* @param[in] item The current RenderItem about to be rendered
* @param[in] context The context
*/
-inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context )
+inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context, int orientation )
{
// Get the number of child scissors in the stack (do not include layer or root box).
size_t childStackDepth = mScissorStack.size() - 1u;
if( scissorEnabled )
{
ClippingBox useScissorBox( mScissorStack.back() );
- context.Scissor( useScissorBox.x, useScissorBox.y, useScissorBox.width, useScissorBox.height );
+ GLint x = useScissorBox.x;
+ GLint y = useScissorBox.y;
+ if( orientation == 90 )
+ {
+ x = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height);
+ y = useScissorBox.x;
+ context.Scissor( x, y, useScissorBox.height, useScissorBox.width );
+ }
+ else if( orientation == 180 )
+ {
+ x = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width);
+ y = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height);
+ context.Scissor( x, y, useScissorBox.width, useScissorBox.height );
+ }
+ else if( orientation == 270 )
+ {
+ x = useScissorBox.y;
+ y = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width);
+ context.Scissor( x, y, useScissorBox.height, useScissorBox.width );
+ }
+ else
+ {
+ context.Scissor( x, y, useScissorBox.width, useScissorBox.height );
+ }
}
}
}
bool& usedStencilBuffer,
uint32_t& lastClippingDepth,
uint32_t& lastClippingId,
- Integration::StencilBufferAvailable stencilBufferAvailable )
+ Integration::StencilBufferAvailable stencilBufferAvailable,
+ int orientation )
{
RenderMode::Type renderMode = RenderMode::AUTO;
const Renderer *renderer = item.mRenderer;
// As both scissor and stencil clips can be nested, we may be simultaneously traversing up the scissor tree, requiring a scissor to be un-done. Whilst simultaneously adding a new stencil clip.
// We process both based on our current and old clipping depths for each mode.
// Both methods with return rapidly if there is nothing to be done for that type of clipping.
- SetupScissorClipping( item, context );
+ SetupScissorClipping( item, context, orientation );
if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE )
{
Integration::StencilBufferAvailable stencilBufferAvailable,
Vector<GLuint>& boundTextures,
const RenderInstruction& instruction,
- const Rect<int>& rootClippingRect
- )
+ const Rect<int>& rootClippingRect,
+ int orientation )
{
DALI_PRINT_RENDER_LIST( renderList );
mViewportRectangle = context.GetViewport();
mHasLayerScissor = false;
+ if( orientation == 90 || orientation == 270 )
+ {
+ int temp = mViewportRectangle.width;
+ mViewportRectangle.width = mViewportRectangle.height;
+ mViewportRectangle.height = temp;
+ }
+
// Setup Scissor testing (for both viewport and per-node scissor)
mScissorStack.clear();
{
context.SetScissorTest( true );
const ClippingBox& layerScissorBox = renderList.GetClippingBox();
- context.Scissor( layerScissorBox.x, layerScissorBox.y, layerScissorBox.width, layerScissorBox.height );
+ GLint x = layerScissorBox.x;
+ GLint y = layerScissorBox.y;
+
+ if( orientation == 90 )
+ {
+ x = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height);
+ y = layerScissorBox.x;
+ context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width );
+ }
+ else if( orientation == 180 )
+ {
+ x = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width);
+ y = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height);
+ context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height );
+ }
+ else if( orientation == 270 )
+ {
+ x = layerScissorBox.y;
+ y = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width);
+ context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width );
+ }
+ else
+ {
+ context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height );
+ }
+
mScissorStack.push_back( layerScissorBox );
mHasLayerScissor = true;
}
{
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.
// The Renderer API will be used if specified. If AUTO, the Actors automatic clipping feature will be used.
- SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable );
+ SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable, orientation );
if( DALI_LIKELY( item.mRenderer ) )
{
// 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);
}
// Depending on whether the renderer has draw commands attached or not the rendering process will
// 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.
- auto const MAX_QUEUE = item.mRenderer->GetDrawCommands().empty() ? 1 : DevelRenderer::RENDER_QUEUE_MAX;
- for( auto queue = 0u; queue < MAX_QUEUE; ++queue )
+ if( !skip )
{
- // Render the item.
- item.mRenderer->Render(context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix,
- viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures, instruction, queue);
+ 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,
- const Rect<int>& rootClippingRect )
+ const Rect<int>& rootClippingRect,
+ int orientation )
{
DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
stencilBufferAvailable,
boundTextures,
instruction, //added for reflection effect
- rootClippingRect );
+ rootClippingRect,
+ orientation );
}
}
}