/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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/public-api/dali-core.h>
#include <dali/devel-api/images/texture-set-image.h>
+#include <dali/integration-api/render-task-list-integ.h>
#include <cstdio>
#include <string>
DALI_PROPERTY( "stencilOperationOnZFail", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL )
DALI_PROPERTY( "stencilOperationOnZPass", INTEGER, true, false, false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_PASS )
DALI_PROPERTY( "opacity", FLOAT, true, true, true, Dali::DevelRenderer::Property::OPACITY )
+ DALI_PROPERTY( "renderingBehavior", INTEGER, true, false, false, Dali::DevelRenderer::Property::RENDERING_BEHAVIOR )
*/
Geometry geometry = CreateQuadGeometry();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
- DALI_TEST_EQUALS( renderer.GetPropertyCount(), 25, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetPropertyCount(), 26, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "depthIndex", Property::INTEGER, true, false, false, Renderer::Property::DEPTH_INDEX, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "faceCullingMode", Property::INTEGER, true, false, false, Renderer::Property::FACE_CULLING_MODE, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZFail", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZPass", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, TEST_LOCATION );
TEST_RENDERER_PROPERTY( renderer, "opacity", Property::FLOAT, true, true, true, DevelRenderer::Property::OPACITY, TEST_LOCATION );
+ TEST_RENDERER_PROPERTY( renderer, "renderingBehavior", Property::INTEGER, true, false, false, DevelRenderer::Property::RENDERING_BEHAVIOR, TEST_LOCATION );
END_TEST;
}
Actor actor = Actor::New();
// set a transparent actor color so that blending is enabled
- actor.SetOpacity( 0.5f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.5f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.5f ); // enable blending
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.5f ); // enable blending
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.1f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.1f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.98f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.98f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.0f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.0f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.15f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.15f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.75f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.75f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
- actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
- actor.SetColor( Color::MAGENTA );
+ actor.SetProperty( Actor::Property::COLOR, Color::MAGENTA );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
- actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
Stage::GetCurrent().Add(actor);
Property::Value value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
Actor CreateActor( Actor parent, int siblingOrder, const char* location )
{
Actor actor = Actor::New();
- actor.SetAnchorPoint(AnchorPoint::CENTER);
- actor.SetParentOrigin(AnchorPoint::CENTER);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,AnchorPoint::CENTER);
actor.SetPosition(0.0f,0.0f);
actor.SetSize(100, 100);
parent.Add(actor);
*/
Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
- actor0.SetDrawMode( DrawMode::OVERLAY_2D );
+ actor0.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
- actor1.SetDrawMode( DrawMode::OVERLAY_2D );
+ actor1.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
Renderer renderer1 = CreateRenderer( actor1, geometry, shader, 0 );
Actor actor2 = CreateActor( root, 0, TEST_LOCATION );
Renderer renderer2 = CreateRenderer( actor2, geometry, shader, 0 );
Actor actor3 = CreateActor( root, 0, TEST_LOCATION );
- actor3.SetDrawMode( DrawMode::OVERLAY_2D );
+ actor3.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
Renderer renderer3 = CreateRenderer( actor3, geometry, shader, 0 );
Actor actor4 = CreateActor( root, 0, TEST_LOCATION );
DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
- // Change the layer behavior to LAYER_2D.
+ // Change the layer behavior to LAYER_UI.
// Note this will also disable depth testing for the layer by default, we test this first.
- Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_2D );
+ Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_UI );
glEnableDisableStack.Reset();
application.SendNotification();
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 400, 400 );
- actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
Stage::GetCurrent().Add( actor );
Property::Value value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 400, 400 );
- actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
Stage::GetCurrent().Add( actor );
application.SendNotification();
DALI_TEST_CHECK( value.Get( opacity ) );
DALI_TEST_EQUALS( opacity, 0.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ // Need to clear the animation before setting the property as the animation value is baked and will override any previous setters
+ animation.Clear();
renderer.SetProperty( DevelRenderer::Property::OPACITY, 0.1f );
- animation.Clear();
animation.AnimateBy( Property( renderer, DevelRenderer::Property::OPACITY ), 0.5f );
animation.Play();
value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
DALI_TEST_CHECK( value.Get( opacity ) );
DALI_TEST_EQUALS( opacity, 0.6f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( opacity, renderer.GetCurrentProperty( DevelRenderer::Property::OPACITY ).Get< float >(), Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
END_TEST;
}
END_TEST;
}
+
+int UtcDaliRendererRenderingBehavior(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Test RENDERING_BEHAVIOR property" );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+ actor.SetSize( 400, 400 );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ Stage::GetCurrent().Add( actor );
+
+ Property::Value value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+ int renderingBehavior;
+ DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+ DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::IF_REQUIRED, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ uint32_t updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK( !( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING ) );
+
+ renderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
+
+ value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+ DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+ DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION );
+
+ // Render and check the update status
+ application.SendNotification();
+ application.Render();
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+ value = renderer.GetCurrentProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+ DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+ DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION );
+
+ // Render again and check the update status
+ application.SendNotification();
+ application.Render();
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+ // Change rendering behavior
+ renderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
+
+ // Render and check the update status
+ application.SendNotification();
+ application.Render();
+
+ updateStatus = application.GetUpdateStatus();
+
+ DALI_TEST_CHECK( !( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING ) );
+
+ END_TEST;
+}
+
+int UtcDaliRendererRegenerateUniformMap(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Test regenerating uniform map when attaching renderer to the node" );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+ actor.SetSize( 400, 400 );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ actor.RemoveRenderer( renderer );
+ shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ shader.RegisterProperty( "opacity", 0.5f );
+ renderer.SetShader( shader );
+
+ Stage::GetCurrent().KeepRendering( 1.0f );
+
+ // Update for several frames
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+
+ // Add Renderer
+ actor.AddRenderer( renderer );
+ application.SendNotification();
+ application.Render();
+
+ // Nothing to test here, the test must not crash
+ auto updateStatus = application.GetUpdateStatus();
+ DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+ END_TEST;
+}