*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
-{
- VisualFactoryCache::COLOR_SHADER,
- VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER,
- VisualFactoryCache::COLOR_SHADER_BORDERLINE,
- VisualFactoryCache::COLOR_SHADER_ROUNDED_BORDERLINE,
- VisualFactoryCache::COLOR_SHADER_BLUR_EDGE,
- VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE,
+ {
+ VisualFactoryCache::COLOR_SHADER,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER,
+ VisualFactoryCache::COLOR_SHADER_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_BLUR_EDGE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE,
// We must regist properies into renderer, and update shader.
// BlurRadius added by this action. Regist property to renderer.
// We must regist properies into renderer, and update shader.
// BlurRadius added by this action. Regist property to renderer.
- mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+ mBlurRadiusIndex = mImpl->mRenderer.RegisterUniqueProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
// Change the shader must not be occured many times. we always have to use blur feature.
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
// Change the shader must not be occured many times. we always have to use blur feature.
- // ColorVisual has it's own index key for mix color - use this instead
- // of using the new base index to avoid changing existing applications
- // String keys will get to this property.
- mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty(Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor));
+ mImpl->mRenderer.SetProperty(VisualRenderer::Property::VISUAL_MIX_COLOR, Vector3(mImpl->mMixColor));
- mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+ mBlurRadiusIndex = mImpl->mRenderer.RegisterUniqueProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
}
// Register transform properties
mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
}
// Register transform properties
- bool roundedCorner = IsRoundedCornerRequired();
- bool borderline = IsBorderlineRequired();
- bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius;
- int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
+ bool roundedCorner = IsRoundedCornerRequired();
+ bool borderline = IsBorderlineRequired();
+ bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius;
+ int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
mFactoryCache.SaveShader(shaderType, shader);
}
Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
mFactoryCache.SaveShader(shaderType, shader);
}