#define DALI_INTERNAL_SCENE_GRAPH_RENDER_INSTRUCTION_PROCESSOR_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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/internal/common/buffer-index.h>
#include <dali/internal/update/manager/sorted-layers.h>
-#include <dali/integration-api/resource-declarations.h>
#include <dali/public-api/common/dali-vector.h>
namespace Dali
{
-
namespace Internal
{
-
namespace Render
{
class Geometry;
namespace SceneGraph
{
-
class RenderTracker;
struct RenderItem;
class Shader;
class RenderTask;
class RenderInstructionContainer;
-
/**
* @brief This class handles the sorting and preparation of Renderers for each layer.
*/
class RenderInstructionProcessor
{
public:
-
/**
* @brief Constructor.
*/
struct SortAttributes
{
SortAttributes()
- : renderItem( NULL ),
- shader( NULL ),
- textureSet( NULL ),
- geometry( NULL ),
- zValue( 0.0f )
+ : renderItem(nullptr),
+ shader(nullptr),
+ textureSet(nullptr),
+ geometry(nullptr),
+ zValue(0.0f)
{
}
- RenderItem* renderItem; ///< The render item that is being sorted (includes depth index)
- const Shader* shader; ///< The shader instance
- const void* textureSet; ///< The textureSet instance
- const Render::Geometry* geometry; ///< The geometry instance
- float zValue; ///< The Z value of the given renderer (either distance from camera, or a custom calculated value)
+ RenderItem* renderItem; ///< The render item that is being sorted (includes depth index)
+ const Shader* shader; ///< The shader instance
+ const void* textureSet; ///< The textureSet instance
+ const Render::Geometry* geometry; ///< The geometry instance
+ float zValue; ///< The Z value of the given renderer (either distance from camera, or a custom calculated value)
};
-
/**
* @brief Sorts and prepares the list of opaque/transparent Renderers for each layer.
* Whilst iterating through each layer, update the RenderItems ModelView matrices
*
* The opaque and transparent render lists are sorted first by depth
- * index, then by Z (for transparent only), then by shader, texture
+ * index, then by Z (for transparent only), then by shader
* and geometry. The render algorithm should then work through both
* lists simultaneously, working through opaque then transparent
* items at each depth index, resetting the flags appropriately.
* @param[in] hasClippingNodes Whether any clipping nodes exist within this layer, to optimize sorting if not
* @param[out] instructions The rendering instructions for the next frame.
*/
- void Prepare( BufferIndex updateBufferIndex,
- SortedLayerPointers& sortedLayers,
- RenderTask& renderTask,
- bool cull,
- bool hasClippingNodes,
- RenderInstructionContainer& instructions );
+ void Prepare(BufferIndex updateBufferIndex,
+ SortedLayerPointers& sortedLayers,
+ RenderTask& renderTask,
+ bool cull,
+ bool hasClippingNodes,
+ RenderInstructionContainer& instructions);
private:
-
/**
* Undefine copy and assignment operators.
*/
- RenderInstructionProcessor( const RenderInstructionProcessor& renderInstructionProcessor ); ///< No definition
- RenderInstructionProcessor& operator=( const RenderInstructionProcessor& renderInstructionProcessor ); ///< No definition
+ RenderInstructionProcessor(const RenderInstructionProcessor& renderInstructionProcessor); ///< No definition
+ RenderInstructionProcessor& operator=(const RenderInstructionProcessor& renderInstructionProcessor); ///< No definition
private:
-
/**
* @brief Sort render items
* @param bufferIndex The buffer to read from
* @param renderList to sort
* @param layer where the Renderers are from
* @param respectClippingOrder Sort with the correct clipping hierarchy.
+ * @param isOrthographicCamera Whether the camera is orthographic or not.
*/
- inline void SortRenderItems( BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder );
+ inline void SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder, bool isOrthographicCamera);
/// Sort comparitor function pointer type.
- typedef bool ( *ComparitorPointer )( const SortAttributes& lhs, const SortAttributes& rhs );
- typedef std::vector< SortAttributes > SortingHelper;
+ using ComparitorPointer = bool (*)(const SortAttributes&, const SortAttributes&);
- Dali::Vector< ComparitorPointer > mSortComparitors; ///< Contains all sort comparitors, used for quick look-up
- RenderInstructionProcessor::SortingHelper mSortingHelper; ///< Helper used to sort Renderers
+ using SortingHelper = std::vector<SortAttributes>;
+ Dali::Vector<ComparitorPointer> mSortComparitors; ///< Contains all sort comparitors, used for quick look-up
+ RenderInstructionProcessor::SortingHelper mSortingHelper; ///< Helper used to sort Renderers
};
-
} // namespace SceneGraph
} // namespace Internal