X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Frenderers%2Fcolor%2Fcolor-renderer.cpp;h=c7e4ed5dc6a4d6d01dce028e2f0827572b084fe1;hp=ab3306ab483d4a8517a45b1dcd4940ae4fb04bb1;hb=a4246093982a7c45fd622253d8245e447878a1af;hpb=c560f95435d40fd3980cd5f92da65c9f28f440e7 diff --git a/dali-toolkit/internal/controls/renderers/color/color-renderer.cpp b/dali-toolkit/internal/controls/renderers/color/color-renderer.cpp index ab3306a..c7e4ed5 100644 --- a/dali-toolkit/internal/controls/renderers/color/color-renderer.cpp +++ b/dali-toolkit/internal/controls/renderers/color/color-renderer.cpp @@ -37,9 +37,9 @@ namespace Internal namespace { -const char * const COLOR_NAME("blend-color"); -const char * const COLOR_UNIFORM_NAME("uBlendColor"); - +const char * const RENDERER_TYPE("rendererType"); +const char * const RENDERER_TYPE_VALUE("colorRenderer"); +const char * const COLOR_NAME("blendColor"); const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n @@ -56,17 +56,18 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n - uniform lowp vec4 uBlendColor;\n + uniform lowp vec4 blendColor;\n \n void main()\n {\n - gl_FragColor = uBlendColor*uColor;\n + gl_FragColor = blendColor*uColor;\n }\n ); } -ColorRenderer::ColorRenderer() -: ControlRenderer() +ColorRenderer::ColorRenderer( RendererFactoryCache& factoryCache ) +: ControlRenderer( factoryCache ), + mBlendColorIndex( Property::INVALID_INDEX ) { } @@ -74,22 +75,8 @@ ColorRenderer::~ColorRenderer() { } -void ColorRenderer::Initialize( RendererFactoryCache& factoryCache, const Property::Map& propertyMap ) +void ColorRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap ) { - mImpl->mGeometry = factoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY ); - if( !(mImpl->mGeometry) ) - { - mImpl->mGeometry = RendererFactoryCache::CreateQuadGeometry(); - factoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, mImpl->mGeometry ); - } - - mImpl->mShader = factoryCache.GetShader( RendererFactoryCache::COLOR_SHADER ); - if( !(mImpl->mShader) ) - { - mImpl->mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); - factoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, mImpl->mShader ); - } - Property::Value* color = propertyMap.Find( COLOR_NAME ); if( !( color && color->Get(mBlendColor) ) ) { @@ -116,13 +103,55 @@ void ColorRenderer::SetOffset( const Vector2& offset ) //ToDo: renderer applies the offset } -void ColorRenderer::SetOnStage( Actor& actor ) +void ColorRenderer::DoSetOnStage( Actor& actor ) +{ + InitializeRenderer(); +} + +void ColorRenderer::DoCreatePropertyMap( Property::Map& map ) const +{ + map.Clear(); + map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE ); + map.Insert( COLOR_NAME, mBlendColor ); +} + +void ColorRenderer::InitializeRenderer() { - ControlRenderer::SetOnStage(actor); - (mImpl->mRenderer).RegisterProperty( COLOR_UNIFORM_NAME, mBlendColor ); + Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY ); + if( !geometry ) + { + geometry = RendererFactoryCache::CreateQuadGeometry(); + mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry ); + } + + Shader shader = mFactoryCache.GetShader( RendererFactoryCache::COLOR_SHADER ); + if( !shader ) + { + shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + mFactoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, shader ); + } + + Material material = Material::New( shader ); + mImpl->mRenderer = Renderer::New( geometry, material ); + + mBlendColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_NAME, mBlendColor ); if( mBlendColor.a < 1.f ) { - (mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON ); + mImpl->mRenderer.GetMaterial().SetBlendMode( BlendingMode::ON ); + } +} + +void ColorRenderer::SetColor(const Vector4& color) +{ + mBlendColor = color; + + if( mImpl->mRenderer ) + { + (mImpl->mRenderer).SetProperty( mBlendColorIndex, color ); + if( color.a < 1.f && (mImpl->mRenderer).GetMaterial().GetBlendMode() != BlendingMode::ON) + { + (mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON ); + } } }