#include "game-model.h"
#include "game-texture.h"
-#include <dali/dali.h>
-
-namespace
-{
-// clang-format off
+#include "generated/game-renderer-vert.h"
+#include "generated/game-renderer-frag.h"
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute highp vec3 aPosition;\n
- attribute highp vec3 aNormal;\n
- attribute highp vec2 aTexCoord;\n
- uniform highp mat4 uMvpMatrix;\n
- varying highp vec2 vTexCoord;\n
- void main()\n
- {\n
- gl_Position = uMvpMatrix * vec4(aPosition, 1.0 );\n
- vTexCoord = aTexCoord;\n
- vTexCoord.y = 1.0 - vTexCoord.y;\n
- }\n
-)
- ;
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform sampler2D sTexture;\n
- varying highp vec2 vTexCoord;\n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4(1.2, 1.2, 1.2, 1.0);\n
- }\n
-);
-// clang-format on
-
-} // namespace
+#include <dali/dali.h>
GameRenderer::GameRenderer()
: mModel(NULL),
{
if(!mRenderer && mModel)
{
- Dali::Shader shader = Dali::Shader::New(VERTEX_SHADER, FRAGMENT_SHADER);
+ Dali::Shader shader = Dali::Shader::New(SHADER_GAME_RENDERER_VERT, SHADER_GAME_RENDERER_FRAG);
mRenderer = Dali::Renderer::New(mModel->GetGeometry(), shader);
mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_WRITE_MODE, Dali::DepthWriteMode::ON);
mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_FUNCTION, Dali::DepthFunction::LESS_EQUAL);