Use Geometry::QUAD() in toolkit 38/69338/2
authorXiangyin Ma <x1.ma@samsung.com>
Thu, 12 May 2016 17:03:45 +0000 (18:03 +0100)
committerXiangyin Ma <x1.ma@samsung.com>
Fri, 13 May 2016 15:27:29 +0000 (08:27 -0700)
Change-Id: I942e9b1d8c7722745a176f2d2e03de247c1935c1

automated-tests/src/dali-toolkit/dali-toolkit-test-utils/mesh-builder.cpp
automated-tests/src/dali-toolkit/dali-toolkit-test-utils/mesh-builder.h
automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp
dali-toolkit/internal/controls/renderers/color/color-renderer.cpp
dali-toolkit/internal/controls/renderers/gradient/gradient-renderer.cpp
dali-toolkit/internal/controls/renderers/image/image-renderer.cpp
dali-toolkit/internal/controls/renderers/renderer-factory-cache.cpp
dali-toolkit/internal/controls/renderers/renderer-factory-cache.h
dali-toolkit/internal/controls/renderers/svg/svg-renderer.cpp
dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp

index 5b127c7..a35ea8b 100644 (file)
@@ -35,42 +35,4 @@ TextureSet CreateTextureSet( Image image )
   return textureSet;
 }
 
-PropertyBuffer CreatePropertyBuffer()
-{
-  Property::Map texturedQuadVertexFormat;
-  texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
-  texturedQuadVertexFormat["aVertexCoord"] = Property::VECTOR2;
-
-  PropertyBuffer vertexData = PropertyBuffer::New( texturedQuadVertexFormat );
-  return vertexData;
-}
-
-Geometry CreateQuadGeometry(void)
-{
-  PropertyBuffer vertexData = CreatePropertyBuffer();
-  return CreateQuadGeometryFromBuffer( vertexData );
-}
-
-Geometry CreateQuadGeometryFromBuffer( PropertyBuffer vertexData )
-{
-  const float halfQuadSize = .5f;
-  struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
-  TexturedQuadVertex texturedQuadVertexData[4] = {
-    { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) },
-    { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) },
-    { Vector2(-halfQuadSize,  halfQuadSize), Vector2(0.f, 1.f) },
-    { Vector2( halfQuadSize,  halfQuadSize), Vector2(1.f, 1.f) } };
-  vertexData.SetData(texturedQuadVertexData, 4);
-
-  unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
-
-  Geometry geometry = Geometry::New();
-  geometry.AddVertexBuffer( vertexData );
-  geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
-
-  return geometry;
-}
-
-
-
 } // namespace Dali
index bf5f6a6..9f30bbc 100644 (file)
@@ -30,9 +30,6 @@ namespace Dali
 Shader CreateShader();
 TextureSet CreateTextureSet();
 TextureSet CreateTextureSet( Image image );
-Geometry CreateQuadGeometry();
-Geometry CreateQuadGeometryFromBuffer( PropertyBuffer vertexData );
-PropertyBuffer CreatePropertyBuffer();
 
 }
 
index 2f833c6..fb50bf5 100644 (file)
@@ -67,7 +67,7 @@ Actor CreateRenderableActor( Image texture )
 Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader )
 {
   // Create the geometry
-  Geometry geometry = CreateQuadGeometry();
+  Geometry geometry = Geometry::QUAD();
 
   // Create Shader
   Shader shader = Shader::New( vertexShader, fragmentShader );
index c09f86f..3fd6a74 100644 (file)
@@ -119,7 +119,7 @@ void ColorRenderer::InitializeRenderer()
   Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
   if( !geometry )
   {
-    geometry =  RendererFactoryCache::CreateQuadGeometry();
+    geometry =  Geometry::QUAD();
     mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
   }
 
index 6b35829..c150497 100644 (file)
@@ -311,7 +311,7 @@ void GradientRenderer::InitializeRenderer()
   Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
   if( !geometry )
   {
-    geometry =  RendererFactoryCache::CreateQuadGeometry();
+    geometry =  Geometry::QUAD();
     mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
   }
 
index d0c6c91..90dd616 100644 (file)
@@ -113,7 +113,7 @@ Geometry CreateGeometry( RendererFactoryCache& factoryCache, ImageDimensions gri
     geometry = factoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
     if( !geometry )
     {
-      geometry =  RendererFactoryCache::CreateQuadGeometry();
+      geometry =  Geometry::QUAD();
       factoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
     }
   }
index 4fd7424..3db2282 100644 (file)
@@ -153,32 +153,6 @@ Renderer RendererFactoryCache::GetDebugRenderer()
   return mDebugRenderer;
 }
 
-Geometry RendererFactoryCache::CreateQuadGeometry()
-{
-  const float halfWidth = 0.5f;
-  const float halfHeight = 0.5f;
-  struct QuadVertex { Vector2 position;};
-  QuadVertex quadVertexData[4] =
-  {
-      { Vector2(-halfWidth, -halfHeight) },
-      { Vector2(-halfWidth, halfHeight)  },
-      { Vector2( halfWidth, -halfHeight) },
-      { Vector2( halfWidth, halfHeight)  }
-  };
-
-  Property::Map quadVertexFormat;
-  quadVertexFormat["aPosition"] = Property::VECTOR2;
-  PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
-  quadVertices.SetData( quadVertexData, 4 );
-
-  // Create the geometry object
-  Geometry geometry = Geometry::New();
-  geometry.AddVertexBuffer( quadVertices );
-  geometry.SetGeometryType( Geometry::TRIANGLE_STRIP );
-
-  return geometry;
-}
-
 SvgRasterizeThread* RendererFactoryCache::GetSVGRasterizationThread()
 {
   if( !mSvgRasterizeThread )
index f6fd573..8bffd15 100644 (file)
@@ -109,12 +109,6 @@ public:
    */
   void SaveShader( ShaderType type, Shader shader );
 
-  /*
-   * Greate the quad geometry.
-   * Quad geometry is shared by multiple kind of Renderer, so implement it in the factory-cache.
-   */
-  static Geometry CreateQuadGeometry();
-
   /**
    * Create the grid geometry.
    * @param[in] gridSize The size of the grid.
index d6619d3..f48a5ad 100644 (file)
@@ -96,7 +96,7 @@ void SvgRenderer::DoSetOnStage( Actor& actor )
   Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
   if( !geometry )
   {
-    geometry =  mFactoryCache.CreateQuadGeometry();
+    geometry =  Geometry::QUAD();
     mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
   }
   TextureSet textureSet = TextureSet::New();
index 1cee6e1..3a31a49 100644 (file)
@@ -84,33 +84,6 @@ Actor CreateTile( const Vector4& samplerRect )
   return tile;
 }
 
-
-Geometry CreateQuadGeometry()
-{
-  const float halfWidth = 0.5f;
-  const float halfHeight = 0.5f;
-  struct QuadVertex { Vector2 position;};
-  QuadVertex quadVertexData[4] =
-  {
-      { Vector2(-halfWidth, -halfHeight) },
-      { Vector2( halfWidth, -halfHeight) },
-      { Vector2(-halfWidth, halfHeight)  },
-      { Vector2( halfWidth, halfHeight)  }
-  };
-
-  Property::Map quadVertexFormat;
-  quadVertexFormat["aPosition"] = Property::VECTOR2;
-  PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
-  quadVertices.SetData( quadVertexData, 4 );
-
-  // Create the geometry object
-  Geometry geometry = Geometry::New();
-  geometry.AddVertexBuffer( quadVertices );
-  geometry.SetGeometryType( Geometry::TRIANGLE_STRIP );
-
-  return geometry;
-}
-
 }
 
 const Vector4 CubeTransitionEffect::FULL_BRIGHTNESS( 1.0f, 1.0f, 1.0f, 1.0f );
@@ -272,7 +245,7 @@ void CubeTransitionEffect::OnStageConnection( int depth )
 {
   Control::OnStageConnection( depth );
 
-  Geometry geometry = CreateQuadGeometry();
+  Geometry geometry = Geometry::QUAD();
   Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
 
   TextureSet textureSet = TextureSet::New();