Revert "[Tizen] Add codes for Dali Windows Backend"
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.h
index 2faf69b..6e1a1f7 100644 (file)
@@ -1,8 +1,8 @@
-#ifndef __DALI_INTERNAL_RENDER_RENDERER_H__
-#define __DALI_INTERNAL_RENDER_RENDERER_H__
+#ifndef DALI_INTERNAL_RENDER_RENDERER_H
+#define DALI_INTERNAL_RENDER_RENDERER_H
 
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 // INTERNAL INCLUDES
 #include <dali/public-api/math/matrix.h>
 #include <dali/public-api/math/vector4.h>
-#include <dali/devel-api/rendering/texture-set.h>
+#include <dali/public-api/rendering/texture-set.h>
 #include <dali/internal/common/blending-options.h>
 #include <dali/internal/common/message.h>
-#include <dali/internal/event/common/property-input-impl.h>
-#include <dali/internal/event/effects/shader-declarations.h>
-#include <dali/internal/render/gl-resources/gl-resource-owner.h>
-#include <dali/integration-api/debug.h>
 #include <dali/internal/common/type-abstraction-enums.h>
-#include <dali/internal/update/manager/prepare-render-instructions.h>
+#include <dali/internal/event/common/property-input-impl.h>
 #include <dali/internal/render/data-providers/render-data-provider.h>
+#include <dali/internal/render/gl-resources/gl-resource-owner.h>
 #include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/update/manager/render-instruction-processor.h>
+#include <dali/integration-api/debug.h>
 
 namespace Dali
 {
@@ -46,14 +45,11 @@ namespace SceneGraph
 {
 class SceneController;
 class Shader;
-class TextureCache;
 class NodeDataProvider;
 }
 
-
 namespace Render
 {
-class UniformNameCache;
 
 /**
  * Renderers are used to render meshes
@@ -65,6 +61,35 @@ class Renderer : public GlResourceOwner
 public:
 
   /**
+   * @brief Struct to encapsulate stencil parameters required for control of the stencil buffer.
+   */
+  struct StencilParameters
+  {
+    StencilParameters( RenderMode::Type renderMode, StencilFunction::Type stencilFunction, int stencilFunctionMask,
+                       int stencilFunctionReference, int stencilMask, StencilOperation::Type stencilOperationOnFail,
+                       StencilOperation::Type stencilOperationOnZFail, StencilOperation::Type stencilOperationOnZPass )
+    : stencilFunctionMask      ( stencilFunctionMask      ),
+      stencilFunctionReference ( stencilFunctionReference ),
+      stencilMask              ( stencilMask              ),
+      renderMode               ( renderMode               ),
+      stencilFunction          ( stencilFunction          ),
+      stencilOperationOnFail   ( stencilOperationOnFail   ),
+      stencilOperationOnZFail  ( stencilOperationOnZFail  ),
+      stencilOperationOnZPass  ( stencilOperationOnZPass  )
+    {
+    }
+
+    int stencilFunctionMask;                          ///< The stencil function mask
+    int stencilFunctionReference;                     ///< The stencil function reference
+    int stencilMask;                                  ///< The stencil mask
+    RenderMode::Type       renderMode:3;              ///< The render mode
+    StencilFunction::Type  stencilFunction:3;         ///< The stencil function
+    StencilOperation::Type stencilOperationOnFail:3;  ///< The stencil operation for stencil test fail
+    StencilOperation::Type stencilOperationOnZFail:3; ///< The stencil operation for depth test fail
+    StencilOperation::Type stencilOperationOnZPass:3; ///< The stencil operation for depth test pass
+  };
+
+  /**
    * @copydoc Dali::Internal::GlResourceOwner::GlContextDestroyed()
    */
   void GlContextDestroyed();
@@ -85,16 +110,18 @@ public:
    * @param[in] depthWriteMode Depth buffer write mode
    * @param[in] depthTestMode Depth buffer test mode
    * @param[in] depthFunction Depth function
+   * @param[in] stencilParameters Struct containing all stencil related options
    */
   static Renderer* New( SceneGraph::RenderDataProvider* dataProviders,
                         Render::Geometry* geometry,
                         unsigned int blendingBitmask,
-                        const Vector4* blendColor,
+                        const Vector4& blendColor,
                         FaceCullingMode::Type faceCullingMode,
                         bool preMultipliedAlphaEnabled,
                         DepthWriteMode::Type depthWriteMode,
                         DepthTestMode::Type depthTestMode,
-                        DepthFunction::Type depthFunction );
+                        DepthFunction::Type depthFunction,
+                        StencilParameters& stencilParameters );
 
   /**
    * Constructor.
@@ -107,36 +134,31 @@ public:
    * @param[in] depthWriteMode Depth buffer write mode
    * @param[in] depthTestMode Depth buffer test mode
    * @param[in] depthFunction Depth function
+   * @param[in] stencilParameters Struct containing all stencil related options
    */
   Renderer( SceneGraph::RenderDataProvider* dataProviders,
             Render::Geometry* geometry,
             unsigned int blendingBitmask,
-            const Vector4* blendColor,
+            const Vector4& blendColor,
             FaceCullingMode::Type faceCullingMode,
             bool preMultipliedAlphaEnabled,
             DepthWriteMode::Type depthWriteMode,
             DepthTestMode::Type depthTestMode,
-            DepthFunction::Type depthFunction );
-
-  /**
-   * Change the data providers of the renderer
-   * @param[in] dataProviders The data providers
-   */
-  void SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProviders );
+            DepthFunction::Type depthFunction,
+            StencilParameters& stencilParameters );
 
   /**
    * Change the geometry used by the renderer
    * @param[in] geometry The new geometry
    */
   void SetGeometry( Render::Geometry* geometry );
+
   /**
    * Second-phase construction.
    * This is called when the renderer is inside render thread
-   * @param[in] context to use
-   * @param[in] textureCache to use
-   * @param[in] uniformNameCache to use
+   * @param[in] context Context used by the renderer
    */
-  void Initialize( Context& context, SceneGraph::TextureCache& textureCache, Render::UniformNameCache& uniformNameCache );
+  void Initialize( Context& context );
 
   /**
    * Destructor
@@ -159,7 +181,7 @@ public:
    * Set the blend color for blending options
    * @param[in] blendColor The blend color to pass to GL
    */
-  void SetBlendColor( const Vector4* color );
+  void SetBlendColor( const Vector4& color );
 
   /**
    * Set the first element index to draw by the indexed draw
@@ -217,27 +239,121 @@ public:
   DepthFunction::Type GetDepthFunction() const;
 
   /**
+   * Sets the render mode
+   * @param[in] renderMode The render mode
+   */
+  void SetRenderMode( RenderMode::Type mode );
+
+  /**
+   * Gets the render mode
+   * @return The render mode
+   */
+  RenderMode::Type GetRenderMode() const;
+
+  /**
+   * Sets the stencil function
+   * @param[in] stencilFunction The stencil function
+   */
+  void SetStencilFunction( StencilFunction::Type stencilFunction );
+
+  /**
+   * Gets the stencil function
+   * @return The stencil function
+   */
+  StencilFunction::Type GetStencilFunction() const;
+
+  /**
+   * Sets the stencil function mask
+   * @param[in] stencilFunctionMask The stencil function mask
+   */
+  void SetStencilFunctionMask( int stencilFunctionMask );
+
+  /**
+   * Gets the stencil function mask
+   * @return The stencil function mask
+   */
+  int GetStencilFunctionMask() const;
+
+  /**
+   * Sets the stencil function reference
+   * @param[in] stencilFunctionReference The stencil function reference
+   */
+  void SetStencilFunctionReference( int stencilFunctionReference );
+
+  /**
+   * Gets the stencil function reference
+   * @return The stencil function reference
+   */
+  int GetStencilFunctionReference() const;
+
+  /**
+   * Sets the stencil mask
+   * @param[in] stencilMask The stencil mask
+   */
+  void SetStencilMask( int stencilMask );
+
+  /**
+   * Gets the stencil mask
+   * @return The stencil mask
+   */
+  int GetStencilMask() const;
+
+  /**
+   * Sets the stencil operation for when the stencil test fails
+   * @param[in] stencilOperationOnFail The stencil operation
+   */
+  void SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail );
+
+  /**
+   * Gets the stencil operation for when the stencil test fails
+   * @return The stencil operation
+   */
+  StencilOperation::Type GetStencilOperationOnFail() const;
+
+  /**
+   * Sets the stencil operation for when the depth test fails
+   * @param[in] stencilOperationOnZFail The stencil operation
+   */
+  void SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail );
+
+  /**
+   * Gets the stencil operation for when the depth test fails
+   * @return The stencil operation
+   */
+  StencilOperation::Type GetStencilOperationOnZFail() const;
+
+  /**
+   * Sets the stencil operation for when the depth test passes
+   * @param[in] stencilOperationOnZPass The stencil operation
+   */
+  void SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass );
+
+  /**
+   * Gets the stencil operation for when the depth test passes
+   * @return The stencil operation
+   */
+  StencilOperation::Type GetStencilOperationOnZPass() const;
+
+  /**
    * Called to render during RenderManager::Render().
    * @param[in] context The context used for rendering
-   * @param[in] textureCache The texture cache used to get textures
    * @param[in] bufferIndex The index of the previous update buffer.
    * @param[in] node The node using this renderer
-   * @param[in] defaultShader in case there is no custom shader
    * @param[in] modelViewMatrix The model-view matrix.
    * @param[in] viewMatrix The view matrix.
    * @param[in] projectionMatrix The projection matrix.
+   * @param[in] size Size of the render item
+   * @param[in] blend If true, blending is enabled
    */
   void Render( Context& context,
-               SceneGraph::TextureCache& textureCache,
                BufferIndex bufferIndex,
                const SceneGraph::NodeDataProvider& node,
-               SceneGraph::Shader& defaultShader,
                const Matrix& modelMatrix,
                const Matrix& modelViewMatrix,
                const Matrix& viewMatrix,
                const Matrix& projectionMatrix,
                const Vector3& size,
-               bool blend);
+               bool blend );
 
   /**
    * Write the renderer's sort attributes to the passed in reference
@@ -245,7 +361,7 @@ public:
    * @param[in] bufferIndex The current update buffer index.
    * @param[out] sortAttributes
    */
-  void SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RendererWithSortAttributes& sortAttributes ) const;
+  void SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const;
 
 private:
 
@@ -284,44 +400,42 @@ private:
   /**
    * Bind the textures and setup the samplers
    * @param[in] context The GL context
-   * @param[in] textureCache The texture cache
    * @param[in] program The shader program
    * @return False if create or bind failed, true if success.
    */
-  bool BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program );
+  bool BindTextures( Context& context, Program& program );
 
 private:
 
   OwnerPointer< SceneGraph::RenderDataProvider > mRenderDataProvider;
 
-  Context* mContext;
-  SceneGraph::TextureCache* mTextureCache;
-  Render::UniformNameCache* mUniformNameCache;
-  Render::Geometry* mGeometry;
+  Context*                     mContext;
+  Render::Geometry*            mGeometry;
 
   struct UniformIndexMap
   {
-    unsigned int uniformIndex; // The index of the cached location in the Program
-    const PropertyInputImpl* propertyValue;
+    unsigned int               uniformIndex;                ///< The index of the cached location in the Program
+    const PropertyInputImpl*   propertyValue;
   };
 
   typedef Dali::Vector< UniformIndexMap > UniformIndexMappings;
-  UniformIndexMappings mUniformIndexMap;
 
-  Vector<GLint> mAttributesLocation;
+  UniformIndexMappings         mUniformIndexMap;
+  Vector<GLint>                mAttributesLocation;
 
-  BlendingOptions       mBlendingOptions; /// Blending options including blend color, blend func and blend equation
-  FaceCullingMode::Type mFaceCullingMode; /// Mode of face culling
-  DepthFunction::Type   mDepthFunction;   /// Depth function
+  StencilParameters            mStencilParameters;          ///< Struct containing all stencil related options
+  BlendingOptions              mBlendingOptions;            ///< Blending options including blend color, blend func and blend equation
 
-  size_t mIndexedDrawFirstElement;        /// Offset of first element to draw
-  size_t mIndexedDrawElementsCount;       /// Number of elements to draw
+  size_t                       mIndexedDrawFirstElement;    ///< Offset of first element to draw
+  size_t                       mIndexedDrawElementsCount;   ///< Number of elements to draw
 
-  DepthWriteMode::Type mDepthWriteMode:2; /// Depth write mode
-  DepthTestMode::Type mDepthTestMode:2;   /// Depth test mode
+  DepthFunction::Type          mDepthFunction:3;            ///< The depth function
+  FaceCullingMode::Type        mFaceCullingMode:2;          ///< The mode of face culling
+  DepthWriteMode::Type         mDepthWriteMode:2;           ///< The depth write mode
+  DepthTestMode::Type          mDepthTestMode:2;            ///< The depth test mode
+  bool                         mUpdateAttributesLocation:1; ///< Indicates attribute locations have changed
+  bool                         mPremultipledAlphaEnabled:1; ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
 
-  bool mUpdateAttributesLocation:1;       ///< Indicates attribute locations have changed
-  bool mPremultipledAlphaEnabled:1;       ///< Flag indicating whether the Pre-multiplied Alpha Blending is required
 };
 
 } // namespace SceneGraph
@@ -330,4 +444,4 @@ private:
 
 } // namespace Dali
 
-#endif // __DALI_INTERNAL_RENDER_RENDERER_H__
+#endif // DALI_INTERNAL_RENDER_RENDERER_H