#include <dali-toolkit/internal/controls/control/control-data-impl.h>
#include <dali-toolkit/public-api/image-loader/image-url.h>
#include <dali-toolkit/public-api/image-loader/image.h>
+ #include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
#include <dali/devel-api/actors/camera-actor-devel.h>
#include <dali/devel-api/adaptor-framework/window-devel.h>
#include <dali/devel-api/common/stage.h>
static constexpr std::string_view SKYBOX_INTENSITY_STRING = "uIntensity";
- Dali::Actor CreateSkybox(const std::string& skyboxUrl)
+ Dali::Actor CreateSkybox(const std::string& skyboxUrl, Scene3D::SceneView::SkyboxType skyboxType)
{
struct Vertex
{
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(1.0f, -1.0f, 1.0f)}};
- Dali::Shader shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New(Property::Map().Add("aPosition", Property::VECTOR3));
vertexBuffer.SetData(skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex));
skyboxGeometry.AddVertexBuffer(vertexBuffer);
skyboxGeometry.SetType(Geometry::TRIANGLES);
- Dali::Texture skyboxTexture = Dali::Scene3D::Loader::LoadCubeMap(skyboxUrl);
+ Dali::Texture skyboxTexture;
+ Dali::Shader shaderSkybox;
+ Dali::Renderer skyboxRenderer;
+
+ if(skyboxType == Scene3D::SceneView::SkyboxType::CUBEMAP)
+ {
+ skyboxTexture = Dali::Scene3D::Loader::LoadCubeMap(skyboxUrl);
+ shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
+ }
+ else // Scene3D::SceneView::SkyboxType::EQUIRECTANGULAR
+ {
+ // Load image from file
+ PixelData pixels = Dali::Toolkit::SyncImageLoader::Load(skyboxUrl);
+
+ skyboxTexture = Texture::New(TextureType::TEXTURE_2D, pixels.GetPixelFormat(), pixels.GetWidth(), pixels.GetHeight());
+ skyboxTexture.Upload(pixels, 0, 0, 0, 0, pixels.GetWidth(), pixels.GetHeight());
+ shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_EQUIRECTANGULAR_SHADER_FRAG.data());
+ }
+
Dali::TextureSet skyboxTextures = TextureSet::New();
skyboxTextures.SetTexture(0, skyboxTexture);
- Dali::Renderer skyboxRenderer = Renderer::New(skyboxGeometry, shaderSkybox);
+ skyboxRenderer = Renderer::New(skyboxGeometry, shaderSkybox);
skyboxRenderer.SetTextures(skyboxTextures);
skyboxRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 2.0f);
// Enables the depth test.
return mUseFrameBuffer;
}
- void SceneView::SetSkybox(const std::string& skyboxUrl)
+ void SceneView::SetSkybox(const std::string& skyboxUrl, Scene3D::SceneView::SkyboxType skyboxType)
{
mSkyboxResourceReady = false;
if(mSkybox)
mSkybox.Unparent();
mSkybox.Reset();
}
- mSkybox = CreateSkybox(skyboxUrl);
+ mSkybox = CreateSkybox(skyboxUrl, skyboxType);
SetSkyboxIntensity(mSkyboxIntensity);
SetSkyboxOrientation(mSkyboxOrientation);
if(mRootLayer)
Property::Map imagePropertyMap;
imagePropertyMap.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
imagePropertyMap.Insert(Toolkit::ImageVisual::Property::URL, imageUrl.GetUrl());
+ // To make sure this visual call LoadTexture API immediate.
+ imagePropertyMap.Insert(Toolkit::ImageVisual::Property::LOAD_POLICY, Toolkit::ImageVisual::LoadPolicy::IMMEDIATE);
+ imagePropertyMap.Insert(Toolkit::ImageVisual::Property::RELEASE_POLICY, Toolkit::ImageVisual::ReleasePolicy::DESTROYED);
// To flip rendered scene without CameraActor::SetInvertYAxis() to avoid backface culling.
imagePropertyMap.Insert(Toolkit::ImageVisual::Property::PIXEL_AREA, Vector4(0.0f, 1.0f, 1.0f, -1.0f));
mVisual = Toolkit::VisualFactory::Get().CreateVisual(imagePropertyMap);
+ // Use premultiplied alpha when we use FBO
+ if(mVisual)
+ {
+ Toolkit::GetImplementation(mVisual).EnablePreMultipliedAlpha(true);
+ }
+
Toolkit::DevelControl::RegisterVisual(*this, RENDERING_BUFFER, mVisual);
mRenderTask.SetFrameBuffer(mFrameBuffer);