// This is a clipping node. We generate the AABB for this node and intersect it with the previous intersection further up the tree.
// Get the AABB bounding box for the current render item.
- const ClippingBox scissorBox( item.CalculateViewportSpaceAABB( mViewportRectangle.width, mViewportRectangle.height ) );
+ const ClippingBox scissorBox( item.CalculateViewportSpaceAABB( item.mSize, mViewportRectangle.width, mViewportRectangle.height ) );
// Get the AABB for the parent item that we must intersect with.
const ClippingBox& parentBox( mScissorStack.back() );
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
- int orientation,
- Dali::ClippingBox& scissorBox )
+ const RenderInstruction& instruction,
+ const Rect<int>& rootClippingRect,
+ int orientation )
{
DALI_PRINT_RENDER_LIST( renderList );
// Setup Scissor testing (for both viewport and per-node scissor)
mScissorStack.clear();
+
+ // Add root clipping rect (set manually for Render function ny partial update for example)
+ // on the bottom of the stack
+ if (!rootClippingRect.IsEmpty())
+ {
+ context.SetScissorTest( true );
+ context.Scissor( rootClippingRect.x, rootClippingRect.y, rootClippingRect.width, rootClippingRect.height );
+ mScissorStack.push_back( rootClippingRect );
+ }
+ // We are not performing a layer clip and no clipping rect set. Add the viewport as the root scissor rectangle.
+ else if (!renderList.IsClipping())
+ {
+ context.SetScissorTest( false );
+ mScissorStack.push_back( mViewportRectangle );
+ }
+
if( renderList.IsClipping() )
{
context.SetScissorTest( true );
mScissorStack.push_back( layerScissorBox );
mHasLayerScissor = true;
}
- else if ( !scissorBox.IsEmpty() )
- {
- context.SetScissorTest( true );
- context.Scissor( scissorBox.x, scissorBox.y, scissorBox.width, scissorBox.height );
- mScissorStack.push_back( scissorBox );
- }
- else
- {
- // We are not performing a layer clip. Add the viewport as the root scissor rectangle.
- context.SetScissorTest( false );
- mScissorStack.push_back( mViewportRectangle );
- }
// Loop through all RenderList in the RenderList, set up any prerequisites to render them, then perform the render.
for( uint32_t index = 0u; index < count; ++index )
{
const RenderItem& item = renderList.GetItem( index );
+
+ // Discard renderers outside the root clipping rect
+ bool skip = true;
+ if( !rootClippingRect.IsEmpty() )
+ {
+ auto rect = item.CalculateViewportSpaceAABB( item.mUpdateSize, mViewportRectangle.width, mViewportRectangle.height );
+
+ if(rect.Intersect( rootClippingRect ))
+ {
+ skip = false;
+ }
+ }
+ else
+ {
+ skip = false;
+ }
+
DALI_PRINT_RENDER_ITEM( item );
// Set up clipping based on both the Renderer and Actor APIs.
// draw-mode state, such as Overlays.
// If the flags are set to "AUTO", the behavior then depends on the type of renderer. Overlay Renderers will always
// disable depth testing and writing. Color Renderers will enable them if the Layer does.
- if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+ if (depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
{
- SetupDepthBuffer( item, context, autoDepthTestMode, firstDepthBufferUse );
+ SetupDepthBuffer(item, context, autoDepthTestMode, firstDepthBufferUse);
}
- // Render the item.
- item.mRenderer->Render( context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix,
- viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures );
+ // Depending on whether the renderer has draw commands attached or not the rendering process will
+ // iterate through all the render queues. If there are no draw commands attached, only one
+ // iteration must be done and the default behaviour of the renderer will be executed.
+ // The queues allow to iterate over the same renderer multiple times changing the state of the renderer.
+ // It is similar to the multi-pass rendering.
+ if( !skip )
+ {
+ auto const MAX_QUEUE = item.mRenderer->GetDrawCommands().empty() ? 1 : DevelRenderer::RENDER_QUEUE_MAX;
+ for (auto queue = 0u; queue < MAX_QUEUE; ++queue)
+ {
+ // Render the item.
+ item.mRenderer->Render(context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix,
+ viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures, instruction, queue);
+ }
+ }
}
}
}
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
- int orientation,
- Dali::ClippingBox& scissorBox )
+ const Rect<int>& rootClippingRect,
+ int orientation )
{
DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
depthBufferAvailable,
stencilBufferAvailable,
boundTextures,
- orientation,
- scissorBox );
+ instruction, //added for reflection effect
+ rootClippingRect,
+ orientation );
}
}
}