/* * Copyright (c) 2020 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. * */ #include "game-renderer.h" #include "game-model.h" #include "game-texture.h" #include namespace { // clang-format off const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute highp vec3 aPosition;\n attribute highp vec3 aNormal;\n attribute highp vec2 aTexCoord;\n uniform highp mat4 uMvpMatrix;\n varying highp vec2 vTexCoord;\n void main()\n {\n gl_Position = uMvpMatrix * vec4(aPosition, 1.0 );\n vTexCoord = aTexCoord;\n vTexCoord.y = 1.0 - vTexCoord.y;\n }\n ) ; const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n varying highp vec2 vTexCoord;\n void main()\n {\n gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4(1.2, 1.2, 1.2, 1.0);\n }\n ); // clang-format on } // namespace GameRenderer::GameRenderer() : mModel(NULL), mTexture(NULL) { } GameRenderer::~GameRenderer() { } void GameRenderer::SetModel(GameModel* model) { mModel = model; Setup(); } void GameRenderer::SetMainTexture(GameTexture* texture) { mTexture = texture; Setup(); } void GameRenderer::Setup() { if(!mRenderer && mModel) { Dali::Shader shader = Dali::Shader::New(VERTEX_SHADER, FRAGMENT_SHADER); mRenderer = Dali::Renderer::New(mModel->GetGeometry(), shader); mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_WRITE_MODE, Dali::DepthWriteMode::ON); mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_FUNCTION, Dali::DepthFunction::LESS_EQUAL); mRenderer.SetProperty(Dali::Renderer::Property::DEPTH_TEST_MODE, Dali::DepthTestMode::ON); } Dali::TextureSet textureSet; Dali::Geometry geometry; if(mModel) { geometry = mModel->GetGeometry(); } if(mTexture && mTexture->GetTextureSet()) { textureSet = mTexture->GetTextureSet(); } if(textureSet && geometry) { mRenderer.SetGeometry(geometry); mRenderer.SetTextures(textureSet); } } Dali::Renderer& GameRenderer::GetRenderer() { return mRenderer; }