/*
- * 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/common/stage.h>
#include <dali/public-api/object/property-map.h>
#include <dali/public-api/render-tasks/render-task-list.h>
-#include <dali/devel-api/rendering/renderer.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/devel-api/images/texture-set-image.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE;
Property::Map customShader;
- customShader[ "fragmentShader" ] = fragmentSource.str();
- Property::Map rendererMap;
- rendererMap.Insert( "shader", customShader );
- mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
- mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentSource.str();
+ Property::Map visualMap;
+ visualMap.Insert( Toolkit::Visual::Property::SHADER, customShader );
+ mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
+ mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
// Set up blend-two-image custom shader
- customShader[ "fragmentShader" ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE;
- rendererMap[ "shader"] = customShader;
- mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE;
+ visualMap[ Toolkit::Visual::Property::SHADER ] = customShader;
+ mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
mRootActor.Add( mActorForInput );
mRootActor.Add( mActorForHorz );
mRootActor.Add( mActorForBlending );
// Add effect texture to blend-two-image custom shader
- Material material = mActorForBlending.GetRendererAt(0).GetMaterial();
- int textureIndex = material.GetTextureIndex( EFFECT_IMAGE_NAME );
- if( textureIndex == -1 )
- {
- material.AddTexture( mInputImage, EFFECT_IMAGE_NAME );
- }
- else
- {
- material.SetTextureImage( textureIndex, mInputImage );
- }
+ TextureSet textureSet = mActorForBlending.GetRendererAt(0).GetTextures();
+ TextureSetImage( textureSet, 1u, mInputImage );
SetupCamera();
CreateRenderTasks();