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>
33 namespace // unnamed namespace
36 const unsigned int UNIFORM_MAP_READY = 0;
37 const unsigned int COPY_UNIFORM_MAP = 1;
38 const unsigned int REGENERATE_UNIFORM_MAP = 2;
40 //Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
41 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
43 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
45 // Iterate thru uniformMap.
46 // Any maps that aren't in localMap should be added in a single step
47 Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
49 for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
51 Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
54 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
56 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
57 if( map->uniformNameHash == nameHash )
59 if( map->uniformName == uniformMap[i].uniformName )
68 // it's a new mapping. Add raw ptr to temporary list
69 newUniformMappings.PushBack( &uniformMap[i] );
73 if( newUniformMappings.Count() > 0 )
75 localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
77 for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
78 end = newUniformMappings.End() ;
82 const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
83 localMap.PushBack( map );
88 // Flags for re-sending data to renderer.
91 RESEND_GEOMETRY = 1 << 0,
92 RESEND_FACE_CULLING_MODE = 1 << 1,
93 RESEND_BLEND_COLOR = 1 << 2,
94 RESEND_BLEND_BIT_MASK = 1 << 3,
95 RESEND_PREMULTIPLIED_ALPHA = 1 << 4,
96 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 5,
97 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
98 RESEND_DEPTH_WRITE_MODE = 1 << 7,
99 RESEND_DEPTH_TEST_MODE = 1 << 8,
100 RESEND_DEPTH_FUNCTION = 1 << 9,
101 RESEND_RENDER_MODE = 1 << 10,
102 RESEND_STENCIL_FUNCTION = 1 << 11,
103 RESEND_STENCIL_FUNCTION_MASK = 1 << 12,
104 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 13,
105 RESEND_STENCIL_MASK = 1 << 14,
106 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 15,
107 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
108 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
109 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 18
112 } // Anonymous namespace
121 Renderer* Renderer::New()
123 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
127 : mSceneController( 0 ),
132 mRenderDataProvider( NULL ),
134 mStencilParameters( RenderMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
135 mIndexedDrawFirstElement( 0u ),
136 mIndexedDrawElementsCount( 0u ),
138 mRegenerateUniformMap( 0u ),
140 mDepthFunction( DepthFunction::LESS ),
141 mFaceCullingMode( FaceCullingMode::NONE ),
142 mBlendMode( BlendMode::AUTO ),
143 mDepthWriteMode( DepthWriteMode::AUTO ),
144 mDepthTestMode( DepthTestMode::AUTO ),
145 mPremultipledAlphaEnabled( false ),
149 mUniformMapChanged[0] = false;
150 mUniformMapChanged[1] = false;
152 // Observe our own PropertyOwner's uniform map
153 AddUniformMapObserver( *this );
156 Renderer::~Renderer()
160 mTextureSet->RemoveObserver( this );
165 mShader->RemoveConnectionObserver( *this );
170 void Renderer::operator delete( void* ptr )
172 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
176 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
178 if( mRegenerateUniformMap == UNIFORM_MAP_READY )
180 mUniformMapChanged[updateBufferIndex] = false;
184 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
186 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
189 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
190 AddMappings( localMap, rendererUniformMap );
194 AddMappings( localMap, mShader->GetUniformMap() );
197 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
199 // Copy old map into current map
200 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
201 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
203 localMap.Resize( oldMap.Count() );
205 unsigned int index=0;
206 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
208 localMap[index] = *iter;
212 mUniformMapChanged[updateBufferIndex] = true;
213 mRegenerateUniformMap--;
216 if( mResendFlag != 0 )
218 if( mResendFlag & RESEND_GEOMETRY )
220 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
221 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
222 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
225 if( mResendFlag & RESEND_FACE_CULLING_MODE )
227 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
228 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
229 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
232 if( mResendFlag & RESEND_BLEND_BIT_MASK )
234 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
235 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
236 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
239 if( mResendFlag & RESEND_BLEND_COLOR )
241 typedef MessageValue1< Render::Renderer, Vector4 > DerivedType;
242 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
243 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor() );
246 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
248 typedef MessageValue1< Render::Renderer, bool > DerivedType;
249 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
250 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
253 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
255 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
256 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
257 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
260 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
262 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
263 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
264 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
267 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
269 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
270 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
271 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
274 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
276 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
277 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
278 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
281 if( mResendFlag & RESEND_DEPTH_FUNCTION )
283 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
284 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
285 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
288 if( mResendFlag & RESEND_RENDER_MODE )
290 typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
291 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
292 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
295 if( mResendFlag & RESEND_STENCIL_FUNCTION )
297 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
298 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
299 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
302 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
304 typedef MessageValue1< Render::Renderer, int > DerivedType;
305 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
306 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
309 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
311 typedef MessageValue1< Render::Renderer, int > DerivedType;
312 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
313 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
316 if( mResendFlag & RESEND_STENCIL_MASK )
318 typedef MessageValue1< Render::Renderer, int > DerivedType;
319 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
320 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
323 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
325 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
326 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
327 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
330 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
332 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
333 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
334 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
337 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
339 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
340 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
341 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
348 void Renderer::SetTextures( TextureSet* textureSet )
350 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
354 mTextureSet->RemoveObserver(this);
357 mTextureSet = textureSet;
358 mTextureSet->AddObserver( this );
359 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
364 void Renderer::SetShader( Shader* shader )
366 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
370 mShader->RemoveConnectionObserver(*this);
374 mShader->AddConnectionObserver( *this );
375 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
377 if( mRenderDataProvider )
379 mRenderDataProvider->mShader = mShader;
383 void Renderer::SetGeometry( Render::Geometry* geometry )
385 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
386 mGeometry = geometry;
390 mResendFlag |= RESEND_GEOMETRY;
394 void Renderer::SetDepthIndex( int depthIndex )
396 mDepthIndex = depthIndex;
399 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
401 mFaceCullingMode = faceCullingMode;
402 mResendFlag |= RESEND_FACE_CULLING_MODE;
405 FaceCullingMode::Type Renderer::GetFaceCullingMode() const
407 return mFaceCullingMode;
410 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
412 mBlendMode = blendingMode;
415 BlendMode::Type Renderer::GetBlendMode() const
420 void Renderer::SetBlendingOptions( unsigned int options )
422 if( mBlendBitmask != options)
424 mBlendBitmask = options;
425 mResendFlag |= RESEND_BLEND_BIT_MASK;
429 unsigned int Renderer::GetBlendingOptions() const
431 return mBlendBitmask;
434 void Renderer::SetBlendColor( const Vector4& blendColor )
436 if( blendColor == Color::TRANSPARENT )
444 mBlendColor = new Vector4( blendColor );
448 *mBlendColor = blendColor;
452 mResendFlag |= RESEND_BLEND_COLOR;
455 Vector4 Renderer::GetBlendColor() const
461 return Color::TRANSPARENT;
464 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
466 mIndexedDrawFirstElement = firstElement;
467 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
470 size_t Renderer::GetIndexedDrawFirstElement() const
472 return mIndexedDrawFirstElement;
475 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
477 mIndexedDrawElementsCount = elementsCount;
478 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
481 size_t Renderer::GetIndexedDrawElementsCount() const
483 return mIndexedDrawElementsCount;
486 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
488 mPremultipledAlphaEnabled = preMultipled;
489 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
492 bool Renderer::IsPreMultipliedAlphaEnabled() const
494 return mPremultipledAlphaEnabled;
497 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
499 mDepthWriteMode = depthWriteMode;
500 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
503 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
505 return mDepthWriteMode;
508 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
510 mDepthTestMode = depthTestMode;
511 mResendFlag |= RESEND_DEPTH_TEST_MODE;
514 DepthTestMode::Type Renderer::GetDepthTestMode() const
516 return mDepthTestMode;
519 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
521 mDepthFunction = depthFunction;
522 mResendFlag |= RESEND_DEPTH_FUNCTION;
525 DepthFunction::Type Renderer::GetDepthFunction() const
527 return mDepthFunction;
530 void Renderer::SetRenderMode( RenderMode::Type mode )
532 mStencilParameters.renderMode = mode;
533 mResendFlag |= RESEND_RENDER_MODE;
536 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
538 mStencilParameters.stencilFunction = stencilFunction;
539 mResendFlag |= RESEND_STENCIL_FUNCTION;
542 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
544 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
545 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
548 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
550 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
551 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
554 void Renderer::SetStencilMask( int stencilMask )
556 mStencilParameters.stencilMask = stencilMask;
557 mResendFlag |= RESEND_STENCIL_MASK;
560 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
562 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
563 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
566 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
568 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
569 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
572 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
574 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
575 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
578 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
580 return mStencilParameters;
583 void Renderer::BakeOpacity( BufferIndex updateBufferIndex, float opacity )
585 mOpacity.Bake( updateBufferIndex, opacity );
588 float Renderer::GetOpacity( BufferIndex updateBufferIndex ) const
590 return mOpacity[updateBufferIndex];
593 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
594 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
596 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
597 mSceneController = &sceneController;
599 mRenderDataProvider = new RenderDataProvider( mOpacity );
600 mRenderDataProvider->mUniformMapDataProvider = this;
602 mRenderer = Render::Renderer::New( mRenderDataProvider, mGeometry, mBlendBitmask, GetBlendColor(), static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
603 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
605 OwnerPointer< Render::Renderer > transferOwnership( mRenderer );
606 mSceneController->GetRenderMessageDispatcher().AddRenderer( transferOwnership );
609 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
610 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
612 //Remove renderer from RenderManager
615 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
618 mSceneController = NULL;
619 mRenderDataProvider = NULL;
622 void Renderer::UpdateTextureSet()
624 if( mRenderDataProvider )
628 size_t textureCount = mTextureSet->GetTextureCount();
629 mRenderDataProvider->mTextures.resize( textureCount );
630 mRenderDataProvider->mSamplers.resize( textureCount );
631 for( unsigned int i(0); i<textureCount; ++i )
633 mRenderDataProvider->mTextures[i] = mTextureSet->GetTexture(i);
634 mRenderDataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
639 mRenderDataProvider->mTextures.clear();
640 mRenderDataProvider->mSamplers.clear();
645 Render::Renderer& Renderer::GetRenderer()
650 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
652 return mCollectedUniformMap[bufferIndex];
655 Renderer::OpacityType Renderer::GetOpacityType( BufferIndex updateBufferIndex, const Node& node ) const
657 Renderer::OpacityType opacityType = Renderer::OPAQUE;
661 case BlendMode::ON: // If the renderer should always be use blending
663 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
664 if( alpha <= FULLY_TRANSPARENT )
666 opacityType = Renderer::TRANSPARENT;
670 opacityType = Renderer::TRANSLUCENT;
674 case BlendMode::AUTO:
676 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
677 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
679 opacityType = Renderer::TRANSLUCENT;
682 // renderer should determine opacity using the actor color
683 float alpha = node.GetWorldColor( updateBufferIndex ).a * mOpacity[updateBufferIndex];
684 if( alpha <= FULLY_TRANSPARENT )
686 opacityType = Renderer::TRANSPARENT;
688 else if( alpha <= FULLY_OPAQUE )
690 opacityType = Renderer::TRANSLUCENT;
694 case BlendMode::OFF: // the renderer should never use blending
697 opacityType = Renderer::OPAQUE;
705 void Renderer::TextureSetChanged()
707 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
712 void Renderer::TextureSetDeleted()
716 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
721 void Renderer::ConnectionsChanged( PropertyOwner& object )
723 // One of our child objects has changed it's connections. Ensure the uniform
724 // map gets regenerated during PrepareRender
725 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
728 void Renderer::ConnectedUniformMapChanged()
730 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
733 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
735 // The mappings are either from PropertyOwner base class, or the Actor
736 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
739 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
741 if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
747 } // namespace SceneGraph
748 } // namespace Internal