/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 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.
{
//Create empty versions of the geometry and material so we always have a Renderer
Geometry mesh = Geometry::New();
- Shader shader = Shader::New(SHADER_MODEL3D_VIEW_SIMPLE_SHADER_VERT, SHADER_MODEL3D_VIEW_SIMPLE_SHADER_FRAG);
+ Shader shader = Shader::New(SHADER_MODEL3D_VIEW_SIMPLE_SHADER_VERT, SHADER_MODEL3D_VIEW_SIMPLE_SHADER_FRAG, Shader::Hint::NONE, "MODEL3D_VIEW_SIMPLE");
mRenderer = Renderer::New(mesh, shader);
- DevelControl::SetAccessibilityConstructor(Self(), [](Dali::Actor actor) {
- return std::unique_ptr<Dali::Accessibility::Accessible>(
- new DevelControl::AccessibleImpl(actor, Dali::Accessibility::Role::IMAGE));
- });
+ Self().SetProperty(DevelControl::Property::ACCESSIBILITY_ROLE, Dali::Accessibility::Role::IMAGE);
}
void Model3dView::LoadGeometry()
{
if((mTexture2Url != "") && (mTexture1Url != "") && (mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP))
{
- mShader = Shader::New(SHADER_MODEL3D_VIEW_NRMMAP_SHADER_VERT, SHADER_MODEL3D_VIEW_NRMMAP_SHADER_FRAG);
+ mShader = Shader::New(SHADER_MODEL3D_VIEW_NRMMAP_SHADER_VERT, SHADER_MODEL3D_VIEW_NRMMAP_SHADER_FRAG, Shader::Hint::NONE, "MODEL3D_VIEW_NRMMAP");
}
else if(mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_TEXTURE ||
mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP)
{
- mShader = Shader::New(SHADER_MODEL3D_VIEW_SHADER_VERT, SHADER_MODEL3D_VIEW_SHADER_FRAG);
+ mShader = Shader::New(SHADER_MODEL3D_VIEW_SHADER_VERT, SHADER_MODEL3D_VIEW_SHADER_FRAG, Shader::Hint::NONE, "MODEL3D_VIEW");
}
else
{
- mShader = Shader::New(SHADER_MODEL3D_VIEW_SIMPLE_SHADER_VERT, SHADER_MODEL3D_VIEW_SIMPLE_SHADER_FRAG);
+ mShader = Shader::New(SHADER_MODEL3D_VIEW_SIMPLE_SHADER_VERT, SHADER_MODEL3D_VIEW_SIMPLE_SHADER_FRAG, Shader::Hint::NONE, "MODEL3D_VIEW_SIMPLE");
}
}
else
{
- mShader = Shader::New(SHADER_MODEL3D_VIEW_SIMPLE_SHADER_VERT, SHADER_MODEL3D_VIEW_SIMPLE_SHADER_FRAG);
+ mShader = Shader::New(SHADER_MODEL3D_VIEW_SIMPLE_SHADER_VERT, SHADER_MODEL3D_VIEW_SIMPLE_SHADER_FRAG, Shader::Hint::NONE, "MODEL3D_VIEW_NRMMAP");
}
mTextureSet = TextureSet::New();