X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fmesh%2Fmesh-visual.cpp;h=4d6a4cdc6cda24844da9ffd5a082a55b473a6b26;hb=ec1db95268e1cf8e8bd893027d45a19c64b32848;hp=0bea8c6db2c2460692ade4dd2b744f0e6c4063d4;hpb=ecf31ea6865a0ebd5b668166427def6499b3ddc1;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 0bea8c6..4d6a4cd 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) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -20,12 +20,11 @@ // EXTERNAL INCLUDES #include -#include +#include #include #include #include #include -#include //INTERNAL INCLUDES #include @@ -83,14 +82,6 @@ enum TextureIndex GLOSS_INDEX = 2u }; -//Property names -const char * const OBJECT_URL_NAME( "objectUrl" ); -const char * const MATERIAL_URL_NAME( "materialUrl" ); -const char * const TEXTURES_PATH_NAME( "texturesPath" ); -const char * const SHADING_MODE_NAME( "shadingMode" ); -const char * const USE_MIPMAPPING_NAME( "useMipmapping" ); -const char * const USE_SOFT_NORMALS_NAME( "useSoftNormals" ); -const char * const LIGHT_POSITION_NAME( "lightPosition" ); //Shading mode DALI_ENUM_TO_STRING_TABLE_BEGIN( SHADING_MODE ) @@ -165,16 +156,11 @@ 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 +235,12 @@ 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 +323,14 @@ 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 +351,7 @@ MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property: } MeshVisual::MeshVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::MESH ), mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ), mUseTexture( true ), mUseMipmapping( true ), @@ -513,7 +489,7 @@ void MeshVisual::OnSetTransform() } } -void MeshVisual::DoSetOnStage( Actor& actor ) +void MeshVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer();