namespace
{
-const char * const BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-2.jpg" );
-const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
-const char * const LOSE_CONTEXT_IMAGE( DALI_IMAGE_DIR "icon-cluster-wobble.png" );
-const char * const LOSE_CONTEXT_IMAGE_SELECTED( DALI_IMAGE_DIR "icon-cluster-wobble-selected.png" );
-const char * const BASE_IMAGE( DALI_IMAGE_DIR "gallery-large-14.jpg" );
-const char * const EFFECT_IMAGE( DALI_IMAGE_DIR "gallery-large-18.jpg" );
-const char * const LOGO_IMAGE(DALI_IMAGE_DIR "dali-logo.png");
+const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
+const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
+const char * const LOSE_CONTEXT_IMAGE( DEMO_IMAGE_DIR "icon-cluster-wobble.png" );
+const char * const LOSE_CONTEXT_IMAGE_SELECTED( DEMO_IMAGE_DIR "icon-cluster-wobble-selected.png" );
+const char * const BASE_IMAGE( DEMO_IMAGE_DIR "gallery-large-14.jpg" );
+const char * const EFFECT_IMAGE( DEMO_IMAGE_DIR "gallery-large-18.jpg" );
+const char * const LOGO_IMAGE(DEMO_IMAGE_DIR "dali-logo.png");
const float EXPLOSION_DURATION(1.2f);
const unsigned int EMIT_INTERVAL_IN_MS(40);
);
const char* FRAGMENT_BLEND_SHADER = MAKE_SHADER(
+varying mediump vec2 vTexCoord;\n
+uniform sampler2D sTexture;\n
+uniform sampler2D sEffect;\n
uniform mediump float alpha;\n
\n
void main()\n
Image image = ResourceImage::New(LOGO_IMAGE);
ImageView imageView = ImageView::New(image);
- imageView.SetName("dali-logo");
+ imageView.SetName("daliLogo");
imageView.SetParentOrigin(ParentOrigin::CENTER);
imageView.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
logoLayoutActor.Add(imageView);
void NewWindowController::AddBubbles( Actor& parentActor, const Vector2& stageSize)
{
mEmitter = Toolkit::BubbleEmitter::New( stageSize,
- ResourceImage::New( DALI_IMAGE_DIR "bubble-ball.png" ),
+ ResourceImage::New( DEMO_IMAGE_DIR "bubble-ball.png" ),
200, Vector2( 5.0f, 5.0f ) );
Image background = ResourceImage::New(BACKGROUND_IMAGE);
Actor colorMeshActor = Actor::New();
colorMeshActor.AddRenderer( colorMeshRenderer );
- colorMeshActor.SetSize( 175.f,175.f );
+ colorMeshActor.SetSize( 175.f,175.f, 175.f );
colorMeshActor.SetParentOrigin( ParentOrigin::CENTER );
colorMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER);
colorMeshActor.SetPosition(Vector3(0.0f, 50.0f, 0.0f));
colorMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS );
colorMeshActor.SetName("ColorMeshActor");
- parentActor.Add( colorMeshActor );
// Create a textured mesh
Image effectImage = ResourceImage::New(EFFECT_IMAGE);
Actor textureMeshActor = Actor::New();
textureMeshActor.AddRenderer( textureMeshRenderer );
- textureMeshActor.SetSize( 175.f,175.f );
+ textureMeshActor.SetSize( 175.f,175.f, 175.f );
textureMeshActor.SetParentOrigin( ParentOrigin::CENTER );
textureMeshActor.SetAnchorPoint(AnchorPoint::TOP_CENTER);
textureMeshActor.SetPosition(Vector3(0.0f, 200.0f, 0.0f));
textureMeshActor.SetOrientation( Degree(75.f), Vector3::XAXIS );
textureMeshActor.SetName("TextureMeshActor");
- parentActor.Add( textureMeshActor );
+
+ Layer layer3d = Layer::New();
+ layer3d.SetParentOrigin( ParentOrigin::CENTER );
+ layer3d.SetAnchorPoint( AnchorPoint::CENTER );
+ layer3d.SetBehavior(Layer::LAYER_3D);
+
+ layer3d.Add( colorMeshActor );
+ layer3d.Add( textureMeshActor );
+ parentActor.Add(layer3d);
}
void NewWindowController::AddBlendingImageActor( Actor& parentActor )
tmpActor.SetScale(0.25f);
// create blending shader effect
- ShaderEffect blendShader = ShaderEffect::New( "", FRAGMENT_BLEND_SHADER );
- blendShader.SetEffectImage( fb2 );
- blendShader.SetUniform("alpha", 0.5f);
+ Property::Map customShader;
+ customShader[ "fragmentShader" ] = FRAGMENT_BLEND_SHADER;
+ Property::Map map;
+ map[ "shader" ] = customShader;
Image baseImage = ResourceImage::New(BASE_IMAGE);
- ImageActor blendActor = ImageActor::New( baseImage );
+ ImageView blendActor = ImageView::New( baseImage );
+ blendActor.SetProperty( ImageView::Property::IMAGE, map );
+ blendActor.RegisterProperty( "alpha", 0.5f );
+
blendActor.SetParentOrigin(ParentOrigin::CENTER_RIGHT);
blendActor.SetAnchorPoint(AnchorPoint::BOTTOM_RIGHT);
blendActor.SetPosition(Vector3(0.0f, 100.0f, 0.0f));
blendActor.SetSize(140, 140);
- blendActor.SetShaderEffect( blendShader );
parentActor.Add(blendActor);
+
+ blendActor.GetRendererAt(0u).GetMaterial().AddTexture(fb2, "sEffect");
}
void NewWindowController::AddTextLabel( Actor& parentActor )
Property::Map map;
Property::Map customShader;
- customShader[ "fragment-shader" ] = fragmentShader;
+ customShader[ "fragmentShader" ] = fragmentShader;
map[ "shader" ] = customShader;
return map;
//
int main(int argc, char **argv)
{
- gApplication = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);
+ gApplication = Application::New(&argc, &argv, DEMO_THEME_PATH);
RunTest(gApplication);
return 0;