/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
+#include "game-renderer.h"
#include "game-model.h"
#include "game-texture.h"
-#include "game-renderer.h"
#include <dali/dali.h>
namespace
{
+// clang-format off
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute highp vec3 aPosition;\n
gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4(1.2, 1.2, 1.2, 1.0);\n
}\n
);
+// clang-format on
-}
+} // namespace
GameRenderer::GameRenderer()
- : mModel( NULL ),
- mTexture( NULL )
+: mModel(NULL),
+ mTexture(NULL)
{
}
{
}
-void GameRenderer::SetModel( GameModel* model )
+void GameRenderer::SetModel(GameModel* model)
{
mModel = model;
Setup();
}
-void GameRenderer::SetMainTexture( GameTexture* texture )
+void GameRenderer::SetMainTexture(GameTexture* texture)
{
mTexture = texture;
Setup();
void GameRenderer::Setup()
{
- if( !mRenderer && mModel )
+ if(!mRenderer && mModel)
{
- Dali::Shader shader = Dali::Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mRenderer = Dali::Renderer::New( mModel->GetGeometry(), shader );
- mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_WRITE_MODE, Dali::DepthWriteMode::ON );
- mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_FUNCTION, Dali::DepthFunction::LESS_EQUAL );
- mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_TEST_MODE, Dali::DepthTestMode::ON );
+ Dali::Shader shader = Dali::Shader::New(VERTEX_SHADER, FRAGMENT_SHADER);
+ mRenderer = Dali::Renderer::New(mModel->GetGeometry(), shader);
+ mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_WRITE_MODE, Dali::DepthWriteMode::ON);
+ mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_FUNCTION, Dali::DepthFunction::LESS_EQUAL);
+ mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_TEST_MODE, Dali::DepthTestMode::ON);
}
Dali::TextureSet textureSet;
- Dali::Geometry geometry;
+ Dali::Geometry geometry;
- if( mModel )
+ if(mModel)
{
geometry = mModel->GetGeometry();
}
- if( mTexture && mTexture->GetTextureSet() )
+ if(mTexture && mTexture->GetTextureSet())
{
textureSet = mTexture->GetTextureSet();
}
- if( textureSet && geometry )
+ if(textureSet && geometry)
{
- mRenderer.SetGeometry( geometry );
- mRenderer.SetTextures( textureSet );
+ mRenderer.SetGeometry(geometry);
+ mRenderer.SetTextures(textureSet);
}
}
{
return mRenderer;
}
-
-
-