X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fmesh%2Fmesh-visual.cpp;h=e814bf117bd52c2eb68e41ac2904f9f0df6a9cef;hb=7018f61b640b6fcf9cb576b537bafcb6bb8240e8;hp=6a1215c791fd1f60041b823bbe5da395c779ca30;hpb=ab447436de92a2e8bc8cd1393f4807f19ef6b316;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp index 6a1215c..e814bf1 100644 --- a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp +++ b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp @@ -19,98 +19,93 @@ #include "mesh-visual.h" // EXTERNAL INCLUDES -#include -#include -#include #include +#include +#include #include #include +#include //INTERNAL INCLUDES -#include +#include #include #include -#include +#include namespace Dali { - namespace { - /** +/** * @brief Loads a texture from a file * @param[in] imageUrl The url of the file * @param[in] generateMipmaps Indicates whether to generate mipmaps for the texture * @return A texture if loading succeeds, an empty handle otherwise */ - Texture LoadTexture( const char* imageUrl, bool generateMipmaps ) +Texture LoadTexture(const char* imageUrl, bool generateMipmaps) +{ + Texture texture; + + Devel::PixelBuffer pixelBuffer = LoadImageFromFile(imageUrl); + if(pixelBuffer) { - Texture texture; + texture = Texture::New(TextureType::TEXTURE_2D, pixelBuffer.GetPixelFormat(), pixelBuffer.GetWidth(), pixelBuffer.GetHeight()); + PixelData pixelData = Devel::PixelBuffer::Convert(pixelBuffer); + texture.Upload(pixelData); - Devel::PixelBuffer pixelBuffer = LoadImageFromFile( imageUrl ); - if( pixelBuffer ) + if(generateMipmaps) { - texture = Texture::New( TextureType::TEXTURE_2D, pixelBuffer.GetPixelFormat(), pixelBuffer.GetWidth(), pixelBuffer.GetHeight() ); - PixelData pixelData = Devel::PixelBuffer::Convert( pixelBuffer ); - texture.Upload( pixelData ); - - if( generateMipmaps ) - { - texture.GenerateMipmaps(); - } + texture.GenerateMipmaps(); } - - return texture; } -}// unnamed namespace + + return texture; +} +} // unnamed namespace namespace Toolkit { - namespace Internal { - namespace { - //Defines ordering of textures for shaders. //All shaders, if including certain texture types, must include them in the same order. //Within the texture set for the renderer, textures are ordered in the same manner. enum TextureIndex { DIFFUSE_INDEX = 0u, - NORMAL_INDEX = 1u, - GLOSS_INDEX = 2u + NORMAL_INDEX = 1u, + GLOSS_INDEX = 2u }; - //Shading mode -DALI_ENUM_TO_STRING_TABLE_BEGIN( SHADING_MODE ) -DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURELESS_WITH_DIFFUSE_LIGHTING ) -DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_SPECULAR_LIGHTING ) -DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) -DALI_ENUM_TO_STRING_TABLE_END( SHADING_MODE ) +DALI_ENUM_TO_STRING_TABLE_BEGIN(SHADING_MODE) + DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::MeshVisual::ShadingMode, TEXTURELESS_WITH_DIFFUSE_LIGHTING) + DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_SPECULAR_LIGHTING) + DALI_ENUM_TO_STRING_WITH_SCOPE(Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING) +DALI_ENUM_TO_STRING_TABLE_END(SHADING_MODE) //Shader properties -const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" ); -const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" ); +const char* const OBJECT_MATRIX_UNIFORM_NAME("uObjectMatrix"); +const char* const STAGE_OFFSET_UNIFORM_NAME("uStageOffset"); } // unnamed namespace -MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) +MeshVisualPtr MeshVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties) { - MeshVisualPtr meshVisualPtr( new MeshVisual( factoryCache ) ); - meshVisualPtr->SetProperties( properties ); + MeshVisualPtr meshVisualPtr(new MeshVisual(factoryCache)); + meshVisualPtr->SetProperties(properties); meshVisualPtr->Initialize(); return meshVisualPtr; } -MeshVisual::MeshVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::MESH ), - mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ), - mUseTexture( true ), - mUseMipmapping( true ), - mUseSoftNormals( true ) +MeshVisual::MeshVisual(VisualFactoryCache& factoryCache) +: Visual::Base(factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::MESH), + mShadingMode(Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING), + mUseTexture(true), + mUseMipmapping(true), + mUseSoftNormals(true) { } @@ -118,70 +113,70 @@ MeshVisual::~MeshVisual() { } -void MeshVisual::DoSetProperties( const Property::Map& propertyMap ) +void MeshVisual::DoSetProperties(const Property::Map& propertyMap) { - for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter ) + for(Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter) { - KeyValuePair keyValue = propertyMap.GetKeyValue( iter ); - if( keyValue.first.type == Property::Key::INDEX ) + KeyValuePair keyValue = propertyMap.GetKeyValue(iter); + if(keyValue.first.type == Property::Key::INDEX) { - DoSetProperty( keyValue.first.indexKey, keyValue.second ); + DoSetProperty(keyValue.first.indexKey, keyValue.second); } else { - if( keyValue.first == OBJECT_URL_NAME ) + if(keyValue.first == OBJECT_URL_NAME) { - DoSetProperty( Toolkit::MeshVisual::Property::OBJECT_URL, keyValue.second ); + DoSetProperty(Toolkit::MeshVisual::Property::OBJECT_URL, keyValue.second); } - else if( keyValue.first == MATERIAL_URL_NAME ) + else if(keyValue.first == MATERIAL_URL_NAME) { - DoSetProperty( Toolkit::MeshVisual::Property::MATERIAL_URL, keyValue.second ); + DoSetProperty(Toolkit::MeshVisual::Property::MATERIAL_URL, keyValue.second); } - else if( keyValue.first == TEXTURES_PATH_NAME ) + else if(keyValue.first == TEXTURES_PATH_NAME) { - DoSetProperty( Toolkit::MeshVisual::Property::TEXTURES_PATH, keyValue.second ); + DoSetProperty(Toolkit::MeshVisual::Property::TEXTURES_PATH, keyValue.second); } - else if( keyValue.first == SHADING_MODE_NAME ) + else if(keyValue.first == SHADING_MODE_NAME) { - DoSetProperty( Toolkit::MeshVisual::Property::SHADING_MODE, keyValue.second ); + DoSetProperty(Toolkit::MeshVisual::Property::SHADING_MODE, keyValue.second); } - else if( keyValue.first == USE_MIPMAPPING_NAME ) + else if(keyValue.first == USE_MIPMAPPING_NAME) { - DoSetProperty( Toolkit::MeshVisual::Property::USE_MIPMAPPING, keyValue.second ); + DoSetProperty(Toolkit::MeshVisual::Property::USE_MIPMAPPING, keyValue.second); } - else if( keyValue.first == USE_SOFT_NORMALS_NAME ) + else if(keyValue.first == USE_SOFT_NORMALS_NAME) { - DoSetProperty( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, keyValue.second ); + DoSetProperty(Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, keyValue.second); } - else if( keyValue.first == LIGHT_POSITION_NAME ) + else if(keyValue.first == LIGHT_POSITION_NAME) { - DoSetProperty( Toolkit::MeshVisual::Property::LIGHT_POSITION, keyValue.second ); + DoSetProperty(Toolkit::MeshVisual::Property::LIGHT_POSITION, keyValue.second); } } } - if( mMaterialUrl.empty() ) + if(mMaterialUrl.empty()) { mUseTexture = false; } - if( mLightPosition == Vector3::ZERO ) + if(mLightPosition == Vector3::ZERO) { // Default behaviour is to place the light directly in front of the object, // at a reasonable distance to light everything on screen. Stage stage = Stage::GetCurrent(); - mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 ); + mLightPosition = Vector3(stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5); } } -void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& value ) +void MeshVisual::DoSetProperty(Property::Index index, const Property::Value& value) { - switch( index ) + switch(index) { case Toolkit::MeshVisual::Property::OBJECT_URL: { - if( !value.Get( mObjectUrl ) ) + if(!value.Get(mObjectUrl)) { DALI_LOG_ERROR("MeshVisual: property objectUrl is the wrong type, use STRING\n"); } @@ -189,7 +184,7 @@ void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& va } case Toolkit::MeshVisual::Property::MATERIAL_URL: { - if( ! value.Get( mMaterialUrl ) ) + if(!value.Get(mMaterialUrl)) { DALI_LOG_ERROR("MeshVisual: property materialUrl is the wrong type, use STRING\n"); } @@ -197,7 +192,7 @@ void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& va } case Toolkit::MeshVisual::Property::TEXTURES_PATH: { - if( ! value.Get( mTexturesPath ) ) + if(!value.Get(mTexturesPath)) { mTexturesPath.clear(); } @@ -205,12 +200,12 @@ void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& va } case Toolkit::MeshVisual::Property::SHADING_MODE: { - Scripting::GetEnumerationProperty( value, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode ); + Scripting::GetEnumerationProperty(value, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode); break; } case Toolkit::MeshVisual::Property::USE_MIPMAPPING: { - if( !value.Get( mUseMipmapping ) ) + if(!value.Get(mUseMipmapping)) { DALI_LOG_ERROR("MeshVisual: property useMipmapping is the wrong type, use BOOLEAN\n"); } @@ -218,7 +213,7 @@ void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& va } case Toolkit::MeshVisual::Property::USE_SOFT_NORMALS: { - if( !value.Get( mUseSoftNormals ) ) + if(!value.Get(mUseSoftNormals)) { DALI_LOG_ERROR("MeshVisual: property useSoftNormals is the wrong type, use BOOLEAN\n"); } @@ -226,7 +221,7 @@ void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& va } case Toolkit::MeshVisual::Property::LIGHT_POSITION: { - if( !value.Get( mLightPosition ) ) + if(!value.Get(mLightPosition)) { mLightPosition = Vector3::ZERO; DALI_LOG_ERROR("MeshVisual: property lightPosition is the wrong type, use VECTOR3\n"); @@ -238,34 +233,34 @@ void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& va void MeshVisual::OnSetTransform() { - if( mImpl->mRenderer ) + if(mImpl->mRenderer) { - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); } } -void MeshVisual::DoSetOnScene( Actor& actor ) +void MeshVisual::DoSetOnScene(Actor& actor) { - actor.AddRenderer( mImpl->mRenderer ); + actor.AddRenderer(mImpl->mRenderer); // Mesh loaded and ready to display - ResourceReady( Toolkit::Visual::ResourceStatus::READY ); + ResourceReady(Toolkit::Visual::ResourceStatus::READY); } -void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const +void MeshVisual::DoCreatePropertyMap(Property::Map& map) const { map.Clear(); - map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH ); - map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl ); - map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl ); - map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath ); - map.Insert( Toolkit::MeshVisual::Property::SHADING_MODE, mShadingMode ); - map.Insert( Toolkit::MeshVisual::Property::USE_MIPMAPPING, mUseMipmapping ); - map.Insert( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, mUseSoftNormals ); - map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition ); + map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH); + map.Insert(Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl); + map.Insert(Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl); + map.Insert(Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath); + map.Insert(Toolkit::MeshVisual::Property::SHADING_MODE, mShadingMode); + map.Insert(Toolkit::MeshVisual::Property::USE_MIPMAPPING, mUseMipmapping); + map.Insert(Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, mUseSoftNormals); + map.Insert(Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition); } -void MeshVisual::DoCreateInstancePropertyMap( Property::Map& map ) const +void MeshVisual::DoCreateInstancePropertyMap(Property::Map& map) const { // Do nothing } @@ -273,16 +268,16 @@ void MeshVisual::DoCreateInstancePropertyMap( Property::Map& map ) const void MeshVisual::OnInitialize() { //Try to load the geometry from the file. - if( !LoadGeometry() ) + if(!LoadGeometry()) { SupplyEmptyGeometry(); return; } //If a texture is used by the obj file, load the supplied material file. - if( mObjLoader.IsTexturePresent() && !mMaterialUrl.empty() ) + if(mObjLoader.IsTexturePresent() && !mMaterialUrl.empty()) { - if( !LoadMaterial() ) + if(!LoadMaterial()) { SupplyEmptyGeometry(); return; @@ -290,7 +285,7 @@ void MeshVisual::OnInitialize() } //Now that the required parts are loaded, create the geometry for the object. - if( !CreateGeometry() ) + if(!CreateGeometry()) { SupplyEmptyGeometry(); return; @@ -299,57 +294,57 @@ void MeshVisual::OnInitialize() CreateShader(); //Load the various texture files supplied by the material file. - if( !LoadTextures() ) + if(!LoadTextures()) { SupplyEmptyGeometry(); return; } - mImpl->mRenderer = Renderer::New( mGeometry, mShader ); - mImpl->mRenderer.SetTextures( mTextureSet ); - mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON ); - mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); + mImpl->mRenderer = Renderer::New(mGeometry, mShader); + mImpl->mRenderer.SetTextures(mTextureSet); + mImpl->mRenderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON); + mImpl->mRenderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON); //Register transform properties - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); } void MeshVisual::SupplyEmptyGeometry() { - mGeometry = Geometry::New(); - mShader = Shader::New( SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG ); - mImpl->mRenderer = Renderer::New( mGeometry, mShader ); + mGeometry = Geometry::New(); + mShader = Shader::New(SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG); + mImpl->mRenderer = Renderer::New(mGeometry, mShader); - DALI_LOG_ERROR( "Initialisation error in mesh visual.\n" ); + DALI_LOG_ERROR("Initialisation error in mesh visual.\n"); } void MeshVisual::UpdateShaderUniforms() { - Stage stage = Stage::GetCurrent(); - float width = stage.GetSize().width; + Stage stage = Stage::GetCurrent(); + float width = stage.GetSize().width; float height = stage.GetSize().height; Matrix scaleMatrix; - scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) ); + scaleMatrix.SetIdentityAndScale(Vector3(1.0, -1.0, 1.0)); - mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f ); - mShader.RegisterProperty( LIGHT_POSITION_NAME, mLightPosition ); - mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix ); + mShader.RegisterProperty(STAGE_OFFSET_UNIFORM_NAME, Vector2(width, height) / 2.0f); + mShader.RegisterProperty(LIGHT_POSITION_NAME, mLightPosition); + mShader.RegisterProperty(OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix); } void MeshVisual::CreateShader() { - if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) + if(mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING) { - mShader = Shader::New( SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_VERT, SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_FRAG ); + mShader = Shader::New(SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_VERT, SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_FRAG); } - else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING ) + else if(mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING) { - mShader = Shader::New( SHADER_MESH_VISUAL_SHADER_VERT, SHADER_MESH_VISUAL_SHADER_FRAG ); + mShader = Shader::New(SHADER_MESH_VISUAL_SHADER_VERT, SHADER_MESH_VISUAL_SHADER_FRAG); } else //Textureless { - mShader = Shader::New( SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG ); + mShader = Shader::New(SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG); } UpdateShaderUniforms(); @@ -358,74 +353,74 @@ void MeshVisual::CreateShader() bool MeshVisual::CreateGeometry() { //Determine if we need to use a simpler shader to handle the provided data - if( !mUseTexture || !mObjLoader.IsDiffuseMapPresent() ) + if(!mUseTexture || !mObjLoader.IsDiffuseMapPresent()) { mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING; } - else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) ) + else if(mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent())) { mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING; } int objectProperties = 0; - if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING || - mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) + if(mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING || + mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING) { objectProperties |= ObjLoader::TEXTURE_COORDINATES; } - if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) + if(mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING) { objectProperties |= ObjLoader::TANGENTS | ObjLoader::BINORMALS; } //Create geometry with attributes required by shader. - mGeometry = mObjLoader.CreateGeometry( objectProperties, mUseSoftNormals ); + mGeometry = mObjLoader.CreateGeometry(objectProperties, mUseSoftNormals); - if( mGeometry ) + if(mGeometry) { return true; } - DALI_LOG_ERROR( "Failed to load geometry in mesh visual.\n" ); + DALI_LOG_ERROR("Failed to load geometry in mesh visual.\n"); return false; } bool MeshVisual::LoadGeometry() { - std::streampos fileSize; + std::streampos fileSize; Dali::Vector fileContent; - if( FileLoader::ReadFile( mObjectUrl, fileSize, fileContent, FileLoader::TEXT ) ) + if(FileLoader::ReadFile(mObjectUrl, fileSize, fileContent, FileLoader::TEXT)) { mObjLoader.ClearArrays(); - mObjLoader.LoadObject( fileContent.Begin(), fileSize ); + mObjLoader.LoadObject(fileContent.Begin(), fileSize); //Get size information from the obj loaded mSceneCenter = mObjLoader.GetCenter(); - mSceneSize = mObjLoader.GetSize(); + mSceneSize = mObjLoader.GetSize(); return true; } - DALI_LOG_ERROR( "Failed to find object to load in mesh visual.\n" ); + DALI_LOG_ERROR("Failed to find object to load in mesh visual.\n"); return false; } bool MeshVisual::LoadMaterial() { - std::streampos fileSize; + std::streampos fileSize; Dali::Vector fileContent; - if( FileLoader::ReadFile( mMaterialUrl, fileSize, fileContent, FileLoader::TEXT ) ) + if(FileLoader::ReadFile(mMaterialUrl, fileSize, fileContent, FileLoader::TEXT)) { //Load data into obj (usable) form - mObjLoader.LoadMaterial( fileContent.Begin(), fileSize, mDiffuseTextureUrl, mNormalTextureUrl, mGlossTextureUrl ); + mObjLoader.LoadMaterial(fileContent.Begin(), fileSize, mDiffuseTextureUrl, mNormalTextureUrl, mGlossTextureUrl); return true; } - DALI_LOG_ERROR( "Failed to find texture set to load in mesh visual.\n" ); + DALI_LOG_ERROR("Failed to find texture set to load in mesh visual.\n"); mUseTexture = false; return false; } @@ -434,64 +429,64 @@ bool MeshVisual::LoadTextures() { mTextureSet = TextureSet::New(); - if( mShadingMode != Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING ) + if(mShadingMode != Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING) { Sampler sampler = Sampler::New(); - if( mUseMipmapping ) + if(mUseMipmapping) { - sampler.SetFilterMode( FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR_MIPMAP_LINEAR ); + sampler.SetFilterMode(FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR_MIPMAP_LINEAR); } - if( !mDiffuseTextureUrl.empty() ) + if(!mDiffuseTextureUrl.empty()) { std::string imageUrl = mTexturesPath + mDiffuseTextureUrl; //Load textures - Texture diffuseTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping ); - if( diffuseTexture ) + Texture diffuseTexture = LoadTexture(imageUrl.c_str(), mUseMipmapping); + if(diffuseTexture) { - mTextureSet.SetTexture( DIFFUSE_INDEX, diffuseTexture ); - mTextureSet.SetSampler( DIFFUSE_INDEX, sampler ); + mTextureSet.SetTexture(DIFFUSE_INDEX, diffuseTexture); + mTextureSet.SetSampler(DIFFUSE_INDEX, sampler); } else { - DALI_LOG_ERROR( "Failed to load diffuse map texture in mesh visual.\n"); + DALI_LOG_ERROR("Failed to load diffuse map texture in mesh visual.\n"); return false; } } - if( !mNormalTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) ) + if(!mNormalTextureUrl.empty() && (mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING)) { std::string imageUrl = mTexturesPath + mNormalTextureUrl; //Load textures - Texture normalTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping ); - if( normalTexture ) + Texture normalTexture = LoadTexture(imageUrl.c_str(), mUseMipmapping); + if(normalTexture) { - mTextureSet.SetTexture( NORMAL_INDEX, normalTexture ); - mTextureSet.SetSampler( NORMAL_INDEX, sampler ); + mTextureSet.SetTexture(NORMAL_INDEX, normalTexture); + mTextureSet.SetSampler(NORMAL_INDEX, sampler); } else { - DALI_LOG_ERROR( "Failed to load normal map texture in mesh visual.\n"); + DALI_LOG_ERROR("Failed to load normal map texture in mesh visual.\n"); return false; } } - if( !mGlossTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) ) + if(!mGlossTextureUrl.empty() && (mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING)) { std::string imageUrl = mTexturesPath + mGlossTextureUrl; //Load textures - Texture glossTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping ); - if( glossTexture ) + Texture glossTexture = LoadTexture(imageUrl.c_str(), mUseMipmapping); + if(glossTexture) { - mTextureSet.SetTexture( GLOSS_INDEX, glossTexture ); - mTextureSet.SetSampler( GLOSS_INDEX, sampler ); + mTextureSet.SetTexture(GLOSS_INDEX, glossTexture); + mTextureSet.SetSampler(GLOSS_INDEX, sampler); } else { - DALI_LOG_ERROR( "Failed to load gloss map texture in mesh visual.\n"); + DALI_LOG_ERROR("Failed to load gloss map texture in mesh visual.\n"); return false; } }