/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * 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.
{
namespace SceneLoader
{
-
void NodeDefinition::Renderable::RegisterResources(IResourceReceiver& receiver) const
{
receiver.Register(ResourceType::Shader, mShaderIdx);
reflector.Reflect(ResourceType::Shader, mShaderIdx);
}
-void NodeDefinition::Renderable::OnCreate(const NodeDefinition& node, CreateParams& params,
- Actor& actor) const
+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;
+ auto& resources = params.mResources;
+ Shader shader = resources.mShaders[mShaderIdx].second;
static Geometry defaultGeometry = Geometry::New();
- Renderer renderer = Renderer::New(defaultGeometry, shader);
+ Renderer renderer = Renderer::New(defaultGeometry, shader);
RendererState::Apply(resources.mShaders[mShaderIdx].first.mRendererState, renderer);
actor.RegisterProperty(ORIGINAL_MATRIX_PROPERTY_NAME, GetLocalSpace(), Property::AccessMode::READ_ONLY);
- if (mRenderable)
+ if(mRenderable)
{
mRenderable->OnCreate(*this, params, actor);
}
- for (auto& e : mExtras)
+ for(auto& e : mExtras)
{
actor.RegisterProperty(e.mKey, e.mValue);
}
- for (auto& c : mConstraints)
+ for(auto& c : mConstraints)
{
- params.mConstrainables.push_back(ConstraintRequest{ &c, actor });
+ params.mConstrainables.push_back(ConstraintRequest{&c, actor});
}
return actor;
Matrix NodeDefinition::GetLocalSpace() const
{
- Matrix localSpace{ false };
+ Matrix localSpace{false};
localSpace.SetTransformComponents(mScale, mOrientation, mPosition);
return localSpace;
}
Renderable::OnCreate(node, params, actor);
auto& resources = params.mResources;
- auto& mesh = resources.mMeshes[mMeshIdx];
+ auto& mesh = resources.mMeshes[mMeshIdx];
- auto renderer = actor.GetRendererAt(0);
+ auto renderer = actor.GetRendererAt(0);
Geometry geometry = mesh.second.geometry;
renderer.SetGeometry(geometry);
auto shader = renderer.GetShader();
- if (mesh.first.IsSkinned())
+ if(mesh.first.IsSkinned())
{
- params.mSkinnables.push_back(SkinningShaderConfigurationRequest{ mesh.first.mSkeletonIdx, shader });
+ params.mSkinnables.push_back(SkinningShaderConfigurationRequest{mesh.first.mSkeletonIdx, shader});
}
- if (mesh.first.HasBlendShapes())
+ if(mesh.first.HasBlendShapes())
{
- params.mBlendshapeRequests.push_back(BlendshapeShaderConfigurationRequest{ node.mName, mMeshIdx, shader });
+ params.mBlendshapeRequests.push_back(BlendshapeShaderConfigurationRequest{node.mName, mMeshIdx, shader});
}
TextureSet textures = resources.mMaterials[mMaterialIdx].second;
// Set the blend shape texture.
- if (mesh.second.blendShapeGeometry)
+ 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)
+ for(unsigned int index = 0u; index < numberOfTextures; ++index)
{
const unsigned int newIndex = index + 1u;
newTextureSet.SetTexture(newIndex, textures.GetTexture(index));
auto& matDef = resources.mMaterials[mMaterialIdx].first;
actor.RegisterProperty("uMetallicFactor", matDef.mMetallic);
actor.RegisterProperty("uRoughnessFactor", matDef.mRoughness);
+ 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);
const auto alphaCutoff = matDef.GetAlphaCutoff();
- if (alphaCutoff > 0.f)
+ if(alphaCutoff > 0.f)
{
actor.RegisterProperty("uAlphaThreshold", alphaCutoff);
}
}
-void ArcNode::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params,
- Actor& actor) const
+void ArcNode::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params, Actor& actor) const
{
ModelNode::OnCreate(node, params, actor);
actor.RegisterProperty("radius", mRadius);
const float startAngleRadians = mStartAngleDegrees * Math::PI_OVER_180;
- Vector2 startPolar{ std::cos(startAngleRadians), std::sin(startAngleRadians) };
+ 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) };
+ Vector2 endPolar{std::cos(endAngleRadians), std::sin(endAngleRadians)};
actor.RegisterProperty("endAngle", endPolar);
}
{
float endAngle = 0.f;
- if (diffAngle <= 0.001f)
+ 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)
+ else if(diffAngle >= 360.f)
{
endAngle = diffAngle + 359.99f;
}
endVector.y = sinf(endAngle * Math::PI_OVER_180);
}
-}
-}
+} // namespace SceneLoader
+} // namespace Dali