+/*
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// HEADER
+#include "test-actor-utils.h"
+#include "mesh-builder.h"
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/dali-core.h>
+#include <dali/devel-api/rendering/renderer.h>
+
+namespace Dali
+{
+
+namespace
+{
+const char * const TEXTURE_UNIFORM_NAME( "sTexture" );
+
+const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
+ vertexPosition.xyz *= uSize;\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
+ uniform lowp vec4 uColor;\n
+ \n
+ void main()\n
+ {\n
+ gl_FragColor = uColor;\n
+ }\n
+);
+
+} // unnamed namespace
+
+Actor CreateRenderableActor()
+{
+ return CreateRenderableActor( Image(), VERTEX_SHADER, FRAGMENT_SHADER );
+}
+
+Actor CreateRenderableActor( Image texture )
+{
+ return CreateRenderableActor( texture, VERTEX_SHADER, FRAGMENT_SHADER );
+}
+
+Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader )
+{
+ // Create the geometry
+ Geometry geometry = CreateQuadGeometry();
+
+ // Create Shader
+ Shader shader = Shader::New( vertexShader, fragmentShader );
+
+ // Create renderer from geometry and material
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ // Create actor and set renderer
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+
+ // If we a texture, then create a texture-set and add to renderer
+ if( texture )
+ {
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetImage( 0u, texture );
+ renderer.SetTextures( textureSet );
+
+ // Set actor to the size of the texture if set
+ actor.SetSize( texture.GetWidth(), texture.GetHeight() );
+ }
+
+ return actor;
+}
+
+Image GetTexture( Actor actor )
+{
+ Image image;
+ if( actor && actor.GetRendererCount() )
+ {
+ Renderer renderer = actor.GetRendererAt( 0u );
+ if( renderer )
+ {
+ TextureSet textureSet = renderer.GetTextures();
+ if( textureSet && textureSet.GetTextureCount() )
+ {
+ image = textureSet.GetImage( 0u );
+ }
+ }
+ }
+
+ return image;
+}
+
+} // namespace Dali