/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
+#include <dali/public-api/rendering/shader.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
#include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
{
mShadowPlaneBg = shadowPlaneBackground;
- mShadowPlane = Toolkit::ImageView::New();
+ mShadowPlane = Toolkit::ImageView::New( mOutputImage );
mShadowPlane.SetName( "SHADOW_PLANE" );
mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
mShadowPlane.SetAnchorPoint(AnchorPoint::CENTER);
- mShadowPlane.SetImage(mOutputImage);
- mShadowPlane.SetProperty( Toolkit::ImageView::Property::IMAGE, mShadowRenderShader );
+ mShadowPlane.SetProperty( Toolkit::ImageView::Property::IMAGE, mShadowVisualMap );
SetShaderConstants();
// Rather than parent the shadow plane drawable and have constraints to move it to the same
Property::Map customShader;
- customShader[ "vertexShader" ] = RENDER_SHADOW_VERTEX_SOURCE;
- customShader[ "fragmentShader" ] = RENDER_SHADOW_FRAGMENT_SOURCE;
+ customShader[ Toolkit::Visual::Shader::Property::VERTEX_SHADER ] = RENDER_SHADOW_VERTEX_SOURCE;
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = RENDER_SHADOW_FRAGMENT_SOURCE;
- customShader[ "subdivideGridX" ] = 20;
- customShader[ "subdivideGridY" ] = 20;
+ customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 20;
+ customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 20;
- customShader[ "hints" ] = "outputIsTransparent";
+ customShader[ Toolkit::Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- mShadowRenderShader[ "shader" ] = customShader;
+ mShadowVisualMap[ Toolkit::Visual::Property::SHADER ] = customShader;
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
// Turn off inheritance to ensure filter renders properly
mBlurRootActor.SetParentOrigin( ParentOrigin::CENTER );
+ mBlurRootActor.SetInheritPosition(false);
mBlurRootActor.SetInheritOrientation(false);
mBlurRootActor.SetInheritScale(false);
mBlurRootActor.SetColorMode(USE_OWN_COLOR);