#include <dali/devel-api/scripting/scripting.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
precision mediump float;\n
varying mediump vec3 vIllumination;\n
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
-
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
void main()\n
{\n
- vec4 baseColor = mixColor * uColor;\n
+ vec4 baseColor = vec4(mixColor, opacity) * uColor;\n
gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
}\n
);
}
// By virtue of DoSetProperties being called last, this will override
- // anything set by DevelVisual::Property::MIX_COLOR
+ // anything set by Toolkit::Visual::Property::MIX_COLOR
Property::Value* colorValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR );
if( colorValue )
{
Vector4 color;
if( colorValue->Get( color ) )
{
- SetMixColor( color );
+ Property::Type type = colorValue->GetType();
+ if( type == Property::VECTOR4 )
+ {
+ SetMixColor( color );
+ }
+ else if( type == Property::VECTOR3 )
+ {
+ Vector3 color3(color);
+ SetMixColor( color3 );
+ }
}
}
InitializeRenderer();
actor.AddRenderer( mImpl->mRenderer );
+
+ // Primitive generated and ready to display
+ ResourceReady();
}
void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
+ map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mImpl->mMixColor );
map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
}
+void PrimitiveVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+ // Do nothing
+}
+
void PrimitiveVisual::OnSetTransform()
{
if( mImpl->mRenderer )
// Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
- mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, mImpl->mMixColor );
+ mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
}
void PrimitiveVisual::UpdateShaderUniforms()