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/public-api/loader/node-definition.h>
22 #include <dali/integration-api/debug.h>
25 #include <dali-scene3d/internal/model-components/material-impl.h>
26 #include <dali-scene3d/internal/model-components/model-primitive-impl.h>
27 #include <dali-scene3d/public-api/loader/renderer-state.h>
28 #include <dali-scene3d/public-api/loader/utils.h>
29 #include <dali-scene3d/internal/light/light-impl.h>
35 static constexpr std::string_view IBL_INTENSITY_STRING("uIblIntensity");
36 static constexpr std::string_view IBL_Y_DIRECTION("uYDirection");
37 static constexpr std::string_view IBL_MAXLOD("uMaxLOD");
39 static constexpr uint32_t MAX_NUMBER_OF_MATERIAL_TEXTURE = 7;
40 static constexpr uint32_t SEMANTICS[MAX_NUMBER_OF_MATERIAL_TEXTURE] =
42 Scene3D::Loader::MaterialDefinition::ALBEDO,
43 Scene3D::Loader::MaterialDefinition::METALLIC | Scene3D::Loader::MaterialDefinition::ROUGHNESS,
44 Scene3D::Loader::MaterialDefinition::NORMAL,
45 Scene3D::Loader::MaterialDefinition::OCCLUSION,
46 Scene3D::Loader::MaterialDefinition::EMISSIVE,
47 Scene3D::Loader::MaterialDefinition::SPECULAR,
48 Scene3D::Loader::MaterialDefinition::SPECULAR_COLOR,
51 static constexpr Scene3D::Material::TextureType TEXTURE_TYPES[MAX_NUMBER_OF_MATERIAL_TEXTURE] =
53 Scene3D::Material::TextureType::BASE_COLOR,
54 Scene3D::Material::TextureType::METALLIC_ROUGHNESS,
55 Scene3D::Material::TextureType::NORMAL,
56 Scene3D::Material::TextureType::OCCLUSION,
57 Scene3D::Material::TextureType::EMISSIVE,
58 Scene3D::Material::TextureType::SPECULAR,
59 Scene3D::Material::TextureType::SPECULAR_COLOR,
62 Vector4 GetTextureFactor(Scene3D::Loader::MaterialDefinition& materialDefinition, uint32_t semantic)
64 Vector4 factor = Vector4::ONE;
67 case Scene3D::Loader::MaterialDefinition::ALBEDO:
68 factor = materialDefinition.mBaseColorFactor;
70 case Scene3D::Loader::MaterialDefinition::METALLIC | Scene3D::Loader::MaterialDefinition::ROUGHNESS:
71 factor = Vector4(materialDefinition.mMetallic, materialDefinition.mRoughness, 0.0f, 0.0f);
73 case Scene3D::Loader::MaterialDefinition::NORMAL:
74 factor.x = materialDefinition.mNormalScale;
76 case Scene3D::Loader::MaterialDefinition::OCCLUSION:
77 factor.x = materialDefinition.mOcclusionStrength;
79 case Scene3D::Loader::MaterialDefinition::EMISSIVE:
80 factor = materialDefinition.mEmissiveFactor;
82 case Scene3D::Loader::MaterialDefinition::SPECULAR:
83 factor.x = materialDefinition.mSpecularFactor;
85 case Scene3D::Loader::MaterialDefinition::SPECULAR_COLOR:
86 factor = materialDefinition.mSpecularColorFactor;
100 bool NodeDefinition::Renderable::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
105 void NodeDefinition::Renderable::RegisterResources(IResourceReceiver& receiver) const
107 receiver.Register(ResourceType::Shader, mShaderIdx);
110 void NodeDefinition::Renderable::ReflectResources(IResourceReflector& reflector)
112 reflector.Reflect(ResourceType::Shader, mShaderIdx);
115 void NodeDefinition::Renderable::OnCreate(const NodeDefinition& nodeDefinition, CreateParams& params, ModelNode& node) const
117 DALI_ASSERT_DEBUG(mShaderIdx != INVALID_INDEX);
118 auto& resources = params.mResources;
119 Shader shader = resources.mShaders[mShaderIdx].second;
121 static Geometry defaultGeometry = Geometry::New();
122 Renderer renderer = Renderer::New(defaultGeometry, shader);
124 RendererState::Apply(resources.mShaders[mShaderIdx].first.mRendererState, renderer);
126 node.AddRenderer(renderer);
129 const char* NodeDefinition::ORIGINAL_MATRIX_PROPERTY_NAME = "originalMatrix";
131 ModelNode NodeDefinition::CreateModelNode(CreateParams& params)
133 ModelNode node = ModelNode::New();
134 mNodeId = node.GetProperty<int32_t>(Dali::Actor::Property::ID);
136 SetActorCentered(node);
138 node.SetProperty(Actor::Property::NAME, mName);
139 node.SetProperty(Actor::Property::POSITION, mPosition);
140 node.SetProperty(Actor::Property::ORIENTATION, mOrientation);
141 node.SetProperty(Actor::Property::SCALE, mScale);
142 node.SetProperty(Actor::Property::SIZE, mSize);
143 node.SetProperty(Actor::Property::VISIBLE, mIsVisible);
145 node.RegisterProperty(ORIGINAL_MATRIX_PROPERTY_NAME, GetLocalSpace(), Property::AccessMode::READ_ONLY);
147 node.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
149 for(auto& renderable : mRenderables)
151 renderable->OnCreate(*this, params, node);
154 for(auto& e : mExtras)
156 node.RegisterProperty(e.mKey, e.mValue);
159 for(auto& c : mConstraints)
161 params.mConstrainables.push_back(ConstraintRequest{&c, node});
167 Matrix NodeDefinition::GetLocalSpace() const
169 Matrix localSpace{false};
170 localSpace.SetTransformComponents(mScale, mOrientation, mPosition);
174 std::string_view NodeDefinition::GetIblScaleFactorUniformName()
176 return IBL_INTENSITY_STRING;
179 std::string_view NodeDefinition::GetIblYDirectionUniformName()
181 return IBL_Y_DIRECTION;
184 std::string_view NodeDefinition::GetIblMaxLodUniformName()
189 bool NodeDefinition::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
191 if(mRenderables.empty())
196 bool useModelExtents = false;
197 for(auto& renderable : mRenderables)
199 Vector3 renderableMin(Vector3::ONE * MAXFLOAT), renderableMax(-Vector3::ONE * MAXFLOAT);
200 if(!renderable->GetExtents(resources, renderableMin, renderableMax))
202 useModelExtents = false;
205 useModelExtents = true;
206 min.x = std::min(min.x, renderableMin.x);
207 min.y = std::min(min.y, renderableMin.y);
208 min.z = std::min(min.z, renderableMin.z);
209 max.x = std::max(max.x, renderableMax.x);
210 max.y = std::max(max.y, renderableMax.y);
211 max.z = std::max(max.z, renderableMax.z);
215 // If the renderable node don't have mesh accessor, use size to compute extents.
222 bool ModelRenderable::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
224 auto& mesh = resources.mMeshes[mMeshIdx];
225 uint32_t minSize = mesh.first.mPositions.mBlob.mMin.size();
226 uint32_t maxSize = mesh.first.mPositions.mBlob.mMax.size();
227 if(minSize == maxSize && minSize >= 2u && maxSize >= 2u)
229 min = Vector3(mesh.first.mPositions.mBlob.mMin[0], mesh.first.mPositions.mBlob.mMin[1], 0.0f);
230 max = Vector3(mesh.first.mPositions.mBlob.mMax[0], mesh.first.mPositions.mBlob.mMax[1], 0.0f);
233 min.z = mesh.first.mPositions.mBlob.mMin[2];
234 max.z = mesh.first.mPositions.mBlob.mMax[2];
241 void ModelRenderable::RegisterResources(IResourceReceiver& receiver) const
243 Renderable::RegisterResources(receiver);
244 receiver.Register(ResourceType::Mesh, mMeshIdx);
245 receiver.Register(ResourceType::Material, mMaterialIdx);
248 void ModelRenderable::ReflectResources(IResourceReflector& reflector)
250 Renderable::ReflectResources(reflector);
251 reflector.Reflect(ResourceType::Mesh, mMeshIdx);
252 reflector.Reflect(ResourceType::Material, mMaterialIdx);
255 void ModelRenderable::OnCreate(const NodeDefinition& nodeDefinition, NodeDefinition::CreateParams& params, ModelNode& node) const
257 DALI_ASSERT_DEBUG(mMeshIdx != INVALID_INDEX);
258 Renderable::OnCreate(nodeDefinition, params, node);
260 auto& resources = params.mResources;
261 auto& mesh = resources.mMeshes[mMeshIdx];
263 auto renderer = node.GetRendererAt(node.GetRendererCount() - 1u);
264 Geometry geometry = mesh.second.geometry;
265 renderer.SetGeometry(geometry);
267 TextureSet textures = resources.mMaterials[mMaterialIdx].second;
268 // Set the blend shape texture.
269 if(mesh.second.blendShapeGeometry)
271 TextureSet newTextureSet = TextureSet::New();
272 newTextureSet.SetTexture(0u, mesh.second.blendShapeGeometry);
274 const unsigned int numberOfTextures = textures.GetTextureCount();
275 for(unsigned int index = 0u; index < numberOfTextures; ++index)
277 const unsigned int newIndex = index + 1u;
278 newTextureSet.SetTexture(newIndex, textures.GetTexture(index));
279 newTextureSet.SetSampler(newIndex, textures.GetSampler(index));
282 textures = newTextureSet;
284 renderer.SetTextures(textures);
287 mesh.first.mModelPrimitive = ModelPrimitive::New();
288 auto primitive = mesh.first.mModelPrimitive;
289 GetImplementation(primitive).SetRenderer(renderer);
291 Index envIndex = resources.mMaterials[mMaterialIdx].first.mEnvironmentIdx;
292 uint32_t specularMipmap = resources.mEnvironmentMaps[envIndex].second.mSpecularMipmapLevels;
293 GetImplementation(primitive).SetImageBasedLightTexture(resources.mEnvironmentMaps[envIndex].second.mDiffuse,
294 resources.mEnvironmentMaps[envIndex].second.mSpecular,
295 resources.mEnvironmentMaps[envIndex].first.mIblIntensity,
298 bool hasPositions = false;
299 bool hasNormals = false;
300 bool hasTangents = false;
301 mesh.first.RetrieveBlendShapeComponents(hasPositions, hasNormals, hasTangents);
302 GetImplementation(primitive).SetBlendShapeOptions(hasPositions, hasNormals, hasTangents);
303 GetImplementation(primitive).SetBlendShapeGeometry(mesh.second.blendShapeGeometry);
304 GetImplementation(primitive).SetSkinned(mesh.first.IsSkinned());
307 auto shader = renderer.GetShader();
308 if(mesh.first.IsSkinned())
310 params.mSkinnables.push_back(SkinningShaderConfigurationRequest{mesh.first.mSkeletonIdx, shader, mesh.first.mModelPrimitive});
313 if(mesh.first.HasBlendShapes())
315 params.mBlendshapeRequests.push_back(BlendshapeShaderConfigurationRequest{nodeDefinition.mName, mMeshIdx, shader, mesh.first.mModelPrimitive});
318 auto& matDef = resources.mMaterials[mMaterialIdx].first;
319 renderer.RegisterProperty("uColorFactor", matDef.mBaseColorFactor);
320 renderer.RegisterProperty("uMetallicFactor", matDef.mMetallic);
321 renderer.RegisterProperty("uRoughnessFactor", matDef.mRoughness);
322 renderer.RegisterProperty("uDielectricSpecular", matDef.mDielectricSpecular);
323 renderer.RegisterProperty("uSpecularFactor", matDef.mSpecularFactor);
324 renderer.RegisterProperty("uSpecularColorFactor", matDef.mSpecularColorFactor);
325 renderer.RegisterProperty("uNormalScale", matDef.mNormalScale);
326 renderer.RegisterProperty("uEmissiveFactor", matDef.mEmissiveFactor);
327 if(matDef.mFlags & MaterialDefinition::OCCLUSION)
329 renderer.RegisterProperty("uOcclusionStrength", matDef.mOcclusionStrength);
332 float opaque = matDef.mIsOpaque ? 1.0f : 0.0f;
333 float mask = matDef.mIsMask ? 1.0f : 0.0f;
334 float alphaCutoff = matDef.GetAlphaCutoff();
336 renderer.RegisterProperty("uOpaque", opaque);
337 renderer.RegisterProperty("uMask", mask);
338 renderer.RegisterProperty("uAlphaThreshold", alphaCutoff);
340 Index envIndex = matDef.mEnvironmentIdx;
341 uint32_t specularMipmap = resources.mEnvironmentMaps[envIndex].second.mSpecularMipmapLevels;
342 renderer.RegisterProperty(IBL_MAXLOD.data(), static_cast<float>(specularMipmap));
343 renderer.RegisterProperty(IBL_INTENSITY_STRING.data(), resources.mEnvironmentMaps[envIndex].first.mIblIntensity);
344 renderer.RegisterProperty(IBL_Y_DIRECTION.data(), resources.mEnvironmentMaps[envIndex].first.mYDirection);
346 std::string lightCountPropertyName(Scene3D::Internal::Light::GetLightCountUniformName());
347 renderer.RegisterProperty(lightCountPropertyName, 0);
349 uint32_t maxLightCount = Scene3D::Internal::Light::GetMaximumEnabledLightCount();
350 for(uint32_t i = 0; i < maxLightCount; ++i)
352 std::string lightDirectionPropertyName(Scene3D::Internal::Light::GetLightDirectionUniformName());
353 lightDirectionPropertyName += "[" + std::to_string(i) + "]";
354 renderer.RegisterProperty(lightDirectionPropertyName, Vector3::ZAXIS);
356 std::string lightColorPropertyName(Scene3D::Internal::Light::GetLightColorUniformName());
357 lightColorPropertyName += "[" + std::to_string(i) + "]";
358 renderer.RegisterProperty(lightColorPropertyName, Vector3(Color::WHITE));
361 node.SetProperty(Actor::Property::COLOR, mColor);
364 matDef.mMaterial = Material::New();
365 auto material = matDef.mMaterial;
366 uint32_t textureIndexOffset = (mesh.second.blendShapeGeometry) ? 1 : 0;
367 uint32_t textureIndex = 0;
368 for(uint32_t i = 0; i < MAX_NUMBER_OF_MATERIAL_TEXTURE; ++i)
370 Internal::Material::TextureInformation textureInformation;
371 if(matDef.CheckTextures(SEMANTICS[i]))
373 textureInformation.mTexture = textures.GetTexture(textureIndex + textureIndexOffset);
374 textureInformation.mSampler = textures.GetSampler(textureIndex + textureIndexOffset);
375 textureInformation.mUrl = matDef.mTextureStages[textureIndex].mTexture.mDirectoryPath + matDef.mTextureStages[textureIndex].mTexture.mImageUri;
378 textureInformation.mFactor = GetTextureFactor(matDef, SEMANTICS[i]);
379 GetImplementation(material).SetTextureInformation(TEXTURE_TYPES[i], std::move(textureInformation));
381 material.SetProperty(Scene3D::Material::Property::ALPHA_MODE, matDef.mAlphaModeType);
382 material.SetProperty(Scene3D::Material::Property::ALPHA_CUTOFF, matDef.GetAlphaCutoff());
383 material.SetProperty(Scene3D::Material::Property::DOUBLE_SIDED, matDef.mDoubleSided);
384 material.SetProperty(Scene3D::Material::Property::IOR, matDef.mIor);
385 GetImplementation(mesh.first.mModelPrimitive).SetMaterial(material, false);
386 GetImplementation(material).ResetFlag();
389 node.AddModelPrimitive(mesh.first.mModelPrimitive);
392 void ArcRenderable::OnCreate(const NodeDefinition& nodeDefinition, NodeDefinition::CreateParams& params, ModelNode& node) const
394 ModelRenderable::OnCreate(nodeDefinition, params, node);
396 node.RegisterProperty("antiAliasing", mAntiAliasing ? 1 : 0);
397 node.RegisterProperty("arcCaps", mArcCaps);
398 node.RegisterProperty("radius", mRadius);
400 const float startAngleRadians = mStartAngleDegrees * Math::PI_OVER_180;
401 Vector2 startPolar{std::cos(startAngleRadians), std::sin(startAngleRadians)};
402 node.RegisterProperty("startAngle", startPolar);
404 const float endAngleRadians = mEndAngleDegrees * Math::PI_OVER_180;
405 Vector2 endPolar{std::cos(endAngleRadians), std::sin(endAngleRadians)};
406 node.RegisterProperty("endAngle", endPolar);
409 void ArcRenderable::GetEndVectorWithDiffAngle(float startAngle, float diffAngle, Vector2& endVector)
411 float endAngle = 0.f;
413 if(diffAngle <= 0.001f)
415 // 0.001 is used to ensure is empty arc when startAngle = endAngle + 360 * N
416 endAngle = startAngle + 0.001f;
418 else if(diffAngle >= 360.f)
420 endAngle = diffAngle + 359.99f;
424 endAngle = startAngle + 360.0f + diffAngle;
426 endVector.x = cosf(endAngle * Math::PI_OVER_180);
427 endVector.y = sinf(endAngle * Math::PI_OVER_180);
430 } // namespace Loader
431 } // namespace Scene3D