namespace
{
const char * const RENDERER_TYPE("rendererType");
-const char * const RENDERER_TYPE_VALUE("nPatchRenderer");
+const char * const RENDERER_TYPE_VALUE("nPatch");
const char * const IMAGE_URL_NAME("imageUrl");
const char * const BORDER_ONLY("borderOnly");
Shader NPatchRenderer::CreateShader()
{
Shader shader;
- if( mStretchPixelsX.Size() == 1 && mStretchPixelsY.Size() == 1 )
+ if( !mImpl->mCustomShader )
{
- shader = mFactoryCache.GetShader( RendererFactoryCache::NINE_PATCH_SHADER );
- if( !shader )
+ if( mStretchPixelsX.Size() == 1 && mStretchPixelsY.Size() == 1 )
+ {
+ shader = mFactoryCache.GetShader( RendererFactoryCache::NINE_PATCH_SHADER );
+ if( !shader )
+ {
+ shader = Shader::New( VERTEX_SHADER_3X3, FRAGMENT_SHADER );
+ mFactoryCache.SaveShader( RendererFactoryCache::NINE_PATCH_SHADER, shader );
+ }
+ }
+ else if( mStretchPixelsX.Size() > 0 || mStretchPixelsY.Size() > 0)
{
- shader = Shader::New( VERTEX_SHADER_3X3, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( RendererFactoryCache::NINE_PATCH_SHADER, shader );
+ std::stringstream vertexShader;
+ vertexShader << "#define FACTOR_SIZE_X " << mStretchPixelsX.Size() + 2 << "\n"
+ << "#define FACTOR_SIZE_Y " << mStretchPixelsY.Size() + 2 << "\n"
+ << VERTEX_SHADER;
+
+ shader = Shader::New( vertexShader.str(), FRAGMENT_SHADER );
}
}
- else if( mStretchPixelsX.Size() > 0 || mStretchPixelsY.Size() > 0)
+ else
{
- std::stringstream vertexShader;
- vertexShader << "#define FACTOR_SIZE_X " << mStretchPixelsX.Size() + 2 << "\n"
- << "#define FACTOR_SIZE_Y " << mStretchPixelsY.Size() + 2 << "\n"
- << VERTEX_SHADER;
+ const char* fragmentShader = FRAGMENT_SHADER;
+ Dali::Shader::ShaderHints hints = Dali::Shader::HINT_NONE;
- shader = Shader::New( vertexShader.str(), FRAGMENT_SHADER );
+ if( !mImpl->mCustomShader->mFragmentShader.empty() )
+ {
+ fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
+ }
+ hints = mImpl->mCustomShader->mHints;
+
+ if( mStretchPixelsX.Size() == 1 && mStretchPixelsY.Size() == 1 )
+ {
+ shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader, hints );
+ }
+ else if( mStretchPixelsX.Size() > 0 || mStretchPixelsY.Size() > 0)
+ {
+ std::stringstream vertexShader;
+ vertexShader << "#define FACTOR_SIZE_X " << mStretchPixelsX.Size() + 2 << "\n"
+ << "#define FACTOR_SIZE_Y " << mStretchPixelsY.Size() + 2 << "\n"
+ << VERTEX_SHADER;
+
+ shader = Shader::New( vertexShader.str(), fragmentShader, hints );
+ }
}
+
return shader;
}