mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetSize(200, 200);
- Property::Index morphAmountIndex = mMeshActor.RegisterProperty( "morph-amount", 0.0f );
- mMeshActor.AddUniformMapping( morphAmountIndex, std::string("uMorphAmount") );
+ Property::Index morphAmountIndex = mMeshActor.RegisterProperty( "uMorphAmount", 0.0f );
mRenderer.SetDepthIndex(0);
mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetSize(400, 400);
- Property::Index morphDeltaIndex = mMeshActor.RegisterProperty( "morph-delta", 0.f );
- mMeshActor.AddUniformMapping( morphDeltaIndex, std::string("uDelta") );
+ Property::Index morphDeltaIndex = mMeshActor.RegisterProperty( "uDelta", 0.f );
mRenderer.SetDepthIndex(0);
meshActor.SetOpacity( i%2?0.7f:1.0f );
- Property::Index index=meshActor.RegisterProperty("hue", i/(float)NUMBER_OF_SAMPLES);
- meshActor.AddUniformMapping( index, "uHue" );
+ meshActor.RegisterProperty("uHue", i/(float)NUMBER_OF_SAMPLES);
meshActor.TouchedSignal().Connect(this, &ExampleController::OnTouched);
std::ostringstream oss;
mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetSize(400, 400);
- Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN );
- mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") );
+ mMeshActor.RegisterProperty( "uFadeColor", Color::GREEN );
- fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA );
- Property::Index pointSizeIndex = mRenderer.RegisterProperty( "point-size", 80.0f );
- mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) );
- mRenderer.AddUniformMapping( pointSizeIndex, std::string("uPointSize" ) );
+ mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
+ mRenderer.RegisterProperty( "uPointSize", 80.0f );
mRenderer.SetDepthIndex(0);
mMeshActor.SetParentOrigin( ParentOrigin::CENTER );
mStencilActor.SetSize(1.f, 1.f);
// register properties
- mStartAngleIndex = mStencilActor.RegisterProperty("start-angle", 0.f);
- mStencilActor.AddUniformMapping( mStartAngleIndex, "uStartAngle " );
- mRotationAngleIndex = mStencilActor.RegisterProperty("rotation-angle", initialSector.radian);
- mStencilActor.AddUniformMapping( mRotationAngleIndex, "uRotationAngle" );
+ mStartAngleIndex = mStencilActor.RegisterProperty("uStartAngle", 0.f);
+ mRotationAngleIndex = mStencilActor.RegisterProperty("uRotationAngle", initialSector.radian);
mStencilActor.SetDrawMode( DrawMode::STENCIL );
mStencilActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
mShaderRefraction = Shader::New( VERTEX_SHADER_REFRACTION, FRAGMENT_SHADER_REFRACTION );
// register uniforms
- mLightXYOffsetIndex = mMeshActor.RegisterProperty( "light-XY-offset", Vector2::ZERO );
- mMeshActor.AddUniformMapping( mLightXYOffsetIndex, "uLightXYOffset" );
+ mLightXYOffsetIndex = mMeshActor.RegisterProperty( "uLightXYOffset", Vector2::ZERO );
- mLightIntensityIndex = mMeshActor.RegisterProperty( "light-intensity", 2.5f );
- mMeshActor.AddUniformMapping( mLightIntensityIndex, "uLightIntensity" );
+ mLightIntensityIndex = mMeshActor.RegisterProperty( "uLightIntensity", 2.5f );
- mEffectStrengthIndex = mMeshActor.RegisterProperty( "effect-strength", 0.f );
- mMeshActor.AddUniformMapping( mEffectStrengthIndex, "uEffectStrength" );
+ mEffectStrengthIndex = mMeshActor.RegisterProperty( "uEffectStrength", 0.f );
Vector3 lightPosition( -stageSize.x*0.5f, -stageSize.y*0.5f, stageSize.x*0.5f ); // top_left
- Property::Index lightPositionIndex = mMeshActor.RegisterProperty( "light-position", lightPosition );
- mMeshActor.AddUniformMapping( lightPositionIndex, "uLightPosition");
+ mMeshActor.RegisterProperty( "uLightPosition", lightPosition );
- Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty( "light-spin-offset", Vector2::ZERO );
- mMeshActor.AddUniformMapping( lightSpinOffsetIndex, "uLightSpinOffset" );
+ Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty( "uLightSpinOffset", Vector2::ZERO );
- mSpinAngleIndex = mMeshActor.RegisterProperty("spin-angle", 0.f );
+ mSpinAngleIndex = mMeshActor.RegisterProperty("uSpinAngle", 0.f );
Constraint constraint = Constraint::New<Vector2>( mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(stageSize.x*0.1f) );
constraint.AddSource( LocalSource(mSpinAngleIndex) );
constraint.Apply();
mMeshActor.AddRenderer( mRenderer );
mMeshActor.SetSize(400, 400);
- Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "fade-color", Color::GREEN );
- mMeshActor.AddUniformMapping( fadeColorIndex, std::string("uFadeColor") );
+ Property::Index fadeColorIndex = mMeshActor.RegisterProperty( "uFadeColor", Color::GREEN );
- fadeColorIndex = mRenderer.RegisterProperty( "fade-color", Color::MAGENTA );
- mRenderer.AddUniformMapping( fadeColorIndex, std::string("uFadeColor" ) );
+ fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
mRenderer.SetDepthIndex(0);
mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER );
mMeshActor2.SetSize(400, 400);
mMeshActor2.RegisterProperty( "a-n-other-property", Color::GREEN );
- Property::Index fadeColorIndex2 = mMeshActor2.RegisterProperty( "another-fade-color", Color::GREEN );
- mMeshActor2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor") );
+ Property::Index fadeColorIndex2 = mMeshActor2.RegisterProperty( "uFadeColor", Color::GREEN );
mRenderer2.RegisterProperty( "a-n-other-property", Vector3::ZERO );
mRenderer2.RegisterProperty( "a-coefficient", 0.008f );
- fadeColorIndex2 = mRenderer2.RegisterProperty( "another-fade-color", Color::BLUE );
- mRenderer2.AddUniformMapping( fadeColorIndex2, std::string("uFadeColor" ) );
+ fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE );
mRenderer2.SetDepthIndex(0);
mMeshActor2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );