// INTERNAL INCLUDES
#include <dali-scene3d/internal/common/environment-map-load-task.h>
-#include <dali-scene3d/internal/common/image-based-light-observer.h>
+#include <dali-scene3d/internal/common/light-observer.h>
#include <dali-scene3d/public-api/controls/scene-view/scene-view.h>
+#include <dali-scene3d/public-api/loader/shader-manager.h>
namespace Dali
{
*
* @param[in] item scene observer to be registered.
*/
- void RegisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item);
+ void RegisterSceneItem(Scene3D::Internal::LightObserver* item);
/**
* @brief Unregister an item
*
* @param[in] item scene observer to be unregistered.
*/
- void UnregisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item);
+ void UnregisterSceneItem(Scene3D::Internal::LightObserver* item);
/**
* @copydoc SceneView::SetImageBasedLightSource()
float GetImageBasedLightScaleFactor() const;
/**
+ * @brief Adds a Light object to this SceneView.
+ * Multiple light object can be added on this SceneView
+ * But the number of lights those actually turned on has limitation.
+ * Scene3D::Light::GetMaximumEnabledLightCount() method can be used to know the maximum namber.
+ *
+ * @param[in] light Light object to be added.
+ */
+ void AddLight(Scene3D::Light light);
+
+ /**
+ * @brief Removes a Light object to this SceneView.
+ * If the light is currently turned on, and SceneView has lights more than maximum number of enabled light.
+ * One of light in queue is turned on after this light is removed.
+ *
+ * @param[in] light Light object to be removed.
+ */
+ void RemoveLight(Scene3D::Light light);
+
+ /**
+ * @brief Set a shadow to this scene by input light.
+ * Currently, SceneView supports only one shadow.
+ *
+ * @param[in] light Light object to make shadow.
+ * @note The shadow will be drawn if the input light is turn on in current scene.
+ */
+ void SetShadow(Scene3D::Light light);
+
+ /**
+ * @brief Removes Shadow from this SceneView.
+ *
+ * @param[in] light Light object to be removed.
+ */
+ void RemoveShadow(Scene3D::Light light);
+
+ /**
+ * @copydoc SceneView::GetActivatedLightCount()
+ */
+ uint32_t GetActivatedLightCount() const;
+
+ /**
* @copydoc SceneView::UseFramebuffer()
*/
void UseFramebuffer(bool useFramebuffer);
*/
Quaternion GetSkyboxOrientation() const;
+ /**
+ * @brief Retrieves ShaderManager of this SceneView.
+ * @return ShaderManager of this SceneView.
+ */
+ Dali::Scene3D::Loader::ShaderManagerPtr GetShaderManager() const;
+
+ /**
+ * @brief Update shader uniforms about shadow.
+ * @param[in] light Light that makes shadow.
+ */
+ void UpdateShadowUniform(Scene3D::Light light);
+
protected:
/**
* @brief Constructs a new SceneView.
*/
void NotifyImageBasedLightTextureChange();
+ /**
+ * @brief Update shadowMap framebuffer when the size should be changed.
+ * @param[in] shadowMapSize The size of shadowMap texture. The texture's width and hight is equal.
+ */
+ void UpdateShadowMapBuffer(uint32_t shadowMapSize);
+
private:
Toolkit::Visual::Base mVisual;
/////////////////////////////////////////////////////////////
// FrameBuffer and Rendertask to render child objects as a 3D Scene
- Dali::WeakHandle<Dali::Window> mWindow;
- Integration::SceneHolder mSceneHolder;
- CameraActor mDefaultCamera;
- CameraActor mSelectedCamera;
- std::vector<CameraActor> mCameras;
- std::vector<Scene3D::Internal::ImageBasedLightObserver*> mItems;
- Dali::FrameBuffer mFrameBuffer;
- Dali::Texture mTexture;
- Dali::RenderTask mRenderTask;
- Layer mRootLayer;
- int32_t mWindowOrientation;
- Dali::Actor mSkybox;
- Quaternion mSkyboxOrientation;
- float mSkyboxIntensity{1.0f};
- uint8_t mFrameBufferMultiSamplingLevel{0u};
+ Dali::WeakHandle<Dali::Window> mWindow;
+ Integration::SceneHolder mSceneHolder;
+ CameraActor mDefaultCamera;
+ CameraActor mSelectedCamera;
+ std::vector<CameraActor> mCameras;
+ std::vector<Scene3D::Internal::LightObserver*> mItems;
+ Dali::FrameBuffer mFrameBuffer;
+ Dali::Texture mTexture;
+ Dali::RenderTask mRenderTask;
+ Layer mRootLayer;
+ int32_t mWindowOrientation;
+ Dali::Actor mSkybox;
+ Quaternion mSkyboxOrientation;
+ float mSkyboxIntensity{1.0f};
+ uint8_t mFrameBufferMultiSamplingLevel{0u};
+
+ // Shader Factory
+ Dali::Scene3D::Loader::ShaderManagerPtr mShaderManager;
+
+ // Light
+ std::vector<std::pair<Scene3D::Light, bool>> mLights; // Pair of Light object and flag that denotes the light is currently activated or not.
+ Dali::FrameBuffer mShadowFrameBuffer;
+ Dali::RenderTask mShadowMapRenderTask;
+ Scene3D::Light mShadowLight;
// Asynchronous Loading.
EnvironmentMapLoadTaskPtr mSkyboxLoadTask;
bool mSkyboxDirty{false};
bool mIblDiffuseDirty{false};
bool mIblSpecularDirty{false};
-
- // TODO : Light Source
};
} // namespace Internal