2 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "dali-scene-loader/public-api/node-definition.h"
20 #include "dali-scene-loader/public-api/renderer-state.h"
21 #include "dali-scene-loader/public-api/utils.h"
28 void NodeDefinition::Renderable::RegisterResources(IResourceReceiver& receiver) const
30 receiver.Register(ResourceType::Shader, mShaderIdx);
33 void NodeDefinition::Renderable::ReflectResources(IResourceReflector& reflector)
35 reflector.Reflect(ResourceType::Shader, mShaderIdx);
38 void NodeDefinition::Renderable::OnCreate(const NodeDefinition& node, CreateParams& params,
41 DALI_ASSERT_DEBUG(mShaderIdx != INVALID_INDEX);
42 auto& resources = params.mResources;
43 Shader shader = resources.mShaders[mShaderIdx].second;
45 static Geometry defaultGeometry = Geometry::New();
46 Renderer renderer = Renderer::New(defaultGeometry, shader);
48 RendererState::Apply(resources.mShaders[mShaderIdx].first.mRendererState, renderer);
50 actor.AddRenderer(renderer);
53 const std::string NodeDefinition::ORIGINAL_MATRIX_PROPERTY_NAME = "originalMatrix";
55 Actor NodeDefinition::CreateActor(CreateParams& params) const
57 Actor actor = Actor::New();
58 SetActorCentered(actor);
60 actor.SetProperty(Actor::Property::NAME, mName);
61 actor.SetProperty(Actor::Property::POSITION, mPosition);
62 actor.SetProperty(Actor::Property::ORIENTATION, mOrientation);
63 actor.SetProperty(Actor::Property::SCALE, mScale);
64 actor.SetProperty(Actor::Property::SIZE, mSize);
65 actor.SetProperty(Actor::Property::VISIBLE, mIsVisible);
67 actor.RegisterProperty(ORIGINAL_MATRIX_PROPERTY_NAME, GetLocalSpace(), Property::AccessMode::READ_ONLY);
71 mRenderable->OnCreate(*this, params, actor);
74 for (auto& e : mExtras)
76 actor.RegisterProperty(e.mKey, e.mValue);
79 for (auto& c : mConstraints)
81 params.mConstrainables.push_back(ConstraintRequest{ &c, actor });
87 Matrix NodeDefinition::GetLocalSpace() const
89 Matrix localSpace{ false };
90 localSpace.SetTransformComponents(mScale, mOrientation, mPosition);
94 void ModelNode::RegisterResources(IResourceReceiver& receiver) const
96 Renderable::RegisterResources(receiver);
97 receiver.Register(ResourceType::Mesh, mMeshIdx);
98 receiver.Register(ResourceType::Material, mMaterialIdx);
101 void ModelNode::ReflectResources(IResourceReflector& reflector)
103 Renderable::ReflectResources(reflector);
104 reflector.Reflect(ResourceType::Mesh, mMeshIdx);
105 reflector.Reflect(ResourceType::Material, mMaterialIdx);
108 void ModelNode::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params, Actor& actor) const
110 DALI_ASSERT_DEBUG(mMeshIdx != INVALID_INDEX);
111 Renderable::OnCreate(node, params, actor);
113 auto& resources = params.mResources;
114 auto& mesh = resources.mMeshes[mMeshIdx];
116 auto renderer = actor.GetRendererAt(0);
117 Geometry geometry = mesh.second.geometry;
118 renderer.SetGeometry(geometry);
120 auto shader = renderer.GetShader();
122 if (mesh.first.IsSkinned())
124 params.mSkinnables.push_back(SkinningShaderConfigurationRequest{ mesh.first.mSkeletonIdx, shader });
127 if (mesh.first.HasBlendShapes())
129 params.mBlendshapeRequests.push_back(BlendshapeShaderConfigurationRequest{ node.mName, mMeshIdx, shader });
132 TextureSet textures = resources.mMaterials[mMaterialIdx].second;
134 // Set the blend shape texture.
135 if (mesh.second.blendShapeGeometry)
137 TextureSet newTextureSet = TextureSet::New();
138 newTextureSet.SetTexture(0u, mesh.second.blendShapeGeometry);
140 const unsigned int numberOfTextures = textures.GetTextureCount();
141 for (unsigned int index = 0u; index < numberOfTextures; ++index)
143 const unsigned int newIndex = index + 1u;
144 newTextureSet.SetTexture(newIndex, textures.GetTexture(index));
145 newTextureSet.SetSampler(newIndex, textures.GetSampler(index));
148 textures = newTextureSet;
151 renderer.SetTextures(textures);
153 actor.SetProperty(Actor::Property::COLOR, mColor);
155 auto& matDef = resources.mMaterials[mMaterialIdx].first;
156 actor.RegisterProperty("uMetallicFactor", matDef.mMetallic);
157 actor.RegisterProperty("uRoughnessFactor", matDef.mRoughness);
159 Index envIdx = matDef.mEnvironmentIdx;
160 actor.RegisterProperty("uIblIntensity", resources.mEnvironmentMaps[envIdx].first.mIblIntensity);
162 const auto alphaCutoff = matDef.GetAlphaCutoff();
163 if (alphaCutoff > 0.f)
165 actor.RegisterProperty("uAlphaThreshold", alphaCutoff);
169 void ArcNode::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params,
172 ModelNode::OnCreate(node, params, actor);
174 actor.RegisterProperty("antiAliasing", mAntiAliasing ? 1 : 0);
175 actor.RegisterProperty("arcCaps", mArcCaps);
176 actor.RegisterProperty("radius", mRadius);
178 const float startAngleRadians = mStartAngleDegrees * Math::PI_OVER_180;
179 Vector2 startPolar{ std::cos(startAngleRadians), std::sin(startAngleRadians) };
180 actor.RegisterProperty("startAngle", startPolar);
182 const float endAngleRadians = mEndAngleDegrees * Math::PI_OVER_180;
183 Vector2 endPolar{ std::cos(endAngleRadians), std::sin(endAngleRadians) };
184 actor.RegisterProperty("endAngle", endPolar);
187 void ArcNode::GetEndVectorWithDiffAngle(float startAngle, float diffAngle, Vector2& endVector)
189 float endAngle = 0.f;
191 if (diffAngle <= 0.001f)
193 //0.001 is used to ensure is empty arc when startAngle = endAngle + 360 * N
194 endAngle = startAngle + 0.001f;
196 else if (diffAngle >= 360.f)
198 endAngle = diffAngle + 359.99f;
202 endAngle = startAngle + 360.0f + diffAngle;
204 endVector.x = cosf(endAngle * Math::PI_OVER_180);
205 endVector.y = sinf(endAngle * Math::PI_OVER_180);