return textureSet;
}
-PropertyBuffer CreatePropertyBuffer()
+VertexBuffer CreateVertexBuffer()
{
Property::Map texturedQuadVertexFormat;
texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
texturedQuadVertexFormat["aVertexCoord"] = Property::VECTOR2;
- PropertyBuffer vertexData = PropertyBuffer::New( texturedQuadVertexFormat );
+ VertexBuffer vertexData = VertexBuffer::New( texturedQuadVertexFormat );
return vertexData;
}
Geometry CreateQuadGeometry(void)
{
- PropertyBuffer vertexData = CreatePropertyBuffer();
+ VertexBuffer vertexData = CreateVertexBuffer();
const float halfQuadSize = .5f;
struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
TexturedQuadVertex texturedQuadVertexData[4] = {
TextureSet CreateTextureSet();
TextureSet CreateTextureSet( Texture texture );
Geometry CreateQuadGeometry();
-PropertyBuffer CreatePropertyBuffer();
+VertexBuffer CreateVertexBuffer();
}
{ Dali::Vector2( -0.5f, 0.5f ), Dali::Vector2( 0.0f, 1.0f ) },
{ Dali::Vector2( 0.5f, 0.5f ), Dali::Vector2( 1.0f, 1.0f ) }};
- //Create a vertex buffer for vertex positions and texture coordinates
- Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( Dali::Property::Map()
+ // Create a vertex buffer for vertex positions and texture coordinates
+ Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( Dali::Property::Map()
.Add( "aPosition", Dali::Property::VECTOR2 )
.Add( "aTexCoord", Dali::Property::VECTOR2 ) );
vertexBuffer.SetData( data, 4u );
vertexFormat["aIndex"] = Property::FLOAT;
vertexFormat["aPosition"] = Property::VECTOR2;
vertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertices = VertexBuffer::New( vertexFormat );
vertices.SetData( &vertexData[0], numVertex );
Geometry geometry = Geometry::New();
#include <dali/public-api/rendering/frame-buffer.h>
#include <dali/public-api/render-tasks/render-task.h>
#include <dali/public-api/rendering/geometry.h>
-#include <dali/public-api/rendering/property-buffer.h>
#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/rendering/sampler.h>
#include <dali/public-api/rendering/shader.h>
+#include <dali/public-api/rendering/vertex-buffer.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
Property::Map vertexFormat;
vertexFormat[ "aPosition" ] = Property::VECTOR2;
- PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
if( vertices.Size() > 0 )
{
- vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
+ vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
}
// Create the geometry object
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexPropertyBuffer );
+ geometry.AddVertexBuffer( vertexBuffer );
if( indices.Size() > 0 )
{
geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
Dali::Property::Map positionVertexFormat;
positionVertexFormat["aPosition"] = Dali::Property::VECTOR2;
- Dali::PropertyBuffer positionVertices = Dali::PropertyBuffer::New( positionVertexFormat );
+ Dali::VertexBuffer positionVertices = Dali::VertexBuffer::New( positionVertexFormat );
positionVertices.SetData( positionArray, numberOfVertices );
texturedQuadGeometry.AddVertexBuffer( positionVertices );
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/rendering/geometry.h>
-#include <dali/public-api/rendering/property-buffer.h>
#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/rendering/shader.h>
#include <dali/public-api/render-tasks/render-task-list.h>
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR3;
vertexFormat["aNormal"] = Property::VECTOR3;
- PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
+ VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat );
surfaceVertices.SetData( &vertices[0], vertices.Size() );
surface.AddVertexBuffer( surfaceVertices );
{
Property::Map textureFormat;
textureFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer extraVertices = PropertyBuffer::New( textureFormat );
+ VertexBuffer extraVertices = VertexBuffer::New( textureFormat );
extraVertices.SetData( &textures[0], textures.Size() );
surface.AddVertexBuffer( extraVertices );
Property::Map vertexExtFormat;
vertexExtFormat["aTangent"] = Property::VECTOR3;
vertexExtFormat["aBiNormal"] = Property::VECTOR3;
- PropertyBuffer extraVertices = PropertyBuffer::New( vertexExtFormat );
+ VertexBuffer extraVertices = VertexBuffer::New( vertexExtFormat );
extraVertices.SetData( &verticesExt[0], verticesExt.Size() );
surface.AddVertexBuffer( extraVertices );
}
template <typename T>
-PropertyBuffer CreatePropertyBuffer( Vector<T> bufferData, std::string map, int32_t type )
+VertexBuffer CreateVertexBuffer( Vector<T> bufferData, std::string map, int32_t type )
{
Property::Map positionMap;
positionMap[map] = type;
- PropertyBuffer propertyBuffer = PropertyBuffer::New( positionMap );
- propertyBuffer.SetData( bufferData.Begin(), bufferData.Count() );
- return propertyBuffer;
+ VertexBuffer vertexBuffer = VertexBuffer::New( positionMap );
+ vertexBuffer.SetData( bufferData.Begin(), bufferData.Count() );
+ return vertexBuffer;
}
void SetVertexBufferData( MeshInfo& meshInfo, std::string path, std::vector<AccessorInfo>& accessorArray, std::vector<BufferViewInfo>& bufferViewArray, std::vector<BufferInfo>& bufferArray, int32_t accessorIdx, std::string map, int32_t type )
LoadDataFromAccessor( accessorIdx, bufferData, path, accessorArray, bufferViewArray, bufferArray );
SetMeshInfoAndCanonize( meshInfo, bufferData );
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector3>( bufferData, map, type );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ VertexBuffer vertexBuffer = CreateVertexBuffer<Vector3>( bufferData, map, type );
+ meshInfo.geometry.AddVertexBuffer( vertexBuffer );
}
}
Dali::Vector<T> bufferData;
LoadDataFromAccessor( accessorIdx, bufferData, path, accessorArray, bufferViewArray, bufferArray );
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<T>( bufferData, map, type );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ VertexBuffer vertexBuffer = CreateVertexBuffer<T>( bufferData, map, type );
+ meshInfo.geometry.AddVertexBuffer( vertexBuffer );
}
}
bufferData[i].z = inputBufferData[i].z;
bufferData[i].w = 1.0;
}
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector4>( bufferData, "aVertexColor", Property::VECTOR4 );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ VertexBuffer vertexBuffer = CreateVertexBuffer<Vector4>( bufferData, "aVertexColor", Property::VECTOR4 );
+ meshInfo.geometry.AddVertexBuffer( vertexBuffer );
}
else if( accessorArray[accessorIdx].type == "VEC4" )
{
#include <dali/public-api/math/vector3.h>
#include <dali/public-api/object/property-map.h>
#include <dali/public-api/rendering/geometry.h>
-#include <dali/public-api/rendering/property-buffer.h>
#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/rendering/shader.h>
#include <dali/public-api/rendering/texture-set.h>
Property::Map vertexFormat;
vertexFormat["aPosition1"] = Property::VECTOR3;
vertexFormat["aPosition2"] = Property::VECTOR3;
- PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertices = VertexBuffer::New( vertexFormat );
vertices.SetData( vertexData, 20u );
unsigned short indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19};
if( ! mQuadVertices )
{
- mQuadVertices = PropertyBuffer::New( mQuadVertexFormat );
+ mQuadVertices = VertexBuffer::New( mQuadVertexFormat );
}
mQuadVertices.SetData( &vertices[ 0 ], vertices.Size() );
CursorImpl mCursor[CURSOR_COUNT];
HandleImpl mHandle[HANDLE_TYPE_COUNT];
- PropertyBuffer mQuadVertices;
+ VertexBuffer mQuadVertices;
Geometry mQuadGeometry;
QuadContainer mHighlightQuadList; ///< Sub-selections that combine to create the complete selection highlight.
Actor CreateMeshActor( Actor textControl, Property::Index animatablePropertyIndex, const Vector4& defaultColor, const MeshRecord& meshRecord,
const Vector2& actorSize, Style style )
{
- PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat );
+ VertexBuffer quadVertices = VertexBuffer::New( mQuadVertexFormat );
quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ), meshRecord.mMesh.mVertices.Size() );
Geometry quadGeometry = Geometry::New();
if( 0 != vertices.Count() )
{
- PropertyBuffer quadVertices = PropertyBuffer::New( mImpl->mQuadVertexFormat );
+ VertexBuffer quadVertices = VertexBuffer::New( mImpl->mQuadVertexFormat );
quadVertices.SetData( &vertices[ 0 ], vertices.Size() );
{
delete mImpl;
}
-
quadVertexFormat[ "aPosition" ] = Property::VECTOR2;
quadVertexFormat[ "aColor" ] = Property::VECTOR4;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ VertexBuffer quadVertices = VertexBuffer::New( quadVertexFormat );
quadVertices.SetData( &mesh.mVertices[ 0 ], mesh.mVertices.Size() );
Geometry quadGeometry = Geometry::New();
Property::Map borderVertexFormat;
borderVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2;
- PropertyBuffer borderVertices = PropertyBuffer::New( borderVertexFormat );
+ VertexBuffer borderVertices = VertexBuffer::New( borderVertexFormat );
borderVertices.SetData( borderVertexData, 16 );
// Create indices
{
Property::Map vertexFormat;
vertexFormat[ "aPosition" ] = Property::VECTOR2;
- PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
if( vertices.Size() > 0 )
{
- vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
+ vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
}
// Create the geometry object
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexPropertyBuffer );
+ geometry.AddVertexBuffer( vertexBuffer );
if( indices.Size() > 0 )
{
geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
Property::Map vertexFormat;
vertexFormat[POSITION] = Property::VECTOR3;
vertexFormat[NORMAL] = Property::VECTOR3;
- PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
+ VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat );
surfaceVertices.SetData( &vertices[0], vertices.Size() );
mGeometry.AddVertexBuffer( surfaceVertices );
Property::Map quadVertexFormat;
quadVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ VertexBuffer quadVertices = VertexBuffer::New( quadVertexFormat );
quadVertices.SetData( quadVertexData, 4 );
// Create the geometry object
Property::Map vertexFormat;
vertexFormat[ "aPosition" ] = Property::VECTOR2;
- PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
if( vertices.Size() > 0 )
{
- vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
+ vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
}
Property::Map indexFormat;
indexFormat[ "indices" ] = Property::INTEGER;
- PropertyBuffer indexPropertyBuffer = PropertyBuffer::New( indexFormat );
+ VertexBuffer indexVertexBuffer = VertexBuffer::New( indexFormat );
// Create the geometry object
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexPropertyBuffer );
+ geometry.AddVertexBuffer( vertexBuffer );
if( indices.Size() > 0 )
{
geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
Property::Map quadVertexFormat;
quadVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ VertexBuffer quadVertices = VertexBuffer::New( quadVertexFormat );
quadVertices.SetData( quadVertexData, 4 );
// Create indices