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-scene3d/internal/model-components/material-impl.h>
23 #include <dali-scene3d/internal/model-components/model-primitive-impl.h>
24 #include <dali-scene3d/public-api/loader/renderer-state.h>
25 #include <dali-scene3d/public-api/loader/utils.h>
27 #include <dali/integration-api/debug.h>
33 static constexpr std::string_view IBL_INTENSITY_STRING("uIblIntensity");
34 static constexpr std::string_view IBL_Y_DIRECTION("uYDirection");
35 static constexpr std::string_view IBL_MAXLOD("uMaxLOD");
37 static constexpr uint32_t MAX_NUMBER_OF_MATERIAL_TEXTURE = 7;
38 static constexpr uint32_t SEMANTICS[MAX_NUMBER_OF_MATERIAL_TEXTURE] =
40 Scene3D::Loader::MaterialDefinition::ALBEDO,
41 Scene3D::Loader::MaterialDefinition::METALLIC | Scene3D::Loader::MaterialDefinition::ROUGHNESS,
42 Scene3D::Loader::MaterialDefinition::NORMAL,
43 Scene3D::Loader::MaterialDefinition::OCCLUSION,
44 Scene3D::Loader::MaterialDefinition::EMISSIVE,
45 Scene3D::Loader::MaterialDefinition::SPECULAR,
46 Scene3D::Loader::MaterialDefinition::SPECULAR_COLOR,
49 static constexpr Scene3D::Material::TextureType TEXTURE_TYPES[MAX_NUMBER_OF_MATERIAL_TEXTURE] =
51 Scene3D::Material::TextureType::BASE_COLOR,
52 Scene3D::Material::TextureType::METALLIC_ROUGHNESS,
53 Scene3D::Material::TextureType::NORMAL,
54 Scene3D::Material::TextureType::OCCLUSION,
55 Scene3D::Material::TextureType::EMISSIVE,
56 Scene3D::Material::TextureType::SPECULAR,
57 Scene3D::Material::TextureType::SPECULAR_COLOR,
60 Vector4 GetTextureFactor(Scene3D::Loader::MaterialDefinition& materialDefinition, uint32_t semantic)
62 Vector4 factor = Vector4::ONE;
65 case Scene3D::Loader::MaterialDefinition::ALBEDO:
66 factor = materialDefinition.mBaseColorFactor;
68 case Scene3D::Loader::MaterialDefinition::METALLIC | Scene3D::Loader::MaterialDefinition::ROUGHNESS:
69 factor = Vector4(materialDefinition.mMetallic, materialDefinition.mRoughness, 0.0f, 0.0f);
71 case Scene3D::Loader::MaterialDefinition::NORMAL:
72 factor.x = materialDefinition.mNormalScale;
74 case Scene3D::Loader::MaterialDefinition::OCCLUSION:
75 factor.x = materialDefinition.mOcclusionStrength;
77 case Scene3D::Loader::MaterialDefinition::EMISSIVE:
78 factor = materialDefinition.mEmissiveFactor;
80 case Scene3D::Loader::MaterialDefinition::SPECULAR:
81 factor.x = materialDefinition.mSpecularFactor;
83 case Scene3D::Loader::MaterialDefinition::SPECULAR_COLOR:
84 factor = materialDefinition.mSpecularColorFactor;
98 bool NodeDefinition::Renderable::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
103 void NodeDefinition::Renderable::RegisterResources(IResourceReceiver& receiver) const
105 receiver.Register(ResourceType::Shader, mShaderIdx);
108 void NodeDefinition::Renderable::ReflectResources(IResourceReflector& reflector)
110 reflector.Reflect(ResourceType::Shader, mShaderIdx);
113 void NodeDefinition::Renderable::OnCreate(const NodeDefinition& nodeDefinition, CreateParams& params, ModelNode& node) const
115 DALI_ASSERT_DEBUG(mShaderIdx != INVALID_INDEX);
116 auto& resources = params.mResources;
117 Shader shader = resources.mShaders[mShaderIdx].second;
119 static Geometry defaultGeometry = Geometry::New();
120 Renderer renderer = Renderer::New(defaultGeometry, shader);
122 RendererState::Apply(resources.mShaders[mShaderIdx].first.mRendererState, renderer);
124 node.AddRenderer(renderer);
127 const char* NodeDefinition::ORIGINAL_MATRIX_PROPERTY_NAME = "originalMatrix";
129 ModelNode NodeDefinition::CreateModelNode(CreateParams& params)
131 ModelNode node = ModelNode::New();
132 mNodeId = node.GetProperty<int32_t>(Dali::Actor::Property::ID);
134 SetActorCentered(node);
136 node.SetProperty(Actor::Property::NAME, mName);
137 node.SetProperty(Actor::Property::POSITION, mPosition);
138 node.SetProperty(Actor::Property::ORIENTATION, mOrientation);
139 node.SetProperty(Actor::Property::SCALE, mScale);
140 node.SetProperty(Actor::Property::SIZE, mSize);
141 node.SetProperty(Actor::Property::VISIBLE, mIsVisible);
143 node.RegisterProperty(ORIGINAL_MATRIX_PROPERTY_NAME, GetLocalSpace(), Property::AccessMode::READ_ONLY);
145 node.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
147 for(auto& renderable : mRenderables)
149 renderable->OnCreate(*this, params, node);
152 for(auto& e : mExtras)
154 node.RegisterProperty(e.mKey, e.mValue);
157 for(auto& c : mConstraints)
159 params.mConstrainables.push_back(ConstraintRequest{&c, node});
165 Matrix NodeDefinition::GetLocalSpace() const
167 Matrix localSpace{false};
168 localSpace.SetTransformComponents(mScale, mOrientation, mPosition);
172 std::string_view NodeDefinition::GetIblScaleFactorUniformName()
174 return IBL_INTENSITY_STRING;
177 std::string_view NodeDefinition::GetIblYDirectionUniformName()
179 return IBL_Y_DIRECTION;
182 std::string_view NodeDefinition::GetIblMaxLodUniformName()
187 bool NodeDefinition::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
189 if(mRenderables.empty())
194 bool useModelExtents = false;
195 for(auto& renderable : mRenderables)
197 Vector3 renderableMin(Vector3::ONE * MAXFLOAT), renderableMax(-Vector3::ONE * MAXFLOAT);
198 if(!renderable->GetExtents(resources, renderableMin, renderableMax))
200 useModelExtents = false;
203 useModelExtents = true;
204 min.x = std::min(min.x, renderableMin.x);
205 min.y = std::min(min.y, renderableMin.y);
206 min.z = std::min(min.z, renderableMin.z);
207 max.x = std::max(max.x, renderableMax.x);
208 max.y = std::max(max.y, renderableMax.y);
209 max.z = std::max(max.z, renderableMax.z);
213 // If the renderable node don't have mesh accessor, use size to compute extents.
220 bool ModelRenderable::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
222 auto& mesh = resources.mMeshes[mMeshIdx];
223 uint32_t minSize = mesh.first.mPositions.mBlob.mMin.size();
224 uint32_t maxSize = mesh.first.mPositions.mBlob.mMax.size();
225 if(minSize == maxSize && minSize >= 2u && maxSize >= 2u)
227 min = Vector3(mesh.first.mPositions.mBlob.mMin[0], mesh.first.mPositions.mBlob.mMin[1], 0.0f);
228 max = Vector3(mesh.first.mPositions.mBlob.mMax[0], mesh.first.mPositions.mBlob.mMax[1], 0.0f);
231 min.z = mesh.first.mPositions.mBlob.mMin[2];
232 max.z = mesh.first.mPositions.mBlob.mMax[2];
239 void ModelRenderable::RegisterResources(IResourceReceiver& receiver) const
241 Renderable::RegisterResources(receiver);
242 receiver.Register(ResourceType::Mesh, mMeshIdx);
243 receiver.Register(ResourceType::Material, mMaterialIdx);
246 void ModelRenderable::ReflectResources(IResourceReflector& reflector)
248 Renderable::ReflectResources(reflector);
249 reflector.Reflect(ResourceType::Mesh, mMeshIdx);
250 reflector.Reflect(ResourceType::Material, mMaterialIdx);
253 void ModelRenderable::OnCreate(const NodeDefinition& nodeDefinition, NodeDefinition::CreateParams& params, ModelNode& node) const
255 DALI_ASSERT_DEBUG(mMeshIdx != INVALID_INDEX);
256 Renderable::OnCreate(nodeDefinition, params, node);
258 auto& resources = params.mResources;
259 auto& mesh = resources.mMeshes[mMeshIdx];
261 auto renderer = node.GetRendererAt(node.GetRendererCount() - 1u);
262 Geometry geometry = mesh.second.geometry;
263 renderer.SetGeometry(geometry);
265 TextureSet textures = resources.mMaterials[mMaterialIdx].second;
266 // Set the blend shape texture.
267 if(mesh.second.blendShapeGeometry)
269 TextureSet newTextureSet = TextureSet::New();
270 newTextureSet.SetTexture(0u, mesh.second.blendShapeGeometry);
272 const unsigned int numberOfTextures = textures.GetTextureCount();
273 for(unsigned int index = 0u; index < numberOfTextures; ++index)
275 const unsigned int newIndex = index + 1u;
276 newTextureSet.SetTexture(newIndex, textures.GetTexture(index));
277 newTextureSet.SetSampler(newIndex, textures.GetSampler(index));
280 textures = newTextureSet;
282 renderer.SetTextures(textures);
285 mesh.first.mModelPrimitive = ModelPrimitive::New();
286 auto primitive = mesh.first.mModelPrimitive;
287 GetImplementation(primitive).SetRenderer(renderer);
289 Index envIndex = resources.mMaterials[mMaterialIdx].first.mEnvironmentIdx;
290 uint32_t specularMipmap = resources.mEnvironmentMaps[envIndex].second.mSpecularMipmapLevels;
291 GetImplementation(primitive).SetImageBasedLightTexture(resources.mEnvironmentMaps[envIndex].second.mDiffuse,
292 resources.mEnvironmentMaps[envIndex].second.mSpecular,
293 resources.mEnvironmentMaps[envIndex].first.mIblIntensity,
296 bool hasPositions = false;
297 bool hasNormals = false;
298 bool hasTangents = false;
299 mesh.first.RetrieveBlendShapeComponents(hasPositions, hasNormals, hasTangents);
300 GetImplementation(primitive).SetBlendShapeOptions(hasPositions, hasNormals, hasTangents);
301 GetImplementation(primitive).SetBlendShapeGeometry(mesh.second.blendShapeGeometry);
302 GetImplementation(primitive).SetSkinned(mesh.first.IsSkinned());
305 auto shader = renderer.GetShader();
306 if(mesh.first.IsSkinned())
308 params.mSkinnables.push_back(SkinningShaderConfigurationRequest{mesh.first.mSkeletonIdx, shader, mesh.first.mModelPrimitive});
311 if(mesh.first.HasBlendShapes())
313 params.mBlendshapeRequests.push_back(BlendshapeShaderConfigurationRequest{nodeDefinition.mName, mMeshIdx, shader, mesh.first.mModelPrimitive});
316 auto& matDef = resources.mMaterials[mMaterialIdx].first;
317 renderer.RegisterProperty("uColorFactor", matDef.mBaseColorFactor);
318 renderer.RegisterProperty("uMetallicFactor", matDef.mMetallic);
319 renderer.RegisterProperty("uRoughnessFactor", matDef.mRoughness);
320 renderer.RegisterProperty("uDielectricSpecular", matDef.mDielectricSpecular);
321 renderer.RegisterProperty("uSpecularFactor", matDef.mSpecularFactor);
322 renderer.RegisterProperty("uSpecularColorFactor", matDef.mSpecularColorFactor);
323 renderer.RegisterProperty("uNormalScale", matDef.mNormalScale);
324 renderer.RegisterProperty("uEmissiveFactor", matDef.mEmissiveFactor);
325 if(matDef.mFlags & MaterialDefinition::OCCLUSION)
327 renderer.RegisterProperty("uOcclusionStrength", matDef.mOcclusionStrength);
330 float opaque = matDef.mIsOpaque ? 1.0f : 0.0f;
331 float mask = matDef.mIsMask ? 1.0f : 0.0f;
332 float alphaCutoff = matDef.GetAlphaCutoff();
334 renderer.RegisterProperty("uOpaque", opaque);
335 renderer.RegisterProperty("uMask", mask);
336 renderer.RegisterProperty("uAlphaThreshold", alphaCutoff);
338 Index envIndex = matDef.mEnvironmentIdx;
339 uint32_t specularMipmap = resources.mEnvironmentMaps[envIndex].second.mSpecularMipmapLevels;
340 renderer.RegisterProperty(IBL_MAXLOD.data(), static_cast<float>(specularMipmap));
341 renderer.RegisterProperty(IBL_INTENSITY_STRING.data(), resources.mEnvironmentMaps[envIndex].first.mIblIntensity);
342 renderer.RegisterProperty(IBL_Y_DIRECTION.data(), resources.mEnvironmentMaps[envIndex].first.mYDirection);
344 node.SetProperty(Actor::Property::COLOR, mColor);
347 matDef.mMaterial = Material::New();
348 auto material = matDef.mMaterial;
349 uint32_t textureIndexOffset = (mesh.second.blendShapeGeometry) ? 1 : 0;
350 uint32_t textureIndex = 0;
351 for(uint32_t i = 0; i < MAX_NUMBER_OF_MATERIAL_TEXTURE; ++i)
353 Internal::Material::TextureInformation textureInformation;
354 if(matDef.CheckTextures(SEMANTICS[i]))
356 textureInformation.mTexture = textures.GetTexture(textureIndex + textureIndexOffset);
357 textureInformation.mSampler = textures.GetSampler(textureIndex + textureIndexOffset);
358 textureInformation.mUrl = matDef.mTextureStages[textureIndex].mTexture.mDirectoryPath + matDef.mTextureStages[textureIndex].mTexture.mImageUri;
361 textureInformation.mFactor = GetTextureFactor(matDef, SEMANTICS[i]);
362 GetImplementation(material).SetTextureInformation(TEXTURE_TYPES[i], std::move(textureInformation));
364 material.SetProperty(Scene3D::Material::Property::ALPHA_MODE, matDef.mAlphaModeType);
365 material.SetProperty(Scene3D::Material::Property::ALPHA_CUTOFF, matDef.GetAlphaCutoff());
366 material.SetProperty(Scene3D::Material::Property::DOUBLE_SIDED, matDef.mDoubleSided);
367 material.SetProperty(Scene3D::Material::Property::IOR, matDef.mIor);
368 GetImplementation(mesh.first.mModelPrimitive).SetMaterial(material, false);
369 GetImplementation(material).ResetFlag();
372 node.AddModelPrimitive(mesh.first.mModelPrimitive);
375 void ArcRenderable::OnCreate(const NodeDefinition& nodeDefinition, NodeDefinition::CreateParams& params, ModelNode& node) const
377 ModelRenderable::OnCreate(nodeDefinition, params, node);
379 node.RegisterProperty("antiAliasing", mAntiAliasing ? 1 : 0);
380 node.RegisterProperty("arcCaps", mArcCaps);
381 node.RegisterProperty("radius", mRadius);
383 const float startAngleRadians = mStartAngleDegrees * Math::PI_OVER_180;
384 Vector2 startPolar{std::cos(startAngleRadians), std::sin(startAngleRadians)};
385 node.RegisterProperty("startAngle", startPolar);
387 const float endAngleRadians = mEndAngleDegrees * Math::PI_OVER_180;
388 Vector2 endPolar{std::cos(endAngleRadians), std::sin(endAngleRadians)};
389 node.RegisterProperty("endAngle", endPolar);
392 void ArcRenderable::GetEndVectorWithDiffAngle(float startAngle, float diffAngle, Vector2& endVector)
394 float endAngle = 0.f;
396 if(diffAngle <= 0.001f)
398 // 0.001 is used to ensure is empty arc when startAngle = endAngle + 360 * N
399 endAngle = startAngle + 0.001f;
401 else if(diffAngle >= 360.f)
403 endAngle = diffAngle + 359.99f;
407 endAngle = startAngle + 360.0f + diffAngle;
409 endVector.x = cosf(endAngle * Math::PI_OVER_180);
410 endVector.y = sinf(endAngle * Math::PI_OVER_180);
413 } // namespace Loader
414 } // namespace Scene3D