/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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 <fstream>
//INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
varying mediump vec3 vIllumination;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
void main()\n
{\n
- gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * visualMixColor();\n
+ gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * vec4( mixColor, 1.0 );\n
}\n
);
uniform sampler2D sDiffuse;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
void main()\n
{\n
vec4 texture = texture2D( sDiffuse, vTexCoord );\n
- vec4 visualMixColor = visualMixColor();\n
+ vec4 visualMixColor = vec4( mixColor, 1.0 );\n
gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb * visualMixColor.rgb + vSpecular * 0.3, texture.a * uColor.a * visualMixColor.a );\n
}\n
);
uniform sampler2D sGloss;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
void main()\n
{\n
vec4 texture = texture2D( sDiffuse, vTexCoord );\n
vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n
vec4 glossMap = texture2D( sGloss, vTexCoord );\n
- vec4 visualMixColor = visualMixColor();\n
+ vec4 visualMixColor = vec4( mixColor, 1.0 );\n
float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n
lightDiffuse = lightDiffuse * 0.5 + 0.5;\n
}
MeshVisual::MeshVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
+: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ),
mUseTexture( true ),
mUseMipmapping( true ),
actor.AddRenderer( mImpl->mRenderer );
// Mesh loaded and ready to display
- ResourceReady();
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::MESH );
+ map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH );
map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl );
map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl );
map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath );