// EXTERNAL INCLUDES
#include <fstream>
#include <string.h>
+#include <dali/public-api/common/intrusive-ptr.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/internal/visuals/visual-impl.h>
+#include <dali-toolkit/public-api/visuals/mesh-visual-properties.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/controls/model3d-view/obj-loader.h>
namespace Dali
namespace Internal
{
+class MeshVisual;
+typedef IntrusivePtr< MeshVisual > MeshVisualPtr;
+
/**
- * The renderer which renders a 3D object to the control's quad
+ * The visual which renders a 3D object to the control's quad
*
- * The following Property::Map keys are required to create a MeshRender
+ * The following Property::Map keys are required to create a MeshVisual
*
* | %Property Name | Type | Representing |
* |-----------------|-------------|-----------------------------------------------------------------------|
* | objectUrl | STRING | A URL to the .obj file |
* | materialUrl | STRING | A URL to the .mtl file |
* | texturesPath | STRING | A URL of the path to the texture images |
- * | shaderType | STRING | An enum of shader types |
+ * | shadingMode | STRING | An enum of shading modes |
* | useMipmapping | BOOLEAN | If true, use mipmaps for textures. Default true. |
* | useSoftNormals | BOOLEAN | If true, average normals at points for smooth textures. Default true. |
* | lightPosition | VECTOR3 | The position (on stage) of the light |
*/
-class MeshVisual: public Visual
+class MeshVisual: public Visual::Base
{
public:
/**
- * @brief Constructor.
+ * @brief Create a new mesh visual.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+ * @return A smart-pointer to the newly allocated visual.
*/
- MeshVisual( VisualFactoryCache& factoryCache );
+ static MeshVisualPtr New( VisualFactoryCache& factoryCache );
+
+public: // from Visual
/**
- * @brief A reference counted object may only be deleted by calling Unreference().
+ * @copydoc Visual::Base::CreatePropertyMap
*/
- virtual ~MeshVisual();
-
-public: // from Visual
+ virtual void DoCreatePropertyMap( Property::Map& map ) const;
/**
- * @copydoc Visual::SetSize
+ * @copydoc Visual::Base::DoSetProperty
*/
- virtual void SetSize( const Vector2& size );
+ virtual void DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
/**
- * @copydoc Visual::SetClipRect
+ * @copydoc Visual::Base::DoGetProperty
*/
- virtual void SetClipRect( const Rect<int>& clipRect );
+ virtual Dali::Property::Value DoGetProperty( Dali::Property::Index index );
+
+protected:
/**
- * @copydoc Visual::SetOffset
+ * @brief Constructor.
+ *
+ * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
*/
- virtual void SetOffset( const Vector2& offset );
+ MeshVisual( VisualFactoryCache& factoryCache );
/**
- * @copydoc Visual::CreatePropertyMap
+ * @brief A reference counted object may only be deleted by calling Unreference().
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
+ virtual ~MeshVisual();
-protected:
+ /**
+ * @copydoc Visual::Base::DoSetProperties
+ */
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
- * @copydoc Visual::DoInitialize
+ * @copydoc Visual::Base::OnSetTransform
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void OnSetTransform();
/**
- * @copydoc Visual::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnStage
*/
virtual void DoSetOnStage( Actor& actor );
private:
- //Corresponds to the shader that will be used by the mesh renderer.
- enum ShaderType
- {
- TEXTURELESS,
- DIFFUSE_TEXTURE,
- ALL_TEXTURES
- };
-
/**
- * @brief Provide an empty geometry for the renderer to use.
+ * @brief Provide an empty geometry for the visual to use.
* @details For use in error cases where the initialisation has failed for varying reasons.
*/
void SupplyEmptyGeometry();
/**
- * @brief Initialize the renderer with the geometry and shader from the cache, if not available, create and save to the cache for sharing.
+ * @brief Initialize the visual with the geometry and shader from the cache, if not available, create and save to the cache for sharing.
*/
void InitializeRenderer();
void UpdateShaderUniforms();
/**
- * @brief Use the object URL stored in the renderer to load and create the geometry of the object.
+ * @brief Use the object URL stored in the mesh visual to load and create the geometry of the object.
* @return Boolean of success of operation.
*/
bool CreateGeometry();
/**
- * @brief Use the object URL stored in the renderer to load the geometry of the object.
+ * @brief Use the object URL stored in the visual to load the geometry of the object.
* @return Boolean of success of operation.
*/
bool LoadGeometry();
/**
- * @brief Use the material URL stored in the renderer to load the material of the object.
+ * @brief Use the material URL stored in the mesh visual to load the material of the object.
* @return Boolean of success of operation.
*/
bool LoadMaterial();
private:
// Undefined
- MeshVisual( const MeshVisual& meshRenderer );
+ MeshVisual( const MeshVisual& meshVisual );
// Undefined
- MeshVisual& operator=( const MeshVisual& meshRenderer );
+ MeshVisual& operator=( const MeshVisual& meshVisual );
private:
Vector3 mSceneSize;
Vector3 mLightPosition;
- ShaderType mShaderType;
+ Toolkit::MeshVisual::ShadingMode::Value mShadingMode;
bool mUseTexture;
bool mUseMipmapping;