Apply Light using Shader Manager
[platform/core/uifw/dali-toolkit.git] / dali-scene3d / internal / controls / scene-view / scene-view-impl.cpp
index a4158e1..b4bd19d 100644 (file)
@@ -39,6 +39,9 @@
 // INTERNAL INCLUDES
 #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>
 
 using namespace Dali;
 
@@ -61,6 +64,7 @@ DALI_TYPE_REGISTRATION_END()
 
 Property::Index   RENDERING_BUFFER    = Dali::Toolkit::Control::CONTROL_PROPERTY_END_INDEX + 1;
 constexpr int32_t DEFAULT_ORIENTATION = 0;
+constexpr int32_t INVALID_INDEX       = -1;
 
 static constexpr std::string_view SKYBOX_INTENSITY_STRING = "uIntensity";
 
@@ -151,7 +155,8 @@ SceneView::SceneView()
   mWindowOrientation(DEFAULT_ORIENTATION),
   mSkybox(),
   mSkyboxOrientation(Quaternion()),
-  mSkyboxIntensity(1.0f)
+  mSkyboxIntensity(1.0f),
+  mShaderManager(new Scene3D::Loader::ShaderManager())
 {
 }
 
@@ -273,16 +278,16 @@ void SceneView::SelectCamera(const std::string& name)
   UpdateCamera(GetCamera(name));
 }
 
-void SceneView::RegisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item)
+void SceneView::RegisterSceneItem(Scene3D::Internal::LightObserver* item)
 {
   if(item)
   {
-    item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor);
+    item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
     mItems.push_back(item);
   }
 }
 
-void SceneView::UnregisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item)
+void SceneView::UnregisterSceneItem(Scene3D::Internal::LightObserver* item)
 {
   if(item)
   {
@@ -353,6 +358,7 @@ void SceneView::SetImageBasedLightSource(const std::string& diffuseUrl, const st
     mDiffuseTexture.Reset();
     mSpecularTexture.Reset();
 
+    mSpecularMipmapLevels = 1u;
     NotifyImageBasedLightTextureChange();
   }
   else
@@ -390,7 +396,7 @@ void SceneView::SetImageBasedLightSource(const std::string& diffuseUrl, const st
   // If diffuse and specular textures are already loaded, emits resource ready signal here.
   if(IsResourceReady())
   {
-    Control::SetResourceReady(false);
+    Control::SetResourceReady();
   }
 }
 
@@ -411,6 +417,44 @@ 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));
+}
+
+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;
+    }
+  }
+}
+
+uint32_t SceneView::GetActivatedLightCount() const
+{
+  return mShaderManager->GetLightCount();
+}
+
 void SceneView::UseFramebuffer(bool useFramebuffer)
 {
   if(mUseFrameBuffer != useFramebuffer)
@@ -501,6 +545,11 @@ Quaternion SceneView::GetSkyboxOrientation() const
   return mSkyboxOrientation;
 }
 
+Dali::Scene3D::Loader::ShaderManagerPtr SceneView::GetShaderManager() const
+{
+  return mShaderManager;
+}
+
 ///////////////////////////////////////////////////////////
 //
 // Private methods
@@ -522,8 +571,18 @@ void SceneView::OnSceneConnection(int depth)
   Window window = DevelWindow::Get(Self());
   if(window)
   {
+    // Only for on-screen window
     window.ResizeSignal().Connect(this, &SceneView::OnWindowResized);
-    RenderTaskList taskList = window.GetRenderTaskList();
+
+    mWindow            = window;
+    mWindowOrientation = DevelWindow::GetPhysicalOrientation(window);
+  }
+
+  // On-screen / Off-screen window
+  mSceneHolder = Integration::SceneHolder::Get(Self());
+  if(mSceneHolder)
+  {
+    RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
     mRenderTask             = taskList.CreateTask();
     mRenderTask.SetSourceActor(mRootLayer);
     mRenderTask.SetExclusive(true);
@@ -532,7 +591,6 @@ void SceneView::OnSceneConnection(int depth)
     mRenderTask.SetScreenToFrameBufferMappingActor(Self());
 
     UpdateRenderTask();
-    mWindow = window;
   }
 
   Control::OnSceneConnection(depth);
@@ -546,14 +604,20 @@ void SceneView::OnSceneDisconnection()
   if(window)
   {
     window.ResizeSignal().Disconnect(this, &SceneView::OnWindowResized);
-    RenderTaskList taskList = window.GetRenderTaskList();
+  }
+  mWindow.Reset();
+
+  if(mSceneHolder)
+  {
     if(mRenderTask)
     {
+      RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
       taskList.RemoveTask(mRenderTask);
-      mFrameBuffer.Reset();
+      mRenderTask.Reset();
     }
+    mSceneHolder.Reset();
   }
-  mWindow.Reset();
+  mFrameBuffer.Reset();
 
   Control::OnSceneDisconnection();
 }
@@ -667,19 +731,10 @@ void SceneView::UpdateRenderTask()
         Property::Map imagePropertyMap;
         imagePropertyMap.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
         imagePropertyMap.Insert(Toolkit::ImageVisual::Property::URL, imageUrl.GetUrl());
-        // To make sure this visual call LoadTexture API immediate.
-        imagePropertyMap.Insert(Toolkit::ImageVisual::Property::LOAD_POLICY, Toolkit::ImageVisual::LoadPolicy::IMMEDIATE);
-        imagePropertyMap.Insert(Toolkit::ImageVisual::Property::RELEASE_POLICY, Toolkit::ImageVisual::ReleasePolicy::DESTROYED);
         // To flip rendered scene without CameraActor::SetInvertYAxis() to avoid backface culling.
         imagePropertyMap.Insert(Toolkit::ImageVisual::Property::PIXEL_AREA, Vector4(0.0f, 1.0f, 1.0f, -1.0f));
         mVisual = Toolkit::VisualFactory::Get().CreateVisual(imagePropertyMap);
 
-        // Use premultiplied alpha when we use FBO
-        if(mVisual)
-        {
-          Toolkit::GetImplementation(mVisual).EnablePreMultipliedAlpha(true);
-        }
-
         Toolkit::DevelControl::RegisterVisual(*this, RENDERING_BUFFER, mVisual);
 
         mRenderTask.SetFrameBuffer(mFrameBuffer);
@@ -745,6 +800,14 @@ void SceneView::UpdateSkybox(const std::string& skyboxUrl, Scene3D::EnvironmentM
       Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
       mSkyboxLoadTask.Reset();
     }
+
+    if(mSkybox)
+    {
+      mSkybox.Unparent();
+      mSkybox.Reset();
+      mSkyboxTexture.Reset();
+    }
+
     mSkyboxDirty         = false;
     mSkyboxResourceReady = true;
   }
@@ -766,7 +829,7 @@ void SceneView::UpdateSkybox(const std::string& skyboxUrl, Scene3D::EnvironmentM
 
   if(IsResourceReady())
   {
-    Control::SetResourceReady(false);
+    Control::SetResourceReady();
   }
 }
 
@@ -786,12 +849,12 @@ void SceneView::OnSkyboxLoadComplete()
   mSkyboxResourceReady = true;
   if(IsResourceReady())
   {
-    Control::SetResourceReady(false);
+    Control::SetResourceReady();
   }
 
   mSkyboxTexture = mSkyboxLoadTask->GetLoadedTexture();
   Shader skyboxShader;
-  if(mSkyboxEnvironmentMapType == Scene3D::EnvironmentMapType::CUBEMAP)
+  if(mSkyboxLoadTask->GetEnvironmentMapType() == Scene3D::EnvironmentMapType::CUBEMAP)
   {
     skyboxShader = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
   }
@@ -826,6 +889,7 @@ void SceneView::OnIblDiffuseLoadComplete()
 void SceneView::OnIblSpecularLoadComplete()
 {
   mSpecularTexture          = mIblSpecularLoadTask->GetLoadedTexture();
+  mSpecularMipmapLevels     = mIblSpecularLoadTask->GetMipmapLevels();
   mIblSpecularResourceReady = true;
   if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
   {
@@ -839,7 +903,7 @@ void SceneView::OnIblLoadComplete()
   NotifyImageBasedLightTextureChange();
   if(IsResourceReady())
   {
-    Control::SetResourceReady(false);
+    Control::SetResourceReady();
   }
 }
 
@@ -849,7 +913,7 @@ void SceneView::NotifyImageBasedLightTextureChange()
   {
     if(item)
     {
-      item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor);
+      item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
     }
   }
 }