const char * const CUSTOM_VERTEX_SHADER( "vertexShader" );
const char * const CUSTOM_FRAGMENT_SHADER( "fragmentShader" );
-// name of the texture in material
-const char * const TEXTURE_NAME( "sTexture" );
-
// properties set on shader, these properties have the constant value in regardless of the page status
const char * const PROPERTY_SPINE_SHADOW ( "uSpineShadowParameter" ); // uniform for both spine and turn effect
void PageTurnView::Page::SetImage( Image image )
{
- if( material.GetNumberOfTextures() > 0 )
- {
- material.SetTextureImage( 0u, image );
- }
- else
+ if( !textureSet )
{
- material.AddTexture(image, TEXTURE_NAME);
+ textureSet = TextureSet::New();
}
+
+ textureSet.SetImage( 0u, image );
}
-void PageTurnView::Page::UseEffect(Shader shader)
+void PageTurnView::Page::UseEffect(Shader newShader)
{
- if( material )
- {
- material.SetShader( shader );
- }
- else
+ shader = newShader;
+ if( renderer )
{
- material = Material::New( shader );
+ renderer.SetShader( shader );
}
}
-void PageTurnView::Page::UseEffect(Shader shader, Geometry geometry)
+void PageTurnView::Page::UseEffect(Shader newShader, Geometry geometry)
{
- UseEffect( shader );
+ UseEffect( newShader );
if( !renderer )
{
- renderer = Renderer::New( geometry, material );
+ renderer = Renderer::New( geometry, shader );
+
+ if( !textureSet )
+ {
+ textureSet = TextureSet::New();
+ }
+
+ renderer.SetTextures( textureSet );
+ renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, Renderer::DEPTH_WRITE_ON );
actor.AddRenderer( renderer );
}
}
uint16_t width = static_cast<uint16_t>(mPageSize.width / DEFAULT_GRID_DENSITY + 0.5f);
uint16_t height = static_cast<uint16_t>(mPageSize.height / DEFAULT_GRID_DENSITY + 0.5f);
mGeometry = RendererFactoryCache::CreateGridGeometry( Uint16Pair( width, height ) );
- mGeometry.SetRequiresDepthTesting( true );
mPages.reserve( NUMBER_OF_CACHED_PAGES );
for( int i = 0; i < NUMBER_OF_CACHED_PAGES; i++ )