namespace
{
+const char * const RENDERER_TYPE("renderer-type");
+const char * const RENDERER_TYPE_VALUE("color-renderer");
const char * const COLOR_NAME("blend-color");
const char * const COLOR_UNIFORM_NAME("uBlendColor");
);
}
-ColorRenderer::ColorRenderer()
-: ControlRenderer()
+ColorRenderer::ColorRenderer( RendererFactoryCache& factoryCache )
+: ControlRenderer( factoryCache ),
+ mBlendColorIndex( Property::INVALID_INDEX )
{
}
{
}
-void ColorRenderer::Initialize( RendererFactoryCache& factoryCache, const Property::Map& propertyMap )
+void ColorRenderer::DoInitialize( const Property::Map& propertyMap )
{
- mImpl->mGeometry = factoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
- if( !(mImpl->mGeometry) )
- {
- mImpl->mGeometry = RendererFactoryCache::CreateQuadGeometry();
- factoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, mImpl->mGeometry );
- }
-
- mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::COLOR_SHADER );
- if( !(mImpl->mShader) )
- {
- mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- factoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, mImpl->mShader );
- }
-
Property::Value* color = propertyMap.Find( COLOR_NAME );
if( !( color && color->Get(mBlendColor) ) )
{
//ToDo: renderer applies the offset
}
-void ColorRenderer::DoSetOnStage( Actor& actor )
+void ColorRenderer::DoCreatePropertyMap( Property::Map& map ) const
{
- (mImpl->mRenderer).RegisterProperty( COLOR_UNIFORM_NAME, mBlendColor );
+ map.Clear();
+ map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
+ map.Insert( COLOR_NAME, mBlendColor );
+}
+
+void ColorRenderer::InitializeRenderer( Renderer& renderer )
+{
+ Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
+ if( !geometry )
+ {
+ geometry = RendererFactoryCache::CreateQuadGeometry();
+ mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
+ }
+
+ Shader shader = mFactoryCache.GetShader( RendererFactoryCache::COLOR_SHADER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ mFactoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, shader );
+ }
+
+ if( !renderer )
+ {
+ Material material = Material::New( shader );
+ renderer = Renderer::New( geometry, material );
+ }
+ else
+ {
+ mImpl->mRenderer.SetGeometry( geometry );
+ Material material = mImpl->mRenderer.GetMaterial();
+ if( material )
+ {
+ material.SetShader( shader );
+ }
+ }
+
+ mBlendColorIndex = renderer.RegisterProperty( COLOR_UNIFORM_NAME, mBlendColor );
if( mBlendColor.a < 1.f )
{
- (mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
+ renderer.GetMaterial().SetBlendMode( BlendingMode::ON );
+ }
+}
+
+void ColorRenderer::SetColor(const Vector4& color)
+{
+ mBlendColor = color;
+
+ if( mImpl->mIsOnStage )
+ {
+ (mImpl->mRenderer).SetProperty( mBlendColorIndex, color );
+ if( color.a < 1.f && (mImpl->mRenderer).GetMaterial().GetBlendMode() != BlendingMode::ON)
+ {
+ (mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
+ }
}
}