* </pre>
* <BR>
* <B>
- * Note: In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
+ * @since_tizen 2.4
+ * @note In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
* with the uniform color "uColor" of the node
* </B>
- * @since_tizen 2.4
*/
class DALI_IMPORT_API ShaderEffect : public Handle
{
// Default Properties
/**
* @brief An enumeration of properties belonging to the Path class.
+ *
* Grid Density defines the spacing of vertex coordinates in world units.
* ie a larger actor will have more grids at the same spacing.
*
{
enum
{
- GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "grid-density", type float
- IMAGE, ///< name "image", type Map {"filename":"", "load-policy":...}
- PROGRAM, ///< name "program", type Map {"vertex-prefix":"","fragment-prefix":"","vertex":"","fragment":""}
- GEOMETRY_HINTS ///< name "geometry-hints", type int (bitfield) values from enum GeometryHints
+ GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< type float @since_tizen 2.4
+ IMAGE, ///< type Map {"filename":"", "load-policy":...} @since_tizen 2.4
+ PROGRAM, ///< type Map {"vertex-prefix":"","fragment-prefix":"","vertex":"","fragment":""} @since_tizen 2.4
+ GEOMETRY_HINTS ///< type int (bitfield) values from enum GeometryHints @since_tizen 2.4
};
};
*/
enum GeometryHints
{
- HINT_NONE = 0x00, ///< no hints
- HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X
- HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y
+ HINT_NONE = 0x00, ///< no hints @since_tizen 2.4
+ HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X @since_tizen 2.4
+ HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y @since_tizen 2.4
HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
- HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on
- HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO
- HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling)
+ HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on @since_tizen 2.4
+ HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO @since_tizen 2.4
+ HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling) @since_tizen 2.4
};
/**
*/
enum UniformCoordinateType
{
- COORDINATE_TYPE_DEFAULT, ///< Default, No transformation to be applied
- COORDINATE_TYPE_VIEWPORT_POSITION, ///< The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates.
- COORDINATE_TYPE_VIEWPORT_DIRECTION ///< The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates.
+ COORDINATE_TYPE_DEFAULT, ///< Default, No transformation to be applied @since_tizen 2.4
+ COORDINATE_TYPE_VIEWPORT_POSITION, ///< The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates. @since_tizen 2.4
+ COORDINATE_TYPE_VIEWPORT_DIRECTION ///< The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates. @since_tizen 2.4
};
/**
GeometryHints hints = GeometryHints(HINT_NONE) );
/**
- * @brief Downcast an Object handle to ShaderEffect.
+ * @brief Downcast a handle to ShaderEffect handle.
*
* If handle points to a ShaderEffect the downcast produces valid
* handle. If not the returned handle is left uninitialized.
/**
* @brief Set a uniform value.
+ *
* This will register a property of type Property::FLOAT; see Object::RegisterProperty() for more details.
* If name matches a uniform in the shader source, this value will be uploaded when rendering.
* @since_tizen 2.4