const ObjectImplHelper<DEFAULT_PROPERTY_COUNT> SHADER_IMPL = { DEFAULT_PROPERTY_DETAILS };
Dali::Scripting::StringEnum ShaderHintsTable[] =
- { { "HINT_NONE", Dali::Shader::HINT_NONE},
- { "HINT_OUTPUT_IS_TRANSPARENT", Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT},
- { "HINT_MODIFIES_GEOMETRY", Dali::Shader::HINT_MODIFIES_GEOMETRY}
+ { { "NONE", Dali::Shader::Hint::NONE},
+ { "OUTPUT_IS_TRANSPARENT", Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT},
+ { "MODIFIES_GEOMETRY", Dali::Shader::Hint::MODIFIES_GEOMETRY}
};
const unsigned int ShaderHintsTableSize = sizeof( ShaderHintsTable ) / sizeof( ShaderHintsTable[0] );
to += append;
}
-Property::Value HintString(const Dali::Shader::ShaderHints& hints)
+Property::Value HintString(const Dali::Shader::Hint::Value& hints)
{
std::string s;
- if(hints == Dali::Shader::HINT_NONE)
+ if(hints == Dali::Shader::Hint::NONE)
{
- s = "HINT_NONE";
+ s = "NONE";
}
- if(hints & Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT)
+ if(hints & Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT)
{
- AppendString(s, "HINT_OUTPUT_IS_TRANSPARENT");
+ AppendString(s, "OUTPUT_IS_TRANSPARENT");
}
- if(hints & Dali::Shader::HINT_MODIFIES_GEOMETRY)
+ if(hints & Dali::Shader::Hint::MODIFIES_GEOMETRY)
{
- AppendString(s, "HINT_MODIFIES_GEOMETRY");
+ AppendString(s, "MODIFIES_GEOMETRY");
}
return Property::Value(s);
ShaderPtr Shader::New( const std::string& vertexShader,
const std::string& fragmentShader,
- Dali::Shader::ShaderHints hints )
+ Dali::Shader::Hint::Value hints )
{
ShaderPtr shader( new Shader() );
shader->Initialize( vertexShader, fragmentShader, hints );
{
std::string vertex;
std::string fragment;
- Dali::Shader::ShaderHints hints(Dali::Shader::HINT_NONE);
+ Dali::Shader::Hint::Value hints(Dali::Shader::Hint::NONE);
if( Property::Value* value = map->Find("vertex") )
{
if( Property::Value* value = map->Find("hints") )
{
static_cast<void>( // ignore return
- Scripting::GetEnumeration< Dali::Shader::ShaderHints >(value->Get<std::string>().c_str(),
+ Scripting::GetEnumeration< Dali::Shader::Hint::Value >(value->Get<std::string>().c_str(),
ShaderHintsTable, ShaderHintsTableSize, hints)
);
}
void Shader::Initialize(
const std::string& vertexSource,
const std::string& fragmentSource,
- Dali::Shader::ShaderHints hints )
+ Dali::Shader::Hint::Value hints )
{
EventThreadServices& eventThreadServices = GetEventThreadServices();
SceneGraph::UpdateManager& updateManager = eventThreadServices.GetUpdateManager();
mShaderData = shaderFactory.Load( vertexSource, fragmentSource, hints, shaderHash );
// Add shader program to scene-object using a message to the UpdateManager
- SetShaderProgramMessage( updateManager, *mSceneObject, mShaderData, (hints & Dali::Shader::HINT_MODIFIES_GEOMETRY) != 0x0 );
+ SetShaderProgramMessage( updateManager, *mSceneObject, mShaderData, (hints & Dali::Shader::Hint::MODIFIES_GEOMETRY) != 0x0 );
eventThreadServices.RegisterObject( this );
}