/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
application.SendNotification();
application.Render(0); // Ensure animation starts
application.Render(2000u); // Halfway point
- Vector4 testColor(1.0f, 0.0f, 0.5f, 0.75f );
+ Vector3 testColor( 1.0f, 0.0f, 0.5f );
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector4>("uColor", Vector4(0.5f, 0.5f, 0.5f, 1.0f )), true, TEST_LOCATION );
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector3>("mixColor", Vector3(testColor)), true, TEST_LOCATION );
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<float>("opacity", testColor.a), true, TEST_LOCATION );
+ // uColor.a should be actor's alpha * mixColor.a.
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector4>( "uColor", Vector4( 0.5f, 0.5f, 0.5f, 0.75f ) ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector3>( "mixColor", testColor ), true, TEST_LOCATION );
application.Render(2000u); // Halfway point between blue and white
DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector4>("uColor", Color::WHITE ), true, TEST_LOCATION );
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector3>("mixColor", Vector3(TARGET_MIX_COLOR)), true, TEST_LOCATION );
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<float>("opacity", TARGET_MIX_COLOR.a), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector4>( "uColor", Vector4( 1.0f, 1.0f, 1.0f, 0.5f ) ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector3>( "mixColor", Vector3( TARGET_MIX_COLOR ) ), true, TEST_LOCATION );
TestMixColor( visual, Visual::Property::MIX_COLOR, TARGET_MIX_COLOR );
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
- tet_infoline("Test that the renderer has the opacity property");
- Property::Index index = DevelHandle::GetPropertyIndex( renderer, Visual::Property::OPACITY );
- DALI_TEST_CHECK( index != Property::INVALID_INDEX );
-
-
Property::Value blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::ON, TEST_LOCATION );
application.Render(2000u); // Halfway point through animation
application.SendNotification(); // Handle any signals
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<float>("opacity", 0.75f), true, TEST_LOCATION );
+ Vector4 color;
+ DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue< Vector4 >( "uColor", color ) );
+ DALI_TEST_EQUALS( color.a, 0.75f, TEST_LOCATION );
application.Render(2001u); // end
application.SendNotification(); // ensure animation finished signal is sent
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<float>("opacity", 1.0f), true, TEST_LOCATION );
+ DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue< Vector4 >( "uColor", color ) );
+ DALI_TEST_EQUALS( color.a, 1.0f, TEST_LOCATION );
blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::AUTO, TEST_LOCATION );
application.Render(2000u); // Halfway point
application.SendNotification();
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<float>("opacity", 0.55f), true, TEST_LOCATION );
+ Vector4 color;
+ DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue< Vector4 >( "uColor", color ) );
+ DALI_TEST_EQUALS( color.a, 0.55f, TEST_LOCATION );
application.Render(2016u); // end
application.SendNotification();
- DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<float>("opacity", 0.1f), true, TEST_LOCATION );
+ DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue< Vector4 >( "uColor", color ) );
+ DALI_TEST_EQUALS( color.a, 0.1f, TEST_LOCATION );
blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::ON, TEST_LOCATION );