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_STENCIL_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,
110 RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19
113 } // Anonymous namespace
122 Renderer* Renderer::New()
124 return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
128 : mSceneController( 0 ),
134 mStencilParameters( StencilMode::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 mWriteToColorBuffer( true ),
146 mResourcesReady( false ),
147 mFinishedResourceAcquisition( false ),
148 mPremultipledAlphaEnabled( false ),
151 mUniformMapChanged[0] = false;
152 mUniformMapChanged[1] = false;
154 // Observe our own PropertyOwner's uniform map
155 AddUniformMapObserver( *this );
158 Renderer::~Renderer()
162 mTextureSet->RemoveObserver(this);
167 mShader->RemoveConnectionObserver(*this);
172 void Renderer::operator delete( void* ptr )
174 gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
178 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
180 mResourcesReady = false;
181 mFinishedResourceAcquisition = false;
183 // Can only be considered ready when all the scene graph objects are connected to the renderer
184 if( mGeometry && mShader )
188 mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
192 mResourcesReady = true;
193 mFinishedResourceAcquisition = true;
197 if( mRegenerateUniformMap > UNIFORM_MAP_READY )
199 DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
200 DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
202 if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
204 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
207 const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
208 AddMappings( localMap, rendererUniformMap );
212 AddMappings( localMap, mShader->GetUniformMap() );
215 else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
217 // Copy old map into current map
218 CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
219 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
221 localMap.Resize( oldMap.Count() );
223 unsigned int index=0;
224 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
226 localMap[index] = *iter;
230 mUniformMapChanged[updateBufferIndex] = true;
231 mRegenerateUniformMap--;
234 if( mResendFlag != 0 )
236 if( mResendFlag & RESEND_DATA_PROVIDER )
238 RenderDataProvider* dataProvider = NewRenderDataProvider();
240 typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
241 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
242 new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
245 if( mResendFlag & RESEND_GEOMETRY )
247 typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
248 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
250 new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
253 if( mResendFlag & RESEND_FACE_CULLING_MODE )
255 typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
256 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
257 new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
260 if( mResendFlag & RESEND_BLEND_BIT_MASK )
262 typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
263 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
264 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
267 if( mResendFlag & RESEND_BLEND_COLOR )
269 typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
270 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
271 new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
274 if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA )
276 typedef MessageValue1< Render::Renderer, bool > DerivedType;
277 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
278 new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
281 if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
283 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
284 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
285 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
288 if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
290 typedef MessageValue1< Render::Renderer, size_t > DerivedType;
291 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
292 new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
295 if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
297 typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
298 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
299 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
302 if( mResendFlag & RESEND_DEPTH_TEST_MODE )
304 typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
305 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
306 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
309 if( mResendFlag & RESEND_DEPTH_FUNCTION )
311 typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
312 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
313 new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
316 if( mResendFlag & RESEND_STENCIL_MODE )
318 typedef MessageValue1< Render::Renderer, StencilMode::Type > DerivedType;
319 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
320 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMode, mStencilParameters.stencilMode );
323 if( mResendFlag & RESEND_STENCIL_FUNCTION )
325 typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
326 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
327 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
330 if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
332 typedef MessageValue1< Render::Renderer, int > DerivedType;
333 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
334 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
337 if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
339 typedef MessageValue1< Render::Renderer, int > DerivedType;
340 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
341 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
344 if( mResendFlag & RESEND_STENCIL_MASK )
346 typedef MessageValue1< Render::Renderer, int > DerivedType;
347 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
348 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
351 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
353 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
354 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
355 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
358 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
360 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
361 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
362 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
365 if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
367 typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
368 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
369 new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
372 if( mResendFlag & RESEND_WRITE_TO_COLOR_BUFFER )
374 typedef MessageValue1< Render::Renderer, bool > DerivedType;
375 unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
376 new (slot) DerivedType( mRenderer, &Render::Renderer::SetWriteToColorBuffer, mWriteToColorBuffer );
383 void Renderer::SetTextures( TextureSet* textureSet )
385 DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
389 mTextureSet->RemoveObserver(this);
392 mTextureSet = textureSet;
393 mTextureSet->AddObserver( this );
394 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
395 mResendFlag |= RESEND_DATA_PROVIDER;
398 void Renderer::SetShader( Shader* shader )
400 DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
404 mShader->RemoveConnectionObserver(*this);
408 mShader->AddConnectionObserver( *this );
409 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
410 mResendFlag |= RESEND_DATA_PROVIDER;
413 void Renderer::SetGeometry( Render::Geometry* geometry )
415 DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
416 mGeometry = geometry;
420 mResendFlag |= RESEND_GEOMETRY;
424 void Renderer::SetDepthIndex( int depthIndex )
426 mDepthIndex = depthIndex;
429 void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
431 mFaceCullingMode = faceCullingMode;
432 mResendFlag |= RESEND_FACE_CULLING_MODE;
435 void Renderer::SetBlendMode( BlendMode::Type blendingMode )
437 mBlendMode = blendingMode;
440 void Renderer::SetBlendingOptions( unsigned int options )
442 if( mBlendBitmask != options)
444 mBlendBitmask = options;
445 mResendFlag |= RESEND_BLEND_BIT_MASK;
449 void Renderer::SetBlendColor( const Vector4& blendColor )
453 mBlendColor = new Vector4( blendColor );
457 *mBlendColor = blendColor;
460 mResendFlag |= RESEND_BLEND_COLOR;
463 void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
465 mIndexedDrawFirstElement = firstElement;
466 mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
469 void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
471 mIndexedDrawElementsCount = elementsCount;
472 mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
475 void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
477 mPremultipledAlphaEnabled = preMultipled;
478 mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
481 void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
483 mDepthWriteMode = depthWriteMode;
484 mResendFlag |= RESEND_DEPTH_WRITE_MODE;
487 void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
489 mDepthTestMode = depthTestMode;
490 mResendFlag |= RESEND_DEPTH_TEST_MODE;
493 void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
495 mDepthFunction = depthFunction;
496 mResendFlag |= RESEND_DEPTH_FUNCTION;
499 void Renderer::SetStencilMode( StencilMode::Type mode )
501 mStencilParameters.stencilMode = mode;
502 mResendFlag |= RESEND_STENCIL_MODE;
505 void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
507 mStencilParameters.stencilFunction = stencilFunction;
508 mResendFlag |= RESEND_STENCIL_FUNCTION;
511 void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
513 mStencilParameters.stencilFunctionMask = stencilFunctionMask;
514 mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
517 void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
519 mStencilParameters.stencilFunctionReference = stencilFunctionReference;
520 mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
523 void Renderer::SetStencilMask( int stencilMask )
525 mStencilParameters.stencilMask = stencilMask;
526 mResendFlag |= RESEND_STENCIL_MASK;
529 void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
531 mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
532 mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
535 void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
537 mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
538 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
541 void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
543 mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
544 mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
547 void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer )
549 mWriteToColorBuffer = writeToColorBuffer;
550 mResendFlag |= RESEND_WRITE_TO_COLOR_BUFFER;
553 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
554 void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
556 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
557 mSceneController = &sceneController;
558 RenderDataProvider* dataProvider = NewRenderDataProvider();
560 mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
561 mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters, mWriteToColorBuffer );
563 mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
566 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
567 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
569 //Remove renderer from RenderManager
572 mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
575 mSceneController = NULL;
578 RenderDataProvider* Renderer::NewRenderDataProvider()
580 RenderDataProvider* dataProvider = new RenderDataProvider();
582 dataProvider->mUniformMapDataProvider = this;
583 dataProvider->mShader = mShader;
587 size_t textureCount( mTextureSet->GetTextureCount() );
588 dataProvider->mTextures.resize( textureCount );
589 dataProvider->mSamplers.resize( textureCount );
590 for( unsigned int i(0); i<textureCount; ++i )
592 dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),0);
593 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
596 textureCount = mTextureSet->GetNewTextureCount();
597 dataProvider->mNewTextures.resize( textureCount );
598 dataProvider->mSamplers.resize( textureCount );
599 for( unsigned int i(0); i<textureCount; ++i )
601 dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
602 dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
609 Render::Renderer& Renderer::GetRenderer()
614 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
616 return mCollectedUniformMap[bufferIndex];
619 void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
621 ready = mResourcesReady;
622 complete = mFinishedResourceAcquisition;
625 Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
627 Renderer::Opacity opacity = Renderer::OPAQUE;
631 case BlendMode::ON: // If the renderer should always be use blending
633 opacity = Renderer::TRANSLUCENT;
636 case BlendMode::AUTO:
638 bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
639 if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
641 opacity = Renderer::TRANSLUCENT;
643 else // renderer should determine opacity using the actor color
645 float alpha = node.GetWorldColor( updateBufferIndex ).a;
646 if( alpha <= FULLY_TRANSPARENT )
648 opacity = TRANSPARENT;
650 else if( alpha <= FULLY_OPAQUE )
652 opacity = TRANSLUCENT;
657 case BlendMode::OFF: // the renderer should never use blending
660 opacity = Renderer::OPAQUE;
669 void Renderer::TextureSetChanged()
671 mResendFlag |= RESEND_DATA_PROVIDER;
674 void Renderer::ConnectionsChanged( PropertyOwner& object )
676 // One of our child objects has changed it's connections. Ensure the uniform
677 // map gets regenerated during PrepareRender
678 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
680 // Ensure the child object pointers get re-sent to the renderer
681 mResendFlag |= RESEND_DATA_PROVIDER;
684 void Renderer::ConnectedUniformMapChanged()
686 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
689 void Renderer::UniformMappingsChanged( const UniformMap& mappings )
691 // The mappings are either from PropertyOwner base class, or the Actor
692 mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
695 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
697 if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
701 else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
707 } // namespace SceneGraph
708 } // namespace Internal