From: Francisco Santos Date: Tue, 9 Jun 2015 17:55:11 +0000 (+0100) Subject: Remove uniform mapping. X-Git-Tag: dali_1.0.47~13^2~15 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=f2a9e28631d560e4821cc542cbc21a71d0a29f2f Remove uniform mapping. Change-Id: If347a572c3bb51192234317831509f1ada66e595 --- diff --git a/automated-tests/src/dali-toolkit/utc-Dali-BubbleEmitter.cpp b/automated-tests/src/dali-toolkit/utc-Dali-BubbleEmitter.cpp index db8a9df..bd4ae02 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-BubbleEmitter.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-BubbleEmitter.cpp @@ -325,8 +325,8 @@ int UtcDaliBubbleEmitterEmitBubble(void) Stage::GetCurrent().Add( root ); DALI_TEST_CHECK( bubbleMesh ); - Property::Index propertyIndex0 = bubbleMesh.GetPropertyIndex( "percentage-0" ); - Property::Index propertyIndex1 = bubbleMesh.GetPropertyIndex( "percentage-1" ); + Property::Index propertyIndex0 = bubbleMesh.GetPropertyIndex( "uPercentage[0]" ); + Property::Index propertyIndex1 = bubbleMesh.GetPropertyIndex( "uPercentage[1]" ); float value0, value1; Animation animation = Animation::New( 0.5f ); @@ -340,8 +340,8 @@ int UtcDaliBubbleEmitterEmitBubble(void) animation.Play(); Wait(application, 300); - propertyIndex0 = bubbleMesh.GetPropertyIndex( "percentage-0" ); - propertyIndex1 = bubbleMesh.GetPropertyIndex( "percentage-1" ); + propertyIndex0 = bubbleMesh.GetPropertyIndex( "uPercentage[0]" ); + propertyIndex1 = bubbleMesh.GetPropertyIndex( "uPercentage[1]" ); (bubbleMesh.GetProperty(propertyIndex0)).Get( value0 ); (bubbleMesh.GetProperty(propertyIndex1)).Get( value1 ); DALI_TEST_CHECK( value0 >= 0.6f ); @@ -382,7 +382,7 @@ int UtcDaliBubbleEmitterRestore(void) DALI_TEST_CHECK( gl.GetUniformValue( "uPercentage[0]", percentageValue ) ); DALI_TEST_EQUALS( percentageValue, 0.f, TEST_LOCATION ); - DALI_TEST_CHECK( gl.GetUniformValue( "uStartAndEndPos[0]", startEndPosValue ) ); + DALI_TEST_CHECK( gl.GetUniformValue( "uStartEndPosition[0]", startEndPosValue ) ); DALI_TEST_EQUALS( startEndPosValue.x, 40.f, TEST_LOCATION ); DALI_TEST_EQUALS( startEndPosValue.y, 40.f, TEST_LOCATION ); @@ -393,7 +393,7 @@ int UtcDaliBubbleEmitterRestore(void) DALI_TEST_CHECK( gl.GetUniformValue( "uPercentage[0]", percentageValue ) ); DALI_TEST_CHECK( percentageValue < 0.5f && percentageValue >= 0.4); - DALI_TEST_CHECK( gl.GetUniformValue( "uStartAndEndPos[0]", startEndPosValue ) ); + DALI_TEST_CHECK( gl.GetUniformValue( "uStartEndPosition[0]", startEndPosValue ) ); DALI_TEST_EQUALS( startEndPosValue.x, 40.f, TEST_LOCATION ); DALI_TEST_EQUALS( startEndPosValue.y, 40.f, TEST_LOCATION ); @@ -404,7 +404,7 @@ int UtcDaliBubbleEmitterRestore(void) DALI_TEST_CHECK( gl.GetUniformValue( "uPercentage[0]", percentageValue ) ); DALI_TEST_EQUALS( percentageValue, 0.f, TEST_LOCATION ); - DALI_TEST_CHECK( gl.GetUniformValue( "uStartAndEndPos[0]", startEndPosValue ) ); + DALI_TEST_CHECK( gl.GetUniformValue( "uStartEndPosition[0]", startEndPosValue ) ); DALI_TEST_EQUALS( startEndPosValue, Vector4::ZERO, TEST_LOCATION ); END_TEST; } diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-actor.cpp b/dali-toolkit/internal/controls/bubble-effect/bubble-actor.cpp index d3b0563..50df6af 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-actor.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-actor.cpp @@ -24,30 +24,6 @@ // INTERNAL INCLUDES -namespace -{ - -/** - * Register a property and map it as uniform. - * @param[in] handle The handle to register new property. - * @param[in] propertyName The name of the property. - * @param[in] unifoemName The name of the uniform. - * @param[in] value The initial value of the property. - * @return The index of theproperty - */ -Dali::Property::Index RegisterUniform( Dali::Handle& handle, - const std::string& propertyName, - const std::string& uniformName, - Dali::Property::Value value) -{ - Dali::Property::Index propertyIndex = handle.RegisterProperty( propertyName, value ); - handle.AddUniformMapping( propertyIndex, uniformName ); - - return propertyIndex; -} - -}// end LOCAL_STUFF - namespace Dali { @@ -80,23 +56,23 @@ void BubbleActor::MakeRenderable( Geometry geometry, Material material ) mActor.SetParentOrigin(ParentOrigin::TOP_LEFT); // register uniforms - mIndexGravity = RegisterUniform( mActor, "gravity", "uGravity", 50.f ); - mIndexDynamicScale = RegisterUniform( mActor, "dynamic-scale", "uDynamicScale", 1.f ); + mIndexGravity = mActor.RegisterProperty( "uGravity", 50.f ); + mIndexDynamicScale = mActor.RegisterProperty( "uDynamicScale", 1.f ); - mIndexInvertedMovementArea = RegisterUniform( mActor, "inverted-movement-area", "uInvertedMovementArea", Vector2(1.f,1.f) / mMovementArea ); + mIndexInvertedMovementArea = mActor.RegisterProperty( "uInvertedMovementArea", Vector2(1.f,1.f) / mMovementArea ); srand(time(NULL)); mIndicesOffset.resize(9); int offset = mMovementArea.Length() / 10.f; - mIndicesOffset[0] = RegisterUniform(mActor, "offset-0", "offset[0]", Vector2(0.f,0.f)); - mIndicesOffset[1] = RegisterUniform(mActor, "offset-1", "offset[1]", Vector2(rand()%offset,rand()%offset) ); - mIndicesOffset[2] = RegisterUniform(mActor, "offset-2", "offset[2]", Vector2(rand()%offset,-rand()%offset) ); - mIndicesOffset[3] = RegisterUniform(mActor, "offset-3", "offset[3]", Vector2(-rand()%offset,rand()%offset) ); - mIndicesOffset[4] = RegisterUniform(mActor, "offset-4", "offset[4]", Vector2(-rand()%offset,-rand()%offset) ); - mIndicesOffset[5] = RegisterUniform(mActor, "offset-5", "offset[5]", Vector2(rand()%offset,0.f)); - mIndicesOffset[6] = RegisterUniform(mActor, "offset-6", "offset[6]", Vector2(-rand()%offset,0.f)); - mIndicesOffset[7] = RegisterUniform(mActor, "offset-7", "offset[7]", Vector2(0.f,rand()%offset)); - mIndicesOffset[8] = RegisterUniform(mActor, "offset-8", "offset[8]", Vector2(0.f,-rand()%offset)); + mIndicesOffset[0] = mActor.RegisterProperty( "uOffset[0]", Vector2(0.f,0.f)); + mIndicesOffset[1] = mActor.RegisterProperty( "uOffset[1]", Vector2(rand()%offset,rand()%offset) ); + mIndicesOffset[2] = mActor.RegisterProperty( "uOffset[2]", Vector2(rand()%offset,-rand()%offset) ); + mIndicesOffset[3] = mActor.RegisterProperty( "uOffset[3]", Vector2(-rand()%offset,rand()%offset) ); + mIndicesOffset[4] = mActor.RegisterProperty( "uOffset[4]", Vector2(-rand()%offset,-rand()%offset) ); + mIndicesOffset[5] = mActor.RegisterProperty( "uOffset[5]", Vector2(rand()%offset,0.f)); + mIndicesOffset[6] = mActor.RegisterProperty( "uOffset[6]", Vector2(-rand()%offset,0.f)); + mIndicesOffset[7] = mActor.RegisterProperty( "uOffset[7]", Vector2(0.f,rand()%offset)); + mIndicesOffset[8] = mActor.RegisterProperty( "uOffset[8]", Vector2(0.f,-rand()%offset)); Vector4 zeroVector; mIndiceStartEndPos.resize( mNumBubble ); @@ -104,18 +80,12 @@ void BubbleActor::MakeRenderable( Geometry geometry, Material material ) for( unsigned int i=0; i