X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Femboss-filter.cpp;h=8edca2ecca9b2b3c27f8bd05869c3e7ba25bdc38;hb=refs%2Fchanges%2F60%2F81060%2F11;hp=c96d1bc15eccc92a51e9aa0fb4885055521a45fa;hpb=9fff4fa5534b563329dc8cd6c0598888f667ee39;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/filters/emboss-filter.cpp b/dali-toolkit/internal/filters/emboss-filter.cpp index c96d1bc..8edca2e 100644 --- a/dali-toolkit/internal/filters/emboss-filter.cpp +++ b/dali-toolkit/internal/filters/emboss-filter.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 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. @@ -24,8 +24,11 @@ #include #include #include -#include -#include +#include +#include + +// INTERNAL INCLUDES +#include namespace Dali { @@ -120,20 +123,20 @@ void EmbossFilter::Enable() customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE; rendererMap[ "shader"] = customShader; - rendererMap[ "rendererType"] = "image"; + rendererMap[ "rendererType"] = "IMAGE"; mRootActor.Add( mActorForComposite ); - InitializeControlRenderer( mActorForComposite, mRendererForEmboss1, rendererMap ); - InitializeControlRenderer( mActorForComposite, mRendererForEmboss2, rendererMap ); + InitializeVisual( mActorForComposite, mRendererForEmboss1, rendererMap ); + InitializeVisual( mActorForComposite, mRendererForEmboss2, rendererMap ); TextureSet textureSet1 = TextureSet::New(); - textureSet1.SetImage( 0, mImageForEmboss1 ); + TextureSetImage( textureSet1, 0, mImageForEmboss1 ); mActorForComposite.GetRendererAt(0).SetTextures( textureSet1 ); mActorForComposite.GetRendererAt(0).RegisterProperty( COLOR_UNIFORM_NAME, Color::BLACK ); TextureSet textureSet2 = TextureSet::New(); - textureSet2.SetImage( 0, mImageForEmboss2 ); + TextureSetImage( textureSet2, 0, mImageForEmboss2 ); mActorForComposite.GetRendererAt(1).SetTextures( textureSet2 ); mActorForComposite.GetRendererAt(1).RegisterProperty( COLOR_UNIFORM_NAME, Color::WHITE );