/*
- * 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.
{
namespace
{
+const int CUSTOM_PROPERTY_COUNT(5); // 5 transform properties
+
/**
* @brief Loads a texture from a file
* @param[in] imageUrl The url of the file
{
if(mImpl->mRenderer)
{
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
}
return;
}
- mImpl->mRenderer = Renderer::New(mGeometry, mShader);
+ mImpl->mRenderer = VisualRenderer::New(mGeometry, mShader);
mImpl->mRenderer.SetTextures(mTextureSet);
mImpl->mRenderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON);
mImpl->mRenderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON);
//Register transform properties
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
void MeshVisual::SupplyEmptyGeometry()
{
mGeometry = Geometry::New();
- mShader = Shader::New(SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG);
- mImpl->mRenderer = Renderer::New(mGeometry, mShader);
+ mShader = Shader::New(SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG, Shader::Hint::NONE, "MESH_VISUAL_SIMPLE");
+ mImpl->mRenderer = VisualRenderer::New(mGeometry, mShader);
DALI_LOG_ERROR("Initialisation error in mesh visual.\n");
}
{
if(mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING)
{
- mShader = Shader::New(SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_VERT, SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_FRAG);
+ mShader = Shader::New(SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_VERT, SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_FRAG, Shader::Hint::NONE, "MESH_VISUAL_NRMMAP");
}
else if(mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING)
{
- mShader = Shader::New(SHADER_MESH_VISUAL_SHADER_VERT, SHADER_MESH_VISUAL_SHADER_FRAG);
+ mShader = Shader::New(SHADER_MESH_VISUAL_SHADER_VERT, SHADER_MESH_VISUAL_SHADER_FRAG, Shader::Hint::NONE, "MESH_VISUA");
}
else //Textureless
{
- mShader = Shader::New(SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG);
+ mShader = Shader::New(SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG, Shader::Hint::NONE, "MESH_VISUAL_SIMPLE");
}
UpdateShaderUniforms();