X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Ffpp-game%2Fgame-renderer.cpp;h=7e54d011274af09005e26a885e644497b1f82651;hb=1b19fd140ff139b5854a1a62447faf31b175d8f6;hp=b5785396a74f7080c455b8aba344263c00a1c0d0;hpb=c6fe710150fe1e7993354a87fb6a75399c3f321f;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/fpp-game/game-renderer.cpp b/examples/fpp-game/game-renderer.cpp index b578539..7e54d01 100644 --- a/examples/fpp-game/game-renderer.cpp +++ b/examples/fpp-game/game-renderer.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 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. @@ -15,14 +15,15 @@ * */ +#include "game-renderer.h" #include "game-model.h" #include "game-texture.h" -#include "game-renderer.h" #include namespace { +// clang-format off const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute highp vec3 aPosition;\n @@ -46,12 +47,13 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4(1.2, 1.2, 1.2, 1.0);\n }\n ); +// clang-format on -} +} // namespace GameRenderer::GameRenderer() - : mModel( NULL ), - mTexture( NULL ) +: mModel(NULL), + mTexture(NULL) { } @@ -59,13 +61,13 @@ GameRenderer::~GameRenderer() { } -void GameRenderer::SetModel( GameModel* model ) +void GameRenderer::SetModel(GameModel* model) { mModel = model; Setup(); } -void GameRenderer::SetMainTexture( GameTexture* texture ) +void GameRenderer::SetMainTexture(GameTexture* texture) { mTexture = texture; Setup(); @@ -73,32 +75,32 @@ void GameRenderer::SetMainTexture( GameTexture* texture ) void GameRenderer::Setup() { - if( !mRenderer && mModel ) + if(!mRenderer && mModel) { - Dali::Shader shader = Dali::Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - mRenderer = Dali::Renderer::New( mModel->GetGeometry(), shader ); - mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_WRITE_MODE, Dali::DepthWriteMode::ON ); - mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_FUNCTION, Dali::DepthFunction::LESS_EQUAL ); - mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_TEST_MODE, Dali::DepthTestMode::ON ); + Dali::Shader shader = Dali::Shader::New(VERTEX_SHADER, FRAGMENT_SHADER); + mRenderer = Dali::Renderer::New(mModel->GetGeometry(), shader); + mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_WRITE_MODE, Dali::DepthWriteMode::ON); + mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_FUNCTION, Dali::DepthFunction::LESS_EQUAL); + mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_TEST_MODE, Dali::DepthTestMode::ON); } Dali::TextureSet textureSet; - Dali::Geometry geometry; + Dali::Geometry geometry; - if( mModel ) + if(mModel) { geometry = mModel->GetGeometry(); } - if( mTexture && mTexture->GetTextureSet() ) + if(mTexture && mTexture->GetTextureSet()) { textureSet = mTexture->GetTextureSet(); } - if( textureSet && geometry ) + if(textureSet && geometry) { - mRenderer.SetGeometry( geometry ); - mRenderer.SetTextures( textureSet ); + mRenderer.SetGeometry(geometry); + mRenderer.SetTextures(textureSet); } } @@ -106,6 +108,3 @@ Dali::Renderer& GameRenderer::GetRenderer() { return mRenderer; } - - -