#include <rendering/renderer-wrapper.h>
#include <rendering/geometry-api.h>
#include <rendering/geometry-wrapper.h>
-#include <rendering/material-api.h>
-#include <rendering/material-wrapper.h>
+#include <rendering/texture-set-api.h>
+#include <rendering/texture-set-wrapper.h>
+#include <rendering/shader-api.h>
namespace Dali
{
* @method Renderer
* @for Renderer
* @param {Object} geometry The geometry to be used by this renderer
- * @param {Object} material The material to be used by this renderer
+ * @param {Object} shader The shader to be used by this renderer
* @return {Object} Renderer
*/
Renderer RendererApi::New( const v8::FunctionCallbackInfo< v8::Value >& args )
}
found = false;
- Material material = MaterialApi::GetMaterialFromParams( 1, found, isolate, args );
+ Shader shader = ShaderApi::GetShaderFromParams( 1, found, isolate, args );
if( !found )
{
- DALI_SCRIPT_EXCEPTION( isolate, "missing material from param 0" );
+ DALI_SCRIPT_EXCEPTION( isolate, "missing shader from param 0" );
return Renderer();
}
- return Renderer::New(geometry, material);
+ return Renderer::New(geometry, shader);
}
/**
}
/**
- * Sets the material to be used by this renderer
+ * Sets the texture set to be used by this renderer
*
- * @method setMaterial
+ * @method setTextures
* @for Renderer
- * @param {Object} material The material to be used by this renderer
+ * @param {Object} textureSet The TextureSet to be used by this renderer
*/
-void RendererApi::SetMaterial( const v8::FunctionCallbackInfo< v8::Value >& args )
+void RendererApi::SetTextures( const v8::FunctionCallbackInfo< v8::Value >& args )
{
v8::Isolate* isolate = args.GetIsolate();
v8::HandleScope handleScope( isolate );
Renderer renderer = GetRenderer( isolate, args );
bool found( false );
- Material material = MaterialApi::GetMaterialFromParams( 0, found, isolate, args );
+ TextureSet textureSet = TextureSetApi::GetTextureSetFromParams( 0, found, isolate, args );
if( !found )
{
- DALI_SCRIPT_EXCEPTION( isolate, "missing material from param 0" );
+ DALI_SCRIPT_EXCEPTION( isolate, "missing texture set from param 0" );
}
else
{
- renderer.SetMaterial(material);
+ renderer.SetTextures(textureSet);
}
}
/**
- * Gets the material used by this renderer
+ * Gets the texture set used by this renderer
*
- * @method getMaterial
+ * @method getTextures
* @for Renderer
- * @return {Object} The material used by this renderer
+ * @return {Object} The texture set used by this renderer
*/
-void RendererApi::GetMaterial( const v8::FunctionCallbackInfo<v8::Value>& args )
+void RendererApi::GetTextures( const v8::FunctionCallbackInfo<v8::Value>& args )
{
v8::Isolate* isolate = args.GetIsolate();
v8::HandleScope handleScope( isolate );
Renderer renderer = GetRenderer( isolate, args );
- Material material = renderer.GetMaterial();
+ TextureSet textureSet = renderer.GetTextures();
- // Wrap the material
- v8::Local<v8::Object> localObject = MaterialWrapper::WrapMaterial( isolate, material );
+ // Wrap the textureset
+ v8::Local<v8::Object> localObject = TextureSetWrapper::WrapTextureSet( isolate, textureSet );
args.GetReturnValue().Set( localObject );
}