#define DALI_TOOLKIT_INTERNAL_MESH_VISUAL_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
// 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
+ * @param[in] properties A Property::Map containing settings for this visual
+ * @return A smart-pointer to the newly allocated visual.
*/
- MeshVisual( VisualFactoryCache& factoryCache );
-
- /**
- * @brief A reference counted object may only be deleted by calling Unreference().
- */
- virtual ~MeshVisual();
+ static MeshVisualPtr New( VisualFactoryCache& factoryCache, const Property::Map& properties );
public: // from Visual
/**
- * @copydoc Visual::SetSize
+ * @copydoc Visual::Base::CreatePropertyMap
*/
- virtual void SetSize( const Vector2& size );
+ void DoCreatePropertyMap( Property::Map& map ) const override;
/**
- * @copydoc Visual::SetClipRect
+ * @copydoc Visual::Base::CreateInstancePropertyMap
*/
- virtual void SetClipRect( const Rect<int>& clipRect );
+ void DoCreateInstancePropertyMap( Property::Map& map ) const override;
- /**
- * @copydoc Visual::SetOffset
- */
- virtual void SetOffset( const Vector2& offset );
+protected:
/**
- * @copydoc Visual::CreatePropertyMap
+ * @brief Constructor.
+ *
+ * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
-
-protected:
+ MeshVisual( VisualFactoryCache& factoryCache );
/**
- * @copydoc Visual::DoInitialize
+ * @brief A reference counted object may only be deleted by calling Unreference().
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual ~MeshVisual();
/**
- * @copydoc Visual::DoSetOnStage
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoSetOnStage( Actor& actor );
-
-public:
+ void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * Declare whether a texture map should be used for the object, if it's present. Defaults to true.
- * @param[in] useTexture boolean declaration.
+ * @copydoc Visual::Base::OnSetTransform
*/
- void SetUseTexture( bool useTexture );
+ void OnSetTransform() override;
/**
- * Declare whether a normal map should be used for the object, if it's present. Defaults to true.
- * @param[in] useNormalMap boolean declaration.
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void SetUseNormalMap( bool useNormalMap );
+ void DoSetOnScene( Actor& actor ) override;
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();
*/
bool LoadTextures();
+ /**
+ * Helper method to set individual values by index key.
+ * @param[in] index The index key of the value
+ * @param[in] value The value
+ */
+ void DoSetProperty( Property::Index index, const Property::Value& value );
+
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;