namespace SceneGraph
{
-RenderDataProvider::RenderDataProvider(
- const GeometryDataProvider& geometryDataProvider,
- const MaterialDataProvider& materialDataProvider,
- const UniformMapDataProvider& uniformMapDataProvider,
- Shader& shader,
- const PropertyBuffer* indexBuffer,
- const VertexBuffers& vertexBuffers,
- const Samplers& samplers )
-
-: mGeometryDataProvider( &geometryDataProvider ),
- mMaterialDataProvider( &materialDataProvider ),
- mUniformMapDataProvider( &uniformMapDataProvider ),
- mShader( &shader ),
- mIndexBuffer( indexBuffer ),
- mVertexBuffers( vertexBuffers ),
- mSamplers( samplers )
+RenderDataProvider::RenderDataProvider()
+: mMaterialDataProvider( NULL ),
+ mUniformMapDataProvider( NULL ),
+ mShader( NULL ),
+ mUseBlend( false )
{
}
{
}
-void RenderDataProvider::SetGeometry( const GeometryDataProvider& geometryDataProvider )
-{
- mGeometryDataProvider = &geometryDataProvider;
-}
-
-const GeometryDataProvider& RenderDataProvider::GetGeometry() const
-{
- return *mGeometryDataProvider;
-}
-
void RenderDataProvider::SetMaterial( const MaterialDataProvider& materialDataProvider )
{
mMaterialDataProvider = &materialDataProvider;
return *mShader;
}
-void RenderDataProvider::SetIndexBuffer( const PropertyBuffer* indexBuffer )
-{
- mIndexBuffer = indexBuffer;
-}
-
-const PropertyBuffer* RenderDataProvider::GetIndexBuffer() const
-{
- return mIndexBuffer;
-}
-
-void RenderDataProvider::SetVertexBuffers( const RenderDataProvider::VertexBuffers& vertexBuffers)
+void RenderDataProvider::SetSamplers( const RenderDataProvider::Samplers& samplers )
{
- DALI_ASSERT_DEBUG( vertexBuffers.Count() > 0 && "Using empty vertex buffer" );
- mVertexBuffers = vertexBuffers;
+ mSamplers = samplers;
}
-const RenderDataProvider::VertexBuffers& RenderDataProvider::GetVertexBuffers() const
+const RenderDataProvider::Samplers& RenderDataProvider::GetSamplers() const
{
- return mVertexBuffers;
+ return mSamplers;
}
-void RenderDataProvider::SetSamplers( const RenderDataProvider::Samplers& samplers )
+void RenderDataProvider::SetUseBlend( bool useBlend )
{
- mSamplers = samplers;
+ mUseBlend = useBlend;
}
-const RenderDataProvider::Samplers& RenderDataProvider::GetSamplers() const
+bool RenderDataProvider::GetUseBlend( BufferIndex bufferIndex ) const
{
- return mSamplers;
+ return mUseBlend;
}
-
} // SceneGraph
} // Internal
} // Dali