3 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
5 * Licensed under the Apache License, Version 2.0 (the "License");
6 * you may not use this file except in compliance with the License.
7 * You may obtain a copy of the License at
9 * http://www.apache.org/licenses/LICENSE-2.0
11 * Unless required by applicable law or agreed to in writing, software
12 * distributed under the License is distributed on an "AS IS" BASIS,
13 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 * See the License for the specific language governing permissions and
15 * limitations under the License.
20 #include <dali-scene3d/public-api/loader/blend-shape-details.h>
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/object/property.h>
27 #include <dali-scene3d/public-api/loader/resource-bundle.h>
35 const std::string BlendShapes::NUMBER_OF_BLEND_SHAPES("uNumberOfBlendShapes");
36 const std::string BlendShapes::UNNORMALIZE_FACTOR("uBlendShapeUnnormalizeFactor");
37 const std::string BlendShapes::COMPONENT_SIZE("uBlendShapeComponentSize");
39 const std::string BlendShapes::COMPONENTS("blendShapeComponents");
41 const std::string BlendShapes::WEIGHTS_UNIFORM("uBlendShapeWeight");
43 void BlendShapes::ConfigureProperties(const std::pair<MeshDefinition, MeshGeometry>& mesh, Shader shader, Actor actor)
45 unsigned int index = 0u;
47 char weightNameBuffer[32];
48 char unnormalizeFactorNameBuffer[64];
49 char* const pWeightName = weightNameBuffer + snprintf(weightNameBuffer, sizeof(weightNameBuffer), "%s", WEIGHTS_UNIFORM.c_str());
50 char* const pFactorName = unnormalizeFactorNameBuffer + snprintf(unnormalizeFactorNameBuffer, sizeof(unnormalizeFactorNameBuffer), "%s", UNNORMALIZE_FACTOR.c_str());
51 for(const auto& blendShape : mesh.first.mBlendShapes)
53 snprintf(pWeightName, sizeof(weightNameBuffer) - (pWeightName - weightNameBuffer), "[%d]", index);
54 std::string weightName{weightNameBuffer};
55 actor.RegisterProperty(weightName, blendShape.weight);
57 if(shader && mesh.first.mBlendShapeVersion == Version::VERSION_1_0)
59 snprintf(pFactorName, sizeof(unnormalizeFactorNameBuffer) - (pFactorName - unnormalizeFactorNameBuffer), "[%d]", index);
60 std::string factorName{unnormalizeFactorNameBuffer};
61 shader.RegisterProperty(factorName, mesh.second.blendShapeUnnormalizeFactor[index]);
69 if(Version::VERSION_2_0 == mesh.first.mBlendShapeVersion)
71 shader.RegisterProperty(UNNORMALIZE_FACTOR, mesh.second.blendShapeUnnormalizeFactor[0u]);
74 shader.RegisterProperty(NUMBER_OF_BLEND_SHAPES, Property::Value(static_cast<float>(index)));
75 shader.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<float>(mesh.second.blendShapeBufferOffset)));
77 // Create a read only property to preserve the components of the blend shape.
78 int32_t components = 0x0;
79 for(auto& bs : mesh.first.mBlendShapes)
81 components |= (bs.deltas.IsDefined() * Component::POSITIONS) |
82 (bs.normals.IsDefined() * Component::NORMALS) | (bs.tangents.IsDefined() * Component::TANGENTS);
84 shader.RegisterProperty(COMPONENTS, components, Property::AccessMode::READ_ONLY);
89 } // namespace Scene3D