const char* BlendShapes::WEIGHTS_UNIFORM("uBlendShapeWeight");
-void BlendShapes::ConfigureProperties(const std::pair<MeshDefinition, MeshGeometry>& mesh, Shader shader, Actor actor)
+void BlendShapes::ConfigureProperties(const BlendShapeData& data, Shader shader)
{
unsigned int index = 0u;
char unnormalizeFactorNameBuffer[64];
char* const pWeightName = weightNameBuffer + snprintf(weightNameBuffer, sizeof(weightNameBuffer), "%s", WEIGHTS_UNIFORM);
char* const pFactorName = unnormalizeFactorNameBuffer + snprintf(unnormalizeFactorNameBuffer, sizeof(unnormalizeFactorNameBuffer), "%s", UNNORMALIZE_FACTOR);
- for(const auto& blendShape : mesh.first.mBlendShapes)
+ for(const auto& weight : data.weights)
{
snprintf(pWeightName, sizeof(weightNameBuffer) - (pWeightName - weightNameBuffer), "[%d]", index);
std::string weightName{weightNameBuffer};
- actor.RegisterProperty(weightName, blendShape.weight);
+ Dali::Actor actor = data.mActor.GetHandle();
+ if(actor)
+ {
+ actor.RegisterProperty(weightName, weight);
+ }
- if(shader && mesh.first.mBlendShapeVersion == Version::VERSION_1_0)
+ if(shader && data.version == Version::VERSION_1_0)
{
snprintf(pFactorName, sizeof(unnormalizeFactorNameBuffer) - (pFactorName - unnormalizeFactorNameBuffer), "[%d]", index);
std::string factorName{unnormalizeFactorNameBuffer};
- shader.RegisterProperty(factorName, mesh.second.blendShapeUnnormalizeFactor[index]);
+ shader.RegisterProperty(factorName, data.unnormalizeFactors[index]);
}
++index;
if(shader)
{
- if(Version::VERSION_2_0 == mesh.first.mBlendShapeVersion)
+ if(Version::VERSION_2_0 == data.version)
{
- shader.RegisterProperty(UNNORMALIZE_FACTOR, mesh.second.blendShapeUnnormalizeFactor[0u]);
+ shader.RegisterProperty(UNNORMALIZE_FACTOR, data.unnormalizeFactors[0u]);
}
shader.RegisterProperty(NUMBER_OF_BLEND_SHAPES, Property::Value(static_cast<float>(index)));
- shader.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<float>(mesh.second.blendShapeBufferOffset)));
+ shader.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<float>(data.bufferOffset)));
// Create a read only property to preserve the components of the blend shape.
- int32_t components = 0x0;
- for(auto& bs : mesh.first.mBlendShapes)
- {
- components |= (bs.deltas.IsDefined() * Component::POSITIONS) |
- (bs.normals.IsDefined() * Component::NORMALS) | (bs.tangents.IsDefined() * Component::TANGENTS);
- }
- shader.RegisterProperty(COMPONENTS, components, Property::AccessMode::READ_ONLY);
+ shader.RegisterProperty(COMPONENTS, data.components, Property::AccessMode::READ_ONLY);
}
}