDirty() const
779 ret = mShader->IsPropertyDirty();
782 // check native image
785 uint32_t textureCount = mTextureSet->GetTextureCount();
789 Dali::Internal::Render::Texture* texture;
790 for( uint32_t i = 0; i<textureCount; ++i )
792 texture = const_cast<Dali::Internal::SceneGraph::TextureSet *>(mTextureSet)->GetTexture(i);
793 if( texture && texture->IsNativeImage() )
805 } // namespace SceneGraph
806 } // namespace Internal