Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, testColor, TEST_LOCATION );
END_TEST;
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, testColor, TEST_LOCATION );
controlRenderer.SetOffStage( actor );
controlRenderer.SetOnStage( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0).GetMaterial().GetBlendMode(), BlendingMode::ON, TEST_LOCATION );
TestGlAbstraction& gl = application.GetGlAbstraction();
application.Render(0);
Vector4 actualColor(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBorderColor", actualColor ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "borderColor", actualColor ) );
DALI_TEST_EQUALS( actualColor, testColor, TEST_LOCATION );
float actualSize = 0.f;
- DALI_TEST_CHECK( gl.GetUniformValue<float>( "uBorderSize", actualSize ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<float>( "borderSize", actualSize ) );
DALI_TEST_EQUALS( actualSize, testSize, TEST_LOCATION );
controlRenderer.SetOffStage( actor );
RendererFactory factory = RendererFactory::Get();
DALI_TEST_CHECK( factory );
- Vector4 testColor( 1.f, 0.5f, 0.3f, 0.2f );
+ Vector4 testColor( 1.f, 0.5f, 0.3f, 1.f );
float testSize = 5.f;
- ControlRenderer controlRenderer = factory.GetControlRenderer(testSize, testColor);
+ ControlRenderer controlRenderer = factory.GetControlRenderer(testSize, testColor );
DALI_TEST_CHECK( controlRenderer );
Actor actor = Actor::New();
application.SendNotification();
application.Render(0);
+ DALI_TEST_EQUALS( actor.GetRendererAt(0).GetMaterial().GetBlendMode(), BlendingMode::AUTO, TEST_LOCATION );
+
Vector4 actualColor(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBorderColor", actualColor ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "borderColor", actualColor ) );
DALI_TEST_EQUALS( actualColor, testColor, TEST_LOCATION );
float actualSize = 0.f;
- DALI_TEST_CHECK( gl.GetUniformValue<float>( "uBorderSize", actualSize ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<float>( "borderSize", actualSize ) );
DALI_TEST_EQUALS( actualSize, testSize, TEST_LOCATION );
+ controlRenderer.SetOffStage( actor );
+
+ // enable the anti-aliasing
+ controlRenderer = factory.GetControlRenderer(testSize, testColor, true );
+ controlRenderer.SetOnStage( actor );
+
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetRendererAt(0).GetMaterial().GetBlendMode(), BlendingMode::ON, TEST_LOCATION );
+
+
END_TEST;
}
-
int UtcDaliRendererFactoryGetLinearGradientRenderer(void)
{
ToolkitTestApplication application;
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
factory.ResetRenderer( controlRenderer, actor, Color::GREEN );
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
Image bufferImage = CreateBufferImage( 100, 200, Vector4( 1.f, 1.f, 1.f, 1.f ) );
application.SendNotification();
application.Render(0);
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
END_TEST;