X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fmesh%2Fmesh-visual.cpp;h=19357f5fbcfb6ba932c00aa02c4e8c66f13dd12e;hb=124aa28a0cd62b61142779066432cd29195c42ce;hp=e6a7bf418aea47bbbd833fce96e793bda78a03b6;hpb=963a9277aba27b289d604503201775e5fc925bc3;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp index e6a7bf4..19357f5 100644 --- a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp +++ b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2018 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. @@ -25,10 +25,9 @@ #include #include #include -#include //INTERNAL INCLUDES -#include +#include #include #include @@ -165,16 +164,11 @@ const char* SIMPLE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER( varying mediump vec3 vIllumination;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n uniform lowp float preMultipliedAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n void main()\n {\n - gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * visualMixColor();\n + gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * vec4( mixColor, 1.0 );\n }\n ); @@ -249,17 +243,12 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sDiffuse;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n uniform lowp float preMultipliedAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n - vec4 visualMixColor = visualMixColor();\n + vec4 visualMixColor = vec4( mixColor, 1.0 );\n gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb * visualMixColor.rgb + vSpecular * 0.3, texture.a * uColor.a * visualMixColor.a );\n }\n ); @@ -342,19 +331,14 @@ const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sGloss;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n uniform lowp float preMultipliedAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n vec4 glossMap = texture2D( sGloss, vTexCoord );\n - vec4 visualMixColor = visualMixColor();\n + vec4 visualMixColor = vec4( mixColor, 1.0 );\n float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n lightDiffuse = lightDiffuse * 0.5 + 0.5;\n @@ -375,7 +359,7 @@ MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property: } MeshVisual::MeshVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ), mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ), mUseTexture( true ), mUseMipmapping( true ), @@ -520,13 +504,13 @@ void MeshVisual::DoSetOnStage( Actor& actor ) actor.AddRenderer( mImpl->mRenderer ); // Mesh loaded and ready to display - ResourceReady(); + ResourceReady( Toolkit::Visual::ResourceStatus::READY ); } void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::MESH ); + map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH ); map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl ); map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl ); map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath );