Merge changes I776588c1,I7292a2fb into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-scene3d / internal / controls / scene-view / scene-view-impl.cpp
index b230f86..0c377cc 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
 #include <dali-toolkit/internal/controls/control/control-data-impl.h>
 #include <dali-toolkit/public-api/image-loader/image-url.h>
 #include <dali-toolkit/public-api/image-loader/image.h>
+#include <dali/devel-api/actors/camera-actor-devel.h>
+#include <dali/devel-api/adaptor-framework/window-devel.h>
 #include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/rendering/frame-buffer-devel.h>
+#include <dali/integration-api/adaptor-framework/adaptor.h>
 #include <dali/integration-api/debug.h>
+#include <dali/public-api/math/math-utils.h>
 #include <dali/public-api/object/type-registry-helper.h>
 #include <dali/public-api/object/type-registry.h>
+#include <string_view>
 
 // INTERNAL INCLUDES
-#include <dali-scene3d/internal/controls/model-view/model-view-impl.h>
-#include <dali-scene3d/public-api/loader/cube-map-loader.h>
+#include <dali-scene3d/internal/controls/model/model-impl.h>
+#include <dali-scene3d/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-scene3d/internal/light/light-impl.h>
 
 #include <dali/integration-api/debug.h>
 
@@ -55,16 +62,263 @@ BaseHandle Create()
 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::SceneView, Toolkit::Control, Create);
 DALI_TYPE_REGISTRATION_END()
 
-Property::Index RENDERING_BUFFER = Dali::Toolkit::Control::CONTROL_PROPERTY_END_INDEX + 1;
+Property::Index    RENDERING_BUFFER        = Dali::Toolkit::Control::CONTROL_PROPERTY_END_INDEX + 1;
+constexpr int32_t  DEFAULT_ORIENTATION     = 0;
+constexpr int32_t  INVALID_INDEX           = -1;
+constexpr uint32_t MAXIMUM_SIZE_SHADOW_MAP = 2048;
+
+static constexpr std::string_view SKYBOX_INTENSITY_STRING = "uIntensity";
+
+Dali::Actor CreateSkybox()
+{
+  struct Vertex
+  {
+    Vector3 aPosition;
+  };
+
+  Vertex skyboxVertices[] = {
+    // back
+    {Vector3(-1.0f, 1.0f, -1.0f)},
+    {Vector3(-1.0f, -1.0f, -1.0f)},
+    {Vector3(1.0f, -1.0f, -1.0f)},
+    {Vector3(1.0f, -1.0f, -1.0f)},
+    {Vector3(1.0f, 1.0f, -1.0f)},
+    {Vector3(-1.0f, 1.0f, -1.0f)},
+
+    // left
+    {Vector3(-1.0f, -1.0f, 1.0f)},
+    {Vector3(-1.0f, -1.0f, -1.0f)},
+    {Vector3(-1.0f, 1.0f, -1.0f)},
+    {Vector3(-1.0f, 1.0f, -1.0f)},
+    {Vector3(-1.0f, 1.0f, 1.0f)},
+    {Vector3(-1.0f, -1.0f, 1.0f)},
+
+    // right
+    {Vector3(1.0f, -1.0f, -1.0f)},
+    {Vector3(1.0f, -1.0f, 1.0f)},
+    {Vector3(1.0f, 1.0f, 1.0f)},
+    {Vector3(1.0f, 1.0f, 1.0f)},
+    {Vector3(1.0f, 1.0f, -1.0f)},
+    {Vector3(1.0f, -1.0f, -1.0f)},
+
+    // front
+    {Vector3(-1.0f, -1.0f, 1.0f)},
+    {Vector3(-1.0f, 1.0f, 1.0f)},
+    {Vector3(1.0f, 1.0f, 1.0f)},
+    {Vector3(1.0f, 1.0f, 1.0f)},
+    {Vector3(1.0f, -1.0f, 1.0f)},
+    {Vector3(-1.0f, -1.0f, 1.0f)},
+
+    // botton
+    {Vector3(-1.0f, 1.0f, -1.0f)},
+    {Vector3(1.0f, 1.0f, -1.0f)},
+    {Vector3(1.0f, 1.0f, 1.0f)},
+    {Vector3(1.0f, 1.0f, 1.0f)},
+    {Vector3(-1.0f, 1.0f, 1.0f)},
+    {Vector3(-1.0f, 1.0f, -1.0f)},
+
+    // top
+    {Vector3(-1.0f, -1.0f, -1.0f)},
+    {Vector3(-1.0f, -1.0f, 1.0f)},
+    {Vector3(1.0f, -1.0f, -1.0f)},
+    {Vector3(1.0f, -1.0f, -1.0f)},
+    {Vector3(-1.0f, -1.0f, 1.0f)},
+    {Vector3(1.0f, -1.0f, 1.0f)}};
+
+  Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New(Property::Map().Add("aPosition", Property::VECTOR3));
+  vertexBuffer.SetData(skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex));
+
+  Dali::Geometry skyboxGeometry = Geometry::New();
+  skyboxGeometry.AddVertexBuffer(vertexBuffer);
+  skyboxGeometry.SetType(Geometry::TRIANGLES);
+
+  Dali::Shader   shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
+  Dali::Renderer skyboxRenderer;
+  skyboxRenderer = Renderer::New(skyboxGeometry, shaderSkybox);
+  skyboxRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 2.0f);
+  // Enables the depth test.
+  skyboxRenderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON);
+  // The fragment shader will run only is those pixels that have the max depth value.
+  skyboxRenderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS_EQUAL);
+
+  Dali::Actor skyboxActor = Actor::New();
+  skyboxActor.SetProperty(Dali::Actor::Property::NAME, "SkyBox");
+  skyboxActor.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  skyboxActor.SetProperty(Dali::Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  skyboxActor.AddRenderer(skyboxRenderer);
+  return skyboxActor;
+}
+
+void SetShadowLightConstraint(Dali::CameraActor selectedCamera, Dali::CameraActor shadowLightCamera)
+{
+  shadowLightCamera.SetProperty(Dali::CameraActor::Property::ASPECT_RATIO, 1.0f);
+
+  shadowLightCamera.SetProperty(Dali::DevelCameraActor::Property::ORTHOGRAPHIC_SIZE, 1.0f);
+  shadowLightCamera.SetProperty(Dali::CameraActor::Property::NEAR_PLANE_DISTANCE, 0.5f);
+  shadowLightCamera.SetProperty(Dali::CameraActor::Property::FAR_PLANE_DISTANCE, 3.5f);
+
+  //< Make constraint for above properties.
+  shadowLightCamera.RemoveConstraints();
+
+  // Compute View Matrix of ShadowLightCamera
+  // Input : ShadowLightCamera's world position, world orientation
+  auto       tempViewMatrixIndex  = shadowLightCamera.RegisterProperty("tempViewMatrix", Matrix::IDENTITY);
+  Constraint viewMatrixConstraint = Constraint::New<Matrix>(shadowLightCamera, tempViewMatrixIndex, [](Matrix& output, const PropertyInputContainer& inputs)
+                                                            {
+                                                              output = inputs[0]->GetMatrix();
+                                                              output.Invert(); });
+  viewMatrixConstraint.AddSource(Source{shadowLightCamera, Dali::Actor::Property::WORLD_MATRIX});
+  viewMatrixConstraint.ApplyPost();
+
+  // Compute Orthographic Size / Near / Far and store it to "TempCameraProperty" property that is a Vector3 property
+  auto       tempProjectionMatrixIndex  = shadowLightCamera.RegisterProperty("tempProjectionMatrix", Matrix::IDENTITY);
+  Constraint projectionMatrixConstraint = Constraint::New<Matrix>(shadowLightCamera, tempProjectionMatrixIndex, [](Matrix& output, const PropertyInputContainer& inputs)
+                                                                  {
+                                                                    Matrix worldMatrix = inputs[0]->GetMatrix();
+                                                                    float tangentFov_2 = tanf(inputs[4]->GetFloat());
+                                                                    float  nearDistance = inputs[5]->GetFloat();
+                                                                    float  farDistance  = inputs[6]->GetFloat();
+                                                                    float  aspectRatio  = inputs[7]->GetFloat();
+                                                                    float  nearY        = 0.0f;
+                                                                    float  nearX        = 0.0f;
+                                                                    float  farY         = 0.0f;
+                                                                    float  farX         = 0.0f;
+                                                                    if(inputs[1]->GetInteger() == Dali::Camera::ProjectionMode::PERSPECTIVE_PROJECTION)
+                                                                    {
+                                                                      if(inputs[2]->GetInteger() == Dali::DevelCameraActor::ProjectionDirection::VERTICAL)
+                                                                      {
+                                                                        nearY = tangentFov_2 * nearDistance;
+                                                                        nearX = nearY * aspectRatio;
+                                                                        farY  = tangentFov_2 * farDistance;
+                                                                        farX  = farY * aspectRatio;
+                                                                      }
+                                                                      else
+                                                                      {
+                                                                        nearX = tangentFov_2 * nearDistance;
+                                                                        nearY = nearX / aspectRatio;
+                                                                        farX  = tangentFov_2 * farDistance;
+                                                                        farY  = farX / aspectRatio;
+                                                                      }
+                                                                    }
+                                                                    else
+                                                                    {
+                                                                      if(inputs[2]->GetInteger() == Dali::DevelCameraActor::ProjectionDirection::VERTICAL)
+                                                                      {
+                                                                        nearY = inputs[3]->GetFloat();
+                                                                        nearX = nearY * aspectRatio;
+                                                                      }
+                                                                      else
+                                                                      {
+                                                                        nearX = inputs[3]->GetFloat();
+                                                                        nearY = nearX / aspectRatio;
+                                                                      }
+                                                                      farX = nearX;
+                                                                      farY = nearY;
+                                                                    }
+
+                                                                    std::vector<Vector4> points;
+                                                                    points.push_back(Vector4(nearX, nearY, nearDistance, 1.0f));
+                                                                    points.push_back(Vector4(-nearX, nearY, nearDistance, 1.0f));
+                                                                    points.push_back(Vector4(-nearX, -nearY, nearDistance, 1.0f));
+                                                                    points.push_back(Vector4(nearX, -nearY, nearDistance, 1.0f));
+                                                                    points.push_back(Vector4(farX, farY, farDistance, 1.0f));
+                                                                    points.push_back(Vector4(-farX, farY, farDistance, 1.0f));
+                                                                    points.push_back(Vector4(-farX, -farY, farDistance, 1.0f));
+                                                                    points.push_back(Vector4(farX, -farY, farDistance, 1.0f));
+
+                                                                    Vector3 areaMin = Vector3::ONE * MAXFLOAT, areaMax = Vector3::ONE * -MAXFLOAT;
+                                                                    for(auto&& point : points)
+                                                                    {
+                                                                      Vector4 pointW = worldMatrix * point;
+                                                                      Vector4 pointV = inputs[8]->GetMatrix() * pointW;
+                                                                      areaMin.x      = std::min(areaMin.x, pointV.x);
+                                                                      areaMin.y      = std::min(areaMin.y, pointV.y);
+                                                                      areaMin.z      = std::min(areaMin.z, pointV.z);
+                                                                      areaMax.x      = std::max(areaMax.x, pointV.x);
+                                                                      areaMax.y      = std::max(areaMax.y, pointV.y);
+                                                                      areaMax.z      = std::max(areaMax.z, pointV.z);
+                                                                    }
+
+                                                                    Vector2 center        = Vector2(areaMax + areaMin) / 2.0f;
+                                                                    float   delta         = std::max(std::abs(areaMax.x - areaMin.x), std::abs(areaMax.y - areaMin.y));
+                                                                    float   delta_2       = delta * 0.5f;
+                                                                    Vector2 squareAreaMin = center - Vector2::ONE * delta_2;
+                                                                    Vector2 squareAreaMax = center + Vector2::ONE * delta_2;
+                                                                    float   deltaZ        = areaMax.z - areaMin.z;
+
+                                                                    float right  = -squareAreaMin.x;
+                                                                    float left   = -squareAreaMax.x;
+                                                                    float top    = squareAreaMin.y;
+                                                                    float bottom = squareAreaMax.y;
+                                                                    float near   = areaMin.z;
+                                                                    float far    = areaMax.z;
+
+                                                                    float* projMatrix = output.AsFloat();
+
+                                                                    projMatrix[0] = -2.0f / delta;
+                                                                    projMatrix[1] = 0.0f;
+                                                                    projMatrix[2] = 0.0f;
+                                                                    projMatrix[3] = 0.0f;
+
+                                                                    projMatrix[4] = 0.0f;
+                                                                    projMatrix[5] = -2.0f / delta;
+                                                                    projMatrix[6] = 0.0f;
+                                                                    projMatrix[7] = 0.0f;
+
+                                                                    projMatrix[8]  = 0.0f;
+                                                                    projMatrix[9]  = 0.0f;
+                                                                    projMatrix[10] = 2.0f / deltaZ;
+                                                                    projMatrix[11] = 0.0f;
+
+                                                                    projMatrix[12] = -(right + left) / delta;
+                                                                    projMatrix[13] = -(top + bottom) / delta;
+                                                                    projMatrix[14] = -(near + far) / deltaZ;
+                                                                    projMatrix[15] = 1.0f; });
+  projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::Actor::Property::WORLD_MATRIX});
+  projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::PROJECTION_MODE});
+  projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::DevelCameraActor::Property::PROJECTION_DIRECTION});
+  projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::DevelCameraActor::Property::ORTHOGRAPHIC_SIZE});
+  projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::FIELD_OF_VIEW});
+  projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::NEAR_PLANE_DISTANCE});
+  projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::FAR_PLANE_DISTANCE});
+  projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::ASPECT_RATIO});
+  projectionMatrixConstraint.AddSource(Source{shadowLightCamera, tempViewMatrixIndex});
+  projectionMatrixConstraint.ApplyPost();
+}
 
 } // anonymous namespace
 
 SceneView::SceneView()
-: Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT))
+: Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT)),
+  mWindowOrientation(DEFAULT_ORIENTATION),
+  mSkybox(),
+  mSkyboxOrientation(Quaternion()),
+  mSkyboxIntensity(1.0f),
+  mShaderManager(new Scene3D::Loader::ShaderManager())
 {
 }
 
-SceneView::~SceneView() = default;
+SceneView::~SceneView()
+{
+  if(Dali::Adaptor::IsAvailable())
+  {
+    if(mIblDiffuseLoadTask)
+    {
+      Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
+      mIblDiffuseLoadTask.Reset();
+    }
+    if(mIblSpecularLoadTask)
+    {
+      Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
+      mIblSpecularLoadTask.Reset();
+    }
+    if(mSkyboxLoadTask)
+    {
+      Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
+      mSkyboxLoadTask.Reset();
+    }
+  }
+}
 
 Dali::Scene3D::SceneView SceneView::New()
 {
@@ -118,17 +372,17 @@ void SceneView::RemoveCamera(CameraActor camera)
   }
 }
 
-uint32_t SceneView::GetCameraCount()
+uint32_t SceneView::GetCameraCount() const
 {
   return mCameras.size();
 }
 
-CameraActor SceneView::GetSelectedCamera()
+CameraActor SceneView::GetSelectedCamera() const
 {
   return mSelectedCamera;
 }
 
-CameraActor SceneView::GetCamera(uint32_t index)
+CameraActor SceneView::GetCamera(uint32_t index) const
 {
   if(index < mCameras.size())
   {
@@ -138,7 +392,7 @@ CameraActor SceneView::GetCamera(uint32_t index)
   return CameraActor();
 }
 
-CameraActor SceneView::GetCamera(const std::string& name)
+CameraActor SceneView::GetCamera(const std::string& name) const
 {
   CameraActor returnCamera;
   for(auto&& camera : mCameras)
@@ -162,51 +416,266 @@ void SceneView::SelectCamera(const std::string& name)
   UpdateCamera(GetCamera(name));
 }
 
-void SceneView::RegisterModelView(Scene3D::ModelView modelView)
+void SceneView::RegisterSceneItem(Scene3D::Internal::LightObserver* item)
 {
-  if(modelView)
+  if(item)
   {
-    modelView.SetImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor);
-    mModels.push_back(modelView);
+    item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
+    mItems.push_back(item);
   }
 }
 
-void SceneView::UnregisterModelView(Scene3D::ModelView modelView)
+void SceneView::UnregisterSceneItem(Scene3D::Internal::LightObserver* item)
 {
-  if(modelView)
+  if(item)
   {
-    for(uint32_t i = 0; i < mModels.size(); ++i)
+    for(uint32_t i = 0; i < mItems.size(); ++i)
     {
-      if(mModels[i] == modelView)
+      if(mItems[i] == item)
       {
-        mModels.erase(mModels.begin() + i);
+        mItems.erase(mItems.begin() + i);
         break;
       }
     }
   }
 }
 
-void SceneView::SetImageBasedLightSource(const std::string& diffuse, const std::string& specular, float scaleFactor)
+void SceneView::SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor)
 {
-  Texture diffuseTexture = Dali::Scene3D::Loader::LoadCubeMap(diffuse);
-  if(diffuseTexture)
+  bool needIblReset = false;
+  bool isOnScene    = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
+  if(mDiffuseIblUrl != diffuseUrl)
   {
-    Texture specularTexture = Dali::Scene3D::Loader::LoadCubeMap(specular);
-    if(specularTexture)
+    mDiffuseIblUrl = diffuseUrl;
+    if(mDiffuseIblUrl.empty())
     {
-      mDiffuseTexture  = diffuseTexture;
-      mSpecularTexture = specularTexture;
-      mIblScaleFactor  = scaleFactor;
+      needIblReset = true;
+    }
+    else
+    {
+      mIblDiffuseDirty         = true;
+      mIblDiffuseResourceReady = false;
+    }
+  }
+
+  if(mSpecularIblUrl != specularUrl)
+  {
+    mSpecularIblUrl = specularUrl;
+    if(mSpecularIblUrl.empty())
+    {
+      needIblReset = true;
+    }
+    else
+    {
+      mIblSpecularDirty         = true;
+      mIblSpecularResourceReady = false;
+    }
+  }
+
+  // If one or both of diffuse url and specular url are empty,
+  // we don't need to request to load texture.
+  if(needIblReset)
+  {
+    if(mIblDiffuseLoadTask)
+    {
+      Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
+      mIblDiffuseLoadTask.Reset();
+    }
+
+    if(mIblSpecularLoadTask)
+    {
+      Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
+      mIblSpecularLoadTask.Reset();
+    }
+
+    mIblDiffuseDirty          = false;
+    mIblSpecularDirty         = false;
+    mIblDiffuseResourceReady  = true;
+    mIblSpecularResourceReady = true;
 
-      for(auto&& model : mModels)
+    mDiffuseTexture.Reset();
+    mSpecularTexture.Reset();
+
+    mSpecularMipmapLevels = 1u;
+    NotifyImageBasedLightTextureChange();
+  }
+  else
+  {
+    if(isOnScene && mIblDiffuseDirty)
+    {
+      if(mIblDiffuseLoadTask)
+      {
+        Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
+        mIblDiffuseLoadTask.Reset();
+      }
+      mIblDiffuseLoadTask = new EnvironmentMapLoadTask(mDiffuseIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &SceneView::OnIblDiffuseLoadComplete));
+      Dali::AsyncTaskManager::Get().AddTask(mIblDiffuseLoadTask);
+      mIblDiffuseDirty = false;
+    }
+
+    if(isOnScene && mIblSpecularDirty)
+    {
+      if(mIblSpecularLoadTask)
       {
-        if(model)
-        {
-          model.SetImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor);
-        }
+        Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
+        mIblSpecularLoadTask.Reset();
       }
+      mIblSpecularLoadTask = new EnvironmentMapLoadTask(mSpecularIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &SceneView::OnIblSpecularLoadComplete));
+      Dali::AsyncTaskManager::Get().AddTask(mIblSpecularLoadTask);
+      mIblSpecularDirty = false;
     }
   }
+
+  if(!Dali::Equals(mIblScaleFactor, scaleFactor))
+  {
+    SetImageBasedLightScaleFactor(scaleFactor);
+  }
+
+  // If diffuse and specular textures are already loaded, emits resource ready signal here.
+  if(IsResourceReady())
+  {
+    Control::SetResourceReady();
+  }
+}
+
+void SceneView::SetImageBasedLightScaleFactor(float scaleFactor)
+{
+  mIblScaleFactor = scaleFactor;
+  for(auto&& item : mItems)
+  {
+    if(item)
+    {
+      item->NotifyImageBasedLightScaleFactor(scaleFactor);
+    }
+  }
+}
+
+float SceneView::GetImageBasedLightScaleFactor() const
+{
+  return mIblScaleFactor;
+}
+
+void SceneView::AddLight(Scene3D::Light light)
+{
+  bool enabled = mShaderManager->AddLight(light);
+  mLights.push_back(std::make_pair(light, enabled));
+
+  if(light.IsShadowEnabled())
+  {
+    SetShadow(light);
+  }
+}
+
+void SceneView::RemoveLight(Scene3D::Light light)
+{
+  mShaderManager->RemoveLight(light);
+  for(uint32_t i = 0; i < mLights.size(); ++i)
+  {
+    if(mLights[i].first == light)
+    {
+      mLights.erase(mLights.begin() + i);
+      break;
+    }
+  }
+
+  if(mLights.size() > mShaderManager->GetLightCount())
+  {
+    for(auto&& waitingLight : mLights)
+    {
+      if(waitingLight.second)
+      {
+        continue;
+      }
+
+      waitingLight.second = mShaderManager->AddLight(waitingLight.first);
+      break;
+    }
+  }
+
+  if(light == mShadowLight)
+  {
+    RemoveShadow(light);
+  }
+
+  if(!mShadowLight)
+  {
+    for(auto&& lightEntity : mLights)
+    {
+      if(!lightEntity.second || !lightEntity.first.IsShadowEnabled())
+      {
+        continue;
+      }
+      SetShadow(lightEntity.first);
+      break;
+    }
+  }
+}
+
+void SceneView::SetShadow(Scene3D::Light light)
+{
+  if(!!mShadowLight)
+  {
+    return;
+  }
+
+  auto foundLight = std::find_if(mLights.begin(), mLights.end(), [light](std::pair<Scene3D::Light, bool> lightEntity) -> bool
+                                 { return (lightEntity.second && lightEntity.first == light); });
+
+  if(foundLight == mLights.end())
+  {
+    return;
+  }
+
+  mShadowLight = light;
+
+  // Directional Light setting.
+  CameraActor lightCamera    = GetImplementation(light).GetCamera();
+  CameraActor selectedCamera = GetSelectedCamera();
+  SetShadowLightConstraint(selectedCamera, lightCamera);
+
+  // make framebuffer for depth map and set it to render task.
+  Vector3  size               = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+  uint32_t shadowMapBufferSize = std::min(static_cast<uint32_t>(std::max(size.width, size.height)), MAXIMUM_SIZE_SHADOW_MAP);
+  UpdateShadowMapBuffer(shadowMapBufferSize);
+
+  // use lightCamera as a camera of shadow render task.
+  mShadowMapRenderTask.SetCameraActor(lightCamera);
+
+  mShaderManager->SetShadow(light);
+}
+
+void SceneView::RemoveShadow(Scene3D::Light light)
+{
+  if(mShadowLight != light)
+  {
+    return;
+  }
+
+  // remove all constraint from light camera
+  CameraActor lightCamera = GetImplementation(mShadowLight).GetCamera();
+  lightCamera.RemoveConstraints();
+
+  // reset framebuffer and remove it from render task.
+  mShadowFrameBuffer.Reset();
+  mShaderManager->RemoveShadow();
+  mShadowMapRenderTask.SetCameraActor(CameraActor());
+
+  mShadowLight.Reset();
+
+  for(auto&& lightEntity : mLights)
+  {
+    if(!lightEntity.second || !lightEntity.first.IsShadowEnabled())
+    {
+      continue;
+    }
+    SetShadow(lightEntity.first);
+    break;
+  }
+}
+
+uint32_t SceneView::GetActivatedLightCount() const
+{
+  return mShaderManager->GetLightCount();
 }
 
 void SceneView::UseFramebuffer(bool useFramebuffer)
@@ -218,11 +687,97 @@ void SceneView::UseFramebuffer(bool useFramebuffer)
   }
 }
 
-bool SceneView::IsUsingFramebuffer()
+bool SceneView::IsUsingFramebuffer() const
 {
   return mUseFrameBuffer;
 }
 
+void SceneView::SetFramebufferMultiSamplingLevel(uint8_t multiSamplingLevel)
+{
+  if(mFrameBufferMultiSamplingLevel != multiSamplingLevel)
+  {
+    mFrameBufferMultiSamplingLevel = multiSamplingLevel;
+
+    // Create new framebuffer with changed multiSamplingLevel.
+    if(mRenderTask && mFrameBuffer && mTexture)
+    {
+      Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+
+      mFrameBuffer = FrameBuffer::New(size.width, size.height, FrameBuffer::Attachment::DEPTH_STENCIL);
+      mFrameBuffer.AttachColorTexture(mTexture);
+      DevelFrameBuffer::SetMultiSamplingLevel(mFrameBuffer, mFrameBufferMultiSamplingLevel);
+      mRenderTask.SetFrameBuffer(mFrameBuffer);
+
+      // Note : we don't need to create new visual since visual's url is depend on mTexture.
+    }
+  }
+}
+
+uint8_t SceneView::GetFramebufferMultiSamplingLevel() const
+{
+  return mFrameBufferMultiSamplingLevel;
+}
+
+void SceneView::SetSkybox(const std::string& skyboxUrl)
+{
+  if(mSkyboxUrl != skyboxUrl)
+  {
+    UpdateSkybox(skyboxUrl, mSkyboxEnvironmentMapType);
+  }
+}
+
+void SceneView::SetSkyboxEnvironmentMapType(Scene3D::EnvironmentMapType skyboxEnvironmentMapType)
+{
+  if(mSkyboxEnvironmentMapType != skyboxEnvironmentMapType)
+  {
+    UpdateSkybox(mSkyboxUrl, skyboxEnvironmentMapType);
+  }
+}
+
+void SceneView::SetSkyboxIntensity(float intensity)
+{
+  mSkyboxIntensity = intensity;
+  if(intensity < 0)
+  {
+    DALI_LOG_ERROR("Intensity should be greater than or equal to 0.\n");
+    mSkyboxIntensity = 0.0f;
+  }
+
+  if(mSkybox)
+  {
+    mSkybox.RegisterProperty(SKYBOX_INTENSITY_STRING.data(), mSkyboxIntensity);
+  }
+}
+
+float SceneView::GetSkyboxIntensity() const
+{
+  return mSkyboxIntensity;
+}
+
+void SceneView::SetSkyboxOrientation(const Quaternion& orientation)
+{
+  mSkyboxOrientation = orientation;
+  if(mSkybox)
+  {
+    mSkybox.SetProperty(Dali::Actor::Property::ORIENTATION, orientation);
+  }
+}
+
+Quaternion SceneView::GetSkyboxOrientation() const
+{
+  return mSkyboxOrientation;
+}
+
+Dali::Scene3D::Loader::ShaderManagerPtr SceneView::GetShaderManager() const
+{
+  return mShaderManager;
+}
+
+void SceneView::UpdateShadowUniform(Scene3D::Light light)
+{
+  mShaderManager->UpdateShadowUniform(light);
+}
+
 ///////////////////////////////////////////////////////////
 //
 // Private methods
@@ -230,14 +785,85 @@ bool SceneView::IsUsingFramebuffer()
 
 void SceneView::OnSceneConnection(int depth)
 {
-  UpdateRenderTask();
+  // If diffuse and specular url is not valid, IBL does not need to be loaded.
+  if(!mDiffuseIblUrl.empty() && !mSpecularIblUrl.empty())
+  {
+    SetImageBasedLightSource(mDiffuseIblUrl, mSpecularIblUrl, mIblScaleFactor);
+  }
+
+  if(!mSkyboxUrl.empty())
+  {
+    UpdateSkybox(mSkyboxUrl, mSkyboxEnvironmentMapType);
+  }
+
+  Window window = DevelWindow::Get(Self());
+  if(window)
+  {
+    // Only for on-screen window
+    window.ResizeSignal().Connect(this, &SceneView::OnWindowResized);
+
+    mWindow            = window;
+    mWindowOrientation = DevelWindow::GetPhysicalOrientation(window);
+  }
+
+  // On-screen / Off-screen window
+  mSceneHolder = Integration::SceneHolder::Get(Self());
+  if(mSceneHolder)
+  {
+    RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
+    mShadowMapRenderTask    = taskList.CreateTask();
+    mShadowMapRenderTask.SetSourceActor(mRootLayer);
+    mShadowMapRenderTask.SetExclusive(true);
+    mShadowMapRenderTask.SetInputEnabled(false);
+    mShadowMapRenderTask.SetCullMode(false);
+    mShadowMapRenderTask.SetClearEnabled(true);
+    mShadowMapRenderTask.SetClearColor(Color::WHITE);
+    mShadowMapRenderTask.SetRenderPassTag(10);
+    mShadowMapRenderTask.SetCameraActor(CameraActor());
+
+    mRenderTask = taskList.CreateTask();
+    mRenderTask.SetSourceActor(mRootLayer);
+    mRenderTask.SetExclusive(true);
+    mRenderTask.SetInputEnabled(true);
+    mRenderTask.SetCullMode(false);
+    mRenderTask.SetScreenToFrameBufferMappingActor(Self());
+
+    UpdateRenderTask();
+  }
 
   Control::OnSceneConnection(depth);
 }
 
 void SceneView::OnSceneDisconnection()
 {
-  mModels.clear();
+  mItems.clear();
+
+  Window window = mWindow.GetHandle();
+  if(window)
+  {
+    window.ResizeSignal().Disconnect(this, &SceneView::OnWindowResized);
+  }
+  mWindow.Reset();
+
+  if(mSceneHolder)
+  {
+    if(mRenderTask)
+    {
+      RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
+      taskList.RemoveTask(mRenderTask);
+      mRenderTask.Reset();
+    }
+    if(mShadowMapRenderTask)
+    {
+      RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
+      taskList.RemoveTask(mShadowMapRenderTask);
+      mShadowMapRenderTask.Reset();
+    }
+    mSceneHolder.Reset();
+  }
+  mFrameBuffer.Reset();
+  mShadowFrameBuffer.Reset();
+
   Control::OnSceneDisconnection();
 }
 
@@ -253,18 +879,9 @@ void SceneView::OnInitialize()
   mRootLayer.SetProperty(Dali::Actor::Property::INHERIT_SCALE, false);
   self.Add(mRootLayer);
 
-  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
-  mRenderTask             = taskList.CreateTask();
-  mRenderTask.SetSourceActor(mRootLayer);
-  mRenderTask.SetExclusive(true);
-  mRenderTask.SetInputEnabled(true);
-  mRenderTask.SetCullMode(false);
-  mRenderTask.SetScreenToFrameBufferMappingActor(Self());
-
-  mDefaultCamera = Dali::CameraActor::New();
+  mDefaultCamera = Dali::CameraActor::New3DCamera();
   mDefaultCamera.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
   mDefaultCamera.SetProperty(Dali::Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
-  mDefaultCamera.SetNearClippingPlane(1.0f);
   AddCamera(mDefaultCamera);
   UpdateCamera(mDefaultCamera);
 }
@@ -305,6 +922,11 @@ void SceneView::OnRelayout(const Vector2& size, RelayoutContainer& container)
   UpdateRenderTask();
 }
 
+bool SceneView::IsResourceReady() const
+{
+  return mIblDiffuseResourceReady && mIblSpecularResourceReady && mSkyboxResourceReady;
+}
+
 void SceneView::UpdateCamera(CameraActor camera)
 {
   if(camera)
@@ -317,6 +939,10 @@ void SceneView::UpdateCamera(CameraActor camera)
   }
 
   mSelectedCamera = camera;
+  if(mShadowLight)
+  {
+    SetShadowLightConstraint(mSelectedCamera, GetImplementation(mShadowLight).GetCamera());
+  }
   UpdateRenderTask();
 }
 
@@ -329,30 +955,30 @@ void SceneView::UpdateRenderTask()
       mRenderTask.SetCameraActor(mSelectedCamera);
     }
 
-    Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
+    Vector3     size        = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
     const float aspectRatio = size.width / size.height;
     mSelectedCamera.SetAspectRatio(aspectRatio);
-    const float halfHeight = mSelectedCamera[Dali::CameraActor::Property::TOP_PLANE_DISTANCE];
-    const float halfWidth = aspectRatio * halfHeight;
-    mSelectedCamera[Dali::CameraActor::Property::LEFT_PLANE_DISTANCE]   = -halfWidth;
-    mSelectedCamera[Dali::CameraActor::Property::RIGHT_PLANE_DISTANCE]  = halfWidth;
-    mSelectedCamera[Dali::CameraActor::Property::TOP_PLANE_DISTANCE]    = halfHeight; // Top is +ve to keep consistency with orthographic values
-    mSelectedCamera[Dali::CameraActor::Property::BOTTOM_PLANE_DISTANCE] = -halfHeight; // Bottom is -ve to keep consistency with orthographic values
+
+    uint32_t shadowMapBufferSize = std::min(static_cast<uint32_t>(std::max(size.width, size.height)), MAXIMUM_SIZE_SHADOW_MAP);
+    UpdateShadowMapBuffer(shadowMapBufferSize);
+
     if(mUseFrameBuffer)
     {
       Dali::FrameBuffer currentFrameBuffer = mRenderTask.GetFrameBuffer();
       if(!currentFrameBuffer ||
-         currentFrameBuffer.GetColorTexture().GetWidth() != size.width ||
-         currentFrameBuffer.GetColorTexture().GetHeight() != size.height)
+         !Dali::Equals(currentFrameBuffer.GetColorTexture().GetWidth(), size.width) ||
+         !Dali::Equals(currentFrameBuffer.GetColorTexture().GetHeight(), size.height))
       {
+        mRootLayer.SetProperty(Dali::Actor::Property::COLOR_MODE, ColorMode::USE_OWN_COLOR);
         mRenderTask.ResetViewportGuideActor();
         mRenderTask.SetViewport(Dali::Viewport(Vector4::ZERO));
 
         // create offscreen buffer of new size to render our child actors to
-        mTexture      = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(size.width), unsigned(size.height));
-        mRenderTarget = FrameBuffer::New(size.width, size.height, FrameBuffer::Attachment::DEPTH_STENCIL);
-        mRenderTarget.AttachColorTexture(mTexture);
-        Dali::Toolkit::ImageUrl imageUrl = Dali::Toolkit::Image::GenerateUrl(mRenderTarget, 0u);
+        mTexture     = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(size.width), unsigned(size.height));
+        mFrameBuffer = FrameBuffer::New(size.width, size.height, FrameBuffer::Attachment::DEPTH_STENCIL);
+        mFrameBuffer.AttachColorTexture(mTexture);
+        DevelFrameBuffer::SetMultiSamplingLevel(mFrameBuffer, mFrameBufferMultiSamplingLevel);
+        Dali::Toolkit::ImageUrl imageUrl = Dali::Toolkit::Image::GenerateUrl(mFrameBuffer, 0u);
 
         Property::Map imagePropertyMap;
         imagePropertyMap.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
@@ -363,7 +989,7 @@ void SceneView::UpdateRenderTask()
 
         Toolkit::DevelControl::RegisterVisual(*this, RENDERING_BUFFER, mVisual);
 
-        mRenderTask.SetFrameBuffer(mRenderTarget);
+        mRenderTask.SetFrameBuffer(mFrameBuffer);
         mRenderTask.SetClearEnabled(true);
         mRenderTask.SetClearColor(Color::TRANSPARENT);
       }
@@ -373,9 +999,195 @@ void SceneView::UpdateRenderTask()
       mRenderTask.SetViewportGuideActor(Self());
       if(mRenderTask.GetFrameBuffer())
       {
+        mRootLayer.SetProperty(Dali::Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_ALPHA);
         FrameBuffer framebuffer;
         mRenderTask.SetFrameBuffer(framebuffer);
         mRenderTask.SetClearEnabled(false);
+
+        Toolkit::DevelControl::UnregisterVisual(*this, RENDERING_BUFFER);
+
+        mVisual.Reset();
+        mFrameBuffer.Reset();
+        mTexture.Reset();
+      }
+    }
+
+    RotateCamera();
+  }
+}
+
+void SceneView::OnWindowResized(Window window, Window::WindowSize size)
+{
+  mWindowOrientation = DevelWindow::GetPhysicalOrientation(window);
+  RotateCamera();
+}
+
+void SceneView::RotateCamera()
+{
+  if(mUseFrameBuffer)
+  {
+    DevelCameraActor::RotateProjection(mSelectedCamera, DEFAULT_ORIENTATION);
+  }
+  else
+  {
+    DevelCameraActor::RotateProjection(mSelectedCamera, mWindowOrientation);
+  }
+}
+
+void SceneView::UpdateSkybox(const std::string& skyboxUrl, Scene3D::EnvironmentMapType skyboxEnvironmentMapType)
+{
+  bool isOnScene = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
+  if(mSkyboxUrl != skyboxUrl || mSkyboxEnvironmentMapType != skyboxEnvironmentMapType)
+  {
+    mSkyboxDirty              = true;
+    mSkyboxResourceReady      = false;
+    mSkyboxUrl                = skyboxUrl;
+    mSkyboxEnvironmentMapType = skyboxEnvironmentMapType;
+  }
+
+  if(mSkyboxUrl.empty())
+  {
+    if(mSkyboxLoadTask)
+    {
+      Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
+      mSkyboxLoadTask.Reset();
+    }
+
+    if(mSkybox)
+    {
+      mSkybox.Unparent();
+      mSkybox.Reset();
+      mSkyboxTexture.Reset();
+    }
+
+    mSkyboxDirty         = false;
+    mSkyboxResourceReady = true;
+  }
+  else
+  {
+    if(isOnScene && mSkyboxDirty)
+    {
+      if(mSkyboxLoadTask)
+      {
+        Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
+        mSkyboxLoadTask.Reset();
+      }
+
+      mSkyboxLoadTask = new EnvironmentMapLoadTask(mSkyboxUrl, mSkyboxEnvironmentMapType, MakeCallback(this, &SceneView::OnSkyboxLoadComplete));
+      Dali::AsyncTaskManager::Get().AddTask(mSkyboxLoadTask);
+      mSkyboxDirty = false;
+    }
+  }
+
+  if(IsResourceReady())
+  {
+    Control::SetResourceReady();
+  }
+}
+
+void SceneView::OnSkyboxLoadComplete()
+{
+  if(!mSkybox)
+  {
+    mSkybox = CreateSkybox();
+    SetSkyboxIntensity(mSkyboxIntensity);
+    SetSkyboxOrientation(mSkyboxOrientation);
+    if(mRootLayer)
+    {
+      mRootLayer.Add(mSkybox);
+    }
+  }
+
+  mSkyboxResourceReady = true;
+  if(IsResourceReady())
+  {
+    Control::SetResourceReady();
+  }
+
+  mSkyboxTexture = mSkyboxLoadTask->GetLoadedTexture();
+  Shader skyboxShader;
+  if(mSkyboxLoadTask->GetEnvironmentMapType() == Scene3D::EnvironmentMapType::CUBEMAP)
+  {
+    skyboxShader = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
+  }
+  else
+  {
+    skyboxShader = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_EQUIRECTANGULAR_SHADER_FRAG.data());
+  }
+
+  Renderer skyboxRenderer = (mSkybox.GetRendererCount() > 0u) ? mSkybox.GetRendererAt(0u) : Renderer();
+  if(skyboxRenderer)
+  {
+    Dali::TextureSet skyboxTextures = TextureSet::New();
+    skyboxTextures.SetTexture(0, mSkyboxTexture);
+    skyboxRenderer.SetTextures(skyboxTextures);
+    skyboxRenderer.SetShader(skyboxShader);
+  }
+
+  mSkyboxLoadTask.Reset();
+}
+
+void SceneView::OnIblDiffuseLoadComplete()
+{
+  mDiffuseTexture          = mIblDiffuseLoadTask->GetLoadedTexture();
+  mIblDiffuseResourceReady = true;
+  if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
+  {
+    OnIblLoadComplete();
+  }
+  mIblDiffuseLoadTask.Reset();
+}
+
+void SceneView::OnIblSpecularLoadComplete()
+{
+  mSpecularTexture          = mIblSpecularLoadTask->GetLoadedTexture();
+  mSpecularMipmapLevels     = mIblSpecularLoadTask->GetMipmapLevels();
+  mIblSpecularResourceReady = true;
+  if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
+  {
+    OnIblLoadComplete();
+  }
+  mIblSpecularLoadTask.Reset();
+}
+
+void SceneView::OnIblLoadComplete()
+{
+  NotifyImageBasedLightTextureChange();
+  if(IsResourceReady())
+  {
+    Control::SetResourceReady();
+  }
+}
+
+void SceneView::NotifyImageBasedLightTextureChange()
+{
+  for(auto&& item : mItems)
+  {
+    if(item)
+    {
+      item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
+    }
+  }
+}
+
+void SceneView::UpdateShadowMapBuffer(uint32_t shadowMapSize)
+{
+  Dali::FrameBuffer currentShadowFrameBuffer = mShadowMapRenderTask.GetFrameBuffer();
+  if(mShadowLight &&
+     (!currentShadowFrameBuffer ||
+      !Dali::Equals(DevelFrameBuffer::GetDepthTexture(currentShadowFrameBuffer).GetWidth(), shadowMapSize)))
+  {
+    mShadowFrameBuffer.Reset();
+    Dali::Texture shadowTexture = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::DEPTH_UNSIGNED_INT, shadowMapSize, shadowMapSize);
+    mShadowFrameBuffer          = FrameBuffer::New(shadowMapSize, shadowMapSize, FrameBuffer::Attachment::NONE);
+    DevelFrameBuffer::AttachDepthTexture(mShadowFrameBuffer, shadowTexture);
+    mShadowMapRenderTask.SetFrameBuffer(mShadowFrameBuffer);
+
+    for(auto&& item : mItems)
+    {
+      if(item)
+      {
+        item->NotifyShadowMapTexture(shadowTexture);
       }
     }
   }