#include <dali-toolkit/public-api/controls/control-impl.h>
#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/actors/layer.h>
+#include <dali/public-api/adaptor-framework/window.h>
#include <dali/public-api/animation/animation.h>
#include <dali/public-api/object/weak-handle.h>
#include <dali/public-api/render-tasks/render-task.h>
#include <dali/public-api/rendering/texture.h>
// INTERNAL INCLUDES
+#include <dali-scene3d/internal/common/image-based-light-observer.h>
#include <dali-scene3d/public-api/controls/scene-view/scene-view.h>
-#include <dali-scene3d/public-api/controls/model/model.h>
namespace Dali
{
void SelectCamera(const std::string& name);
/**
- * @brief Register a Model.
- * Some works like ibl setting should be applied on the only Model not the all child actors.
- * SceneView contains child Model list to apply the works effectively.
+ * @brief Register an item.
*
- * @param[in] model Model to be registered.
+ * Some works(e.g, lighting) of SceneView should be propagated to the child 3D items.
+ * SceneView can avoid unnecessary tree traversal to find 3D items by storing only 3D items as a list.
+ *
+ * @param[in] item scene observer to be registered.
*/
- void RegisterModel(Scene3D::Model model);
+ void RegisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item);
/**
- * @brief Unregister a Model
+ * @brief Unregister an item
*
- * @param[in] model Model to be unregistered.
+ * @param[in] item scene observer to be unregistered.
*/
- void UnregisterModel(Scene3D::Model model);
+ void UnregisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item);
/**
* @copydoc SceneView::SetImageBasedLightSource()
*/
bool IsUsingFramebuffer() const;
+ /**
+ * @copydoc SceneView::SetSkybox()
+ */
+ void SetSkybox(const std::string& skyboxUrl);
+
+ /**
+ * @copydoc SceneView::SetSkyboxIntensity()
+ */
+ void SetSkyboxIntensity(float intensity);
+
+ /**
+ * @copydoc SceneView::GetSkyboxIntensity()
+ */
+ float GetSkyboxIntensity() const;
+
+ /**
+ * @copydoc SceneView::SetSkyboxOrientation()
+ */
+ void SetSkyboxOrientation(const Quaternion& orientation);
+
+ /**
+ * @copydoc SceneView::GetSkyboxOrientation()
+ */
+ Quaternion GetSkyboxOrientation() const;
+
protected:
/**
* @brief Constructs a new SceneView.
*/
void UpdateRenderTask();
+ /**
+ * @brief Callback that will be called when window is resized.
+ */
+ void OnWindowResized(Window window, Window::WindowSize size);
+
+ /**
+ * @brief Updates camera's projection orientation according to the screen orientation.
+ */
+ void RotateCamera();
+
private:
Toolkit::Visual::Base mVisual;
/////////////////////////////////////////////////////////////
// FrameBuffer and Rendertask to render child objects as a 3D Scene
- CameraActor mDefaultCamera;
- CameraActor mSelectedCamera;
- std::vector<CameraActor> mCameras;
- std::vector<Scene3D::Model> mModels;
- Dali::FrameBuffer mRenderTarget;
- Dali::Texture mTexture;
- Dali::RenderTask mRenderTask;
-
- Layer mRootLayer;
+ Dali::WeakHandle<Dali::Window> mWindow;
+ CameraActor mDefaultCamera;
+ CameraActor mSelectedCamera;
+ std::vector<CameraActor> mCameras;
+ std::vector<Scene3D::Internal::ImageBasedLightObserver*> mItems;
+ Dali::FrameBuffer mRenderTarget;
+ Dali::Texture mTexture;
+ Dali::RenderTask mRenderTask;
+ Layer mRootLayer;
+ int32_t mWindowOrientation;
+ Dali::Actor mSkybox;
+ Quaternion mSkyboxOrientation;
+ float mSkyboxIntensity{1.0f};
Dali::Texture mSpecularTexture;
Dali::Texture mDiffuseTexture;
float mIblScaleFactor{1.0f};
bool mUseFrameBuffer{false};
bool mIBLResourceReady{true};
+ bool mSkyboxResourceReady{true};
// TODO : Light Source
};