/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
+#include <dali-toolkit/internal/controls/scene3d-view/gltf-loader.h>
namespace Dali
{
bool Scene3dView::SetLight(Toolkit::Scene3dView::LightType type, Vector3 lightVector, Vector3 lightColor)
{
- mLightType = type;
+ mLightType = type;
mLightVector = lightVector;
mLightColor = lightColor;
for(auto&& shader : mShaderArray)
{
float hasLightSource = static_cast<float>(!!(GetLightType() & (Toolkit::Scene3dView::LightType::POINT_LIGHT | Toolkit::Scene3dView::LightType::DIRECTIONAL_LIGHT)));
- float isPointLight = static_cast<float>(!!(GetLightType() & Toolkit::Scene3dView::LightType::POINT_LIGHT));
+ float isPointLight = static_cast<float>(!!(GetLightType() & Toolkit::Scene3dView::LightType::POINT_LIGHT));
shader.RegisterProperty("uHasLightSource", hasLightSource);
shader.RegisterProperty("uIsPointLight", isPointLight);
shader.RegisterProperty("uLightVector", lightVector);
mSpecularTexture.GenerateMipmaps();
mIBLScaleFactor = scaleFactor;
- mUseIBL = true;
+ mUseIBL = true;
}
bool Scene3dView::SetDefaultCamera(const Dali::Camera::Type type, const float nearPlane, const Vector3 cameraPosition)