// 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;
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";
mWindowOrientation(DEFAULT_ORIENTATION),
mSkybox(),
mSkyboxOrientation(Quaternion()),
- mSkyboxIntensity(1.0f)
+ mSkyboxIntensity(1.0f),
+ mShaderManager(new Scene3D::Loader::ShaderManager())
{
}
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)
{
mDiffuseTexture.Reset();
mSpecularTexture.Reset();
+ mSpecularMipmapLevels = 1u;
NotifyImageBasedLightTextureChange();
}
else
// If diffuse and specular textures are already loaded, emits resource ready signal here.
if(IsResourceReady())
{
- Control::SetResourceReady(false);
+ Control::SetResourceReady();
}
}
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)
return mSkyboxOrientation;
}
+Dali::Scene3D::Loader::ShaderManagerPtr SceneView::GetShaderManager() const
+{
+ return mShaderManager;
+}
+
///////////////////////////////////////////////////////////
//
// Private methods
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);
mRenderTask.SetScreenToFrameBufferMappingActor(Self());
UpdateRenderTask();
- mWindow = window;
}
Control::OnSceneConnection(depth);
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();
}
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);
Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
mSkyboxLoadTask.Reset();
}
+
+ if(mSkybox)
+ {
+ mSkybox.Unparent();
+ mSkybox.Reset();
+ mSkyboxTexture.Reset();
+ }
+
mSkyboxDirty = false;
mSkyboxResourceReady = true;
}
if(IsResourceReady())
{
- Control::SetResourceReady(false);
+ Control::SetResourceReady();
}
}
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());
}
void SceneView::OnIblSpecularLoadComplete()
{
mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
+ mSpecularMipmapLevels = mIblSpecularLoadTask->GetMipmapLevels();
mIblSpecularResourceReady = true;
if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
{
NotifyImageBasedLightTextureChange();
if(IsResourceReady())
{
- Control::SetResourceReady(false);
+ Control::SetResourceReady();
}
}
{
if(item)
{
- item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor);
+ item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
}
}
}