X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Frenderers%2Fgradient%2Fgradient-renderer.cpp;h=eec8029a3ef88745e5b6f265df843e10e841b9ef;hp=e11f3ffa4828d3e1cf573e473f356980dcaa965f;hb=e4ace0da6e0d702b90e5a70d477aa7a0e0f6f44f;hpb=8e902a37f200809376dc5746e0bcb9d40dd79049 diff --git a/dali-toolkit/internal/controls/renderers/gradient/gradient-renderer.cpp b/dali-toolkit/internal/controls/renderers/gradient/gradient-renderer.cpp index e11f3ff..eec8029 100644 --- a/dali-toolkit/internal/controls/renderers/gradient/gradient-renderer.cpp +++ b/dali-toolkit/internal/controls/renderers/gradient/gradient-renderer.cpp @@ -29,6 +29,7 @@ #include #include #include +#include #include #include @@ -43,9 +44,6 @@ namespace Internal namespace { -const char * const RENDERER_TYPE("rendererType"); -const char * const RENDERER_TYPE_VALUE("gradient"); - // properties: linear gradient const char * const START_POSITION_NAME("startPosition"); // Property::VECTOR2 const char * const END_POSITION_NAME("endPosition"); // Property::VECTOR2 @@ -69,7 +67,6 @@ const char * const SPREAD_REPEAT("repeat"); // uniform names const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" ); -const char * const UNIFORM_TEXTULRE_NAME("sTexture"); // default offset value const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f; @@ -246,7 +243,7 @@ void GradientRenderer::DoSetOnStage( Actor& actor ) void GradientRenderer::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE ); + map.Insert( RENDERER_TYPE, GRADIENT_RENDERER ); Gradient::GradientUnits units = mGradient->GetGradientUnits(); if( units == Gradient::USER_SPACE_ON_USE ) @@ -316,16 +313,17 @@ void GradientRenderer::InitializeRenderer() mFactoryCache.SaveShader( shaderType, shader ); } - Material material; - material = Material::New( shader ); - mImpl->mRenderer = Renderer::New( geometry, material ); - + //Set up the texture set + TextureSet textureSet = TextureSet::New(); Dali::BufferImage lookupTexture = mGradient->GenerateLookupTexture(); - Sampler sampler = Sampler::New(); + textureSet.SetImage( 0u, lookupTexture ); Dali::WrapMode::Type wrap = GetWrapMode( mGradient->GetSpreadMethod() ); + Sampler sampler = Sampler::New(); sampler.SetWrapMode( wrap, wrap ); + textureSet.SetSampler( 0u, sampler ); - material.AddTexture( lookupTexture, UNIFORM_TEXTULRE_NAME, sampler ); + mImpl->mRenderer = Renderer::New( geometry, shader ); + mImpl->mRenderer.SetTextures( textureSet ); mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform ); }