#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/devel-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/integration-api/debug.h>
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ));
// Create render targets needed for rendering from light's point of view
{
}
-void ShadowView::OnStageConnection()
-{
- // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
- // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate()
- //Activate();
-}
-
-void ShadowView::OnStageDisconnection()
-{
- // TODO: can't call this here, since SetImage() calls fails similarly to above
- // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate()
- //Deactivate();
-}
-
void ShadowView::ConstrainCamera()
{
if( mPointLight && mShadowPlane )