X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali-toolkit%2Fdali-toolkit-test-utils%2Ftest-actor-utils.cpp;h=2db4dbcd224d6df68f8fc524fd2b657c5b3d9af8;hb=1a0dc2cc53708bbc32546da6031e996465544f51;hp=5d45a121bdde6a7fe867a1d9dde63f0dae641864;hpb=49d793abda445643e4b3b270c10af70aed3d2f52;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp index 5d45a12..2db4dbc 100644 --- a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp +++ b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp @@ -26,68 +26,66 @@ namespace Dali { - namespace { - const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - \n - void main()\n - {\n - mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n - vertexPosition.xyz *= uSize;\n - gl_Position = uMvpMatrix * vertexPosition;\n - }\n -); + attribute mediump vec2 aPosition;\n + uniform mediump mat4 uMvpMatrix;\n + uniform mediump vec3 uSize;\n + \n void main()\n { + \n + mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); + \n + vertexPosition.xyz *= uSize; + \n + gl_Position = uMvpMatrix * vertexPosition; + \n + }\n); const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n - \n - void main()\n - {\n - gl_FragColor = uColor;\n - }\n -); + \n void main()\n { + \n + gl_FragColor = uColor; + \n + }\n); } // unnamed namespace Actor CreateRenderableActor() { - return CreateRenderableActor( Texture(), VERTEX_SHADER, FRAGMENT_SHADER ); + return CreateRenderableActor(Texture(), VERTEX_SHADER, FRAGMENT_SHADER); } -Actor CreateRenderableActor( Texture texture ) +Actor CreateRenderableActor(Texture texture) { - return CreateRenderableActor( texture, VERTEX_SHADER, FRAGMENT_SHADER ); + return CreateRenderableActor(texture, VERTEX_SHADER, FRAGMENT_SHADER); } -Actor CreateRenderableActor( Texture texture, const std::string& vertexShader, const std::string& fragmentShader ) +Actor CreateRenderableActor(Texture texture, const std::string& vertexShader, const std::string& fragmentShader) { // Create the geometry Geometry geometry = CreateQuadGeometry(); // Create Shader - Shader shader = Shader::New( vertexShader, fragmentShader ); + Shader shader = Shader::New(vertexShader, fragmentShader); // Create renderer from geometry and material - Renderer renderer = Renderer::New( geometry, shader ); + Renderer renderer = Renderer::New(geometry, shader); // Create actor and set renderer Actor actor = Actor::New(); - actor.AddRenderer( renderer ); + actor.AddRenderer(renderer); // If we a texture, then create a texture-set and add to renderer - if( texture ) + if(texture) { TextureSet textureSet = TextureSet::New(); - textureSet.SetTexture( 0u, texture ); - renderer.SetTextures( textureSet ); + textureSet.SetTexture(0u, texture); + renderer.SetTextures(textureSet); // Set actor to the size of the texture if set - actor.SetProperty( Actor::Property::SIZE, Vector2( texture.GetWidth(), texture.GetHeight() ) ); + actor.SetProperty(Actor::Property::SIZE, Vector2(texture.GetWidth(), texture.GetHeight())); } return actor;