/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// EXTERNAL INCLUDES
#include <dali/devel-api/actors/actor-devel.h>
#include <dali/devel-api/rendering/renderer-devel.h>
+#include <dali/devel-api/common/stage.h>
#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>
END_TEST;
}
+int UtcDaliRendererMoveConstructor(void)
+{
+ TestApplication application;
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ Renderer renderer = Renderer::New( geometry, shader );
+ DALI_TEST_CHECK( renderer );
+ DALI_TEST_EQUALS( 1, renderer.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::TRANSPARENT, TEST_LOCATION );
+
+ renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::MAGENTA );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+
+ Renderer move = std::move( renderer );
+ DALI_TEST_CHECK( move );
+ DALI_TEST_EQUALS( 1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+ DALI_TEST_EQUALS( move.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+ DALI_TEST_CHECK( !renderer );
+
+ END_TEST;
+}
+
+int UtcDaliRendererMoveAssignment(void)
+{
+ TestApplication application;
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ Renderer renderer = Renderer::New( geometry, shader );
+ DALI_TEST_CHECK( renderer );
+ DALI_TEST_EQUALS( 1, renderer.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::TRANSPARENT, TEST_LOCATION );
+
+ renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::MAGENTA );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+
+ Renderer move;
+ move = std::move( renderer );
+ DALI_TEST_CHECK( move );
+ DALI_TEST_EQUALS( 1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+ DALI_TEST_EQUALS( move.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+ DALI_TEST_CHECK( !renderer );
+
+ END_TEST;
+}
+
int UtcDaliRendererDownCast01(void)
{
TestApplication application;
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;
}
Renderer renderer = Renderer::New(geometry1, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
Renderer renderer = Renderer::New(geometry, shader1);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
TestGlAbstraction& gl = application.GetGlAbstraction();
application.SendNotification();
Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
// By default, none of the faces should be culled
unsigned int cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
Actor actor = Actor::New();
// set a transparent actor color so that blending is enabled
- actor.SetOpacity( 0.5f );
+ actor.SetProperty( Actor::Property::OPACITY, 0.5f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE_MINUS_SRC_COLOR );
renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::SRC_ALPHA_SATURATE );
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.5f ); // enable blending
+ actor.SetProperty( Actor::Property::OPACITY, 0.5f ); // enable blending
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::CONSTANT_COLOR );
renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE_MINUS_CONSTANT_COLOR );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
// Test the defaults as documented in blending.h
int equationRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_RGB );
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.1f );
+ actor.SetProperty( Actor::Property::OPACITY, 0.1f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
// Test the single blending equation setting
{
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.98f );
+ actor.SetProperty( Actor::Property::OPACITY, 0.98f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.0f );
+ actor.SetProperty( Actor::Property::OPACITY, 0.0f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.15f );
+ actor.SetProperty( Actor::Property::OPACITY, 0.15f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.75f );
+ actor.SetProperty( Actor::Property::OPACITY, 0.75f );
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().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) );
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+ application.GetScene().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 );
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Color::MAGENTA );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
tet_infoline("Test setting the blend mode to auto with an opaque color and an image with an alpha channel renders with blending enabled");
Geometry geometry = CreateQuadGeometry();
- BufferImage image = BufferImage::New( 40, 40, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40);
Shader shader = CreateShader();
TextureSet textureSet = CreateTextureSet( image );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Geometry geometry = CreateQuadGeometry();
Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
- BufferImage image = BufferImage::New( 50, 50, Pixel::RGB888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGB888, 50, 50);
TextureSet textureSet = CreateTextureSet( image );
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Geometry geometry = CreateQuadGeometry();
Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
TextureSet textureSet = TextureSet::New();
- BufferImage image = BufferImage::New( 50, 50, Pixel::RGBA8888 );
- TextureSetImage( textureSet, 0u, image );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 50, 50);
+ textureSet.SetTexture(0u, image);
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+ application.GetScene().Add(actor);
Property::Value value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
bool preMultipliedAlpha;
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
Vector4 initialColor = Color::WHITE;
Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
Vector4 initialColor = Color::WHITE;
Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
tet_infoline("Test the uniform map precedence is applied properly");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
tet_infoline("Test the uniform map precedence is applied properly");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
tet_infoline("Test the uniform map precedence is applied properly");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
tet_infoline("Test the uniform maps are collected from all objects (same type)");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
tet_infoline("Test the uniform maps are collected from all objects (different types)");
- Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
Renderer CreateRenderer( Actor actor, Geometry geometry, Shader shader, int depthIndex )
{
- Image image0 = BufferImage::New( 64, 64, Pixel::RGB888 );
+ Texture image0 = Texture::New(TextureType::TEXTURE_2D, Pixel::RGB888, 64, 64);
TextureSet textureSet0 = CreateTextureSet( image0 );
Renderer renderer0 = Renderer::New( geometry, shader );
renderer0.SetTextures( textureSet0 );
Actor CreateActor( Actor parent, int siblingOrder, const char* location )
{
Actor actor = Actor::New();
- actor.SetAnchorPoint(AnchorPoint::CENTER);
- actor.SetParentOrigin(AnchorPoint::CENTER);
- actor.SetPosition(0.0f,0.0f);
- actor.SetSize(100, 100);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,AnchorPoint::CENTER);
+ actor.SetProperty( Actor::Property::POSITION, Vector2(0.0f,0.0f));
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
parent.Add(actor);
actor.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, siblingOrder );
DALI_TEST_EQUALS( actor.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), siblingOrder, TEST_INNER_LOCATION(location) );
Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Actor root = Stage::GetCurrent().GetRootLayer();
+ Actor root = application.GetScene().GetRootLayer();
Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Actor root = Stage::GetCurrent().GetRootLayer();
+ Actor root = application.GetScene().GetRootLayer();
Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
Actor actor1 = CreateActor( actor0, 0, TEST_LOCATION );
Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Actor root = Stage::GetCurrent().GetRootLayer();
+ Actor root = application.GetScene().GetRootLayer();
Actor actor0 = CreateActor( root, 1, TEST_LOCATION );
Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
Actor actor2 = CreateActor( actor0, 0, TEST_LOCATION );
Shader shader = Shader::New("VertexSource", "FragmentSource");
Geometry geometry = CreateQuadGeometry();
- Actor root = Stage::GetCurrent().GetRootLayer();
+ Actor root = application.GetScene().GetRootLayer();
/*
* Create the following hierarchy:
*/
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 );
gl.EnableDrawCallTrace( true );
Actor actor = Actor::New();
- actor.SetSize( 100, 100 );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
// create geometry
Geometry geometry = Geometry::New();
};
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
vertexBuffer.SetData( shapes, sizeof(shapes)/sizeof(shapes[0]));
// --------------------------------------------------------------------------
Renderer renderer = Renderer::New( geometry, shader );
actor.AddRenderer( renderer );
- Stage stage = Stage::GetCurrent();
- stage.Add( actor );
+ Integration::Scene scene = application.GetScene();
+ scene.Add( actor );
char buffer[ 128 ];
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage stage = Stage::GetCurrent();
- stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
- stage.Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ Integration::Scene scene = application.GetScene();
+ scene.GetRootLayer().SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
+ scene.Add(actor);
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableEnableDisableCallTrace(true);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
/*
* Here we use a templatized function to perform several checks on each enumeration property.
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400.0f, 400.0f );
- Stage stage = Stage::GetCurrent();
- stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
- stage.Add( actor );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ Integration::Scene scene = application.GetScene();
+ scene.GetRootLayer().SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
+ scene.Add( actor );
return renderer;
}
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 );
+ application.GetScene().GetRootLayer().SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_UI );
glEnableDisableStack.Reset();
application.SendNotification();
DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
// Turn the layer depth-test flag back on, and confirm that depth testing is now on.
- Stage::GetCurrent().GetRootLayer().SetDepthTestDisabled( false );
+ application.GetScene().GetRootLayer().SetProperty(Layer::Property::DEPTH_TEST, true );
glEnableDisableStack.Reset();
application.SendNotification();
Actor actor= Actor::New();
actor.AddRenderer(renderer);
- actor.SetPosition(0.0f,0.0f);
- actor.SetSize(100, 100);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::POSITION, Vector2(0.0f,0.0f));
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+ application.GetScene().Add(actor);
TestGlAbstraction& gl = application.GetGlAbstraction();
TraceCallStack& drawTrace = gl.GetDrawTrace();
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400, 400 );
- actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
- Stage::GetCurrent().Add( actor );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ application.GetScene().Add( actor );
Property::Value value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
float opacity;
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400, 400 );
- actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
- Stage::GetCurrent().Add( actor );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ application.GetScene().Add( actor );
application.SendNotification();
application.Render(0);
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;
}
Actor actor = Actor::New();
actor.AddRenderer( renderer );
- actor.SetSize( 400, 400 );
- Stage::GetCurrent().Add( actor );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add( actor );
application.SendNotification();
application.Render(0);
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.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ application.GetScene().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.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ application.GetScene().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;
+}
+
+int UtcDaliRendererAddDrawCommands(void)
+{
+ TestApplication application;
+
+ tet_infoline("Test adding draw commands to the renderer");
+
+ TestGlAbstraction &glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace(true);
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New("vertexSrc", "fragmentSrc");
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ renderer.SetProperty( Renderer::Property::BLEND_MODE, Dali::BlendMode::ON );
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+ actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+ application.GetScene().Add(actor);
+
+ // Expect delivering a single draw call
+ auto &drawTrace = glAbstraction.GetDrawTrace();
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
+
+ auto drawCommand1 = DevelRenderer::DrawCommand{};
+ drawCommand1.drawType = DevelRenderer::DrawType::INDEXED;
+ drawCommand1.firstIndex = 0;
+ drawCommand1.elementCount = 2;
+ drawCommand1.queue = DevelRenderer::RENDER_QUEUE_OPAQUE;
+
+ auto drawCommand2 = DevelRenderer::DrawCommand{};
+ drawCommand2.drawType = DevelRenderer::DrawType::INDEXED;
+ drawCommand2.firstIndex = 2;
+ drawCommand2.elementCount = 2;
+ drawCommand2.queue = DevelRenderer::RENDER_QUEUE_TRANSPARENT;
+
+ auto drawCommand3 = DevelRenderer::DrawCommand{};
+ drawCommand3.drawType = DevelRenderer::DrawType::ARRAY;
+ drawCommand3.firstIndex = 2;
+ drawCommand3.elementCount = 2;
+ drawCommand3.queue = DevelRenderer::RENDER_QUEUE_OPAQUE;
+
+ DevelRenderer::AddDrawCommand(renderer, drawCommand1);
+ DevelRenderer::AddDrawCommand(renderer, drawCommand2);
+ DevelRenderer::AddDrawCommand(renderer, drawCommand3);
+
+ drawTrace.Reset();
+ drawTrace.Enable(true);
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 3, TEST_LOCATION);
+
+ END_TEST;
+}
+int UtcDaliRendererSetGeometryNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ Dali::Geometry arg1;
+ instance.SetGeometry(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererSetTexturesNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ Dali::TextureSet arg1;
+ instance.SetTextures(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererSetShaderNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ Dali::Shader arg1;
+ instance.SetShader(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererGetGeometryNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ instance.GetGeometry();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererGetTexturesNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ instance.GetTextures();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliRendererGetShaderNegative(void)
+{
+ TestApplication application;
+ Dali::Renderer instance;
+ try
+ {
+ instance.GetShader();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}