+++ /dev/null
-/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-
-// INTERNAL
-#include "dali-scene-loader/public-api/node-definition.h"
-#include "dali-scene-loader/public-api/renderer-state.h"
-#include "dali-scene-loader/public-api/utils.h"
-
-namespace Dali
-{
-namespace SceneLoader
-{
-void NodeDefinition::Renderable::RegisterResources(IResourceReceiver& receiver) const
-{
- receiver.Register(ResourceType::Shader, mShaderIdx);
-}
-
-void NodeDefinition::Renderable::ReflectResources(IResourceReflector& reflector)
-{
- reflector.Reflect(ResourceType::Shader, mShaderIdx);
-}
-
-void NodeDefinition::Renderable::OnCreate(const NodeDefinition& node, CreateParams& params, Actor& actor) const
-{
- DALI_ASSERT_DEBUG(mShaderIdx != INVALID_INDEX);
- auto& resources = params.mResources;
- Shader shader = resources.mShaders[mShaderIdx].second;
-
- static Geometry defaultGeometry = Geometry::New();
- Renderer renderer = Renderer::New(defaultGeometry, shader);
-
- RendererState::Apply(resources.mShaders[mShaderIdx].first.mRendererState, renderer);
-
- actor.AddRenderer(renderer);
-}
-
-const std::string NodeDefinition::ORIGINAL_MATRIX_PROPERTY_NAME = "originalMatrix";
-
-Actor NodeDefinition::CreateActor(CreateParams& params) const
-{
- Actor actor = Actor::New();
- SetActorCentered(actor);
-
- actor.SetProperty(Actor::Property::NAME, mName);
- actor.SetProperty(Actor::Property::POSITION, mPosition);
- actor.SetProperty(Actor::Property::ORIENTATION, mOrientation);
- actor.SetProperty(Actor::Property::SCALE, mScale);
- actor.SetProperty(Actor::Property::SIZE, mSize);
- actor.SetProperty(Actor::Property::VISIBLE, mIsVisible);
-
- actor.RegisterProperty(ORIGINAL_MATRIX_PROPERTY_NAME, GetLocalSpace(), Property::AccessMode::READ_ONLY);
-
- if(mRenderable)
- {
- mRenderable->OnCreate(*this, params, actor);
- }
-
- for(auto& e : mExtras)
- {
- actor.RegisterProperty(e.mKey, e.mValue);
- }
-
- for(auto& c : mConstraints)
- {
- params.mConstrainables.push_back(ConstraintRequest{&c, actor});
- }
-
- return actor;
-}
-
-Matrix NodeDefinition::GetLocalSpace() const
-{
- Matrix localSpace{false};
- localSpace.SetTransformComponents(mScale, mOrientation, mPosition);
- return localSpace;
-}
-
-void ModelNode::RegisterResources(IResourceReceiver& receiver) const
-{
- Renderable::RegisterResources(receiver);
- receiver.Register(ResourceType::Mesh, mMeshIdx);
- receiver.Register(ResourceType::Material, mMaterialIdx);
-}
-
-void ModelNode::ReflectResources(IResourceReflector& reflector)
-{
- Renderable::ReflectResources(reflector);
- reflector.Reflect(ResourceType::Mesh, mMeshIdx);
- reflector.Reflect(ResourceType::Material, mMaterialIdx);
-}
-
-void ModelNode::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params, Actor& actor) const
-{
- DALI_ASSERT_DEBUG(mMeshIdx != INVALID_INDEX);
- Renderable::OnCreate(node, params, actor);
-
- auto& resources = params.mResources;
- auto& mesh = resources.mMeshes[mMeshIdx];
-
- auto renderer = actor.GetRendererAt(0);
- Geometry geometry = mesh.second.geometry;
- renderer.SetGeometry(geometry);
-
- auto shader = renderer.GetShader();
-
- if(mesh.first.IsSkinned())
- {
- params.mSkinnables.push_back(SkinningShaderConfigurationRequest{mesh.first.mSkeletonIdx, shader});
- }
-
- if(mesh.first.HasBlendShapes())
- {
- params.mBlendshapeRequests.push_back(BlendshapeShaderConfigurationRequest{node.mName, mMeshIdx, shader});
- }
-
- TextureSet textures = resources.mMaterials[mMaterialIdx].second;
-
- // Set the blend shape texture.
- if(mesh.second.blendShapeGeometry)
- {
- TextureSet newTextureSet = TextureSet::New();
- newTextureSet.SetTexture(0u, mesh.second.blendShapeGeometry);
-
- const unsigned int numberOfTextures = textures.GetTextureCount();
- for(unsigned int index = 0u; index < numberOfTextures; ++index)
- {
- const unsigned int newIndex = index + 1u;
- newTextureSet.SetTexture(newIndex, textures.GetTexture(index));
- newTextureSet.SetSampler(newIndex, textures.GetSampler(index));
- }
-
- textures = newTextureSet;
- }
-
- renderer.SetTextures(textures);
-
- actor.SetProperty(Actor::Property::COLOR, mColor);
-
- actor.RegisterProperty("uHasVertexColor", static_cast<float>(mesh.first.mColors.IsDefined()));
-
- auto& matDef = resources.mMaterials[mMaterialIdx].first;
- actor.RegisterProperty("uColorFactor", matDef.mBaseColorFactor);
- actor.RegisterProperty("uMetallicFactor", matDef.mMetallic);
- actor.RegisterProperty("uRoughnessFactor", matDef.mRoughness);
- actor.RegisterProperty("uNormalScale", matDef.mNormalScale);
- if(matDef.mFlags & MaterialDefinition::OCCLUSION)
- {
- actor.RegisterProperty("uOcclusionStrength", matDef.mOcclusionStrength);
- }
- if(matDef.mFlags & MaterialDefinition::EMISSIVE)
- {
- actor.RegisterProperty("uEmissiveFactor", matDef.mEmissiveFactor);
- }
-
- Index envIdx = matDef.mEnvironmentIdx;
- actor.RegisterProperty("uIblIntensity", resources.mEnvironmentMaps[envIdx].first.mIblIntensity);
-
- float opaque = 0.0f;
- float mask = 0.0f;
- float alphaCutoff = matDef.GetAlphaCutoff();
- if(!MaskMatch(matDef.mFlags, MaterialDefinition::TRANSPARENCY))
- {
- opaque = 1.0f;
- }
- else
- {
- if(alphaCutoff > 0.f)
- {
- mask = 1.0f;
- }
- }
- actor.RegisterProperty("uOpaque", opaque);
- actor.RegisterProperty("uMask", mask);
- actor.RegisterProperty("uAlphaThreshold", alphaCutoff);
-}
-
-void ArcNode::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params, Actor& actor) const
-{
- ModelNode::OnCreate(node, params, actor);
-
- actor.RegisterProperty("antiAliasing", mAntiAliasing ? 1 : 0);
- actor.RegisterProperty("arcCaps", mArcCaps);
- actor.RegisterProperty("radius", mRadius);
-
- const float startAngleRadians = mStartAngleDegrees * Math::PI_OVER_180;
- Vector2 startPolar{std::cos(startAngleRadians), std::sin(startAngleRadians)};
- actor.RegisterProperty("startAngle", startPolar);
-
- const float endAngleRadians = mEndAngleDegrees * Math::PI_OVER_180;
- Vector2 endPolar{std::cos(endAngleRadians), std::sin(endAngleRadians)};
- actor.RegisterProperty("endAngle", endPolar);
-}
-
-void ArcNode::GetEndVectorWithDiffAngle(float startAngle, float diffAngle, Vector2& endVector)
-{
- float endAngle = 0.f;
-
- if(diffAngle <= 0.001f)
- {
- //0.001 is used to ensure is empty arc when startAngle = endAngle + 360 * N
- endAngle = startAngle + 0.001f;
- }
- else if(diffAngle >= 360.f)
- {
- endAngle = diffAngle + 359.99f;
- }
- else
- {
- endAngle = startAngle + 360.0f + diffAngle;
- }
- endVector.x = cosf(endAngle * Math::PI_OVER_180);
- endVector.y = sinf(endAngle * Math::PI_OVER_180);
-}
-
-} // namespace SceneLoader
-} // namespace Dali