2 * Copyright (c) 2016 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 "mesh-visual.h"
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/devel-api/adaptor-framework/bitmap-loader.h>
25 #include <dali/devel-api/adaptor-framework/file-loader.h>
26 #include <dali/devel-api/scripting/enum-helper.h>
27 #include <dali/devel-api/scripting/scripting.h>
31 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
39 * @brief Loads a texture from a file
40 * @param[in] imageUrl The url of the file
41 * @param[in] generateMipmaps Indicates whether to generate mipmaps for the texture
42 * @return A texture if loading succeeds, an empty handle otherwise
44 Texture LoadTexture( const char* imageUrl, bool generateMipmaps )
47 Dali::BitmapLoader loader = Dali::BitmapLoader::New( imageUrl );
49 PixelData pixelData = loader.GetPixelData();
52 texture = Texture::New( TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(), pixelData.GetHeight() );
53 texture.Upload( pixelData );
57 texture.GenerateMipmaps();
74 //Defines ordering of textures for shaders.
75 //All shaders, if including certain texture types, must include them in the same order.
76 //Within the texture set for the renderer, textures are ordered in the same manner.
85 const char * const OBJECT_URL_NAME( "objectUrl" );
86 const char * const MATERIAL_URL_NAME( "materialUrl" );
87 const char * const TEXTURES_PATH_NAME( "texturesPath" );
88 const char * const SHADING_MODE_NAME( "shadingMode" );
89 const char * const USE_MIPMAPPING_NAME( "useMipmapping" );
90 const char * const USE_SOFT_NORMALS_NAME( "useSoftNormals" );
91 const char * const LIGHT_POSITION_NAME( "lightPosition" );
94 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHADING_MODE )
95 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURELESS_WITH_DIFFUSE_LIGHTING )
96 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_SPECULAR_LIGHTING )
97 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
98 DALI_ENUM_TO_STRING_TABLE_END( SHADING_MODE )
101 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
102 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
105 //If a shader requires certain textures, they must be listed in order,
106 //as detailed in the TextureIndex enum documentation.
108 //A basic shader that doesn't use textures at all.
109 const char* SIMPLE_VERTEX_SHADER = DALI_COMPOSE_SHADER(
110 attribute highp vec3 aPosition;\n
111 attribute highp vec3 aNormal;\n
112 varying mediump vec3 vIllumination;\n
113 uniform mediump vec3 uSize;\n
114 uniform mediump mat4 uMvpMatrix;\n
115 uniform mediump mat4 uModelView;\n
116 uniform mediump mat4 uViewMatrix;\n
117 uniform mediump mat3 uNormalMatrix;
118 uniform mediump mat4 uObjectMatrix;\n
119 uniform mediump vec3 lightPosition;\n
120 uniform mediump vec2 uStageOffset;\n
124 vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n
125 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
126 vertexPosition = uMvpMatrix * vertexPosition;\n
128 //Illumination in Model-View space - Transform attributes and uniforms\n
129 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
130 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
132 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
133 mvLightPosition = uViewMatrix * mvLightPosition;\n
134 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
136 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
137 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
139 gl_Position = vertexPosition;\n
143 //Fragment shader corresponding to the texture-less shader.
144 const char* SIMPLE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
145 precision mediump float;\n
146 varying mediump vec3 vIllumination;\n
147 uniform lowp vec4 uColor;\n
151 gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n
155 //Diffuse and specular illumination shader with albedo texture. Texture is index 0.
156 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
157 attribute highp vec3 aPosition;\n
158 attribute highp vec2 aTexCoord;\n
159 attribute highp vec3 aNormal;\n
160 varying mediump vec2 vTexCoord;\n
161 varying mediump vec3 vIllumination;\n
162 varying mediump float vSpecular;\n
163 uniform mediump vec3 uSize;\n
164 uniform mediump mat4 uMvpMatrix;\n
165 uniform mediump mat4 uModelView;
166 uniform mediump mat4 uViewMatrix;\n
167 uniform mediump mat3 uNormalMatrix;
168 uniform mediump mat4 uObjectMatrix;\n
169 uniform mediump vec3 lightPosition;\n
170 uniform mediump vec2 uStageOffset;\n
174 vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n
175 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
176 vertexPosition = uMvpMatrix * vertexPosition;\n
178 //Illumination in Model-View space - Transform attributes and uniforms\n
179 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
180 vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );\n
182 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
183 mvLightPosition = uViewMatrix * mvLightPosition;\n
184 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
186 vec3 viewDirection = normalize( -mvVertexPosition.xyz );
188 float lightDiffuse = dot( vectorToLight, normal );\n
189 lightDiffuse = max( 0.0,lightDiffuse );\n
190 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
192 vec3 reflectDirection = reflect( -vectorToLight, normal );
193 vSpecular = pow( max( dot( reflectDirection, viewDirection ), 0.0 ), 4.0 );
195 vTexCoord = aTexCoord;\n
196 gl_Position = vertexPosition;\n
200 //Fragment shader corresponding to the diffuse and specular illumination shader with albedo texture
201 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
202 precision mediump float;\n
203 varying mediump vec2 vTexCoord;\n
204 varying mediump vec3 vIllumination;\n
205 varying mediump float vSpecular;\n
206 uniform sampler2D sDiffuse;\n
207 uniform lowp vec4 uColor;\n
211 vec4 texture = texture2D( sDiffuse, vTexCoord );\n
212 gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb + vSpecular * 0.3, texture.a * uColor.a );\n
216 //Diffuse and specular illumination shader with albedo texture, normal map and gloss map shader.
217 //Diffuse (albedo) texture is index 0, normal is 1, gloss is 2. They must be declared in this order.
218 const char* NORMAL_MAP_VERTEX_SHADER = DALI_COMPOSE_SHADER(
219 attribute highp vec3 aPosition;\n
220 attribute highp vec2 aTexCoord;\n
221 attribute highp vec3 aNormal;\n
222 attribute highp vec3 aTangent;\n
223 attribute highp vec3 aBiNormal;\n
224 varying mediump vec2 vTexCoord;\n
225 varying mediump vec3 vLightDirection;\n
226 varying mediump vec3 vHalfVector;\n
227 uniform mediump vec3 uSize;\n
228 uniform mediump mat4 uMvpMatrix;\n
229 uniform mediump mat4 uModelView;
230 uniform mediump mat4 uViewMatrix;\n
231 uniform mediump mat3 uNormalMatrix;
232 uniform mediump mat4 uObjectMatrix;\n
233 uniform mediump vec3 lightPosition;\n
234 uniform mediump vec2 uStageOffset;\n
237 vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n
238 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
239 vertexPosition = uMvpMatrix * vertexPosition;\n
241 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
243 vec3 tangent = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aTangent );
244 vec3 binormal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aBiNormal );
245 vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );
247 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
248 mvLightPosition = uViewMatrix * mvLightPosition;\n
249 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
250 vLightDirection.x = dot( vectorToLight, tangent );
251 vLightDirection.y = dot( vectorToLight, binormal );
252 vLightDirection.z = dot( vectorToLight, normal );
254 vec3 viewDirection = normalize( -mvVertexPosition.xyz );
255 vec3 halfVector = normalize( viewDirection + vectorToLight );
256 vHalfVector.x = dot( halfVector, tangent );
257 vHalfVector.y = dot( halfVector, binormal );
258 vHalfVector.z = dot( halfVector, normal );
260 vTexCoord = aTexCoord;\n
261 gl_Position = vertexPosition;\n
265 //Fragment shader corresponding to the shader that uses all textures (diffuse, normal and gloss maps)
266 const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
267 precision mediump float;\n
268 varying mediump vec2 vTexCoord;\n
269 varying mediump vec3 vLightDirection;\n
270 varying mediump vec3 vHalfVector;\n
271 uniform sampler2D sDiffuse;\n
272 uniform sampler2D sNormal;\n
273 uniform sampler2D sGloss;\n
274 uniform lowp vec4 uColor;\n
278 vec4 texture = texture2D( sDiffuse, vTexCoord );\n
279 vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n
280 vec4 glossMap = texture2D( sGloss, vTexCoord );\n
282 float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n
283 lightDiffuse = lightDiffuse * 0.5 + 0.5;\n
285 float shininess = pow ( max ( dot ( normalize( vHalfVector ), normal ), 0.0 ), 16.0 ) ;
287 gl_FragColor = vec4( texture.rgb * uColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a );\n
293 MeshVisual::MeshVisual( VisualFactoryCache& factoryCache )
294 : Visual::Base( factoryCache ),
295 mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ),
297 mUseMipmapping( true ),
298 mUseSoftNormals( true )
302 MeshVisual::~MeshVisual()
306 void MeshVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
308 Property::Value* objectUrl = propertyMap.Find( Toolkit::MeshVisual::Property::OBJECT_URL, OBJECT_URL_NAME );
309 if( !objectUrl || !objectUrl->Get( mObjectUrl ) )
311 DALI_LOG_ERROR( "Fail to provide object URL to the MeshVisual object.\n" );
314 Property::Value* materialUrl = propertyMap.Find( Toolkit::MeshVisual::Property::MATERIAL_URL, MATERIAL_URL_NAME );
315 if( !materialUrl || !materialUrl->Get( mMaterialUrl ) || mMaterialUrl.empty() )
320 Property::Value* imagesUrl = propertyMap.Find( Toolkit::MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH_NAME );
321 if( !imagesUrl || !imagesUrl->Get( mTexturesPath ) )
323 //Default behaviour is to assume files are in the same directory,
324 // or have their locations detailed in full when supplied.
325 mTexturesPath.clear();
328 Property::Value* shadingMode = propertyMap.Find( Toolkit::MeshVisual::Property::SHADING_MODE, SHADING_MODE_NAME );
331 Scripting::GetEnumerationProperty( *shadingMode, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode );
334 Property::Value* useMipmapping = propertyMap.Find( Toolkit::MeshVisual::Property::USE_MIPMAPPING, USE_MIPMAPPING_NAME );
337 useMipmapping->Get( mUseMipmapping );
340 Property::Value* useSoftNormals = propertyMap.Find( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, USE_SOFT_NORMALS_NAME );
343 useSoftNormals->Get( mUseSoftNormals );
346 Property::Value* lightPosition = propertyMap.Find( Toolkit::MeshVisual::Property::LIGHT_POSITION, LIGHT_POSITION_NAME );
349 if( !lightPosition->Get( mLightPosition ) )
351 DALI_LOG_ERROR( "Invalid value passed for light position in MeshRenderer object.\n" );
352 mLightPosition = Vector3::ZERO;
357 //Default behaviour is to place the light directly in front of the object,
358 // at a reasonable distance to light everything on screen.
359 Stage stage = Stage::GetCurrent();
361 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
365 void MeshVisual::SetSize( const Vector2& size )
367 Visual::Base::SetSize( size );
369 // ToDo: renderer responds to the size change
372 void MeshVisual::SetClipRect( const Rect<int>& clipRect )
374 Visual::Base::SetClipRect( clipRect );
376 //ToDo: renderer responds to the clipRect change
379 void MeshVisual::SetOffset( const Vector2& offset )
381 //ToDo: renderer applies the offset
384 void MeshVisual::DoSetOnStage( Actor& actor )
386 InitializeRenderer();
389 void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const
392 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH );
393 map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl );
394 map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl );
395 map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath );
396 map.Insert( Toolkit::MeshVisual::Property::SHADING_MODE, mShadingMode );
397 map.Insert( Toolkit::MeshVisual::Property::USE_MIPMAPPING, mUseMipmapping );
398 map.Insert( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, mUseSoftNormals );
399 map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition );
402 void MeshVisual::InitializeRenderer()
404 //Try to load the geometry from the file.
405 if( !LoadGeometry() )
407 SupplyEmptyGeometry();
411 //If a texture is used by the obj file, load the supplied material file.
412 if( mObjLoader.IsTexturePresent() && !mMaterialUrl.empty() )
414 if( !LoadMaterial() )
416 SupplyEmptyGeometry();
421 //Now that the required parts are loaded, create the geometry for the object.
422 if( !CreateGeometry() )
424 SupplyEmptyGeometry();
430 //Load the various texture files supplied by the material file.
431 if( !LoadTextures() )
433 SupplyEmptyGeometry();
437 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
438 mImpl->mRenderer.SetTextures( mTextureSet );
439 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
440 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
443 void MeshVisual::SupplyEmptyGeometry()
445 mGeometry = Geometry::New();
446 mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
447 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
449 DALI_LOG_ERROR( "Initialisation error in mesh visual.\n" );
452 void MeshVisual::UpdateShaderUniforms()
454 Stage stage = Stage::GetCurrent();
455 float width = stage.GetSize().width;
456 float height = stage.GetSize().height;
459 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
461 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
462 mShader.RegisterProperty( LIGHT_POSITION_NAME, mLightPosition );
463 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
466 void MeshVisual::CreateShader()
468 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
470 mShader = Shader::New( NORMAL_MAP_VERTEX_SHADER, NORMAL_MAP_FRAGMENT_SHADER );
472 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING )
474 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
478 mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
481 UpdateShaderUniforms();
484 bool MeshVisual::CreateGeometry()
486 //Determine if we need to use a simpler shader to handle the provided data
487 if( !mUseTexture || !mObjLoader.IsDiffuseMapPresent() )
489 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING;
491 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) )
493 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING;
496 int objectProperties = 0;
498 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING ||
499 mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
501 objectProperties |= ObjLoader::TEXTURE_COORDINATES;
504 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
506 objectProperties |= ObjLoader::TANGENTS | ObjLoader::BINORMALS;
509 //Create geometry with attributes required by shader.
510 mGeometry = mObjLoader.CreateGeometry( objectProperties, mUseSoftNormals );
517 DALI_LOG_ERROR( "Failed to load geometry in mesh visual.\n" );
521 bool MeshVisual::LoadGeometry()
523 std::streampos fileSize;
524 Dali::Vector<char> fileContent;
526 if( FileLoader::ReadFile( mObjectUrl, fileSize, fileContent, FileLoader::TEXT ) )
528 mObjLoader.ClearArrays();
529 mObjLoader.LoadObject( fileContent.Begin(), fileSize );
531 //Get size information from the obj loaded
532 mSceneCenter = mObjLoader.GetCenter();
533 mSceneSize = mObjLoader.GetSize();
538 DALI_LOG_ERROR( "Failed to find object to load in mesh visual.\n" );
542 bool MeshVisual::LoadMaterial()
544 std::streampos fileSize;
545 Dali::Vector<char> fileContent;
547 if( FileLoader::ReadFile( mMaterialUrl, fileSize, fileContent, FileLoader::TEXT ) )
549 //Load data into obj (usable) form
550 mObjLoader.LoadMaterial( fileContent.Begin(), fileSize, mDiffuseTextureUrl, mNormalTextureUrl, mGlossTextureUrl );
554 DALI_LOG_ERROR( "Failed to find texture set to load in mesh visual.\n" );
559 bool MeshVisual::LoadTextures()
561 mTextureSet = TextureSet::New();
563 if( mShadingMode != Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING )
565 Sampler sampler = Sampler::New();
568 sampler.SetFilterMode( FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR_MIPMAP_LINEAR );
571 if( !mDiffuseTextureUrl.empty() )
573 std::string imageUrl = mTexturesPath + mDiffuseTextureUrl;
576 Texture diffuseTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
579 mTextureSet.SetTexture( DIFFUSE_INDEX, diffuseTexture );
580 mTextureSet.SetSampler( DIFFUSE_INDEX, sampler );
584 DALI_LOG_ERROR( "Failed to load diffuse map texture in mesh visual.\n");
589 if( !mNormalTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
591 std::string imageUrl = mTexturesPath + mNormalTextureUrl;
594 Texture normalTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
597 mTextureSet.SetTexture( NORMAL_INDEX, normalTexture );
598 mTextureSet.SetSampler( NORMAL_INDEX, sampler );
602 DALI_LOG_ERROR( "Failed to load normal map texture in mesh visual.\n");
607 if( !mGlossTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
609 std::string imageUrl = mTexturesPath + mGlossTextureUrl;
612 Texture glossTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
615 mTextureSet.SetTexture( GLOSS_INDEX, glossTexture );
616 mTextureSet.SetSampler( GLOSS_INDEX, sampler );
620 DALI_LOG_ERROR( "Failed to load gloss map texture in mesh visual.\n");
628 } // namespace Internal
630 } // namespace Toolkit