#define __DALI_INTERNAL_SCENE_GRAPH_RENDER_TASK_H__
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
#include <dali/internal/event/common/event-thread-services.h>
#include <dali/internal/update/common/property-owner.h>
#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/render/renderers/render-frame-buffer.h>
namespace Dali
{
namespace SceneGraph
{
class Node;
-class CameraAttachment;
+class Camera;
class RenderInstruction;
class RenderMessageDispatcher;
bool IsExclusive() const;
/**
- * Set the node from which the scene is viewed.
- * @param[in] node The scene is viewed from the perspective of this node.
+ * Set the camera from which the scene is viewed.
+ * @param[in] cameraNode that camera is connected with
+ * @param[in] camera to use.
*/
- void SetCameraNode( Node* node );
+ void SetCamera( Node* cameraNode, Camera* camera );
/**
* Set the frame-buffer used as a render target.
unsigned int GetFrameBufferId() const;
/**
+ * Set the frame-buffer used as a render target.
+ * @param[in] frameBuffer The framebuffer
+ */
+ void SetFrameBuffer( Render::FrameBuffer* frameBuffer );
+
+ /**
+ * Retrieve the resource ID of the frame-buffer.
+ * @return The resource ID, or zero if not rendering off-screen.
+ */
+ Render::FrameBuffer* GetFrameBuffer();
+
+ /**
* Set the value of property viewportPosition
* This value will persist only for the current frame.
* @param[in] updateBufferIndex The current update buffer index.
/**
* Retrieve the view-matrix; this is double buffered for input handling.
- * @pre GetCameraNode() returns a node with valid CameraAttachment.
+ * @pre GetCameraNode() returns a node with valid Camera.
* @param[in] bufferIndex The buffer to read from.
* @return The view-matrix.
*/
const Matrix& GetViewMatrix( BufferIndex bufferIndex ) const;
/**
- * @brief Retrieve the camera attachment.
- * @pre GetCameraNode() returns a node with valid CameraAttachment.
+ * @brief Retrieve the camera.
+ * @pre GetCameraNode() returns a node with valid Camera.
*
- * @return The camera attachment.
+ * @return The camera.
*/
- SceneGraph::CameraAttachment& GetCameraAttachment() const;
+ SceneGraph::Camera& GetCamera() const;
/**
* Retrieve the projection-matrix; this is double buffered for input handling.
- * @pre GetCameraNode() returns a node with valid CameraAttachment.
+ * @pre GetCameraNode() returns a node with valid Camera.
* @param[in] bufferIndex The buffer to read from.
* @return The projection-matrix.
*/
bool ViewMatrixUpdated();
/**
- * @return A pointer to the camera used by the RenderTask
- */
- Node* GetCamera() const;
-
- /**
- * Set whether GL sync is required for native render target.
- * @param[in] whether GL sync is required for native render target
+ * Indicate whether GL sync is required for native render target.
+ * @param[in] requiresSync whether GL sync is required for native render target
*/
void SetSyncRequired( bool requiresSync );
Render::RenderTracker* mRenderSyncTracker;
Node* mSourceNode;
Node* mCameraNode;
- CameraAttachment* mCameraAttachment;
+ SceneGraph::Camera* mCamera;
unsigned int mFrameBufferResourceId;
+ Render::FrameBuffer* mFrameBuffer;
bool mResourcesFinished:1; ///< True if all resources were available when the render-task was processed
bool mWaitingToRender:1; ///< True when an render once to FBO is waiting
bool mCullMode: 1; ///< Whether renderers should be frustum culled
FrameBufferTexture* mRenderTarget;
- Viewport mViewport;
State mState; ///< Render state.
unsigned int mRefreshRate; ///< REFRESH_ONCE, REFRESH_ALWAYS or render every N frames
new (slot) LocalType( &task, &RenderTask::SetFrameBufferId, resourceId, isNativeFBO );
}
+inline void SetFrameBufferMessage( EventThreadServices& eventThreadServices, RenderTask& task, Render::FrameBuffer* frameBuffer )
+{
+ typedef MessageValue1< RenderTask, Render::FrameBuffer*> LocalType;
+
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &task, &RenderTask::SetFrameBuffer, frameBuffer );
+}
+
inline void SetClearColorMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Vector4& value )
{
typedef MessageDoubleBuffered1< RenderTask, Vector4 > LocalType;
new (slot) LocalType( &task, &RenderTask::SetSourceNode, node );
}
-inline void SetCameraNodeMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Node* constNode )
+inline void SetCameraMessage( EventThreadServices& eventThreadServices, RenderTask& task, const Node* constNode, const Camera* constCamera )
{
- // Scene graph thread can destroy this object.
- Node* node = const_cast< Node* >( constNode );
-
- typedef MessageValue1< RenderTask, Node* > LocalType;
+ typedef MessageValue2< RenderTask, Node*, Camera* > LocalType;
- // Reserve some memory inside the message queue
+ Node* node = const_cast< Node* >( constNode );
+ Camera* camera = const_cast< Camera* >( constCamera );
+ // Reserve memory inside the message queue
unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &task, &RenderTask::SetCameraNode, node );
+ new (slot) LocalType( &task, &RenderTask::SetCamera, node, camera );
}
inline void SetExclusiveMessage( EventThreadServices& eventThreadServices, RenderTask& task, bool exclusive )