1 #ifndef DALI_TOOLKIT_INTERNAL_PRIMITIVE_VISUAL_H
2 #define DALI_TOOLKIT_INTERNAL_PRIMITIVE_VISUAL_H
5 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 * The geometry creation logic was based off similar methods provided by freeGLUT.
23 * Original copyright and licence information:
25 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
26 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
27 * Creation date: Fri Dec 3 1999
29 * Permission is hereby granted, free of charge, to any person obtaining a
30 * copy of this software and associated documentation files (the "Software"),
31 * to deal in the Software without restriction, including without limitation
32 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
33 * and/or sell copies of the Software, and to permit persons to whom the
34 * Software is furnished to do so, subject to the following conditions:
36 * The above copyright notice and this permission notice shall be included
37 * in all copies or substantial portions of the Software.
39 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
40 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
41 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
42 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
43 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
44 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
48 #include <dali/public-api/common/intrusive-ptr.h>
51 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
52 #include <dali-toolkit/public-api/visuals/primitive-visual-properties.h>
60 class PrimitiveVisual;
61 typedef IntrusivePtr<PrimitiveVisual> PrimitiveVisualPtr;
64 * The visual which renders a simple 3D shape to the control's quad
66 * Primitives are created with clockwise winding and back-face culling by default.
68 * The following properties are required to create a PrimitiveRender
70 * | %Property Name | Type |
71 * |-----------------|-------------|
74 * In addition, the following properties can be (optionally) supplied to modify the shape's parameters
76 * | %Property Name | Type | Shapes Affected |
77 * |-------------------|-------------|------------------------------------------|
78 * | shapeColor | VECTOR4 | all |
79 * | slices | INTEGER | sphere, cone, conical frustum, cylinder |
80 * | stacks | INTEGER | sphere |
81 * | scaleTopRadius | FLOAT | conical frustum |
82 * | scaleBottomRadius | FLOAT | cone, conical frustum |
83 * | scaleHeight | FLOAT | cone, conical frustum, cylinder |
84 * | scaleRadius | FLOAT | cylinder |
85 * | scaleDimensions | VECTOR3 | cube, octahedron, bevelled cube |
86 * | bevelPercentage | FLOAT | bevelled cube |
87 * | bevelSmoothness | FLOAT | bevelled cube |
89 * Note: slices and stacks both have an upper limit of 255.
91 * Finally, the following can be used to affect the visual's shader
93 * | %Property Name | Type | Representing |
94 * |-----------------|-------------|-----------------------------------------|
95 * | lightPosition | VECTOR3 | The position (on stage) of the light |
97 class PrimitiveVisual : public Visual::Base
101 * @brief Create a new primitive visual.
103 * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
104 * @param[in] properties A Property::Map containing settings for this visual
105 * @return A smart-pointer to the newly allocated visual.
107 static PrimitiveVisualPtr New(VisualFactoryCache& factoryCache, const Property::Map& properties);
109 public: // from Visual
111 * @copydoc Visual::Base::GetNaturalSize
113 void GetNaturalSize(Vector2& naturalSize) override;
116 * @copydoc Visual::Base::CreatePropertyMap
118 void DoCreatePropertyMap(Property::Map& map) const override;
121 * @copydoc Visual::Base::CreateInstancePropertyMap
123 void DoCreateInstancePropertyMap(Property::Map& map) const override;
127 * @brief Constructor.
129 * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
131 PrimitiveVisual(VisualFactoryCache& factoryCache);
134 * @brief A reference counted object may only be deleted by calling Unreference().
136 virtual ~PrimitiveVisual();
139 * @copydoc Visual::Base::OnInitialize
141 void OnInitialize() override;
144 * @copydoc Visual::Base::DoSetProperties
146 void DoSetProperties(const Property::Map& propertyMap) override;
149 * @copydoc Visual::Base::DoSetOnScene
151 void DoSetOnScene(Actor& actor) override;
154 * @copydoc Visual::Base::OnSetTransform
156 void OnSetTransform() override;
159 //Simple struct to store the position and normal of a single vertex.
166 Vertex(const Vector3& position, const Vector3& normal, const Vector2& textureCoord)
167 : position(position),
177 * @brief Initialize the renderer with the geometry and shader from the cache, if not available, create and save to the cache for sharing.
179 void InitializeRenderer();
182 * @brief Create a shader for the object to use.
187 * @brief Update shader related info, uniforms, etc. for the new shader.
189 void UpdateShaderUniforms();
192 * @brief Create the geometry of the given primitive type.
194 void CreateGeometry();
197 * @brief Compute the vertices and the triangles for a sphere.
198 * @param[in, out] vertices The vector of vertices.
199 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
200 * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
201 * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
203 void CreateSphere(Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks);
206 * @brief Compute the vertices and the triangles for a conic shape.
207 * @param[in, out] vertices The vector of vertices.
208 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
209 * @param[in] scaleTopRadius The scale of the radius of the top circle, compared to the other dimensions.
210 * @param[in] scaleBottomRadius The scale of the radius of the bottom circle, compared to the other dimensions.
211 * @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
212 * @param[in] slices The number of slices as you go around the conic shape. Affects the smoothness of the surface.
214 void CreateConic(Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius, float scaleHeight, int slices);
217 * @brief Compute the vertices and the triangles for a bevelled cube.
218 * @param[in, out] vertices The vector of vertices.
219 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
220 * @Param[in] dimensions The dimensions of the object. Scales in the same fashion as a 9-patch image.
221 * @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
222 * @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
224 void CreateBevelledCube(Vector<Vertex>& vertices, Vector<unsigned short>& indices, Vector3 dimensions, float bevelPercentage, float bevelSmoothness);
227 * @brief Computes look-up tables for sin and cos, over angle divisions of (2 * Pi) / divisions
228 * @param[in, out] sinTable The table of sin values.
229 * @param[in, out] cosTable The table of cos values.
230 * @param[in] divisions Determines the angle coverage of the table. E.g divisions of '4' will have the sin values 0 = sin(0), 1 = sin(Pi/2), 2 = sin(Pi), 3 = sin(3Pi/2)
231 * @Param[in] halfCircle If true, go from 0 to Pi instead of 0 to 2Pi.
233 void ComputeCircleTables(Vector<float>& sinTable, Vector<float>& cosTable, int divisions, bool halfCircle);
236 * @brief Compute the vertices for a sphere.
237 * @param[in, out] vertices The vector of vertices.
238 * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
239 * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
241 void ComputeSphereVertices(Vector<Vertex>& vertices, int slices, int stacks);
244 * @brief Compute the triangles for a sphere.
245 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
246 * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
247 * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
249 void FormSphereTriangles(Vector<unsigned short>& indices, int slices, int stacks);
252 * @brief Compute the vertices for a conical.
253 * @param[in, out] vertices The vector of vertices.
254 * @param[in] scaleTopRadius The scale of the radius of the top circle, compared to the other dimensions.
255 * @param[in] scaleBottomRadius The scale of the radius of the bottom circle, compared to the other dimensions.
256 * @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
257 * @param[in] slices The number of slices as you go around the conical. Affects the smoothness of the surface.
259 void ComputeConicVertices(Vector<Vertex>& vertices, float scaleTopRadius, float scaleBottomRadius, float scaleHeight, int slices);
262 * @brief Compute the triangles for a conic.
263 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
264 * @param[in] coneTop True if the top circle has a radius of zero, i.e. the object is a complete cone.
265 * @param[in] coneBottom True if the bottom circle has a radius of zero, i.e. the object is an inverted complete cone.
266 * @param[in] slices The number of slices as you go around the conic. Affects the smoothness of the surface.
268 void FormConicTriangles(Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius, int slices);
271 * @brief Compute the vertices for a cube.
272 * @param[in, out] vertices The vector of vertices.
273 * @Param[in] dimensions The dimensions of the object.
275 void ComputeCubeVertices(Vector<Vertex>& vertices, Vector3 dimensions);
278 * @brief Compute the triangles for a cube.
279 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
281 void FormCubeTriangles(Vector<unsigned short>& indices);
284 * @brief Compute the vertices for an octahedron (maximumly bevelled cube).
285 * @param[in, out] vertices The vector of vertices.
286 * @Param[in] dimensions The dimensions of the object.
287 * @Param[in] smoothness Defines how rounded the edges appear under lighting. Between 0.0 and 1.0.
289 void ComputeOctahedronVertices(Vector<Vertex>& vertices, Vector3 dimensions, float smoothness);
292 * @brief Compute the triangles for an octahedron.
293 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
295 void FormOctahedronTriangles(Vector<unsigned short>& indices);
298 * @brief Compute the vertices for a bevelled cube.
299 * @param[in, out] vertices The vector of vertices.
300 * @Param[in] dimensions The dimensions of the object. Scales in the same fashion as a 9-patch image.
301 * @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
302 * @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
304 void ComputeBevelledCubeVertices(Vector<Vertex>& vertices, Vector3 dimensions, float bevelPercentage, float bevelSmoothness);
307 * @brief Compute the triangles for a bevelled cube.
308 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
310 void FormBevelledCubeTriangles(Vector<unsigned short>& indices);
314 PrimitiveVisual(const PrimitiveVisual& PrimitiveVisual);
317 PrimitiveVisual& operator=(const PrimitiveVisual& PrimitiveVisual);
323 Vector3 mObjectDimensions; //Dimensions of shape, scaled to be between 0.0 and 1.0.
325 Vector3 mSceneCenter;
329 Vector3 mLightPosition;
332 Vector3 mScaleDimensions; ///< Scale of dimensions of bevelled cube and sub-shapes.
333 float mScaleTopRadius; ///< Scale of radius of top circle, to use when creating certain objects.
334 float mScaleBottomRadius; ///< Scale of radius of bottom circle, to use when creating certain objects.
335 float mScaleHeight; ///< Scale of height, to use when creating certain objects.
336 float mScaleRadius; ///< Scale of radius, to use when creating certain objects.
337 float mBevelPercentage; ///< Used to determine bevel amount when creating certain objects.
338 float mBevelSmoothness; ///< Used to determine the smoothness of bevelled edges.
339 int mSlices; ///< Number of slices to use when creating certain objects.
340 int mStacks; ///< Number of stacks to use when creating certain objects.
342 Toolkit::PrimitiveVisual::Shape::Type mPrimitiveType; //Shape to render, as enum.
345 } // namespace Internal
347 } // namespace Toolkit
351 #endif /* DALI_TOOLKIT_INTERNAL_PRIMITIVE_VISUAL_H */