*/
// EXTERNAL INCLUDES
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali-toolkit/dali-toolkit.h>
// INTERNAL INCLUDES
#include "shared/view.h"
-#include <dali-toolkit/dali-toolkit.h>
-
using namespace Dali;
namespace
{
-const char* MATERIAL_SAMPLE( DALI_IMAGE_DIR "gallery-small-48.jpg" );
-const char* MATERIAL_SAMPLE2( DALI_IMAGE_DIR "gallery-medium-19.jpg" );
+const char* MATERIAL_SAMPLE( DEMO_IMAGE_DIR "gallery-small-48.jpg" );
+const char* MATERIAL_SAMPLE2( DEMO_IMAGE_DIR "gallery-medium-19.jpg" );
#define MAKE_SHADER(A)#A
Property::Map texturedQuadVertexFormat;
texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer texturedQuadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, texturedQuadVertexFormat, 4 );
- texturedQuadVertices.SetData(texturedQuadVertexData);
+ PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat );
+ texturedQuadVertices.SetData( texturedQuadVertexData, 4 );
// Create indices
unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
Property::Map indexFormat;
- indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
- indices.SetData(indexData);
+ indexFormat["indices"] = Property::INTEGER;
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat );
+ indices.SetData( indexData, sizeof(indexData)/sizeof(indexData[0]) );
// Create the geometry object
Geometry texturedQuadGeometry = Geometry::New();
// Hide the indicator bar
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
- mImage = ResourceImage::New( MATERIAL_SAMPLE, ResourceImage::ON_DEMAND, Image::NEVER );
- mSampler1 = Sampler::New(mImage, "sTexture");
-
+ mImage = ResourceImage::New( MATERIAL_SAMPLE );
Image image = ResourceImage::New( MATERIAL_SAMPLE2 );
- mSampler2 = Sampler::New(image, "sTexture");
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mMaterial1 = Material::New( mShader );
- mMaterial1.AddSampler( mSampler1 );
+ mTextureSet1 = TextureSet::New();
+ mTextureSet1.SetImage( 0u, mImage );
- mMaterial2 = Material::New( mShader );
- mMaterial2.AddSampler( mSampler2 );
+ mTextureSet2 = TextureSet::New();
+ mTextureSet2.SetImage( 0u, image );
mGeometry = CreateGeometry();
- mRenderer = Renderer::New( mGeometry, mMaterial1 );
+ mRenderer = Renderer::New( mGeometry, mShader );
+ mRenderer.SetTextures( mTextureSet1 );
mMeshActor = Actor::New();
mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetSize(400, 400);
- Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN );
- mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") );
-
- fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA );
- mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) );
- mRenderer.SetDepthIndex(0);
+ Property::Index fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
+ mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER );
mMeshActor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
stage.Add( mMeshActor );
- mRenderer2 = Renderer::New( mGeometry, mMaterial2 );
+ mRenderer2 = Renderer::New( mGeometry, mShader );
+ mRenderer2.SetTextures( mTextureSet2 );
mMeshActor2 = Actor::New();
mMeshActor2.AddRenderer( mRenderer2 );
mMeshActor2.SetSize(400, 400);
- mMeshActor2.RegisterProperty( "a-n-other-property", Color::GREEN );
- Property::Index fadeColorIndex2 = mMeshActor2.RegisterProperty( "another-fade-color", Color::GREEN );
- mMeshActor2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor") );
+ mMeshActor2.RegisterProperty( "anotherProperty", Color::GREEN );
- mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO );
- mRenderer2.RegisterProperty( "a-coefficient", 0.008f );
- fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::BLUE );
- mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) );
- mRenderer2.SetDepthIndex(0);
+ mRenderer2.RegisterProperty( "anotherProperty", Vector3::ZERO );
+ mRenderer2.RegisterProperty( "aCoefficient", 0.008f );
+ Property::Index fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE );
+ mRenderer2.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
mMeshActor2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );
animation.SetLooping(true);
animation.Play();
- stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));;
+ stage.SetBackgroundColor(Vector4(0.0f, 0.2f, 0.2f, 1.0f));
}
BufferImage CreateBufferImage()
Vector3 mStageSize; ///< The size of the stage
Image mImage;
- Sampler mSampler1;
- Sampler mSampler2;
Shader mShader;
- Material mMaterial1;
- Material mMaterial2;
+ TextureSet mTextureSet1;
+ TextureSet mTextureSet2;
Geometry mGeometry;
Renderer mRenderer;
Actor mMeshActor;
// Entry point for Linux & SLP applications
//
-int main( int argc, char **argv )
+int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );