From 052676a776be914d0848929f20c72e75392b80b9 Mon Sep 17 00:00:00 2001 From: Francisco Santos Date: Tue, 9 Jun 2015 18:55:29 +0100 Subject: [PATCH] Remove uniform mapping. Change-Id: Ib151a33642e16d305cbc278f6ebab58820ce2a2e --- examples/line-mesh/line-mesh-example.cpp | 3 +-- examples/mesh-morph/mesh-morph-example.cpp | 3 +-- examples/mesh-sorting/mesh-sorting-example.cpp | 3 +-- examples/point-mesh/point-mesh-example.cpp | 9 +++------ examples/radial-menu/radial-sweep-view-impl.cpp | 6 ++---- .../refraction-effect/refraction-effect-example.cpp | 17 ++++++----------- examples/textured-mesh/textured-mesh-example.cpp | 12 ++++-------- 7 files changed, 18 insertions(+), 35 deletions(-) diff --git a/examples/line-mesh/line-mesh-example.cpp b/examples/line-mesh/line-mesh-example.cpp index 30303bb..6d8b423 100644 --- a/examples/line-mesh/line-mesh-example.cpp +++ b/examples/line-mesh/line-mesh-example.cpp @@ -166,8 +166,7 @@ public: 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); diff --git a/examples/mesh-morph/mesh-morph-example.cpp b/examples/mesh-morph/mesh-morph-example.cpp index 26b5b59..f4a8cba 100644 --- a/examples/mesh-morph/mesh-morph-example.cpp +++ b/examples/mesh-morph/mesh-morph-example.cpp @@ -302,8 +302,7 @@ public: 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); diff --git a/examples/mesh-sorting/mesh-sorting-example.cpp b/examples/mesh-sorting/mesh-sorting-example.cpp index b019791..1c5b2b2 100644 --- a/examples/mesh-sorting/mesh-sorting-example.cpp +++ b/examples/mesh-sorting/mesh-sorting-example.cpp @@ -189,8 +189,7 @@ public: 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; diff --git a/examples/point-mesh/point-mesh-example.cpp b/examples/point-mesh/point-mesh-example.cpp index 63326e6..55c1799 100644 --- a/examples/point-mesh/point-mesh-example.cpp +++ b/examples/point-mesh/point-mesh-example.cpp @@ -171,13 +171,10 @@ public: 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 ); diff --git a/examples/radial-menu/radial-sweep-view-impl.cpp b/examples/radial-menu/radial-sweep-view-impl.cpp index 1647b26..225c76c 100644 --- a/examples/radial-menu/radial-sweep-view-impl.cpp +++ b/examples/radial-menu/radial-sweep-view-impl.cpp @@ -357,10 +357,8 @@ void RadialSweepViewImpl::CreateStencil( Radian initialSector ) 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); diff --git a/examples/refraction-effect/refraction-effect-example.cpp b/examples/refraction-effect/refraction-effect-example.cpp index e98f0e1..8b2b2f1 100644 --- a/examples/refraction-effect/refraction-effect-example.cpp +++ b/examples/refraction-effect/refraction-effect-example.cpp @@ -292,23 +292,18 @@ private: 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( mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(stageSize.x*0.1f) ); constraint.AddSource( LocalSource(mSpinAngleIndex) ); constraint.Apply(); diff --git a/examples/textured-mesh/textured-mesh-example.cpp b/examples/textured-mesh/textured-mesh-example.cpp index 7fb3426..c368df0 100644 --- a/examples/textured-mesh/textured-mesh-example.cpp +++ b/examples/textured-mesh/textured-mesh-example.cpp @@ -165,11 +165,9 @@ public: 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 ); @@ -183,13 +181,11 @@ public: 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 ); -- 2.7.4