#include <dali-toolkit-test-suite-utils.h>
#include <toolkit-event-thread-callback.h>
#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/material.h>
+#include <dali/devel-api/rendering/texture-set.h>
#include <dali/devel-api/rendering/shader.h>
#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
controlRenderer.SetOnStage( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == expectedSamplers );
application.SendNotification();
application.Render();
if( resourcePtr )
{
- DALI_TEST_CHECK(application.GetPlatform().WasCalled(TestPlatformAbstraction::LoadResourceFunc));
+ DALI_TEST_CHECK( application.GetPlatform().WasCalled(TestPlatformAbstraction::LoadResourceFunc) ||
+ application.GetPlatform().WasCalled(TestPlatformAbstraction::LoadResourceSynchronouslyFunc ));
}
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
Property::Map propertyMap;
Vector4 testColor( 1.f, 0.5f, 0.3f, 0.2f );
propertyMap.Insert("rendererType", "color");
- propertyMap.Insert("blendColor", testColor);
+ propertyMap.Insert("mixColor", testColor);
ControlRenderer controlRenderer = factory.GetControlRenderer(propertyMap);
DALI_TEST_CHECK( controlRenderer );
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, testColor, TEST_LOCATION );
END_TEST;
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, testColor, TEST_LOCATION );
controlRenderer.SetOffStage( actor );
controlRenderer.SetOnStage( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLENDING_MODE );
+ int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( static_cast<BlendingMode::Type>(blendMode), BlendingMode::ON, TEST_LOCATION );
TestGlAbstraction& gl = application.GetGlAbstraction();
application.SendNotification();
application.Render(0);
- int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLENDING_MODE );
+ int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( static_cast<BlendingMode::Type>(blendMode), BlendingMode::AUTO, TEST_LOCATION );
Vector4 actualColor(Vector4::ZERO);
application.SendNotification();
application.Render(0);
- blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLENDING_MODE );
+ blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( static_cast<BlendingMode::Type>(blendMode), BlendingMode::ON, TEST_LOCATION );
END_TEST;
Property::Map propertyMap;
propertyMap.Insert( "rendererType", "image" );
- propertyMap.Insert( "imageUrl", TEST_IMAGE_FILE_NAME );
+ propertyMap.Insert( "url", TEST_IMAGE_FILE_NAME );
ControlRenderer controlRenderer = factory.GetControlRenderer( propertyMap );
DALI_TEST_CHECK( controlRenderer );
Integration::ResourcePointer ninePatchResource = CustomizeNinePatch( application, ninePatchImageWidth, ninePatchImageHeight, stretchRangesX, stretchRangesY );
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "nPatch" );
- propertyMap.Insert( "imageUrl", TEST_NPATCH_FILE_NAME );
+ propertyMap.Insert( "rendererType", "image" );
+ propertyMap.Insert( "url", TEST_NPATCH_FILE_NAME );
{
tet_infoline( "whole grid" );
ControlRenderer controlRenderer = factory.GetControlRenderer( propertyMap );
Integration::ResourcePointer ninePatchResource = CustomizeNinePatch( application, ninePatchImageWidth, ninePatchImageHeight, stretchRangesX, stretchRangesY );
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "nPatch" );
- propertyMap.Insert( "imageUrl", TEST_NPATCH_FILE_NAME );
+ propertyMap.Insert( "rendererType", "image" );
+ propertyMap.Insert( "url", TEST_NPATCH_FILE_NAME );
{
ControlRenderer controlRenderer = factory.GetControlRenderer( propertyMap );
DALI_TEST_CHECK( controlRenderer );
DALI_TEST_CHECK( factory );
Property::Map propertyMap;
- propertyMap.Insert( "rendererType", "nPatch" );
- propertyMap.Insert( "imageUrl", 111 );
+ propertyMap.Insert( "rendererType", 111 );
+ propertyMap.Insert( "url", "ERROR.9.jpg" );
ControlRenderer controlRenderer = factory.GetControlRenderer( propertyMap );
DALI_TEST_CHECK( controlRenderer );
application.Render();
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- // texture is not added until the rasterization completed.
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 0 );
EventThreadCallback* eventTrigger = EventThreadCallback::Get();
CallbackBase* callback = eventTrigger->GetCallback();
CallbackBase::Execute( *callback );
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 1 );
-
// waiting for the resource uploading
application.SendNotification();
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
factory.ResetRenderer( controlRenderer, actor, Color::GREEN );
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
Image bufferImage = CreateBufferImage( 100, 200, Vector4( 1.f, 1.f, 1.f, 1.f ) );
application.SendNotification();
application.Render(0);
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
END_TEST;
application.Render();
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 1 );
// reset the renderer to renderer a svg image
factory.ResetRenderer( controlRenderer, actor, TEST_SVG_FILE_NAME, ImageDimensions( 100, 100 ) );
application.Render();
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- // texture is not added until the rasterization completed.
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 0 );
EventThreadCallback* eventTrigger = EventThreadCallback::Get();
CallbackBase* callback = eventTrigger->GetCallback();
eventTrigger->WaitingForTrigger( 1 );// waiting until the svg image is rasterized.
CallbackBase::Execute( *callback );
- DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 1 );
-
END_TEST;
}