2 * Copyright (c) 2016 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/update/controllers/scene-controller.h>
22 #include <dali/internal/render/renderers/render-geometry.h>
23 #include <dali/internal/update/controllers/render-message-dispatcher.h>
24 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
25 #include <dali/internal/render/shaders/scene-graph-shader.h>
26 #include <dali/internal/render/data-providers/node-data-provider.h>
27 #include <dali/internal/update/nodes/node.h>
28 #include <dali/internal/render/queue/render-queue.h>
29 #include <dali/internal/common/internal-constants.h>
30 #include <dali/internal/common/memory-pool-object-allocator.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_DATA_PROVIDER = 1 << 0,
92 RESEND_GEOMETRY = 1 << 1,
93 RESEND_FACE_CULLING_MODE = 1 << 2,
94 RESEND_BLEND_COLOR = 1 << 3,
95 RESEND_BLEND_BIT_MASK = 1 << 4,
96 RESEND_PREMULTIPLIED_ALPHA = 1 << 5,
97 RESEND_INDEXED_DRAW_FIRST_ELEMENT = 1 << 6,
98 RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
99 RESEND_DEPTH_WRITE_MODE = 1 << 8,
100 RESEND_DEPTH_TEST_MODE = 1 << 9,
101 RESEND_DEPTH_FUNCTION = 1 << 10,
102 RESEND_RENDER_MODE = 1 << 11,
103 RESEND_STENCIL_FUNCTION = 1 << 12,
104 RESEND_STENCIL_FUNCTION_MASK = 1 << 13,
105 RESEND_STENCIL_FUNCTION_REFERENCE = 1 << 14,
106 RESEND_STENCIL_MASK = 1 << 15,
107 RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 16,
108 RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
109 RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18
112 } // Anonymous namespace
121 Renderer* Renderer::New()
123 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
127 : mSceneController( 0 ),
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 mResourcesReady( false ),
145 mFinishedResourceAcquisition( false ),
146 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 mResourcesReady = false;
179 mFinishedResourceAcquisition = false;
181 // Can only be considered ready when all the scene graph objects are connected to the renderer
182 if( mGeometry && mShader )
186 mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
190 mResourcesReady = true;
191 mFinishedResourceAcquisition = true;
195 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
197 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
198 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
200 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
202 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
205 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
206 AddMappings( localMap, rendererUniformMap );
210 AddMappings( localMap, mShader->GetUniformMap() );
213 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
215 // Copy old map into current map
216 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
217 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
219 localMap.Resize( oldMap.Count() );
221 unsigned int index=0;
222 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
224 localMap[index] = *iter;
228 mUniformMapChanged[updateBufferIndex] = true;
229 mRegenerateUniformMap--;
232 if( mResendFlag != 0 )
234 if( mResendFlag & RESEND_DATA_PROVIDER )
236 RenderDataProvider* dataProvider = NewRenderDataProvider();
238 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
239 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
240 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
243 if( mResendFlag & RESEND_GEOMETRY )
245 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
246 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
248 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
251 if( mResendFlag & RESEND_FACE_CULLING_MODE )
253 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
254 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
255 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
258 if( mResendFlag & RESEND_BLEND_BIT_MASK )
260 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
261 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
262 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
265 if( mResendFlag & RESEND_BLEND_COLOR )
267 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
268 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
269 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
272 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
274 typedef MessageValue1< Render::Renderer, bool > DerivedType;
275 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
276 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
279 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
281 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
282 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
283 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
286 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
288 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
289 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
290 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
293 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
295 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
296 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
297 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
300 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
302 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
303 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
304 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
307 if( mResendFlag & RESEND_DEPTH_FUNCTION )
309 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
310 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
311 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
314 if( mResendFlag & RESEND_RENDER_MODE )
316 typedef MessageValue1< Render::Renderer, RenderMode::Type > DerivedType;
317 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
318 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode );
321 if( mResendFlag & RESEND_STENCIL_FUNCTION )
323 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
324 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
325 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
328 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
330 typedef MessageValue1< Render::Renderer, int > DerivedType;
331 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
332 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
335 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
337 typedef MessageValue1< Render::Renderer, int > DerivedType;
338 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
339 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
342 if( mResendFlag & RESEND_STENCIL_MASK )
344 typedef MessageValue1< Render::Renderer, int > DerivedType;
345 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
346 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
349 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
351 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
352 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
353 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
356 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
358 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
359 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
360 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
363 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
365 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
366 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
367 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
374 void Renderer::SetTextures( TextureSet* textureSet )
376 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
380 mTextureSet->RemoveObserver(this);
383 mTextureSet = textureSet;
384 mTextureSet->AddObserver( this );
385 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
386 mResendFlag |= RESEND_DATA_PROVIDER;
389 void Renderer::SetShader( Shader* shader )
391 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
395 mShader->RemoveConnectionObserver(*this);
399 mShader->AddConnectionObserver( *this );
400 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
401 mResendFlag |= RESEND_DATA_PROVIDER;
404 void Renderer::SetGeometry( Render::Geometry* geometry )
406 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
407 mGeometry = geometry;
411 mResendFlag |= RESEND_GEOMETRY;
415 void Renderer::SetDepthIndex( int depthIndex )
417 mDepthIndex = depthIndex;
420 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
422 mFaceCullingMode = faceCullingMode;
423 mResendFlag |= RESEND_FACE_CULLING_MODE;
426 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
428 mBlendMode = blendingMode;
431 void Renderer::SetBlendingOptions( unsigned int options )
433 if( mBlendBitmask != options)
435 mBlendBitmask = options;
436 mResendFlag |= RESEND_BLEND_BIT_MASK;
440 void Renderer::SetBlendColor( const Vector4& blendColor )
444 mBlendColor = new Vector4( blendColor );
448 *mBlendColor = blendColor;
451 mResendFlag |= RESEND_BLEND_COLOR;
454 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
456 mIndexedDrawFirstElement = firstElement;
457 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
460 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
462 mIndexedDrawElementsCount = elementsCount;
463 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
466 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
468 mPremultipledAlphaEnabled = preMultipled;
469 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
472 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
474 mDepthWriteMode = depthWriteMode;
475 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
478 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
480 mDepthTestMode = depthTestMode;
481 mResendFlag |= RESEND_DEPTH_TEST_MODE;
484 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
486 mDepthFunction = depthFunction;
487 mResendFlag |= RESEND_DEPTH_FUNCTION;
490 void Renderer::SetRenderMode( RenderMode::Type mode )
492 mStencilParameters.renderMode = mode;
493 mResendFlag |= RESEND_RENDER_MODE;
496 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
498 mStencilParameters.stencilFunction = stencilFunction;
499 mResendFlag |= RESEND_STENCIL_FUNCTION;
502 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
504 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
505 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
508 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
510 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
511 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
514 void Renderer::SetStencilMask( int stencilMask )
516 mStencilParameters.stencilMask = stencilMask;
517 mResendFlag |= RESEND_STENCIL_MASK;
520 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
522 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
523 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
526 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
528 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
529 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
532 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
534 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
535 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
538 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
539 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
541 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
542 mSceneController = &sceneController;
543 RenderDataProvider* dataProvider = NewRenderDataProvider();
545 mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
546 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters );
548 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
551 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
552 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
554 //Remove renderer from RenderManager
557 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
560 mSceneController = NULL;
563 RenderDataProvider* Renderer::NewRenderDataProvider()
565 RenderDataProvider* dataProvider = new RenderDataProvider();
567 dataProvider->mUniformMapDataProvider = this;
568 dataProvider->mShader = mShader;
572 size_t textureCount( mTextureSet->GetTextureCount() );
573 dataProvider->mTextures.resize( textureCount );
574 dataProvider->mSamplers.resize( textureCount );
575 for( unsigned int i(0); i<textureCount; ++i )
577 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),0);
578 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
581 textureCount = mTextureSet->GetNewTextureCount();
582 dataProvider->mNewTextures.resize( textureCount );
583 dataProvider->mSamplers.resize( textureCount );
584 for( unsigned int i(0); i<textureCount; ++i )
586 dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
587 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
594 Render::Renderer& Renderer::GetRenderer()
599 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
601 return mCollectedUniformMap[bufferIndex];
604 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
606 ready = mResourcesReady;
607 complete = mFinishedResourceAcquisition;
610 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
612 Renderer::Opacity opacity = Renderer::OPAQUE;
616 case BlendMode::ON: // If the renderer should always be use blending
618 opacity = Renderer::TRANSLUCENT;
621 case BlendMode::AUTO:
623 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
624 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
626 opacity = Renderer::TRANSLUCENT;
628 else // renderer should determine opacity using the actor color
630 float alpha = node.GetWorldColor( updateBufferIndex ).a;
631 if( alpha <= FULLY_TRANSPARENT )
633 opacity = TRANSPARENT;
635 else if( alpha <= FULLY_OPAQUE )
637 opacity = TRANSLUCENT;
642 case BlendMode::OFF: // the renderer should never use blending
645 opacity = Renderer::OPAQUE;
653 void Renderer::TextureSetChanged()
655 mResendFlag |= RESEND_DATA_PROVIDER;
658 void Renderer::ConnectionsChanged( PropertyOwner& object )
660 // One of our child objects has changed it's connections. Ensure the uniform
661 // map gets regenerated during PrepareRender
662 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
664 // Ensure the child object pointers get re-sent to the renderer
665 mResendFlag |= RESEND_DATA_PROVIDER;
668 void Renderer::ConnectedUniformMapChanged()
670 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
673 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
675 // The mappings are either from PropertyOwner base class, or the Actor
676 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
679 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
681 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
685 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
691 } // namespace SceneGraph
692 } // namespace Internal