2 * Copyright (c) 2023 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-scene3d/internal/model-components/model-primitive-impl.h>
22 #include <dali/devel-api/adaptor-framework/image-loading.h>
23 #include <dali/public-api/animation/constraint.h>
24 #include <dali/public-api/object/type-registry-helper.h>
25 #include <dali/public-api/object/type-registry.h>
28 #include <dali-scene3d/internal/light/light-impl.h>
29 #include <dali-scene3d/internal/model-components/material-impl.h>
30 #include <dali-scene3d/public-api/loader/environment-definition.h>
32 #include <dali/integration-api/debug.h>
43 * Creates control through type registry
47 return Scene3D::ModelPrimitive::New();
50 // Setup properties, signals and actions using the type-registry.
51 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::ModelPrimitive, Dali::BaseHandle, Create);
52 DALI_TYPE_REGISTRATION_END()
54 static constexpr uint32_t INDEX_FOR_LIGHT_CONSTRAINT_TAG = 10;
55 } // unnamed namespace
57 ModelPrimitivePtr ModelPrimitive::New()
59 ModelPrimitivePtr primitive = new ModelPrimitive();
61 primitive->Initialize();
66 ModelPrimitive::ModelPrimitive()
67 : mShaderManager(new Scene3D::Loader::ShaderManager())
71 ModelPrimitive::~ModelPrimitive()
75 GetImplementation(mMaterial).RemoveObserver(this);
80 void ModelPrimitive::Initialize()
84 void ModelPrimitive::SetRenderer(Dali::Renderer renderer)
87 mGeometry = renderer.GetGeometry();
88 mTextureSet = renderer.GetTextures();
89 mShader = renderer.GetShader();
92 Dali::Renderer ModelPrimitive::GetRenderer() const
97 void ModelPrimitive::SetGeometry(Dali::Geometry geometry)
103 Dali::Geometry ModelPrimitive::GetGeometry() const
108 void ModelPrimitive::SetMaterial(Dali::Scene3D::Material material, bool updateRenderer)
115 if(mMaterial != material)
117 // Stop observe from previous material.
120 GetImplementation(mMaterial).RemoveObserver(this);
123 mMaterial = material;
125 // Start observe from new material.
129 GetImplementation(mMaterial).AddObserver(this);
134 mIsMaterialChanged = true;
135 if(GetImplementation(mMaterial).IsResourceReady())
137 GetImplementation(mMaterial).UpdateMaterialData();
138 ApplyMaterialToRenderer();
141 UpdateImageBasedLightTexture();
145 Dali::Scene3D::Material ModelPrimitive::GetMaterial() const
150 void ModelPrimitive::AddPrimitiveObserver(ModelPrimitiveModifyObserver* observer)
152 mObservers.insert(observer);
155 void ModelPrimitive::RemovePrimitiveObserver(ModelPrimitiveModifyObserver* observer)
157 mObservers.erase(observer);
160 void ModelPrimitive::SetImageBasedLightTexture(Dali::Texture diffuseTexture, Dali::Texture specularTexture, float iblScaleFactor, uint32_t specularMipmapLevels)
162 mDiffuseTexture = diffuseTexture;
163 mSpecularTexture = specularTexture;
164 mIblScaleFactor = iblScaleFactor;
165 mSpecularMipmapLevels = specularMipmapLevels;
167 UpdateImageBasedLightTexture();
170 void ModelPrimitive::SetImageBasedLightScaleFactor(float iblScaleFactor)
172 mIblScaleFactor = iblScaleFactor;
173 if(mRenderer && mMaterial)
175 mRenderer.RegisterProperty(GetImplementation(mMaterial).GetImageBasedLightScaleFactorName().data(), iblScaleFactor);
179 void ModelPrimitive::UpdateShader(Scene3D::Loader::ShaderManagerPtr shaderManager)
181 if(mShaderManager != shaderManager)
183 mShaderManager = (shaderManager) ? shaderManager : new Scene3D::Loader::ShaderManager();
184 if(mMaterial && GetImplementation(mMaterial).IsResourceReady())
186 ApplyMaterialToRenderer(MaterialModifyObserver::ModifyFlag::SHADER);
191 void ModelPrimitive::SetBlendShapeData(Scene3D::Loader::BlendShapes::BlendShapeData& data)
193 mBlendShapeData = std::move(data);
194 Scene3D::Loader::BlendShapes::ConfigureProperties(mBlendShapeData, mRenderer);
197 void ModelPrimitive::SetBlendShapeGeometry(Dali::Texture blendShapeGeometry)
199 mBlendShapeGeometry = blendShapeGeometry;
202 void ModelPrimitive::SetBlendShapeOptions(bool hasPositions, bool hasNormals, bool hasTangents, Scene3D::Loader::BlendShapes::Version version)
204 mHasPositions = hasPositions;
205 mHasNormals = hasNormals;
206 mHasTangents = hasTangents;
207 mBlendShapeVersion = version;
210 void ModelPrimitive::SetSkinned(bool isSkinned)
212 mHasSkinning = isSkinned;
215 // From MaterialModifyObserver
217 void ModelPrimitive::OnMaterialModified(Dali::Scene3D::Material material, MaterialModifyObserver::ModifyFlag flag)
219 ApplyMaterialToRenderer(flag);
222 void ModelPrimitive::ApplyMaterialToRenderer(MaterialModifyObserver::ModifyFlag flag)
229 uint32_t shaderFlag = (flag & static_cast<uint32_t>(MaterialModifyObserver::ModifyFlag::SHADER));
230 if(mIsMaterialChanged || shaderFlag == static_cast<uint32_t>(MaterialModifyObserver::ModifyFlag::SHADER))
232 Scene3D::Loader::ShaderOption shaderOption = GetImplementation(mMaterial).GetShaderOption();
234 shaderOption.AddOption(Scene3D::Loader::ShaderOption::Type::VEC4_TANGENT);
237 shaderOption.AddOption(Scene3D::Loader::ShaderOption::Type::SKINNING);
239 if(mHasPositions || mHasNormals || mHasTangents)
243 shaderOption.AddOption(Scene3D::Loader::ShaderOption::Type::MORPH_POSITION);
247 shaderOption.AddOption(Scene3D::Loader::ShaderOption::Type::MORPH_NORMAL);
251 shaderOption.AddOption(Scene3D::Loader::ShaderOption::Type::MORPH_TANGENT);
253 if(mBlendShapeVersion == Scene3D::Loader::BlendShapes::Version::VERSION_2_0)
255 shaderOption.AddOption(Scene3D::Loader::ShaderOption::Type::MORPH_VERSION_2_0);
260 mShader = mShaderManager->ProduceShader(shaderOption);
268 mRenderer.SetShader(mShader);
272 uint32_t textureFlag = (flag & static_cast<uint32_t>(MaterialModifyObserver::ModifyFlag::TEXTURE));
273 if(mIsMaterialChanged || textureFlag == static_cast<uint32_t>(MaterialModifyObserver::ModifyFlag::TEXTURE))
275 mTextureSet = GetImplementation(mMaterial).GetTextureSet();
277 if(mBlendShapeGeometry)
279 TextureSet newTextureSet = TextureSet::New();
280 newTextureSet.SetTexture(0u, mBlendShapeGeometry);
282 const unsigned int numberOfTextures = mTextureSet.GetTextureCount();
283 for(unsigned int index = 0u; index < numberOfTextures; ++index)
285 const unsigned int newIndex = index + 1u;
286 newTextureSet.SetTexture(newIndex, mTextureSet.GetTexture(index));
287 newTextureSet.SetSampler(newIndex, mTextureSet.GetSampler(index));
290 mTextureSet = newTextureSet;
293 uint32_t textureCount = mTextureSet.GetTextureCount();
294 Texture brdfTexture = Scene3D::Loader::EnvironmentDefinition::GetBrdfTexture();
295 if(!mSpecularTexture || !mDiffuseTexture)
297 Scene3D::Loader::EnvironmentMapData environmentMapData;
298 environmentMapData.mPixelData.resize(6);
299 for(auto& face : environmentMapData.mPixelData)
301 face.push_back(PixelData::New(new uint8_t[3]{0xff, 0xff, 0xff}, 3, 1, 1, Pixel::RGB888, PixelData::DELETE_ARRAY));
303 environmentMapData.SetEnvironmentMapType(Dali::Scene3D::EnvironmentMapType::CUBEMAP);
304 Texture iblTexture = environmentMapData.GetTexture();
305 mDiffuseTexture = iblTexture;
306 mSpecularTexture = iblTexture;
309 mTextureSet.SetTexture(textureCount++, brdfTexture);
310 mTextureSet.SetTexture(textureCount++, mDiffuseTexture);
311 mTextureSet.SetTexture(textureCount, mSpecularTexture);
313 auto specularSampler = Sampler::New();
314 specularSampler.SetWrapMode(WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE);
315 specularSampler.SetFilterMode(FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR);
316 mTextureSet.SetSampler(textureCount, specularSampler);
324 mRenderer.SetTextures(mTextureSet);
328 uint32_t uniformFlag = (flag & static_cast<uint32_t>(MaterialModifyObserver::ModifyFlag::UNIFORM));
329 if(mIsMaterialChanged || uniformFlag == static_cast<uint32_t>(MaterialModifyObserver::ModifyFlag::UNIFORM))
333 mNeedToSetRendererUniform = true;
337 UpdateRendererUniform();
340 mIsMaterialChanged = false;
343 void ModelPrimitive::CreateRenderer()
345 if(!mShader || !mGeometry || !mTextureSet || mRenderer)
350 mRenderer = Renderer::New(mGeometry, mShader);
351 mRenderer.SetTextures(mTextureSet);
352 UpdateRendererUniform();
354 for(auto* observer : mObservers)
356 observer->OnRendererCreated(mRenderer);
360 void ModelPrimitive::UpdateImageBasedLightTexture()
362 if(mRenderer && mMaterial)
364 Dali::TextureSet textures = mRenderer.GetTextures();
370 uint32_t textureCount = textures.GetTextureCount();
371 if(textureCount > 2u &&
372 (textures.GetTexture(textureCount - GetImplementation(mMaterial).GetDiffuseImageBasedLightTextureOffset()) != mDiffuseTexture ||
373 textures.GetTexture(textureCount - GetImplementation(mMaterial).GetSpecularImageBasedLightTextureOffset()) != mSpecularTexture))
375 Dali::TextureSet newTextures = Dali::TextureSet::New();
377 for(uint32_t index = 0u; index < textureCount; ++index)
379 Dali::Texture texture = textures.GetTexture(index);
380 if(index == textureCount - GetImplementation(mMaterial).GetDiffuseImageBasedLightTextureOffset())
382 texture = mDiffuseTexture;
384 else if(index == textureCount - GetImplementation(mMaterial).GetSpecularImageBasedLightTextureOffset())
386 texture = mSpecularTexture;
389 newTextures.SetTexture(index, texture);
390 newTextures.SetSampler(index, textures.GetSampler(index));
393 mRenderer.SetTextures(newTextures);
395 mRenderer.RegisterProperty(GetImplementation(mMaterial).GetImageBasedLightScaleFactorName().data(), mIblScaleFactor);
396 mRenderer.RegisterProperty(GetImplementation(mMaterial).GetImageBasedLightMaxLodUniformName().data(), static_cast<float>(mSpecularMipmapLevels));
400 void ModelPrimitive::UpdateRendererUniform()
404 mRenderer.RegisterProperty(GetImplementation(mMaterial).GetImageBasedLightScaleFactorName().data(), mIblScaleFactor);
405 mRenderer.RegisterProperty(GetImplementation(mMaterial).GetImageBasedLightMaxLodUniformName().data(), static_cast<float>(mSpecularMipmapLevels));
406 GetImplementation(mMaterial).SetRendererUniform(mRenderer);
410 } // namespace Internal
412 } // namespace Scene3D