}
case Toolkit::Model3dView::Property::MATERIAL_URL:
{
- if( value.Get(impl.mMaterialUrl) )
+ if( value.Get(impl.mTextureSetUrl) )
{
impl.LoadMaterial();
impl.CreateMaterial();
}
case Toolkit::Model3dView::Property::MATERIAL_URL:
{
- value = impl.mMaterialUrl;
+ value = impl.mTextureSetUrl;
break;
}
case Toolkit::Model3dView::Property::IMAGES_URL:
//Create empty versions of the geometry and material so we always have a Renderer
Geometry mesh = Geometry::New();
Shader shader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) );
- Material material = Material::New( shader );
- mRenderer = Renderer::New( mesh, material );
+ mRenderer = Renderer::New( mesh, shader );
+
}
void Model3dView::LoadGeometry()
std::streampos fileSize;
Dali::Vector<char> fileContent;
- if( FileLoader::ReadFile(mMaterialUrl, fileSize, fileContent, FileLoader::TEXT) )
+ if( FileLoader::ReadFile(mTextureSetUrl, fileSize, fileContent, FileLoader::TEXT) )
{
mObjLoader.LoadMaterial(fileContent.Begin(), fileSize, mTexture0Url, mTexture1Url, mTexture2Url);
}
mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) );
}
- mMaterial = Material::New( mShader );
+ mTextureSet = TextureSet::New();
if( mRenderer )
{
- mRenderer.SetMaterial( mMaterial );
+ mRenderer.SetTextures( mTextureSet );
+ mRenderer.SetShader( mShader );
mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, Renderer::NONE);
}
void Model3dView::LoadTextures()
{
- if( !mMaterial )
+ if( !mTextureSet )
return ;
if( mTexture0Url != "" )
Image tex0 = ResourceImage::New( imgUrl );
if( tex0 )
{
- mMaterial.AddTexture( tex0, "sDiffuse" );
+ mTextureSet.SetImage( 0u, tex0 );
}
}
Image tex1 = ResourceImage::New( imgUrl );
if (tex1)
{
- mMaterial.AddTexture( tex1, "sNormal" );
+ mTextureSet.SetImage( 1u, tex1 );
}
}
Image tex2 = ResourceImage::New( imgUrl );
if( tex2 )
{
- mMaterial.AddTexture( tex2, "sGloss" );
+ mTextureSet.SetImage( 2u, tex2 );
}
}
}