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/devel-api/visuals/visual-properties-devel.h>
32 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
33 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
41 * @brief Loads a texture from a file
42 * @param[in] imageUrl The url of the file
43 * @param[in] generateMipmaps Indicates whether to generate mipmaps for the texture
44 * @return A texture if loading succeeds, an empty handle otherwise
46 Texture LoadTexture( const char* imageUrl, bool generateMipmaps )
49 Dali::BitmapLoader loader = Dali::BitmapLoader::New( imageUrl );
51 PixelData pixelData = loader.GetPixelData();
54 texture = Texture::New( TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(), pixelData.GetHeight() );
55 texture.Upload( pixelData );
59 texture.GenerateMipmaps();
76 //Defines ordering of textures for shaders.
77 //All shaders, if including certain texture types, must include them in the same order.
78 //Within the texture set for the renderer, textures are ordered in the same manner.
87 const char * const OBJECT_URL_NAME( "objectUrl" );
88 const char * const MATERIAL_URL_NAME( "materialUrl" );
89 const char * const TEXTURES_PATH_NAME( "texturesPath" );
90 const char * const SHADING_MODE_NAME( "shadingMode" );
91 const char * const USE_MIPMAPPING_NAME( "useMipmapping" );
92 const char * const USE_SOFT_NORMALS_NAME( "useSoftNormals" );
93 const char * const LIGHT_POSITION_NAME( "lightPosition" );
96 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHADING_MODE )
97 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURELESS_WITH_DIFFUSE_LIGHTING )
98 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_SPECULAR_LIGHTING )
99 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
100 DALI_ENUM_TO_STRING_TABLE_END( SHADING_MODE )
103 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
104 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
107 //If a shader requires certain textures, they must be listed in order,
108 //as detailed in the TextureIndex enum documentation.
110 //A basic shader that doesn't use textures at all.
111 const char* SIMPLE_VERTEX_SHADER = DALI_COMPOSE_SHADER(
112 attribute highp vec3 aPosition;\n
113 attribute highp vec3 aNormal;\n
114 varying mediump vec3 vIllumination;\n
115 uniform mediump vec3 uSize;\n
116 uniform mediump mat4 uMvpMatrix;\n
117 uniform mediump mat4 uModelView;\n
118 uniform mediump mat4 uViewMatrix;\n
119 uniform mediump mat3 uNormalMatrix;
120 uniform mediump mat4 uObjectMatrix;\n
121 uniform mediump vec3 lightPosition;\n
122 uniform mediump vec2 uStageOffset;\n
124 //Visual size and offset
125 uniform mediump vec2 offset;\n
126 uniform mediump vec2 size;\n
127 uniform mediump vec4 offsetSizeMode;\n
128 uniform mediump vec2 origin;\n
129 uniform mediump vec2 anchorPoint;\n
131 vec4 ComputeVertexPosition()\n
133 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
134 float scaleFactor = min( visualSize.x, visualSize.y );\n
135 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
136 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
137 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
138 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
143 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
144 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
145 vertexPosition = uMvpMatrix * vertexPosition;\n
147 //Illumination in Model-View space - Transform attributes and uniforms\n
148 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
149 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
151 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
152 mvLightPosition = uViewMatrix * mvLightPosition;\n
153 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
155 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
156 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
158 gl_Position = vertexPosition;\n
162 //Fragment shader corresponding to the texture-less shader.
163 const char* SIMPLE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
164 precision mediump float;\n
165 varying mediump vec3 vIllumination;\n
166 uniform lowp vec4 uColor;\n
170 gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n
174 //Diffuse and specular illumination shader with albedo texture. Texture is index 0.
175 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
176 attribute highp vec3 aPosition;\n
177 attribute highp vec2 aTexCoord;\n
178 attribute highp vec3 aNormal;\n
179 varying mediump vec2 vTexCoord;\n
180 varying mediump vec3 vIllumination;\n
181 varying mediump float vSpecular;\n
182 uniform mediump vec3 uSize;\n
183 uniform mediump mat4 uMvpMatrix;\n
184 uniform mediump mat4 uModelView;
185 uniform mediump mat4 uViewMatrix;\n
186 uniform mediump mat3 uNormalMatrix;
187 uniform mediump mat4 uObjectMatrix;\n
188 uniform mediump vec3 lightPosition;\n
189 uniform mediump vec2 uStageOffset;\n
191 //Visual size and offset
192 uniform mediump vec2 offset;\n
193 uniform mediump vec2 size;\n
194 uniform mediump vec4 offsetSizeMode;\n
195 uniform mediump vec2 origin;\n
196 uniform mediump vec2 anchorPoint;\n
198 vec4 ComputeVertexPosition()\n
200 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
201 float scaleFactor = min( visualSize.x, visualSize.y );\n
202 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
203 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
204 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
205 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
210 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
211 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
212 vertexPosition = uMvpMatrix * vertexPosition;\n
214 //Illumination in Model-View space - Transform attributes and uniforms\n
215 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
216 vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );\n
218 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
219 mvLightPosition = uViewMatrix * mvLightPosition;\n
220 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
222 vec3 viewDirection = normalize( -mvVertexPosition.xyz );
224 float lightDiffuse = dot( vectorToLight, normal );\n
225 lightDiffuse = max( 0.0,lightDiffuse );\n
226 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
228 vec3 reflectDirection = reflect( -vectorToLight, normal );
229 vSpecular = pow( max( dot( reflectDirection, viewDirection ), 0.0 ), 4.0 );
231 vTexCoord = aTexCoord;\n
232 gl_Position = vertexPosition;\n
236 //Fragment shader corresponding to the diffuse and specular illumination shader with albedo texture
237 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
238 precision mediump float;\n
239 varying mediump vec2 vTexCoord;\n
240 varying mediump vec3 vIllumination;\n
241 varying mediump float vSpecular;\n
242 uniform sampler2D sDiffuse;\n
243 uniform lowp vec4 uColor;\n
247 vec4 texture = texture2D( sDiffuse, vTexCoord );\n
248 gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb + vSpecular * 0.3, texture.a * uColor.a );\n
252 //Diffuse and specular illumination shader with albedo texture, normal map and gloss map shader.
253 //Diffuse (albedo) texture is index 0, normal is 1, gloss is 2. They must be declared in this order.
254 const char* NORMAL_MAP_VERTEX_SHADER = DALI_COMPOSE_SHADER(
255 attribute highp vec3 aPosition;\n
256 attribute highp vec2 aTexCoord;\n
257 attribute highp vec3 aNormal;\n
258 attribute highp vec3 aTangent;\n
259 attribute highp vec3 aBiNormal;\n
260 varying mediump vec2 vTexCoord;\n
261 varying mediump vec3 vLightDirection;\n
262 varying mediump vec3 vHalfVector;\n
263 uniform mediump vec3 uSize;\n
264 uniform mediump mat4 uMvpMatrix;\n
265 uniform mediump mat4 uModelView;
266 uniform mediump mat4 uViewMatrix;\n
267 uniform mediump mat3 uNormalMatrix;
268 uniform mediump mat4 uObjectMatrix;\n
269 uniform mediump vec3 lightPosition;\n
270 uniform mediump vec2 uStageOffset;\n
272 //Visual size and offset
273 uniform mediump vec2 offset;\n
274 uniform mediump vec2 size;\n
275 uniform mediump vec4 offsetSizeMode;\n
276 uniform mediump vec2 origin;\n
277 uniform mediump vec2 anchorPoint;\n
279 vec4 ComputeVertexPosition()\n
281 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
282 float scaleFactor = min( visualSize.x, visualSize.y );\n
283 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
284 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
285 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
286 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
291 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
292 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
293 vertexPosition = uMvpMatrix * vertexPosition;\n
295 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
297 vec3 tangent = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aTangent );
298 vec3 binormal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aBiNormal );
299 vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );
301 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
302 mvLightPosition = uViewMatrix * mvLightPosition;\n
303 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
304 vLightDirection.x = dot( vectorToLight, tangent );
305 vLightDirection.y = dot( vectorToLight, binormal );
306 vLightDirection.z = dot( vectorToLight, normal );
308 vec3 viewDirection = normalize( -mvVertexPosition.xyz );
309 vec3 halfVector = normalize( viewDirection + vectorToLight );
310 vHalfVector.x = dot( halfVector, tangent );
311 vHalfVector.y = dot( halfVector, binormal );
312 vHalfVector.z = dot( halfVector, normal );
314 vTexCoord = aTexCoord;\n
315 gl_Position = vertexPosition;\n
319 //Fragment shader corresponding to the shader that uses all textures (diffuse, normal and gloss maps)
320 const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
321 precision mediump float;\n
322 varying mediump vec2 vTexCoord;\n
323 varying mediump vec3 vLightDirection;\n
324 varying mediump vec3 vHalfVector;\n
325 uniform sampler2D sDiffuse;\n
326 uniform sampler2D sNormal;\n
327 uniform sampler2D sGloss;\n
328 uniform lowp vec4 uColor;\n
332 vec4 texture = texture2D( sDiffuse, vTexCoord );\n
333 vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n
334 vec4 glossMap = texture2D( sGloss, vTexCoord );\n
336 float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n
337 lightDiffuse = lightDiffuse * 0.5 + 0.5;\n
339 float shininess = pow ( max ( dot ( normalize( vHalfVector ), normal ), 0.0 ), 16.0 ) ;
341 gl_FragColor = vec4( texture.rgb * uColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a );\n
345 } // unnamed namespace
347 MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache )
349 return new MeshVisual( factoryCache );
352 MeshVisual::MeshVisual( VisualFactoryCache& factoryCache )
353 : Visual::Base( factoryCache ),
354 mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ),
356 mUseMipmapping( true ),
357 mUseSoftNormals( true )
361 MeshVisual::~MeshVisual()
365 void MeshVisual::DoSetProperties( const Property::Map& propertyMap )
367 Property::Value* objectUrl = propertyMap.Find( Toolkit::MeshVisual::Property::OBJECT_URL, OBJECT_URL_NAME );
368 if( !objectUrl || !objectUrl->Get( mObjectUrl ) )
370 DALI_LOG_ERROR( "Fail to provide object URL to the MeshVisual object.\n" );
373 Property::Value* materialUrl = propertyMap.Find( Toolkit::MeshVisual::Property::MATERIAL_URL, MATERIAL_URL_NAME );
374 if( !materialUrl || !materialUrl->Get( mMaterialUrl ) || mMaterialUrl.empty() )
379 Property::Value* imagesUrl = propertyMap.Find( Toolkit::MeshVisual::Property::TEXTURES_PATH, TEXTURES_PATH_NAME );
380 if( !imagesUrl || !imagesUrl->Get( mTexturesPath ) )
382 //Default behaviour is to assume files are in the same directory,
383 // or have their locations detailed in full when supplied.
384 mTexturesPath.clear();
387 Property::Value* shadingMode = propertyMap.Find( Toolkit::MeshVisual::Property::SHADING_MODE, SHADING_MODE_NAME );
390 Scripting::GetEnumerationProperty( *shadingMode, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode );
393 Property::Value* useMipmapping = propertyMap.Find( Toolkit::MeshVisual::Property::USE_MIPMAPPING, USE_MIPMAPPING_NAME );
396 useMipmapping->Get( mUseMipmapping );
399 Property::Value* useSoftNormals = propertyMap.Find( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, USE_SOFT_NORMALS_NAME );
402 useSoftNormals->Get( mUseSoftNormals );
405 Property::Value* lightPosition = propertyMap.Find( Toolkit::MeshVisual::Property::LIGHT_POSITION, LIGHT_POSITION_NAME );
408 if( !lightPosition->Get( mLightPosition ) )
410 DALI_LOG_ERROR( "Invalid value passed for light position in MeshRenderer object.\n" );
411 mLightPosition = Vector3::ZERO;
416 //Default behaviour is to place the light directly in front of the object,
417 // at a reasonable distance to light everything on screen.
418 Stage stage = Stage::GetCurrent();
420 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
424 void MeshVisual::OnSetTransform()
426 if( mImpl->mRenderer )
428 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
432 void MeshVisual::DoSetOnStage( Actor& actor )
434 InitializeRenderer();
436 actor.AddRenderer( mImpl->mRenderer );
439 void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const
442 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::MESH );
443 map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl );
444 map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl );
445 map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath );
446 map.Insert( Toolkit::MeshVisual::Property::SHADING_MODE, mShadingMode );
447 map.Insert( Toolkit::MeshVisual::Property::USE_MIPMAPPING, mUseMipmapping );
448 map.Insert( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, mUseSoftNormals );
449 map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition );
452 void MeshVisual::InitializeRenderer()
454 //Try to load the geometry from the file.
455 if( !LoadGeometry() )
457 SupplyEmptyGeometry();
461 //If a texture is used by the obj file, load the supplied material file.
462 if( mObjLoader.IsTexturePresent() && !mMaterialUrl.empty() )
464 if( !LoadMaterial() )
466 SupplyEmptyGeometry();
471 //Now that the required parts are loaded, create the geometry for the object.
472 if( !CreateGeometry() )
474 SupplyEmptyGeometry();
480 //Load the various texture files supplied by the material file.
481 if( !LoadTextures() )
483 SupplyEmptyGeometry();
487 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
488 mImpl->mRenderer.SetTextures( mTextureSet );
489 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
490 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
492 //Register transform properties
493 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
496 void MeshVisual::SupplyEmptyGeometry()
498 mGeometry = Geometry::New();
499 mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
500 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
502 DALI_LOG_ERROR( "Initialisation error in mesh visual.\n" );
505 void MeshVisual::UpdateShaderUniforms()
507 Stage stage = Stage::GetCurrent();
508 float width = stage.GetSize().width;
509 float height = stage.GetSize().height;
512 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
514 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
515 mShader.RegisterProperty( LIGHT_POSITION_NAME, mLightPosition );
516 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
519 void MeshVisual::CreateShader()
521 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
523 mShader = Shader::New( NORMAL_MAP_VERTEX_SHADER, NORMAL_MAP_FRAGMENT_SHADER );
525 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING )
527 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
531 mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
534 UpdateShaderUniforms();
537 bool MeshVisual::CreateGeometry()
539 //Determine if we need to use a simpler shader to handle the provided data
540 if( !mUseTexture || !mObjLoader.IsDiffuseMapPresent() )
542 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING;
544 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) )
546 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING;
549 int objectProperties = 0;
551 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING ||
552 mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
554 objectProperties |= ObjLoader::TEXTURE_COORDINATES;
557 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
559 objectProperties |= ObjLoader::TANGENTS | ObjLoader::BINORMALS;
562 //Create geometry with attributes required by shader.
563 mGeometry = mObjLoader.CreateGeometry( objectProperties, mUseSoftNormals );
570 DALI_LOG_ERROR( "Failed to load geometry in mesh visual.\n" );
574 bool MeshVisual::LoadGeometry()
576 std::streampos fileSize;
577 Dali::Vector<char> fileContent;
579 if( FileLoader::ReadFile( mObjectUrl, fileSize, fileContent, FileLoader::TEXT ) )
581 mObjLoader.ClearArrays();
582 mObjLoader.LoadObject( fileContent.Begin(), fileSize );
584 //Get size information from the obj loaded
585 mSceneCenter = mObjLoader.GetCenter();
586 mSceneSize = mObjLoader.GetSize();
591 DALI_LOG_ERROR( "Failed to find object to load in mesh visual.\n" );
595 bool MeshVisual::LoadMaterial()
597 std::streampos fileSize;
598 Dali::Vector<char> fileContent;
600 if( FileLoader::ReadFile( mMaterialUrl, fileSize, fileContent, FileLoader::TEXT ) )
602 //Load data into obj (usable) form
603 mObjLoader.LoadMaterial( fileContent.Begin(), fileSize, mDiffuseTextureUrl, mNormalTextureUrl, mGlossTextureUrl );
607 DALI_LOG_ERROR( "Failed to find texture set to load in mesh visual.\n" );
612 bool MeshVisual::LoadTextures()
614 mTextureSet = TextureSet::New();
616 if( mShadingMode != Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING )
618 Sampler sampler = Sampler::New();
621 sampler.SetFilterMode( FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR_MIPMAP_LINEAR );
624 if( !mDiffuseTextureUrl.empty() )
626 std::string imageUrl = mTexturesPath + mDiffuseTextureUrl;
629 Texture diffuseTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
632 mTextureSet.SetTexture( DIFFUSE_INDEX, diffuseTexture );
633 mTextureSet.SetSampler( DIFFUSE_INDEX, sampler );
637 DALI_LOG_ERROR( "Failed to load diffuse map texture in mesh visual.\n");
642 if( !mNormalTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
644 std::string imageUrl = mTexturesPath + mNormalTextureUrl;
647 Texture normalTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
650 mTextureSet.SetTexture( NORMAL_INDEX, normalTexture );
651 mTextureSet.SetSampler( NORMAL_INDEX, sampler );
655 DALI_LOG_ERROR( "Failed to load normal map texture in mesh visual.\n");
660 if( !mGlossTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
662 std::string imageUrl = mTexturesPath + mGlossTextureUrl;
665 Texture glossTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
668 mTextureSet.SetTexture( GLOSS_INDEX, glossTexture );
669 mTextureSet.SetSampler( GLOSS_INDEX, sampler );
673 DALI_LOG_ERROR( "Failed to load gloss map texture in mesh visual.\n");
681 } // namespace Internal
683 } // namespace Toolkit