// 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)
{
}
}
-void SceneView::UnregisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item)
+void SceneView::UnregisterSceneItem(Scene3D::Internal::LightObserver* item)
{
if(item)
{
// 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();
}
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();
NotifyImageBasedLightTextureChange();
if(IsResourceReady())
{
- Control::SetResourceReady(false);
+ Control::SetResourceReady();
}
}