*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali-toolkit/internal/controls/control/control-renderers.h>
#include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
#include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
#include <dali-toolkit/internal/controls/control/control-renderers.h>
#include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
#include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
mDownsampleWidthScale(downsampleWidthScale),
mDownsampleHeightScale(downsampleHeightScale)
{
mDownsampleWidthScale(downsampleWidthScale),
mDownsampleHeightScale(downsampleHeightScale)
{
+ DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) {
+ return std::unique_ptr< Dali::Accessibility::Accessible >(
+ new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::FILLER ) );
+ } );
// position, instead parent the shadow plane drawable on the shadow plane passed in.
mShadowPlaneBg.Add( mShadowPlane );
mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// position, instead parent the shadow plane drawable on the shadow plane passed in.
mShadowPlaneBg.Add( mShadowPlane );
mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// stop render tasks processing
// Note: render target resources are automatically freed since we set the Image::Unused flag
// stop render tasks processing
// Note: render target resources are automatically freed since we set the Image::Unused flag
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) );
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) );
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBuffer::New( stageSize.width, stageSize.height, FrameBuffer::Attachment::NONE );
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBuffer::New( stageSize.width, stageSize.height, FrameBuffer::Attachment::NONE );