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
Shader CreateShader();
TextureSet CreateTextureSet();
TextureSet CreateTextureSet( Image image );
-Geometry CreateQuadGeometry();
-Geometry CreateQuadGeometryFromBuffer( PropertyBuffer vertexData );
-PropertyBuffer CreatePropertyBuffer();
}
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 );
Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
if( !geometry )
{
- geometry = RendererFactoryCache::CreateQuadGeometry();
+ geometry = Geometry::QUAD();
mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
}
Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
if( !geometry )
{
- geometry = RendererFactoryCache::CreateQuadGeometry();
+ geometry = Geometry::QUAD();
mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
}
geometry = factoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
if( !geometry )
{
- geometry = RendererFactoryCache::CreateQuadGeometry();
+ geometry = Geometry::QUAD();
factoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
}
}
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 )
*/
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.
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();
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 );
{
Control::OnStageConnection( depth );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
TextureSet textureSet = TextureSet::New();