X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Fbezier-curve%2Fbezier-curve-example.cpp;h=d128218d44ce7f8d2c49d6a3340a4c4ffeafa6c0;hb=422d91612187d1a575b3ed00f7d33cb2d19e02ed;hp=b8765c3d2f8343883cc708931a8da1b896c2fba2;hpb=39b38842b9558a3615accb8808888d369735428a;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/bezier-curve/bezier-curve-example.cpp b/examples/bezier-curve/bezier-curve-example.cpp index b8765c3..d128218 100644 --- a/examples/bezier-curve/bezier-curve-example.cpp +++ b/examples/bezier-curve/bezier-curve-example.cpp @@ -19,6 +19,8 @@ #include #include #include "shared/view.h" +#include "generated/bezier-curve-vert.h" +#include "generated/bezier-curve-frag.h" #include @@ -42,28 +44,6 @@ const float ANIM_RIGHT_FACTOR(0.8f); const int AXIS_LABEL_POINT_SIZE(7); const float AXIS_LINE_SIZE(1.0f); -// clang-format off -const char* CURVE_VERTEX_SHADER = DALI_COMPOSE_SHADER - ( - attribute mediump vec2 aPosition; - uniform mediump mat4 uMvpMatrix; - uniform vec3 uSize; - void main() - { - gl_Position = uMvpMatrix * vec4(aPosition*uSize.xy, 0.0, 1.0); - } - ); - -const char* CURVE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER - ( - uniform lowp vec4 uColor; - void main() - { - gl_FragColor = vec4(0.0,0.0,0.0,1.0); - } - ); -// clang-format on - inline float Clamp(float v, float min, float max) { if(v < min) return min; @@ -294,7 +274,7 @@ public: mCurve.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS); mCurve.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); - Shader shader = Shader::New(CURVE_VERTEX_SHADER, CURVE_FRAGMENT_SHADER); + Shader shader = Shader::New(SHADER_BEZIER_CURVE_VERT, SHADER_BEZIER_CURVE_FRAG); Property::Map curveVertexFormat; curveVertexFormat["aPosition"] = Property::VECTOR2; @@ -338,7 +318,7 @@ public: line.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS); line.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); - Shader shader = Shader::New(CURVE_VERTEX_SHADER, CURVE_FRAGMENT_SHADER); + Shader shader = Shader::New(SHADER_BEZIER_CURVE_VERT, SHADER_BEZIER_CURVE_FRAG); Geometry geometry = Geometry::New(); geometry.AddVertexBuffer(vertexBuffer); geometry.SetType(Geometry::LINE_STRIP);