__pTempNode->__pVertices[18] = 1.0f;
__pTempNode->__pVertices[19] = 1.0f;
+ // index buffer
+ __pTempNode->__pIndices[0] = 0;
+ __pTempNode->__pIndices[1] = 1;
+ __pTempNode->__pIndices[2] = 2;
+ __pTempNode->__pIndices[3] = 1;
+ __pTempNode->__pIndices[4] = 2;
+ __pTempNode->__pIndices[5] = 3;
+
__pTempNode->__transform.SetAsIdentity();
__pTempNode->__useTransform = false;
__pTempNode->__textureRepeated = false;
_VisualElementFilterImpl* pFilterImpl = _VisualElementFilterImpl::GetInstance(*pNode->__pFilter);
bool useTempNode = false;
VisualElementSurface* pSurface = null;
- TextureInfo* pTextureInfo = null;
-
if (pFilterImpl->__pRenderSurface)
{
__pRenderManager->GetRenderQueue()->SetRenderTarget(pRenderSurfaceImpl);
__pRenderManager->GetRenderQueue()->SetClear();
-// __pGlContext->BindFramebuffer(pRenderTextureInfo);
-// __needClear = true;
+ __pRenderManager->GetRenderQueue()->SetViewport(0, 0, pRenderTextureInfo->width, pRenderTextureInfo->height);
pNode->__useFilter = false;
- //glViewport(0, 0, pRenderTextureInfo->width, pRenderTextureInfo->height);
- __pRenderManager->GetRenderQueue()->SetViewport(0, 0, pRenderTextureInfo->width, pRenderTextureInfo->height);
-
__pRenderManager->GetRenderQueue()->EnqueueRenderObject(pNode, false, 0, true);
__pRenderManager->GetRenderQueue()->FlushRenderQueue();
- __pRenderManager->GetRenderQueue()->SetRenderTarget(null);
-// __pGlContext->BindFramebuffer(null); // TODO: restore previous framebuffer
+ __pRenderManager->GetRenderQueue()->SetRenderTarget(null); // TODO: restore previous framebuffer
pNode->__useFilter = true;
// for next rendering
useTempNode = true;
pSurface = pFilterImpl->__pRenderSurface;
- pTextureInfo = pRenderTextureInfo;
}
if (pFilterImpl->__pInternalSurface)
__pRenderManager->GetRenderQueue()->SetRenderTarget(pInternalSurfaceImpl);
__pRenderManager->GetRenderQueue()->SetClear();
-// __pGlContext->BindFramebuffer(pInternalTextureInfo);
-// __needClear = true;
-
- pFilterImpl->__isFirstPass = true;
-
__pRenderManager->GetRenderQueue()->SetViewport(0, 0, pInternalTextureInfo->width, pInternalTextureInfo->height);
- //glViewport(0, 0, pInternalTextureInfo->width, pInternalTextureInfo->height);
+ pFilterImpl->__isFirstPass = true;
if (useTempNode)
{
__pTempNode->__pFilter = pNode->__pFilter;
__pTempNode->__useFilter = pNode->__useFilter;
__pTempNode->__pSurface = pSurface;
-// __pTempNode->__pTextureInfo = pTextureInfo;
__pRenderManager->GetRenderQueue()->EnqueueRenderObject(__pTempNode, false, 0, true);
}
__pRenderManager->GetRenderQueue()->FlushRenderQueue();
- __pRenderManager->GetRenderQueue()->SetRenderTarget(null);
- //__pGlContext->BindFramebuffer(null); // TODO: restore previous framebuffer
+ __pRenderManager->GetRenderQueue()->SetRenderTarget(null); // TODO: restore previous framebuffer
// for next rendering
useTempNode = true;
pSurface = pFilterImpl->__pInternalSurface;
- pTextureInfo = pInternalTextureInfo;
}
pFilterImpl->__isFirstPass = false;
__pTempNode->__pFilter = pNode->__pFilter;
__pTempNode->__useFilter = pNode->__useFilter;
__pTempNode->__pSurface = pSurface;
-// __pTempNode->__pTextureInfo = pTextureInfo;
if (pFilterImpl->__downSampling)
{
__pRenderManager->GetRenderQueue()->SetRenderTarget(pRenderSurfaceImpl);
__pRenderManager->GetRenderQueue()->SetClear();
- //__pGlContext->BindFramebuffer(pRenderTextureInfo);
- //__needClear = true;
-
__pRenderManager->GetRenderQueue()->SetViewport(0, 0, pRenderTextureInfo->width, pRenderTextureInfo->height);
- //glViewport(0, 0, pRenderTextureInfo->width, pRenderTextureInfo->height);
__pRenderManager->GetRenderQueue()->EnqueueRenderObject(__pTempNode, false, 0, true);
__pRenderManager->GetRenderQueue()->FlushRenderQueue();
-
- __pRenderManager->GetRenderQueue()->SetRenderTarget(null);
- //__pGlContext->BindFramebuffer(null); // TODO: restore previous framebuffer
+ __pRenderManager->GetRenderQueue()->SetRenderTarget(null); // TODO: restore previous framebuffer
// for next rendering
__pTempNode->__useFilter = false;
__pTempNode->__pSurface = pFilterImpl->__pRenderSurface;
-// __pTempNode->__pTextureInfo = pRenderTextureInfo;
}
__pRenderManager->GetRenderQueue()->SetViewport(__viewport.x, __viewport.y, __viewport.width, __viewport.height);
- //glViewport(__viewport.x, __viewport.y, __viewport.width, __viewport.height);
__pRenderManager->GetRenderQueue()->EnqueueRenderObject(__pTempNode, useStencil, stencilIndex, true);
}
__pRenderManager->GetRenderQueue()->SetRenderTarget(null);
}
-// if (pSurface)
-// {
-// __pGlContext->BindFramebuffer(pView->GetRenderTargetInfo());
-// __needClear = true;
-// }
-// else
-// {
-// __pGlContext->BindFramebuffer(null);
-// }
-
Tizen::Graphics::FloatRectangle* pViewport = pView->GetViewport();
int orientation = pLayer->GetOrientation();
if (pViewport)
__viewport.height = pViewport->height;
__pRenderManager->GetRenderQueue()->SetViewport(__viewport.x, __viewport.y, __viewport.width, __viewport.height);
-// glViewport(__viewport.x, __viewport.y, __viewport.width, __viewport.height);
}
if (orientation != 0)
{
__viewport = viewport;
__pRenderManager->GetRenderQueue()->SetViewport(__viewport.x, __viewport.y, __viewport.width, __viewport.height);
-
-// glViewport(__viewport.x, __viewport.y, __viewport.width, __viewport.height);
}
if (pSurface)
{
__pRenderManager->GetRenderQueue()->SetRenderTarget(null);
- //__pGlContext->BindFramebuffer(null);
}
if (pCamera)
return;
}
-// __needClear = true;
__pRenderManager->GetRenderQueue()->SetClear();
bool isUpdated = pLayer->UpdateNativeNodes();
-
if (isUpdated)
{
// init matrix