/*
- * Copyright (c) 2015 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/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/sampler.h>
-#include <dali/public-api/common/dali-common.h>
-#include <dali/integration-api/resource-policies.h>
-#include <dali/integration-api/debug.h>
-#include <iostream>
+
+#include "shared/utility.h"
using namespace Dali;
using namespace Dali::Toolkit;
}\n
);
-
-Geometry& QuadMesh()
-{
- static Geometry mesh;
- if( !mesh )
- {
- PropertyBuffer vertexBuffer;
- Property::Map vertexFormat;
- vertexFormat["aPosition"] = Property::VECTOR2;
- vertexFormat["aTexCoord"] = Property::VECTOR2;
-
- //Create a vertex buffer for vertex positions and texture coordinates
- vertexBuffer = PropertyBuffer::New( vertexFormat );
- vertexBuffer.SetData( gQuadWithTexture, 4u );
-
- //Create the geometry
- mesh = Geometry::New();
- mesh.AddVertexBuffer( vertexBuffer );
- mesh.SetGeometryType( Geometry::TRIANGLE_STRIP );
- }
- return mesh;
-}
-
bool gUseMesh(false);
bool gNinePatch(false);
unsigned int gRowsPerPage(15);
unsigned int gPageCount(10);
float gDuration(10.0f);
-Renderer CreateRenderer( unsigned int index )
+Renderer CreateRenderer( unsigned int index, Geometry geometry, Shader shader )
{
-
- int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
- static Renderer* renderers = new Renderer[numImages];
- if( !renderers[index] )
- {
- //Create the renderer
- Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
-
- const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
- Image image = ResourceImage::New( imagePath );
-
- TextureSet textureSet = TextureSet::New();
- textureSet.SetImage( 0u, image );
- renderers[index] = Renderer::New( QuadMesh(), shader );
- renderers[index].SetTextures( textureSet );
- renderers[index].SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
- }
- return renderers[index];
+ Renderer renderer = Renderer::New( geometry, shader );
+ const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
+ Texture texture = DemoHelper::LoadTexture( imagePath );
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+ renderer.SetTextures( textureSet );
+ renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
+ return renderer;
}
-Actor CreateMeshActor( unsigned int index)
-{
- Renderer renderer = CreateRenderer( index );
- Actor meshActor = Actor::New();
- meshActor.AddRenderer( renderer );
- return meshActor;
-}
}
// Test application to compare performance between ImageActor and ImageView
void CreateMeshActors()
{
- Stage stage = Stage::GetCurrent();
+ unsigned int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
- unsigned int actorCount( mRowsPerPage * mColumnsPerPage * mPageCount );
- mActor.resize( actorCount );
+ //Create all the renderers
+ std::vector<Renderer> renderers( numImages );
+ Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE );
+ Geometry geometry = DemoHelper::CreateTexturedQuad();
+ for( unsigned int i(0); i<numImages; ++i )
+ {
+ renderers[i] = CreateRenderer( i, geometry, shader );
+ }
+ //Create the actors
+ Stage stage = Stage::GetCurrent();
+ unsigned int actorCount(mRowsPerPage*mColumnsPerPage * mPageCount);
+ mActor.resize(actorCount);
for( size_t i(0); i<actorCount; ++i )
{
- size_t numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES;
- mActor[i] = CreateMeshActor( i % numImages );
+ mActor[i] = Actor::New();
+ mActor[i].AddRenderer( renderers[i % numImages] );
mActor[i].SetSize(0.0f,0.0f,0.0f);
-
- mParent.Add( mActor[i] );
+ mParent.Add(mActor[i]);
}
}
float delay = 0.0f;
float duration = 0.0f;
- if( count < mRowsPerPage*mColumnsPerPage )
+ if( count < ( static_cast< size_t >( mRowsPerPage ) * mColumnsPerPage ) )
{
duration = durationPerActor;
delay = delayBetweenActors * count;