using namespace Tizen::Graphics;
using namespace Tizen::Ui::Animations;
-#define PRINT(...) fprintf(stderr, __VA_ARGS__)
-//#define PRINT(...)
+//#define PRINT(...) fprintf(stderr, __VA_ARGS__)
+#define PRINT(...)
//#define ELAPSE(_STR) unique_ptr<_ElapsedTime> ptr(new _ElapsedTime(_STR));
, __queueCount(0)
, __needClear(false)
, __globalLightCount(0)
+ , __materialShininess(0.0f)
, __pAnimationManager(0)
{
memset(&__threadInfo, 0x00, sizeof(pthread_t));
__eyePosition[1] = 0.0f;
__eyePosition[2] = 0.0f;
+ __materialAmbient[0] = 0.2f; __materialAmbient[1] = 0.2f; __materialAmbient[2] = 0.2f; __materialAmbient[3] = 1.0f;
+ __materialDiffuse[0] = 0.8f; __materialDiffuse[1] = 0.8f; __materialDiffuse[2] = 0.8f; __materialDiffuse[3] = 1.0f;
+ __materialSpecular[0] = 0.0f; __materialSpecular[1] = 0.0f; __materialSpecular[2] = 0.0f; __materialSpecular[3] = 1.0f;
+ __materialEmissive[0] = 0.0f; __materialEmissive[1] = 0.0f; __materialEmissive[2] = 0.0f; __materialEmissive[3] = 1.0f;
+
ClearLastResult();
__pRenderQueue = new (std::nothrow) _RenderObject[VE_RENDER_QUEUE_COUNT_MAX];
glUniform4fv(pProgramImpl->__uniformLocation[UNIFORM_VEC4_MATERIAL_EMISSIVE], 1, pMaterialImpl->GetEmissive());
glUniform1f(pProgramImpl->__uniformLocation[UNIFORM_FLOAT_MATERIAL_SHININESS], pMaterialImpl->GetShininess());
}
+ else if (__pRenderQueue[i].__activeLightCount > 0)
+ {
+ glUniform4fv(pProgramImpl->__uniformLocation[UNIFORM_VEC4_MATERIAL_AMBIENT], 1, __materialAmbient);
+ glUniform4fv(pProgramImpl->__uniformLocation[UNIFORM_VEC4_MATERIAL_DIFFUSE], 1, __materialDiffuse);
+ glUniform4fv(pProgramImpl->__uniformLocation[UNIFORM_VEC4_MATERIAL_SPECULAR], 1, __materialSpecular);
+ glUniform4fv(pProgramImpl->__uniformLocation[UNIFORM_VEC4_MATERIAL_EMISSIVE], 1, __materialEmissive);
+ glUniform1f(pProgramImpl->__uniformLocation[UNIFORM_FLOAT_MATERIAL_SHININESS], __materialShininess);
+ }
// Custom shader
if (pProgramImpl->__customUniformMap.GetCount() > 0)
CHECK_GL_CONTEXT();
#endif
- PRINT("CommandHandlerComposite::begin (0x%x)\n",(unsigned int)pGlLayer);
-
-
_DisplayManager* pDisplayManager = _DisplayManager::GetInstance();
_AutoMutex treeLock(*_VisualElementEnvironment::GetTreeLock());
_RenderObject* __pRenderQueue;
int __queueCount;
bool __needClear;
+
unsigned int __globalLightCount;
Light* __globalLight[MAX_LIGHT_COUNT];
+
+ float __materialAmbient[4];
+ float __materialDiffuse[4];
+ float __materialSpecular[4];
+ float __materialEmissive[4];
+ float __materialShininess;
+
_AnimationManager* __pAnimationManager;
friend class _RenderObject;