#include <string.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
{
/**
- * 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:
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;