Fix Rendering order issue when 3D layer render translucent
[platform/core/uifw/dali-core.git] / dali / internal / update / manager / render-instruction-processor.cpp
index 0592ad9..cd7ccb2 100644 (file)
@@ -20,6 +20,7 @@
 
 // INTERNAL INCLUDES
 #include <dali/integration-api/debug.h>
+#include <dali/internal/common/matrix-utils.h>
 #include <dali/internal/event/actors/layer-impl.h> // for the default sorting function
 #include <dali/internal/render/common/render-instruction-container.h>
 #include <dali/internal/render/common/render-instruction.h>
@@ -137,34 +138,34 @@ bool CompareItems3DWithClipping(const RenderInstructionProcessor::SortAttributes
 }
 
 /**
- * Set the update size of the node
+ * Set the update area of the node
  * @param[in] node The node of the renderer
  * @param[in] isLayer3d Whether we are processing a 3D layer or not
  * @param[in,out] nodeWorldMatrix The world matrix of the node
  * @param[in,out] nodeSize The size of the node
- * @param[in,out] nodeUpdateSize The update size of the node
+ * @param[in,out] nodeUpdateArea The update area of the node
  *
- * @return True if node use it's own UpdateSizeHint, or z transform occured. False if we use nodeUpdateSize equal with nodeSize.
+ * @return True if node use it's own UpdateAreaHint, or z transform occured. False if we use nodeUpdateArea equal with Vector4(0, 0, nodeSize.width, nodeSize.height).
  */
-inline bool SetNodeUpdateSize(Node* node, bool isLayer3d, Matrix& nodeWorldMatrix, Vector3& nodeSize, Vector3& nodeUpdateSize)
+inline bool SetNodeUpdateArea(Node* node, bool isLayer3d, Matrix& nodeWorldMatrix, Vector3& nodeSize, Vector4& nodeUpdateArea)
 {
   node->GetWorldMatrixAndSize(nodeWorldMatrix, nodeSize);
 
-  if(node->GetUpdateSizeHint() == Vector3::ZERO)
+  if(node->GetUpdateAreaHint() == Vector4::ZERO)
   {
     // RenderItem::CalculateViewportSpaceAABB cannot cope with z transform
     // I don't use item.mModelMatrix.GetTransformComponents() for z transform, would be too slow
     if(!isLayer3d && nodeWorldMatrix.GetZAxis() == Vector3(0.0f, 0.0f, 1.0f))
     {
-      nodeUpdateSize = nodeSize;
+      nodeUpdateArea = Vector4(0.0f, 0.0f, nodeSize.width, nodeSize.height);
       return false;
     }
-    // Keep nodeUpdateSize as Vector3::ZERO, and return true.
+    // Keep nodeUpdateArea as Vector4::ZERO, and return true.
     return true;
   }
   else
   {
-    nodeUpdateSize = node->GetUpdateSizeHint();
+    nodeUpdateArea = node->GetUpdateAreaHint();
     return true;
   }
 }
@@ -181,23 +182,23 @@ inline bool SetNodeUpdateSize(Node* node, bool isLayer3d, Matrix& nodeWorldMatri
  * @param viewport The viewport
  * @param cull Whether frustum culling is enabled or not
  */
-inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
-                                    RenderList&         renderList,
-                                    Renderable&         renderable,
-                                    const Matrix&       viewMatrix,
-                                    SceneGraph::Camera& camera,
-                                    bool                isLayer3d,
-                                    bool                viewportSet,
-                                    const Viewport&     viewport,
-                                    bool                cull)
+inline void AddRendererToRenderList(BufferIndex               updateBufferIndex,
+                                    RenderList&               renderList,
+                                    Renderable&               renderable,
+                                    const Matrix&             viewMatrix,
+                                    const SceneGraph::Camera& camera,
+                                    bool                      isLayer3d,
+                                    bool                      viewportSet,
+                                    const Viewport&           viewport,
+                                    bool                      cull)
 {
   bool    inside(true);
   Node*   node = renderable.mNode;
   Matrix  nodeWorldMatrix(false);
   Vector3 nodeSize;
-  Vector3 nodeUpdateSize;
-  bool    nodeUpdateSizeSet(false);
-  bool    nodeUpdateSizeUseHint(false);
+  Vector4 nodeUpdateArea;
+  bool    nodeUpdateAreaSet(false);
+  bool    nodeUpdateAreaUseHint(false);
   Matrix  nodeModelViewMatrix(false);
   bool    nodeModelViewMatrixSet(false);
 
@@ -212,21 +213,21 @@ inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
 
     if(inside && !isLayer3d && viewportSet)
     {
-      nodeUpdateSizeUseHint = SetNodeUpdateSize(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateSize);
-      nodeUpdateSizeSet     = true;
+      nodeUpdateAreaUseHint = SetNodeUpdateArea(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateArea);
+      nodeUpdateAreaSet     = true;
 
       const Vector3& scale = node->GetWorldScale(updateBufferIndex);
-      const Vector3& size  = nodeUpdateSize * scale;
+      const Vector3& size  = Vector3(nodeUpdateArea.z, nodeUpdateArea.w, 1.0f) * scale;
 
       if(size.LengthSquared() > Math::MACHINE_EPSILON_1000)
       {
-        Matrix::Multiply(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
+        MatrixUtils::Multiply(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
         nodeModelViewMatrixSet = true;
 
         // Assume actors are at z=0, compute AABB in view space & test rect intersection
         // against z=0 plane boundaries for frustum. (NOT viewport). This should take into account
         // magnification due to FOV etc.
-        ClippingBox boundingBox = RenderItem::CalculateTransformSpaceAABB(nodeModelViewMatrix, nodeUpdateSize);
+        ClippingBox boundingBox = RenderItem::CalculateTransformSpaceAABB(nodeModelViewMatrix, Vector3(nodeUpdateArea.x, nodeUpdateArea.y, 0.0f), Vector3(nodeUpdateArea.z, nodeUpdateArea.w, 0.0f));
         ClippingBox clippingBox(camera.mLeftClippingPlane, camera.mBottomClippingPlane, camera.mRightClippingPlane - camera.mLeftClippingPlane, fabsf(camera.mBottomClippingPlane - camera.mTopClippingPlane));
         inside = clippingBox.Intersects(boundingBox);
       }
@@ -268,6 +269,7 @@ inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
 
       if(DALI_LIKELY(renderable.mRenderer))
       {
+        partialRenderingCacheInfo.color.a *= renderable.mRenderer->GetOpacity(updateBufferIndex);
         partialRenderingCacheInfo.textureSet = renderable.mRenderer->GetTextureSet();
       }
 
@@ -287,8 +289,8 @@ inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
         item.mTextureSet = renderable.mRenderer->GetTextureSet();
         item.mDepthIndex += renderable.mRenderer->GetDepthIndex();
 
-        // Ensure collected map is up to date
-        item.mIsUpdated |= renderable.mRenderer->UpdateUniformMap();
+        // Get whether collected map is up to date
+        item.mIsUpdated |= renderable.mRenderer->UniformMapUpdated();
       }
       else
       {
@@ -297,30 +299,32 @@ inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
 
       item.mIsUpdated |= isLayer3d;
 
-      if(!nodeUpdateSizeSet)
+      if(!nodeUpdateAreaSet)
       {
-        nodeUpdateSizeUseHint = SetNodeUpdateSize(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateSize);
+        nodeUpdateAreaUseHint = SetNodeUpdateArea(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateArea);
       }
 
       item.mSize        = nodeSize;
-      item.mUpdateSize  = nodeUpdateSize;
+      item.mUpdateArea  = nodeUpdateArea;
       item.mModelMatrix = nodeWorldMatrix;
 
       // Apply transform informations if node doesn't have update size hint and use VisualRenderer.
-      if(!nodeUpdateSizeUseHint && renderable.mRenderer && renderable.mRenderer->GetVisualProperties())
+      if(!nodeUpdateAreaUseHint && renderable.mRenderer && renderable.mRenderer->GetVisualProperties())
       {
-        item.mUpdateSize = renderable.mRenderer->CalculateVisualTransformedUpdateSize(updateBufferIndex, item.mUpdateSize);
+        Vector3 updateSize = renderable.mRenderer->CalculateVisualTransformedUpdateSize(updateBufferIndex, Vector3(item.mUpdateArea.z, item.mUpdateArea.w, 0.0f));
+        item.mUpdateArea.z = updateSize.x;
+        item.mUpdateArea.w = updateSize.y;
       }
 
       if(!nodeModelViewMatrixSet)
       {
-        Matrix::Multiply(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
+        MatrixUtils::Multiply(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
       }
       item.mModelViewMatrix = nodeModelViewMatrix;
 
-      partialRenderingCacheInfo.matrix      = item.mModelViewMatrix;
-      partialRenderingCacheInfo.size        = item.mSize;
-      partialRenderingCacheInfo.updatedSize = item.mUpdateSize;
+      partialRenderingCacheInfo.matrix              = item.mModelViewMatrix;
+      partialRenderingCacheInfo.size                = item.mSize;
+      partialRenderingCacheInfo.updatedPositionSize = item.mUpdateArea;
 
       item.mIsUpdated = partialRenderingData.IsUpdated() || item.mIsUpdated;
 
@@ -358,15 +362,15 @@ inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
  * @param isLayer3d Whether we are processing a 3D layer or not
  * @param cull Whether frustum culling is enabled or not
  */
-inline void AddRenderersToRenderList(BufferIndex          updateBufferIndex,
-                                     RenderList&          renderList,
-                                     RenderableContainer& renderers,
-                                     const Matrix&        viewMatrix,
-                                     SceneGraph::Camera&  camera,
-                                     bool                 isLayer3d,
-                                     bool                 viewportSet,
-                                     const Viewport&      viewport,
-                                     bool                 cull)
+inline void AddRenderersToRenderList(BufferIndex               updateBufferIndex,
+                                     RenderList&               renderList,
+                                     RenderableContainer&      renderers,
+                                     const Matrix&             viewMatrix,
+                                     const SceneGraph::Camera& camera,
+                                     bool                      isLayer3d,
+                                     bool                      viewportSet,
+                                     const Viewport&           viewport,
+                                     bool                      cull)
 {
   DALI_LOG_INFO(gRenderListLogFilter, Debug::Verbose, "AddRenderersToRenderList()\n");
 
@@ -459,7 +463,7 @@ RenderInstructionProcessor::RenderInstructionProcessor()
 
 RenderInstructionProcessor::~RenderInstructionProcessor() = default;
 
-inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder)
+inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder, bool isOrthographicCamera)
 {
   const uint32_t renderableCount = static_cast<uint32_t>(renderList.Count());
   // Reserve space if needed.
@@ -480,47 +484,40 @@ inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex,
 
   // Calculate the sorting value, once per item by calling the layers sort function.
   // Using an if and two for-loops rather than if inside for as its better for branch prediction.
-  if(layer.UsesDefaultSortFunction())
-  {
-    for(uint32_t index = 0; index < renderableCount; ++index)
-    {
-      RenderItem& item = renderList.GetItem(index);
 
-      if(DALI_LIKELY(item.mRenderer))
-      {
-        item.mRenderer->SetSortAttributes(mSortingHelper[index]);
-      }
+  // List of zValue calculating functions.
+  const Dali::Layer::SortFunctionType zValueFunctionFromVector3[] = {
+    [](const Vector3& position) { return position.z; },
+    [](const Vector3& position) { return position.LengthSquared(); },
+    layer.GetSortFunction(),
+  };
 
-      // texture set
-      mSortingHelper[index].textureSet = item.mTextureSet;
+  // Determine whether we need to use zValue as Euclidean distance or translatoin's z value.
+  // If layer is LAYER_UI or camera is OrthographicProjection mode, we don't need to calculate
+  // renderItem's distance from camera.
 
-      // The default sorting function should get inlined here.
-      mSortingHelper[index].zValue = Internal::Layer::ZValue(item.mModelViewMatrix.GetTranslation3()) - static_cast<float>(item.mDepthIndex);
+  // Here we determine which zValue SortFunctionType (of the 3) to use.
+  //   0 is position z value : Default LAYER_UI or Orthographic camera
+  //   1 is distance square value : Default LAYER_3D and Perspective camera
+  //   2 is user defined function.
+  const int zValueFunctionIndex = layer.UsesDefaultSortFunction() ? ((layer.GetBehavior() == Dali::Layer::LAYER_UI || isOrthographicCamera) ? 0 : 1) : 2;
 
-      // Keep the renderitem pointer in the helper so we can quickly reorder items after sort.
-      mSortingHelper[index].renderItem = &item;
-    }
-  }
-  else
+  for(uint32_t index = 0; index < renderableCount; ++index)
   {
-    const Dali::Layer::SortFunctionType sortFunction = layer.GetSortFunction();
-    for(uint32_t index = 0; index < renderableCount; ++index)
-    {
-      RenderItem& item = renderList.GetItem(index);
+    RenderItem& item = renderList.GetItem(index);
 
-      if(DALI_LIKELY(item.mRenderer))
-      {
-        item.mRenderer->SetSortAttributes(mSortingHelper[index]);
-      }
+    if(DALI_LIKELY(item.mRenderer))
+    {
+      item.mRenderer->SetSortAttributes(mSortingHelper[index]);
+    }
 
-      // texture set
-      mSortingHelper[index].textureSet = item.mTextureSet;
+    // texture set
+    mSortingHelper[index].textureSet = item.mTextureSet;
 
-      mSortingHelper[index].zValue = (*sortFunction)(item.mModelViewMatrix.GetTranslation3()) - static_cast<float>(item.mDepthIndex);
+    mSortingHelper[index].zValue = zValueFunctionFromVector3[zValueFunctionIndex](item.mModelViewMatrix.GetTranslation3()) - static_cast<float>(item.mDepthIndex);
 
-      // Keep the RenderItem pointer in the helper so we can quickly reorder items after sort.
-      mSortingHelper[index].renderItem = &item;
-    }
+    // Keep the renderitem pointer in the helper so we can quickly reorder items after sort.
+    mSortingHelper[index].renderItem = &item;
   }
 
   // Here we determine which comparitor (of the 3) to use.
@@ -555,8 +552,9 @@ void RenderInstructionProcessor::Prepare(BufferIndex                 updateBuffe
   bool               isRenderListAdded       = false;
   bool               isRootLayerDirty        = false;
 
-  const Matrix&       viewMatrix = renderTask.GetViewMatrix(updateBufferIndex);
-  SceneGraph::Camera& camera     = renderTask.GetCamera();
+  const Matrix&             viewMatrix           = renderTask.GetViewMatrix(updateBufferIndex);
+  const SceneGraph::Camera& camera               = renderTask.GetCamera();
+  const bool                isOrthographicCamera = camera.mProjectionMode == Dali::Camera::ProjectionMode::ORTHOGRAPHIC_PROJECTION;
 
   Viewport viewport;
   bool     viewportSet = renderTask.QueryViewport(updateBufferIndex, viewport);
@@ -565,7 +563,7 @@ void RenderInstructionProcessor::Prepare(BufferIndex                 updateBuffe
   for(SortedLayersIter iter = sortedLayers.begin(); iter != endIter; ++iter)
   {
     Layer&      layer = **iter;
-    const bool  tryReuseRenderList(viewMatrixHasNotChanged && layer.CanReuseRenderers(&renderTask.GetCamera()));
+    const bool  tryReuseRenderList(viewMatrixHasNotChanged && layer.CanReuseRenderers(&camera));
     const bool  isLayer3D  = layer.GetBehavior() == Dali::Layer::LAYER_3D;
     RenderList* renderList = nullptr;
 
@@ -593,7 +591,7 @@ void RenderInstructionProcessor::Prepare(BufferIndex                 updateBuffe
                                  cull);
 
         // We only use the clipping version of the sort comparitor if any clipping nodes exist within the RenderList.
-        SortRenderItems(updateBufferIndex, *renderList, layer, hasClippingNodes);
+        SortRenderItems(updateBufferIndex, *renderList, layer, hasClippingNodes, isOrthographicCamera);
       }
 
       isRenderListAdded = true;
@@ -617,7 +615,7 @@ void RenderInstructionProcessor::Prepare(BufferIndex                 updateBuffe
                                  cull);
 
         // Clipping hierarchy is irrelevant when sorting overlay items, so we specify using the non-clipping version of the sort comparitor.
-        SortRenderItems(updateBufferIndex, *renderList, layer, false);
+        SortRenderItems(updateBufferIndex, *renderList, layer, false, isOrthographicCamera);
       }
 
       isRenderListAdded = true;