#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/public-api/rendering/renderer.h>
#include <dali/devel-api/images/texture-set-image.h>
-#include <dali/devel-api/rendering/renderer.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
+#include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
namespace Dali
{
void EmbossFilter::Enable()
{
- mImageForEmboss1 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
- mImageForEmboss2 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
+ mImageForEmboss1 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
+ mImageForEmboss2 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
Property::Map customShader;
- customShader[ "fragmentShader" ] = EMBOSS_FRAGMENT_SOURCE;
- Property::Map rendererMap;
- rendererMap.Insert( "shader", customShader );
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = EMBOSS_FRAGMENT_SOURCE;
+ Property::Map visualMap;
+ visualMap.Insert( Toolkit::VisualProperty::SHADER, customShader );
// create actor to render input with applied emboss effect
mActorForInput1 = Toolkit::ImageView::New(mInputImage);
mActorForInput1.RegisterProperty( TEX_SCALE_UNIFORM_NAME, textureScale );
mActorForInput1.RegisterProperty( COEFFICIENT_UNIFORM_NAME, Vector3( 2.f, -1.f, -1.f ) );
// set EMBOSS custom shader
- mActorForInput1.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
+ mActorForInput1.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
mRootActor.Add( mActorForInput1 );
mActorForInput2 = Toolkit::ImageView::New(mInputImage);
mActorForInput2.RegisterProperty( TEX_SCALE_UNIFORM_NAME, textureScale );
mActorForInput2.RegisterProperty( COEFFICIENT_UNIFORM_NAME, Vector3( -1.f, -1.f, 2.f ) );
// set EMBOSS custom shader
- mActorForInput2.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
+ mActorForInput2.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
mRootActor.Add( mActorForInput2 );
mActorForComposite = Actor::New();
mActorForComposite.SetSize(mTargetSize);
mActorForComposite.SetColor( Color::BLACK );
- customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE;
- rendererMap[ "shader"] = customShader;
- rendererMap[ "rendererType"] = "image";
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = COMPOSITE_FRAGMENT_SOURCE;
mRootActor.Add( mActorForComposite );
- InitializeControlRenderer( mActorForComposite, mRendererForEmboss1, rendererMap );
- InitializeControlRenderer( mActorForComposite, mRendererForEmboss2, rendererMap );
+ Image dummyImage; // Dummy image, force creation of an image visual
+
+ InitializeVisual( mActorForComposite, mVisualForEmboss1, dummyImage );
+ Toolkit::GetImplementation( mVisualForEmboss1 ).SetCustomShader( customShader );
+
+ InitializeVisual( mActorForComposite, mVisualForEmboss2, dummyImage );
+ Toolkit::GetImplementation( mVisualForEmboss2 ).SetCustomShader( customShader );
TextureSet textureSet1 = TextureSet::New();
TextureSetImage( textureSet1, 0, mImageForEmboss1 );
if( mActorForComposite )
{
- mRendererForEmboss1.SetOffStage( mActorForComposite );
- mRendererForEmboss2.SetOffStage( mActorForComposite );
- mRendererForEmboss1.Reset();
- mRendererForEmboss2.Reset();
+ mVisualForEmboss1.SetOffStage( mActorForComposite );
+ mVisualForEmboss2.SetOffStage( mActorForComposite );
+ mVisualForEmboss1.Reset();
+ mVisualForEmboss2.Reset();
mRootActor.Remove( mActorForComposite );
mActorForComposite.Reset();
}