- Scene for the 3D Mesh object(Animated or not).
- PBR rendering with Image Based Lighting
- Scene Loader that loads scene from a kind of scene-format(extensible)
- glTF Loader( TODO: sparse accessor, skeletal animation, morphing. )
- UTC
Change-Id: I4ee6b5db3315b8d165bbf90269ce01c86cc70531
Signed-off-by: Seungho, Baek <sbsh.baek@samsung.com>
--- /dev/null
+{
+ "accessors" : [
+ {
+ "bufferView" : 0,
+ "byteOffset" : 0,
+ "componentType" : 5126,
+ "count" : 3,
+ "max" : [
+ 2.000000
+ ],
+ "min" : [
+ 0.000000
+ ],
+ "type" : "SCALAR"
+ },
+ {
+ "bufferView" : 1,
+ "byteOffset" : 0,
+ "componentType" : 5126,
+ "count" : 3,
+ "max" : [
+ 0.000000,
+ 1.000000,
+ 0.000000,
+ 1.000000
+ ],
+ "min" : [
+ 0.000000,
+ -8.742278e-008,
+ 0.000000,
+ -1.000000
+ ],
+ "type" : "VEC4"
+ },
+ {
+ "bufferView" : 2,
+ "byteOffset" : 0,
+ "componentType" : 5123,
+ "count" : 36,
+ "max" : [
+ 35
+ ],
+ "min" : [
+ 0
+ ],
+ "type" : "SCALAR"
+ },
+ {
+ "bufferView" : 3,
+ "byteOffset" : 0,
+ "componentType" : 5126,
+ "count" : 36,
+ "max" : [
+ 1.000000,
+ 1.000000,
+ 1.000001
+ ],
+ "min" : [
+ -1.000000,
+ -1.000000,
+ -1.000000
+ ],
+ "type" : "VEC3"
+ },
+ {
+ "bufferView" : 4,
+ "byteOffset" : 0,
+ "componentType" : 5126,
+ "count" : 36,
+ "max" : [
+ 1.000000,
+ 1.000000,
+ 1.000000
+ ],
+ "min" : [
+ -1.000000,
+ -1.000000,
+ -1.000000
+ ],
+ "type" : "VEC3"
+ },
+ {
+ "bufferView" : 5,
+ "byteOffset" : 0,
+ "componentType" : 5126,
+ "count" : 36,
+ "max" : [
+ 1.000000,
+ -0.000000,
+ -0.000000,
+ 1.000000
+ ],
+ "min" : [
+ 0.000000,
+ -0.000000,
+ -1.000000,
+ -1.000000
+ ],
+ "type" : "VEC4"
+ },
+ {
+ "bufferView" : 6,
+ "byteOffset" : 0,
+ "componentType" : 5126,
+ "count" : 36,
+ "max" : [
+ 1.000000,
+ 1.000000
+ ],
+ "min" : [
+ -1.000000,
+ -1.000000
+ ],
+ "type" : "VEC2"
+ }
+ ],
+ "animations" : [
+ {
+ "channels" : [
+ {
+ "sampler" : 0,
+ "target" : {
+ "node" : 0,
+ "path" : "rotation"
+ }
+ }
+ ],
+ "name" : "animation_AnimatedCube",
+ "samplers" : [
+ {
+ "input" : 0,
+ "interpolation" : "LINEAR",
+ "output" : 1
+ }
+ ]
+ }
+ ],
+ "asset" : {
+ "generator" : "VKTS glTF 2.0 exporter",
+ "version" : "2.0"
+ },
+ "bufferViews" : [
+ {
+ "buffer" : 0,
+ "byteLength" : 12,
+ "byteOffset" : 0
+ },
+ {
+ "buffer" : 0,
+ "byteLength" : 48,
+ "byteOffset" : 12
+ },
+ {
+ "buffer" : 0,
+ "byteLength" : 72,
+ "byteOffset" : 60,
+ "target" : 34963
+ },
+ {
+ "buffer" : 0,
+ "byteLength" : 432,
+ "byteOffset" : 132,
+ "target" : 34962
+ },
+ {
+ "buffer" : 0,
+ "byteLength" : 432,
+ "byteOffset" : 564,
+ "target" : 34962
+ },
+ {
+ "buffer" : 0,
+ "byteLength" : 576,
+ "byteOffset" : 996,
+ "target" : 34962
+ },
+ {
+ "buffer" : 0,
+ "byteLength" : 288,
+ "byteOffset" : 1572,
+ "target" : 34962
+ }
+ ],
+ "buffers" : [
+ {
+ "byteLength" : 1860,
+ "uri" : "AnimatedCube.bin"
+ }
+ ],
+ "images" : [
+ {
+ "uri" : "AnimatedCube_BaseColor.png"
+ },
+ {
+ "uri" : "AnimatedCube_MetallicRoughness.png"
+ }
+ ],
+ "materials" : [
+ {
+ "name" : "AnimatedCube",
+ "pbrMetallicRoughness" : {
+ "baseColorTexture" : {
+ "index" : 0
+ },
+ "metallicRoughnessTexture" : {
+ "index" : 1
+ },
+ "baseColorFactor": [ 1.000, 0.766, 0.336, 1.0 ],
+ "metallicFactor": 1.0,
+ "roughnessFactor": 0.0
+ },
+ "normalTexture": {
+ "scale": 1,
+ "index": 0
+ },
+ "occlusionTexture": {
+ "index": 0
+ },
+ "emissiveTexture": {
+ "index": 0
+ },
+ "emissiveFactor": [ 0.2, 0.1, 0.0 ],
+ "doubleSided": false,
+ "alphaMode": "MASK",
+ "alphaCutoff": 0.5
+ },
+ {
+ "name" : "AnimatedCube2",
+ "pbrMetallicRoughness" : {
+ "baseColorTexture" : {
+ "index" : 0
+ },
+ "metallicRoughnessTexture" : {
+ "index" : 1
+ },
+ "baseColorFactor": [ 1.000, 0.766, 0.336, 1.0 ],
+ "metallicFactor": 1.0,
+ "roughnessFactor": 0.0
+ },
+ "normalTexture": {
+ "scale": 1,
+ "index": 0
+ },
+ "occlusionTexture": {
+ "index": 0
+ },
+ "emissiveTexture": {
+ "index": 0
+ },
+ "emissiveFactor": [ 0.2, 0.1, 0.0 ],
+ "doubleSided": false,
+ "alphaMode": "OPAQUE"
+ }
+ ],
+ "meshes" : [
+ {
+ "name" : "AnimatedCube",
+ "primitives" : [
+ {
+ "attributes" : {
+ "NORMAL" : 4,
+ "POSITION" : 3,
+ "TANGENT" : 5,
+ "TEXCOORD_0" : 6,
+ "COLOR_0" : 3
+ },
+ "indices" : 2,
+ "material" : 0,
+ "mode" : 4
+ }
+ ]
+ },
+ {
+ "name" : "AnimatedCube2",
+ "primitives" : [
+ {
+ "attributes" : {
+ "NORMAL" : 4,
+ "POSITION" : 3,
+ "TANGENT" : 5,
+ "TEXCOORD_0" : 6,
+ "COLOR_0" : 3
+ },
+ "indices" : 2,
+ "material" : 1,
+ "mode" : 4
+ }
+ ]
+ }
+ ],
+ "nodes" : [
+ {
+ "mesh" : 0,
+ "name" : "AnimatedCube",
+ "rotation" : [
+ 0.000000,
+ -1.000000,
+ 0.000000,
+ 0.000000
+ ]
+ },
+ {
+ "mesh" : 1,
+ "name" : "AnimatedCube2"
+ },
+ {
+
+ "camera" : 0,
+ "scale" : [ 0.5, 0.5, 3.0 ]
+ },
+ {
+ "camera" : 1,
+ "translation" : [ 0.5, 0.5, 3.0 ],
+ "children": [
+ 4
+ ]
+ },
+ {
+ "camera" : 2,
+ "matrix": [
+ 1.0,
+ 0.0,
+ 0.0,
+ 0.0,
+ 0.0,
+ 0.0,
+ -1.0,
+ 0.0,
+ 0.0,
+ 1.0,
+ 0.0,
+ 0.0,
+ 0.0,
+ 0.0,
+ 0.0,
+ 1.0
+ ]
+ }
+ ],
+ "scene" : 0,
+ "scenes" : [
+ {
+ "nodes" : [
+ 0, 1, 2, 3
+ ]
+ }
+ ],
+ "textures" : [
+ {
+ "sampler" : 0,
+ "source" : 0
+ },
+ {
+ "sampler" : 1,
+ "source" : 1
+ }
+ ],
+ "cameras" : [
+ {
+ "type": "perspective",
+ "perspective": {
+ "aspectRatio": 1.0,
+ "yfov": 0.7,
+ "zfar": 100.0,
+ "znear": 0.01
+ }
+ },
+ {
+ "type": "orthographic",
+ "orthographic": {
+ "xmag": 1.0,
+ "ymag": 1.0,
+ "zfar": 100.0,
+ "znear": 0.01
+ }
+ },
+ {
+ "type": "orthographic",
+ "orthographic": {
+ "xmag": 1.0,
+ "ymag": 1.0,
+ "zfar": 100.0,
+ "znear": 0.01
+ }
+ }
+ ],
+ "samplers": [
+ {
+ "magFilter": 9729,
+ "minFilter": 9987,
+ "wrapS": 33071,
+ "wrapT": 10497
+ },
+ {
+ "magFilter": 9728,
+ "minFilter": 9986,
+ "wrapS": 33071,
+ "wrapT": 33648
+ }
+ ]
+}
\ No newline at end of file
utc-Dali-KeyInputFocusManager.cpp
utc-Dali-Layouting.cpp
utc-Dali-PageTurnView.cpp
+ utc-Dali-Scene.cpp
utc-Dali-Script.cpp
utc-Dali-ScrollBar.cpp
utc-Dali-ScrollView.cpp
--- /dev/null
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+#include <iostream>
+#include <stdlib.h>
+#include <dali-toolkit-test-suite-utils.h>
+#include <dali-toolkit/dali-toolkit.h>
+#include <dali-toolkit/devel-api/controls/scene/scene.h>
+
+using namespace Dali;
+using namespace Dali::Toolkit;
+
+void dali_scene_startup(void)
+{
+ test_return_value = TET_UNDEF;
+}
+
+void dali_scene_cleanup(void)
+{
+ test_return_value = TET_PASS;
+}
+
+namespace
+{
+
+/**
+ * For the AnimatedCube.gltf and its Assets
+ * Donated by Norbert Nopper for glTF testing.
+ * Take from https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/AnimatedCube
+ */
+const char* TEST_GLTF_FILE_NAME = TEST_RESOURCE_DIR "/AnimatedCube.gltf";
+/**
+ * For the diffuse and specular cube map texture.
+ * These textures are based off version of Wave engine sample
+ * Take from https://github.com/WaveEngine/Samples
+ *
+ * Copyright (c) 2016 Wave Coorporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal in the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ */
+const char* TEST_DIFFUSE_TEXTURE = TEST_RESOURCE_DIR "/forest_diffuse_cubemap.png";
+const char* TEST_SPECULAR_TEXTURE = TEST_RESOURCE_DIR "/forest_specular_cubemap.png";
+}
+
+int UtcDaliSceneConstructorP(void)
+{
+ TestApplication application;
+
+ Scene scene;
+
+ DALI_TEST_CHECK( !scene );
+ END_TEST;
+}
+
+int UtcDaliSceneCopyConstructorP(void)
+{
+ TestApplication application;
+
+ // Initialize an object, ref count == 1
+ Scene scene = Scene::New( TEST_GLTF_FILE_NAME );
+
+ Scene copy( scene );
+ DALI_TEST_CHECK( copy );
+ END_TEST;
+}
+
+int UtcDaliSceneCopyConstructor2P(void)
+{
+ TestApplication application;
+
+ // Initialize an object, ref count == 1
+ Toolkit::Scene scene = Toolkit::Scene::New( TEST_GLTF_FILE_NAME, TEST_DIFFUSE_TEXTURE, TEST_SPECULAR_TEXTURE );
+
+ Scene copy( scene );
+ DALI_TEST_CHECK( copy );
+ END_TEST;
+}
+
+int UtcDaliSceneAssignmentOperatorP(void)
+{
+ TestApplication application;
+
+ Scene scene = Scene::New( TEST_GLTF_FILE_NAME );
+
+ Scene copy( scene );
+ DALI_TEST_CHECK( copy );
+
+ DALI_TEST_CHECK( scene == copy );
+ END_TEST;
+}
+
+int UtcDaliSceneNewP(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliSceneNewP");
+
+ // Create the Slider actor
+ Scene scene;
+ DALI_TEST_CHECK( !scene );
+
+ scene = Scene::New( TEST_GLTF_FILE_NAME );
+ DALI_TEST_CHECK( scene );
+
+ END_TEST;
+}
+
+int UtcDaliSceneDestructorP(void)
+{
+ ToolkitTestApplication application;
+
+ Scene* scene = new Scene();
+ delete scene;
+
+ DALI_TEST_CHECK( true );
+ END_TEST;
+}
+
+int UtcDaliSceneDownCast(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliSceneDownCast");
+
+ Toolkit::Scene view = Toolkit::Scene::New( TEST_GLTF_FILE_NAME );
+ BaseHandle handle(view);
+
+ Toolkit::Scene scene = Toolkit::Scene::DownCast( handle );
+ DALI_TEST_CHECK( view );
+ DALI_TEST_CHECK( scene );
+ DALI_TEST_CHECK( scene == view );
+ END_TEST;
+}
+
+int UtcDaliSceneSetLight(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliSceneSetLight");
+
+ Toolkit::Scene view = Toolkit::Scene::New( TEST_GLTF_FILE_NAME );
+
+ bool lightSet = view.SetLight( Scene::LightType::DIRECTIONAL_LIGHT, Vector3( 1.0, 1.0, -1.0 ), Vector3( 0.3, 0.3, 0.3 ) );
+ DALI_TEST_CHECK( lightSet );
+ bool lightSet2 = view.SetLight( Scene::LightType::POINT_LIGHT, Vector3( 1.0, 1.0, -1.0 ), Vector3( 0.3, 0.3, 0.3 ) );
+ DALI_TEST_CHECK( lightSet2 );
+
+ END_TEST;
+}
+
+int UtcDaliSceneGetCamera(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliSceneGetCamera");
+
+ Toolkit::Scene view = Toolkit::Scene::New( TEST_GLTF_FILE_NAME );
+
+ CameraActor camera = view.GetDefaultCamera();
+ DALI_TEST_CHECK( camera );
+
+ CameraActor camera2 = view.GetCamera( -1 );
+ DALI_TEST_CHECK( camera2 );
+
+ CameraActor camera3 = view.GetCamera( 0 );
+ DALI_TEST_CHECK( camera3 );
+
+ END_TEST;
+}
+
+int UtcDaliSceneAnimation(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliSceneAnimation");
+
+ Toolkit::Scene view = Toolkit::Scene::New( TEST_GLTF_FILE_NAME );
+
+ bool playAnimation = view.PlayAnimations();
+ DALI_TEST_CHECK( playAnimation );
+
+ END_TEST;
+}
develapinavigationviewdir = $(develapicontrolsdir)/navigation-view
develapipageturnviewdir = $(develapicontrolsdir)/page-turn-view
develapipopupdir = $(develapicontrolsdir)/popup
+develapiscenedir = $(develapicontrolsdir)/scene
develapishadowviewdir = $(develapicontrolsdir)/shadow-view
develapisuperblurviewdir = $(develapicontrolsdir)/super-blur-view
develapifocusmanagerdir = $(develapidir)/focus-manager
develapivisualfactory_HEADERS = $(devel_api_visual_factory_header_files)
develapivisuals_HEADERS = $(devel_api_visuals_header_files)
develapiscripting_HEADERS = $(devel_api_scripting_header_files)
+develapiscene_HEADERS = $(devel_api_scene_header_files)
develapishadowview_HEADERS = $(devel_api_shadow_view_header_files)
develapishadereffects_HEADERS = $(devel_api_shader_effects_header_files)
develapistyling_HEADERS = $(devel_api_styling_header_files)
--- /dev/null
+/*
+ * Copyright (c) 2018 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+// CLASS HEADER
+#include <dali-toolkit/devel-api/controls/scene/scene.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/controls/scene/scene-impl.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+Scene::Scene()
+{
+}
+
+Scene::~Scene()
+{
+}
+
+Scene::Scene( const Scene& handle )
+ : Control( handle )
+{
+}
+
+Scene& Scene::operator=( const Scene& handle )
+{
+ BaseHandle::operator=( handle );
+ return *this;
+}
+
+Scene Scene::New( const std::string& filePath )
+{
+ return Internal::Scene::New( filePath );
+}
+
+Scene Scene::New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor )
+{
+ return Internal::Scene::New( filePath, diffuseTexturePath, specularTexturePath, ScaleFactor );
+}
+
+Scene::Scene( Internal::Scene& implementation )
+ : Control( implementation )
+{
+}
+
+Scene::Scene( Dali::Internal::CustomActor* internal )
+ : Control( internal )
+{
+ VerifyCustomActorPointer<Internal::Scene>( internal );
+}
+
+Scene Scene::DownCast( BaseHandle handle )
+{
+ return Control::DownCast<Scene, Internal::Scene>( handle );
+}
+
+uint32_t Scene::GetAnimationCount()
+{
+ return GetImpl( *this ).GetAnimationCount();
+}
+
+bool Scene::PlayAnimation( uint32_t index )
+{
+ return GetImpl( *this ).PlayAnimation( index );
+}
+
+bool Scene::PlayAnimations()
+{
+ return GetImpl( *this ).PlayAnimations();
+}
+
+bool Scene::SetLight( LightType type, Vector3 lightVector, Vector3 lightColor )
+{
+ return GetImpl( *this ).SetLight( type, lightVector, lightColor );
+}
+
+CameraActor Scene::GetDefaultCamera()
+{
+ return GetImpl( *this ).GetDefaultCamera();
+}
+
+CameraActor Scene::GetCamera( const int cameraIndex )
+{
+ return GetImpl( *this ).GetCamera( cameraIndex );
+}
+
+}//namespace Toolkit
+
+}//namespace Dali
+
--- /dev/null
+#ifndef DALI_TOOLKIT_SCENE_H\r
+#define DALI_TOOLKIT_SCENE_H\r
+\r
+/*\r
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.\r
+ *\r
+ * Licensed under the Apache License, Version 2.0 (the "License");\r
+ * you may not use this file except in compliance with the License.\r
+ * You may obtain a copy of the License at\r
+ *\r
+ * http://www.apache.org/licenses/LICENSE-2.0\r
+ *\r
+ * Unless required by applicable law or agreed to in writing, software\r
+ * distributed under the License is distributed on an "AS IS" BASIS,\r
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
+ * See the License for the specific language governing permissions and\r
+ * limitations under the License.\r
+ *\r
+ */\r
+\r
+// INTERNAL INCLUDES\r
+#include <dali/public-api/actors/camera-actor.h>\r
+#include <dali-toolkit/public-api/controls/control.h>\r
+#include <dali/public-api/rendering/texture.h>\r
+\r
+namespace Dali\r
+{\r
+\r
+namespace Toolkit\r
+{\r
+\r
+namespace Internal DALI_INTERNAL\r
+{\r
+\r
+/**\r
+ * Scene implementation class\r
+ */\r
+class Scene;\r
+\r
+}\r
+\r
+/**\r
+ *\r
+ * Scene is a class for containing scene elements loaded from scene format file(e.g., glTF). Scene elements mean scene graph, cameras, and animations.\r
+ *\r
+ * Basic idea:-\r
+ *\r
+ * 1) The Scene is initialized with diffuse and specular cube map for the Image Based Lighting.\n\r
+ * If the Scene initialized without cube map, the objects of the Scene cannot be rendered with IBL.\n\r
+ * 2) The Scene is loaded from each scene format file(e.g., glTF).\n\r
+ * 3) The Scene can have a point light or a directional light.(optional)\n\r
+ * 4) The Scene playes each actor's animation.\n\r
+ *\r
+ *\r
+ * Usage example: -\r
+ *\r
+ * @code\r
+ *\r
+ * void SceneExample::Create( Application& application )\r
+ * {\r
+ * // Use 'Scene::New( URL_SCENE_FILE )', if you don't want to render with IBL.\r
+ * Scene scene = Scene::New( URL_SCENE_FILE, URL_DIFFUSE_TEXTURE, URL_SPECULAR_TEXTURE );\r
+ *\r
+ * Stage::GetCurrent().Add( scene );\r
+ * scene.PlayAnimations();\r
+ *\r
+ * scene.SetLight( Scene::LightType::DIRECTIONAL_LIGHT, Vector3( 1.0, 1.0, -1.0 ), Vector3( 0.3, 0.3, 0.3 ) );\r
+ * }\r
+ *\r
+ * @endcode\r
+ *\r
+ * @remarks This control makes 3D Layer internally. Therefore, if any 2D UI\r
+ * control is added as a child of this Scene, the functionality of the 2D UI\r
+ * may not work well.\r
+ */\r
+\r
+class DALI_TOOLKIT_API Scene : public Control\r
+{\r
+public:\r
+\r
+ enum LightType\r
+ {\r
+ // Scene doesn't use both of point and directional light\r
+ NONE = 0,\r
+ // Scene use point light\r
+ POINT_LIGHT,\r
+ // Scene use directional light\r
+ DIRECTIONAL_LIGHT,\r
+ // Scene use Image Based Lighting\r
+ IMAGE_BASED_LIGHT,\r
+ // Scene use Image Based Lighting and point light\r
+ IMAGE_BASED_LIGHT_AND_POINT_LIGHT,\r
+ // Scene use Image Based Lighting and directional light\r
+ IMAGE_BASED_LIGHT_AND_DIRECTIONAL_LIGHT\r
+ };\r
+\r
+ /**\r
+ * @brief Create an uninitialized Scene; this can be initialized with Scene::New()\r
+ * Calling member functions with an uninitialized Dali::Object is not allowed.\r
+ */\r
+ Scene();\r
+\r
+ /**\r
+ * @brief Copy constructor. Creates another handle that points to the same real object\r
+ */\r
+ Scene( const Scene& handle );\r
+\r
+ /**\r
+ * @brief Assignment operator. Changes this handle to point to another real object\r
+ */\r
+ Scene& operator=( const Scene& handle );\r
+\r
+ /**\r
+ * @brief Destructor\r
+ * This is non-virtual since derived Handle types must not contain data or virtual methods.\r
+ */\r
+ ~Scene();\r
+\r
+ /**\r
+ * @brief Downcast an Object handle to Scene. If handle points to a Scene the\r
+ * downcast produces valid handle. If not the returned handle is left uninitialized.\r
+ * @param[in] handle Handle to an object\r
+ * @return handle to a Scene or an uninitialized handle\r
+ */\r
+ static Scene DownCast( BaseHandle handle );\r
+\r
+ /**\r
+ * @brief Create an initialized Scene.\r
+ * @param[in] filePath File path of scene format file (e.g., glTF).\r
+ * @return A handle to a newly allocated Dali resource\r
+ */\r
+ static Scene New( const std::string& filePath );\r
+\r
+ /**\r
+ * @brief Create an initialized Scene.\r
+ * @param[in] filePath File path of scene format file (e.g., glTF).\r
+ * @param[in] diffuseTexturePath The texture path of diffuse cube map that used to render with Image Based Lighting.\r
+ * @param[in] specularTexturePath The texture path of specular cube map that used to render with Image Based Lighting.\r
+ * @param[in] ScaleFactor Scaling factor for the Image Based Lighting. Default value is initialized with Vector4( 1.0, 1.0, 1.0, 1.0 ).\r
+ * @return A handle to a newly allocated Dali resource\r
+ */\r
+ static Scene New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor = Vector4( 1.0, 1.0, 1.0, 1.0 ) );\r
+\r
+ /**\r
+ * @brief Get animation count.\r
+ * @return number of animations.\r
+ */\r
+ uint32_t GetAnimationCount();\r
+\r
+ /**\r
+ * @brief Play an animations.\r
+ * @param[in] index Animation index\r
+ * @return true if animation is played.\r
+ */\r
+ bool PlayAnimation( uint32_t index );\r
+\r
+ /**\r
+ * @brief Play all animations.\r
+ * @return true if animations are played.\r
+ */\r
+ bool PlayAnimations();\r
+\r
+ /**\r
+ * @brief Set point light or directional light. If SetLight is not called, this scene doesn't use these kind of light.\r
+ * @param[in] type The light type. If the light is point light set this LightType::POINT_LIGHT,\r
+ * or if the light is directional light set this LightType::DIRECTIONAL_LIGHT.\r
+ * @param[in] lightVector The point light position when light type is LightType::POINT_LIGHT.\r
+ * The light direction when light type is LightType::DIRECTIONAL_LIGHT.\r
+ * @param[in] lightColor Vector3 value that denotes the light color of point light or directional light. Since this is the light color, we don't need to use alpha value.\r
+ * @return true if point light or directional light is set.\r
+ */\r
+ bool SetLight( LightType type, Vector3 lightVector, Vector3 lightColor = Vector3( 1.0, 1.0, 1.0 ) );\r
+\r
+ /**\r
+ * @brief Get default CameraActor. Dali::Camera::Type = Dali::Camera::LOOK_AT_TARGET , near clipping plane = 0.1, and camera position = Vector3( 0.0, 0.0, 0.0 ).\r
+ * @return CameraActor.\r
+ */\r
+ CameraActor GetDefaultCamera();\r
+\r
+ /**\r
+ * @brief Get CameraActor. If there is no CameraActor in the list, then returns default CameraActor.\r
+ * @return CameraActor.\r
+ */\r
+ CameraActor GetCamera( int cameraIndex = -1 );\r
+\r
+ // Not intended for developer use\r
+public:\r
+\r
+ /**\r
+ * @brief Creates a handle using the Toolkit::Internal implementation.\r
+ * @param[in] implementation The UI Control implementation.\r
+ */\r
+ DALI_INTERNAL Scene( Toolkit::Internal::Scene& implementation );\r
+\r
+ explicit DALI_INTERNAL Scene( Dali::Internal::CustomActor* internal );\r
+};\r
+\r
+} // namespace Toolkit\r
+\r
+} // namespace Dali\r
+\r
+#endif // DALI_TOOLKIT_SCENE_H\r
$(devel_api_src_dir)/controls/page-turn-view/page-turn-view.cpp \
$(devel_api_src_dir)/controls/popup/confirmation-popup.cpp \
$(devel_api_src_dir)/controls/popup/popup.cpp \
+ $(devel_api_src_dir)/controls/scene/scene.cpp \
$(devel_api_src_dir)/controls/shadow-view/shadow-view.cpp \
$(devel_api_src_dir)/controls/super-blur-view/super-blur-view.cpp \
$(devel_api_src_dir)/controls/text-controls/text-editor-devel.cpp \
$(devel_api_src_dir)/visuals/text-visual-properties-devel.h \
$(devel_api_src_dir)/visuals/visual-properties-devel.h
+devel_api_scene_header_files = \
+ $(devel_api_src_dir)/controls/scene/scene.h
+
devel_api_shadow_view_header_files = \
$(devel_api_src_dir)/controls/shadow-view/shadow-view.h
--- /dev/null
+/*
+ * Copyright (c) 2018 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+// CLASS HEADER
+#include <dali-toolkit/internal/controls/scene/gltf-loader.h>
+#include <dali-toolkit/internal/controls/scene/gltf-shader.h>
+
+// EXTERNAL INCLUDES
+#include <fstream>
+#include <dali/integration-api/debug.h>
+#include <dali/devel-api/adaptor-framework/image-loading.h>
+#include <dali/devel-api/adaptor-framework/file-loader.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/image-loader/texture-manager.h>
+
+using namespace Dali::Toolkit::Internal::GLTF;
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+GltfLoader::GltfLoader()
+ : mNodes( NULL ),
+ mRoot( NULL )
+{
+}
+
+GltfLoader::~GltfLoader()
+{
+}
+
+bool GltfLoader::LoadScene( const std::string& filePath, Internal::Scene& scene )
+{
+ // Extracting directory path from full path to load resources.
+ if( std::string::npos != filePath.rfind('/') )
+ {
+ mPath = filePath.substr( 0, filePath.rfind('/') ) + "/";
+ }
+
+ if( !ParseGltf( filePath ) )
+ {
+ DALI_LOG_ERROR( "Fail to parse json file\n" );
+ return false;
+ }
+
+ mRoot = mParser.GetRoot();
+ if( !mRoot )
+ {
+ return false;
+ }
+
+ if( !LoadAssets() )
+ {
+ return false;
+ }
+
+ if( !CreateScene( scene ) )
+ {
+ return false;
+ }
+ return true;
+}
+
+bool GltfLoader::ParseGltf( const std::string& filePath )
+{
+ std::ifstream fileStream( filePath.c_str() );
+ std::string fileBuffer( ( std::istreambuf_iterator<char>( fileStream ) ),
+ ( std::istreambuf_iterator<char>() ) );
+ mParser = Dali::Toolkit::JsonParser::New();
+
+ return mParser.Parse( fileBuffer );
+}
+
+bool GltfLoader::LoadAssets()
+{
+ if( LoadBinaryData( mRoot ) && // pass a reference
+ LoadTextureArray( mRoot ) && // pass a reference
+ LoadMaterialSetArray( mRoot ) && // pass a reference
+ LoadMeshArray( mRoot ) // pass a reference
+ )
+ {
+ return true;
+ }
+ return false;
+}
+
+bool GltfLoader::LoadBinaryData( const TreeNode* root )
+{
+ const TreeNode* buffersNode = root->GetChild( "buffers" );
+ if( !buffersNode )
+ {
+ return false;
+ }
+ for( TreeNode::ConstIterator bufferIter = ( *buffersNode ).CBegin(); bufferIter != ( *buffersNode ).CEnd(); ++bufferIter )
+ {
+ LoadBuffer( ( *bufferIter ).second );
+ }
+
+ const TreeNode* bufferViewsNode = root->GetChild( "bufferViews" );
+ if( !bufferViewsNode )
+ {
+ return false;
+ }
+ for( TreeNode::ConstIterator bufferViewIter = ( *bufferViewsNode ).CBegin(); bufferViewIter != ( *bufferViewsNode ).CEnd(); ++bufferViewIter )
+ {
+ LoadBufferView( ( *bufferViewIter ).second );
+ }
+
+ const TreeNode* accessorsNode = root->GetChild( "accessors" );
+ if( !accessorsNode )
+ {
+ return false;
+ }
+ for( TreeNode::ConstIterator accesorIter = ( *accessorsNode ).CBegin(); accesorIter != ( *accessorsNode ).CEnd(); ++accesorIter )
+ {
+ LoadAccessor( ( *accesorIter ).second );
+ }
+
+ return true;
+}
+
+bool GltfLoader::LoadBuffer( const TreeNode& buffer )
+{
+ BufferInfo bufferInfo;
+
+ const TreeNode* uriNode = buffer.GetChild( "uri" );
+ if( uriNode )
+ {
+ ReadString( uriNode, bufferInfo.uri );
+ }
+
+ const TreeNode* byteLengthNode = buffer.GetChild( "byteLength" );
+ if( byteLengthNode )
+ {
+ ReadInt( byteLengthNode, bufferInfo.byteLength );
+ if( bufferInfo.byteLength < 0 )
+ {
+ return false;
+ }
+ }
+
+ const TreeNode* nameNode = buffer.GetChild( "name" );
+ if( nameNode )
+ {
+ ReadString( nameNode, bufferInfo.name );
+ }
+
+ mBufferArray.push_back( bufferInfo );
+
+ return true;
+}
+
+bool GltfLoader::LoadBufferView( const TreeNode& buffer )
+{
+ BufferViewInfo bufferViewInfo;
+
+ const TreeNode* bufferNode = buffer.GetChild( "buffer" );
+ if( bufferNode )
+ {
+ ReadInt( bufferNode, bufferViewInfo.buffer );
+ if( bufferViewInfo.buffer < 0 )
+ {
+ return false;
+ }
+ }
+
+ const TreeNode* byteOffsetNode = buffer.GetChild( "byteOffset" );
+ if( byteOffsetNode )
+ {
+ ReadInt( byteOffsetNode, bufferViewInfo.byteOffset );
+ }
+
+ const TreeNode* byteLengthNode = buffer.GetChild( "byteLength" );
+ if( byteLengthNode )
+ {
+ ReadInt( byteLengthNode, bufferViewInfo.byteLength );
+ if( bufferViewInfo.byteLength < 0 )
+ {
+ return false;
+ }
+ }
+
+ const TreeNode* byteStrideNode = buffer.GetChild( "byteStride" );
+ if( byteStrideNode )
+ {
+ ReadInt( byteStrideNode, bufferViewInfo.byteStride );
+ }
+
+ const TreeNode* targetNode = buffer.GetChild( "target" );
+ if( targetNode )
+ {
+ ReadInt( targetNode, bufferViewInfo.target );
+ }
+
+ const TreeNode* nameNode = buffer.GetChild( "name" );
+ if( nameNode )
+ {
+ ReadString( nameNode, bufferViewInfo.name );
+ }
+
+ mBufferViewArray.push_back( bufferViewInfo );
+
+ return true;
+}
+
+bool GltfLoader::LoadAccessor( const TreeNode& buffer )
+{
+ AccessorInfo accessorInfo;
+
+ const TreeNode* bufferViewNode = buffer.GetChild( "bufferView" );
+ if( bufferViewNode )
+ {
+ ReadInt( bufferViewNode, accessorInfo.bufferView );
+ }
+
+ const TreeNode* byteOffsetNode = buffer.GetChild( "byteOffset" );
+ if( byteOffsetNode )
+ {
+ ReadInt( byteOffsetNode, accessorInfo.byteOffset );
+ }
+
+ const TreeNode* componentTypeNode = buffer.GetChild( "componentType" );
+ if( componentTypeNode )
+ {
+ ReadInt( componentTypeNode, accessorInfo.componentType );
+ if( accessorInfo.componentType < 0 )
+ {
+ return false;
+ }
+ }
+
+ const TreeNode* normalizedNode = buffer.GetChild( "normalized" );
+ if( normalizedNode )
+ {
+ ReadBool( normalizedNode, accessorInfo.normalized );
+ }
+
+ const TreeNode* countNode = buffer.GetChild( "count" );
+ if( countNode )
+ {
+ ReadInt( countNode, accessorInfo.count );
+ if( accessorInfo.count < 0 )
+ {
+ return false;
+ }
+ }
+
+ const TreeNode* typeNode = buffer.GetChild( "type" );
+ if( typeNode )
+ {
+ ReadString( typeNode, accessorInfo.type );
+ if( accessorInfo.type == "" )
+ {
+ return false;
+ }
+ }
+
+ const TreeNode* maxNode = buffer.GetChild( "max" );
+ if( maxNode )
+ {
+ ReadInt( maxNode, accessorInfo.max );
+ }
+
+ const TreeNode* minNode = buffer.GetChild( "min" );
+ if( minNode )
+ {
+ ReadInt( minNode, accessorInfo.min );
+ }
+
+ const TreeNode* nameNode = buffer.GetChild( "name" );
+ if( nameNode )
+ {
+ ReadString( nameNode, accessorInfo.name );
+ }
+
+ mAccessorArray.push_back( accessorInfo );
+
+ return true;
+}
+
+bool GltfLoader::LoadTextureArray( const TreeNode* root )
+{
+ const TreeNode* imagesNode = root->GetChild( "images" );
+ if( imagesNode )
+ {
+ for( TreeNode::ConstIterator imageIter = imagesNode->CBegin(); imageIter != imagesNode->CEnd(); ++imageIter )
+ {
+ std::string imageUrl;
+ const TreeNode* uriNode = ( &( ( *imageIter ).second ) )->GetChild( "uri" );
+ if( uriNode )
+ {
+ std::string uri;
+ ReadString( uriNode, uri );
+ imageUrl = mPath + uri;
+ }
+
+ mSourceArray.push_back( LoadTexture( imageUrl.c_str(), true ) );
+ }
+ }
+
+ const TreeNode* samplersNode = root->GetChild( "samplers" );
+ if( samplersNode )
+ {
+ for( TreeNode::ConstIterator samplerIter = samplersNode->CBegin(); samplerIter != samplersNode->CEnd(); ++samplerIter )
+ {
+ mSamplerArray.push_back( LoadSampler( ( ( *samplerIter ).second ) ) );
+ }
+ }
+
+ const TreeNode* texturesNode = root->GetChild( "textures" );
+ if( texturesNode )
+ {
+ for( TreeNode::ConstIterator textureIter = texturesNode->CBegin(); textureIter != texturesNode->CEnd(); ++textureIter )
+ {
+ const TreeNode* TextureNode = &( ( *textureIter ).second );
+
+ TextureInfo texture;
+ const TreeNode* sourceNode = TextureNode->GetChild( "source" );
+ if( sourceNode )
+ {
+ ReadInt( sourceNode, texture.sourceIdx );
+ }
+
+ const TreeNode* samplerNode = TextureNode->GetChild( "sampler" );
+ if( samplerNode )
+ {
+ ReadInt( samplerNode, texture.samplerIdx );
+ }
+
+ mTextureArray.push_back( texture );
+ }
+ }
+ return true;
+}
+
+Texture GltfLoader::LoadTexture( const char* imageUrl, bool generateMipmaps )
+{
+ Texture texture;
+ Devel::PixelBuffer pixelBuffer = LoadImageFromFile( imageUrl );
+ if( pixelBuffer )
+ {
+ 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();
+ }
+ }
+
+ return texture;
+}
+
+Sampler GltfLoader::LoadSampler( const TreeNode& samplerNode )
+{
+ Sampler sampler = Sampler::New();
+
+ FilterMode::Type minFilter = FilterMode::DEFAULT;
+ FilterMode::Type magFilter = FilterMode::DEFAULT;
+ const TreeNode* magFilterNode = samplerNode.GetChild( "magFilter" );
+ if( magFilterNode )
+ {
+ int magFilter_integer = 0;
+ ReadInt( magFilterNode, magFilter_integer );
+ magFilter = GetFilterMode( magFilter_integer );
+ }
+
+ const TreeNode* minFilterNode = samplerNode.GetChild( "minFilter" );
+ if( minFilterNode )
+ {
+ int minFilter_integer = 0;
+ ReadInt( minFilterNode, minFilter_integer );
+ minFilter = GetFilterMode( minFilter_integer );
+ }
+
+ WrapMode::Type wrapR = WrapMode::REPEAT;
+ WrapMode::Type wrapS = WrapMode::REPEAT;
+ WrapMode::Type wrapT = WrapMode::REPEAT;
+ const TreeNode* wrapNode = samplerNode.GetChild( "wrapS" );
+ if( wrapNode )
+ {
+ wrapS = GetWrapMode( wrapNode->GetInteger() );
+ }
+
+ wrapNode = samplerNode.GetChild( "wrapT" );
+ if( wrapNode )
+ {
+ wrapT = GetWrapMode( wrapNode->GetInteger() );
+ }
+
+ sampler.SetFilterMode( minFilter, magFilter );
+ sampler.SetWrapMode( wrapR, wrapS, wrapT );
+
+ return sampler;
+}
+
+FilterMode::Type GltfLoader::GetFilterMode( int mode )
+{
+ FilterMode::Type retValue = FilterMode::DEFAULT;
+ /**
+ * glTF 2.0 Specification
+ * Filter Code
+ * 9728 : NEAREST
+ * 9729 : LINEAR
+ * 9984 : NEAREST_MIPMAP_NEAREST
+ * 9985 : LINEAR_MIPMAP_NEAREST
+ * 9986 : NEAREST_MIPMAP_LINEAR
+ * 9987 : LINEAR_MIPMAP_LINEAR
+ */
+ switch( mode )
+ {
+ case 9728:
+ {
+ retValue = FilterMode::NEAREST;
+ break;
+ }
+ case 9729:
+ {
+ retValue = FilterMode::LINEAR;
+ break;
+ }
+ case 9984:
+ {
+ retValue = FilterMode::NEAREST_MIPMAP_NEAREST;
+ break;
+ }
+ case 9985:
+ {
+ retValue = FilterMode::LINEAR_MIPMAP_NEAREST;
+ break;
+ }
+ case 9986:
+ {
+ retValue = FilterMode::NEAREST_MIPMAP_LINEAR;
+ break;
+ }
+ case 9987:
+ {
+ retValue = FilterMode::LINEAR_MIPMAP_LINEAR;
+ break;
+ }
+ }
+
+ return retValue;
+}
+
+WrapMode::Type GltfLoader::GetWrapMode( int mode )
+{
+ WrapMode::Type retValue = WrapMode::REPEAT;
+ /**
+ * glTF 2.0 Specification
+ * Wrapping mode Code
+ * 33071 : CLAMP_TO_EDGE
+ * 33648 : MIRRORED_REPEAT
+ * 10497 : REPEAT
+ */
+ switch( mode )
+ {
+ case 33071:
+ {
+ retValue = WrapMode::CLAMP_TO_EDGE;
+ break;
+ }
+ case 33648:
+ {
+ retValue = WrapMode::MIRRORED_REPEAT;
+ break;
+ }
+ case 10497:
+ {
+ retValue = WrapMode::REPEAT;
+ break;
+ }
+ }
+
+ return retValue;
+}
+
+bool GltfLoader::LoadMaterialSetArray( const TreeNode* root )
+{
+ const TreeNode* materialsNode = root->GetChild( "materials" );
+ if( !materialsNode )
+ {
+ return false;
+ }
+
+ for( TreeNode::ConstIterator materialIter = materialsNode->CBegin(); materialIter != materialsNode->CEnd(); ++materialIter )
+ {
+ GLTF::MaterialInfo materialInfo;
+ LoadPbrMetallicRoughness( ( ( *materialIter ).second ), materialInfo );
+
+ const TreeNode* materialNode = &( ( *materialIter ).second );
+ const TreeNode* tempNode = materialNode->GetChild( "name" );
+ if( tempNode )
+ {
+ ReadString( tempNode, materialInfo.name );
+ }
+
+ materialInfo.alphaMode = "OPAQUE";
+ tempNode = materialNode->GetChild( "alphaMode" );
+ if( tempNode )
+ {
+ ReadString( tempNode, materialInfo.alphaMode );
+ }
+
+ materialInfo.alphaCutoff = 1.0;
+ tempNode = materialNode->GetChild( "alphaCutoff" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, materialInfo.alphaCutoff );
+ }
+
+ materialInfo.doubleSided = false;
+ tempNode = materialNode->GetChild( "doubleSided" );
+ if( tempNode )
+ {
+ ReadBool( tempNode, materialInfo.doubleSided );
+ }
+
+ float floatVec[3];
+ tempNode = materialNode->GetChild( "emissiveFactor" );
+ if( tempNode && ReadVector( tempNode, floatVec, 3 ) )
+ {
+ materialInfo.emissiveFactor = Vector3( floatVec[0], floatVec[1], floatVec[2] );
+ }
+
+ const TreeNode* texture = materialNode->GetChild( "normalTexture" );
+ if( texture )
+ {
+ tempNode = texture->GetChild( "index" );
+ if( tempNode )
+ {
+ materialInfo.normalTexture.index = tempNode->GetInteger();
+ }
+
+ tempNode = texture->GetChild( "texCoord" );
+ if( tempNode )
+ {
+ materialInfo.normalTexture.texCoord = tempNode->GetInteger();
+ }
+
+ materialInfo.normalTexture.value = 1.0;
+ tempNode = texture->GetChild( "scale" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, materialInfo.normalTexture.value );
+ }
+ }
+
+ texture = materialNode->GetChild( "occlusionTexture" );
+ if( texture )
+ {
+ tempNode = texture->GetChild( "index" );
+ if( tempNode )
+ {
+ materialInfo.occlusionTexture.index = tempNode->GetInteger();
+ }
+
+ tempNode = texture->GetChild( "texCoord" );
+ if( tempNode )
+ {
+ materialInfo.occlusionTexture.texCoord = tempNode->GetInteger();
+ }
+
+
+ tempNode = texture->GetChild( "strength" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, materialInfo.occlusionTexture.value );
+ }
+ }
+
+ texture = materialNode->GetChild( "emissiveTexture" );
+ if( texture )
+ {
+ tempNode = texture->GetChild( "index" );
+ if( tempNode )
+ {
+ materialInfo.emissiveTexture.index = tempNode->GetInteger();
+ }
+
+ tempNode = texture->GetChild( "texCoord" );
+ if( tempNode )
+ {
+ materialInfo.emissiveTexture.texCoord = tempNode->GetInteger();
+ }
+ }
+ mMaterialArray.push_back( materialInfo );
+ }
+ return true;
+}
+
+bool GltfLoader::LoadPbrMetallicRoughness( const TreeNode& material, MaterialInfo& materialInfo )
+{
+ float floatVec[4];
+ const TreeNode* pbrMetallicRoughnessNode = material.GetChild( "pbrMetallicRoughness" );
+ if( !pbrMetallicRoughnessNode )
+ {
+ return true;
+ }
+
+ const TreeNode* tempNode;
+ tempNode = pbrMetallicRoughnessNode->GetChild( "metallicFactor" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, materialInfo.metallicFactor );
+ }
+
+ tempNode = pbrMetallicRoughnessNode->GetChild( "roughnessFactor" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, materialInfo.roughnessFactor );
+ }
+
+ tempNode = pbrMetallicRoughnessNode->GetChild( "baseColorFactor" );
+ if( tempNode && ReadVector( tempNode, floatVec, 4 ) )
+ {
+ materialInfo.baseColorFactor = Vector4( floatVec[0], floatVec[1], floatVec[2], floatVec[3] );
+ }
+
+ const TreeNode* baseColorTextureNode = pbrMetallicRoughnessNode->GetChild( "baseColorTexture" );
+ if( baseColorTextureNode )
+ {
+ tempNode = baseColorTextureNode->GetChild( "index" );
+ if( tempNode )
+ {
+ materialInfo.baseColorTexture.index = tempNode->GetInteger();
+ }
+
+ tempNode = baseColorTextureNode->GetChild( "texCoord" );
+ if( tempNode )
+ {
+ materialInfo.baseColorTexture.texCoord = tempNode->GetInteger();
+ }
+ }
+
+ const TreeNode* metallicRoughnessTextureNode = pbrMetallicRoughnessNode->GetChild( "metallicRoughnessTexture" );
+ if( metallicRoughnessTextureNode )
+ {
+ tempNode = metallicRoughnessTextureNode->GetChild( "index" );
+ if( tempNode )
+ {
+ materialInfo.metallicRoughnessTexture.index = tempNode->GetInteger();
+ }
+
+ tempNode = metallicRoughnessTextureNode->GetChild( "texCoord" );
+ if( tempNode )
+ {
+ materialInfo.metallicRoughnessTexture.texCoord = tempNode->GetInteger();
+ }
+ }
+
+ return true;
+}
+
+bool GltfLoader::LoadMeshArray( const TreeNode* root )
+{
+ const TreeNode* meshesNode = root->GetChild( "meshes" );
+ if( !meshesNode )
+ {
+ return false;
+ }
+
+ for( TreeNode::ConstIterator meshIter = ( *meshesNode ).CBegin(); meshIter != ( *meshesNode ).CEnd(); ++meshIter )
+ {
+ MeshInfo meshInfo;
+ const TreeNode* nameNode = ( &( *meshIter ).second )->GetChild( "name" );
+ if( nameNode )
+ {
+ ReadString( nameNode, meshInfo.name );
+ }
+ meshInfo.geometry = Geometry::New();
+
+ //Need to add weights for Morph targets.
+ LoadPrimitive( ( *meshIter ).second, meshInfo );
+ SetGeometry( meshInfo );
+ mMeshArray.push_back( meshInfo );
+ }
+
+ return true;
+}
+
+bool GltfLoader::LoadPrimitive( const TreeNode& mesh, MeshInfo& meshInfo )
+{
+ const TreeNode* primitivesNode = mesh.GetChild( "primitives" );
+ if( !primitivesNode )
+ {
+ return false;
+ }
+
+ for( TreeNode::ConstIterator primitiveIter = ( *primitivesNode ).CBegin(); primitiveIter != ( *primitivesNode ).CEnd(); ++primitiveIter )
+ {
+ const TreeNode* primitiveNode = ( &( *primitiveIter ).second );
+ const TreeNode* tempNode;
+
+ tempNode = primitiveNode->GetChild( "indices" );
+ if( tempNode )
+ {
+ meshInfo.indicesIdx = tempNode->GetInteger();
+ }
+
+ tempNode = primitiveNode->GetChild( "material" );
+ if( tempNode )
+ {
+ meshInfo.materialsIdx = tempNode->GetInteger();
+ }
+
+ tempNode = primitiveNode->GetChild( "mode" );
+ if( tempNode )
+ {
+ meshInfo.mode = tempNode->GetInteger();
+ }
+
+ LoadAttribute( primitiveNode, meshInfo );
+ }
+
+ return true;
+}
+
+bool GltfLoader::LoadAttribute( const TreeNode* primitive, MeshInfo& meshInfo )
+{
+ const TreeNode* attrbuteNode = primitive->GetChild( "attributes" );
+ if( !attrbuteNode )
+ {
+ return false;
+ }
+
+ const TreeNode* tempNode;
+ tempNode = attrbuteNode->GetChild( "POSITION" );
+ if( tempNode )
+ {
+ meshInfo.attribute.POSITION = tempNode->GetInteger();
+ }
+
+ tempNode = attrbuteNode->GetChild( "NORMAL" );
+ if( tempNode )
+ {
+ meshInfo.attribute.NORMAL = tempNode->GetInteger();
+ }
+
+ tempNode = attrbuteNode->GetChild( "TANGENT" );
+ if( tempNode )
+ {
+ meshInfo.attribute.TANGENT = tempNode->GetInteger();
+ }
+
+ int index = 0;
+ meshInfo.attribute.TEXCOORD.clear();
+ tempNode = attrbuteNode->GetChild( "TEXCOORD_" + std::to_string( index ) );
+ while( tempNode )
+ {
+ int value = tempNode->GetInteger();
+ meshInfo.attribute.TEXCOORD.push_back( value );
+ tempNode = attrbuteNode->GetChild( "TEXCOORD_" + std::to_string( ++index ) );
+ }
+
+ index = 0;
+ meshInfo.attribute.COLOR.clear();
+ tempNode = attrbuteNode->GetChild( "COLOR_" + std::to_string( index ) );
+ while( tempNode )
+ {
+ int value = tempNode->GetInteger();
+ meshInfo.attribute.COLOR.push_back( value );
+ tempNode = attrbuteNode->GetChild( "COLOR" + std::to_string( ++index ) );
+ }
+
+ return true;
+}
+
+bool GltfLoader::SetGeometry( MeshInfo& meshInfo )
+{
+ int indicesIdx = meshInfo.indicesIdx;
+
+ if( meshInfo.mode != 0 )
+ {
+ meshInfo.geometry.SetType( ( Dali::Geometry::Type )meshInfo.mode );
+ }
+
+ if( indicesIdx >= 0 )
+ {
+ SetIndexBuffersData( meshInfo, indicesIdx );
+ }
+
+ SetVertexBufferData( meshInfo, meshInfo.attribute.POSITION, "aPosition", Property::VECTOR3 );
+ SetAttributeBufferData<Vector3>( meshInfo, meshInfo.attribute.NORMAL, "aNormal", Property::VECTOR3 );
+ SetAttributeBufferData<Vector4>( meshInfo, meshInfo.attribute.TANGENT, "aTangent", Property::VECTOR4 );
+
+ for( unsigned int i = 0; i < meshInfo.attribute.TEXCOORD.size(); ++i )
+ {
+ int accessorIdx = meshInfo.attribute.TEXCOORD[i];
+ std::ostringstream texCoordString;
+ texCoordString << "aTexCoord" << i;
+ SetAttributeBufferData<Vector2>( meshInfo, accessorIdx, texCoordString.str(), Property::VECTOR2 );
+ }
+
+ for( unsigned int i = 0; i < meshInfo.attribute.COLOR.size(); ++i )
+ {
+ int accessorIdx = meshInfo.attribute.COLOR[i];
+ if( accessorIdx < 0 )
+ {
+ break;
+ }
+
+ if( mAccessorArray[accessorIdx].type == "VEC3" )
+ {
+ Dali::Vector<Vector3> inputBufferData;
+ LoadDataFromAccessor( accessorIdx, inputBufferData );
+
+ Dali::Vector<Vector4> bufferData;
+ bufferData.Resize( inputBufferData.Size() );
+ for( unsigned int i = 0; i<inputBufferData.Size(); ++i )
+ {
+ bufferData[i].x = inputBufferData[i].x;
+ bufferData[i].y = inputBufferData[i].y;
+ bufferData[i].z = inputBufferData[i].z;
+ bufferData[i].w = 1.0;
+ }
+ PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector4>( bufferData, "aVertexColor", Property::VECTOR4 );
+ meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ }
+ else if( mAccessorArray[accessorIdx].type == "VEC4" )
+ {
+ SetAttributeBufferData<Vector4>( meshInfo, accessorIdx, "aVertexColor", Property::VECTOR4 );
+ }
+ }
+ return true;
+}
+
+void GltfLoader::SetMeshInfoAndCanonize( MeshInfo& meshInfo, Dali::Vector<Dali::Vector3> &vertexBufferData )
+{
+ Vector3 pointMin( std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max() );
+ Vector3 pointMax( std::numeric_limits<float>::min(), std::numeric_limits<float>::min(), std::numeric_limits<float>::min() );
+ unsigned int vertexSize = vertexBufferData.Size();
+ for( unsigned int i = 0; i<vertexSize; ++i )
+ {
+ pointMin.x = std::min( vertexBufferData[i].x, pointMin.x );
+ pointMin.y = std::min( vertexBufferData[i].y, pointMin.y );
+ pointMin.z = std::min( vertexBufferData[i].z, pointMin.z );
+
+ pointMax.x = std::max( vertexBufferData[i].x, pointMax.x );
+ pointMax.y = std::max( vertexBufferData[i].y, pointMax.y );
+ pointMax.z = std::max( vertexBufferData[i].z, pointMax.z );
+ }
+ meshInfo.size = pointMax - pointMin;
+ meshInfo.pivot.x = ( -pointMin.x ) / ( pointMax.x - pointMin.x );
+ meshInfo.pivot.y = ( -pointMin.y ) / ( pointMax.y - pointMin.y );
+ meshInfo.pivot.z = ( -pointMin.z ) / ( pointMax.z - pointMin.z );
+
+ Vector3 center = meshInfo.size * 0.5 + pointMin;
+ for( unsigned int i = 0; i < vertexSize; ++i )
+ {
+ vertexBufferData[i] = vertexBufferData[i] - center;
+ vertexBufferData[i].x = vertexBufferData[i].x / meshInfo.size.x;
+ vertexBufferData[i].y = vertexBufferData[i].y / meshInfo.size.y;
+ vertexBufferData[i].z = vertexBufferData[i].z / meshInfo.size.z;
+ }
+}
+
+bool GltfLoader::CreateScene( Internal::Scene& scene )
+{
+ scene.SetDefaultCamera( Dali::Camera::LOOK_AT_TARGET, 0.01, Vector3::ZERO );
+ LoadCamera( scene );
+
+ if( !LoadSceneNodes( scene ) )
+ {
+ return false;
+ }
+
+ if( !LoadAnimation( scene ) )
+ {
+ return false;
+ }
+
+ return true;
+}
+
+void GltfLoader::LoadCamera( Scene& scene )
+{
+ const TreeNode* camerasNode = mRoot->GetChild( "cameras" );
+ if( !camerasNode )
+ {
+ return;
+ }
+
+ for( TreeNode::ConstIterator cameraIter = ( *camerasNode ).CBegin(); cameraIter != ( *camerasNode ).CEnd(); ++cameraIter )
+ {
+ const TreeNode* tempNode = ( &( *cameraIter ).second )->GetChild( "name" );
+ CameraInfo cameraInfo;
+ if( tempNode )
+ {
+ ReadString( tempNode, cameraInfo.name );
+ }
+
+ tempNode = ( &( *cameraIter ).second )->GetChild( "type" );
+ if( tempNode )
+ {
+ ReadString( tempNode, cameraInfo.type );
+ }
+
+ CameraActor cameraActor = CameraActor::New();
+ cameraActor.SetParentOrigin( ParentOrigin::CENTER );
+ cameraActor.SetAnchorPoint( AnchorPoint::CENTER );
+
+ if( cameraInfo.type == "orthographic" )
+ {
+ LoadOrthoGraphic( ( *cameraIter ).second, cameraInfo );
+ float xMag_2 = cameraInfo.orthographic.xmag / 2.0;
+ float yMag_2 = cameraInfo.orthographic.ymag / 2.0;
+ cameraActor.SetOrthographicProjection( -xMag_2, xMag_2, yMag_2, -yMag_2,
+ cameraInfo.orthographic.znear, cameraInfo.orthographic.zfar );
+ }
+ else if( cameraInfo.type == "perspective" )
+ {
+ if( !LoadPerspective( ( *cameraIter ).second, cameraInfo ) )
+ {
+ return;
+ }
+ cameraActor.SetProjectionMode( Dali::Camera::PERSPECTIVE_PROJECTION );
+ cameraActor.SetFieldOfView( cameraInfo.perspective.yfov );
+ cameraActor.SetNearClippingPlane( cameraInfo.perspective.znear );
+
+ if( cameraInfo.perspective.zfar > 0.0 )
+ {
+ cameraActor.SetFarClippingPlane( cameraInfo.perspective.zfar );
+ }
+ if( cameraInfo.perspective.aspectRatio > 0.0 )
+ {
+ cameraActor.SetAspectRatio( cameraInfo.perspective.aspectRatio );
+ }
+ }
+
+ scene.AddCamera( cameraActor );
+ }
+}
+
+bool GltfLoader::LoadOrthoGraphic( const TreeNode& camera, CameraInfo& cameraInfo )
+{
+ const TreeNode* orthographicNode = camera.GetChild( "orthographic" );
+ if( !orthographicNode )
+ {
+ return false;
+ }
+
+ const TreeNode* tempNode;
+ tempNode = orthographicNode->GetChild( "xmag" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, cameraInfo.orthographic.xmag );
+ }
+
+ tempNode = orthographicNode->GetChild( "ymag" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, cameraInfo.orthographic.ymag );
+ }
+
+ tempNode = orthographicNode->GetChild( "zfar" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, cameraInfo.orthographic.zfar );
+ }
+
+ tempNode = orthographicNode->GetChild( "znear" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, cameraInfo.orthographic.znear );
+ }
+
+ return true;
+}
+
+bool GltfLoader::LoadPerspective( const TreeNode& camera, CameraInfo& cameraInfo )
+{
+ const TreeNode* perspectiveNode = camera.GetChild( "perspective" );
+ if( !perspectiveNode )
+ {
+ return false;
+ }
+
+ const TreeNode* tempNode;
+ tempNode = perspectiveNode->GetChild( "aspectRatio" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, cameraInfo.perspective.aspectRatio );
+ }
+
+ tempNode = perspectiveNode->GetChild( "yfov" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, cameraInfo.perspective.yfov );
+ }
+
+ tempNode = perspectiveNode->GetChild( "zfar" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, cameraInfo.perspective.zfar );
+ }
+
+ tempNode = perspectiveNode->GetChild( "znear" );
+ if( tempNode )
+ {
+ ReadFloat( tempNode, cameraInfo.perspective.znear );
+ }
+
+ return true;
+}
+
+bool GltfLoader::LoadSceneNodes( Scene& scene )
+{
+ const TreeNode* sceneNode = mRoot->GetChild( "scene" );
+ int sceneNum = 0;
+ if( sceneNode )
+ {
+ sceneNum = sceneNode->GetInteger();
+ }
+
+ const TreeNode* scenesNode = mRoot->GetChild( "scenes" );
+ if( !( scenesNode && ( mNodes = mRoot->GetChild( "nodes" ) ) ) )
+ {
+ return false;
+ }
+
+ const TreeNode* tempNode = Tidx( scenesNode, sceneNum );
+ if( !tempNode )
+ {
+ return false;
+ }
+
+ tempNode = tempNode->GetChild( "nodes" );
+ if( !tempNode )
+ {
+ return false;
+ }
+
+ for( TreeNode::ConstIterator nodeIter = ( *tempNode ).CBegin(); nodeIter != ( *tempNode ).CEnd(); ++nodeIter )
+ {
+ Actor actor = AddNode( scene, ( ( *nodeIter ).second ).GetInteger() );
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ scene.GetRoot().Add( actor );
+ }
+
+ return true;
+}
+
+Actor GltfLoader::AddNode( Scene& scene, int index )
+{
+ const TreeNode* node = Tidx( mNodes, index );
+ Actor actor = Actor::New();
+ Vector3 actorSize( Vector3::ONE );
+
+ Vector3 translation = Vector3( 0.0, 0.0, 0.0 );
+ Vector3 scale = Vector3( 1.0, 1.0, 1.0 );
+ Quaternion orientation( Vector4( 0.0, 0.0, 0.0, 1.0 ) );
+
+ Vector3 anchorPoint = AnchorPoint::CENTER;
+
+ const TreeNode* tempNode = NULL;
+ if( ( tempNode = node->GetChild( "translation" ) ) )
+ {
+ float floatVec[3] = { 0.0, 0.0, 0.0 };
+ if( tempNode && ReadVector( tempNode, floatVec, 3 ) )
+ {
+ translation = Vector3( floatVec[0], floatVec[1], floatVec[2] );
+ }
+ }
+
+ if( ( tempNode = node->GetChild( "scale" ) ) )
+ {
+ float floatVec[3] = { 1.0, 1.0, 1.0 };
+ if( tempNode && ReadVector( tempNode, floatVec, 3 ) )
+ {
+ scale = Vector3( floatVec[0], floatVec[1], floatVec[2] );
+ }
+ }
+
+ if( ( tempNode = node->GetChild( "rotation" ) ) )
+ {
+ float floatVec[4] = { 0.0, 0.0, 0.0, 1.0 };
+ if( tempNode && ReadVector( tempNode, floatVec, 4 ) )
+ {
+ orientation = Quaternion( Vector4( floatVec[0], floatVec[1], floatVec[2], floatVec[3] ) );
+ }
+ }
+
+ if( ( tempNode = node->GetChild( "matrix" ) ) )
+ {
+ float floatVec[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 };
+ if( tempNode && ReadVector( tempNode, floatVec, 16 ) )
+ {
+ Matrix nodeMatrix = Matrix( floatVec );
+ nodeMatrix.GetTransformComponents( translation, orientation, scale );
+ }
+ }
+
+ if( ( tempNode = node->GetChild( "mesh" ) ) )
+ {
+ MeshInfo meshInfo = mMeshArray[tempNode->GetInteger()];
+ GLTF::MaterialInfo materialInfo = mMaterialArray[meshInfo.materialsIdx];
+ bool isMaterial = ( meshInfo.materialsIdx >= 0 );
+
+ TextureSet textureSet;
+ textureSet = TextureSet::New();
+
+ int addIdx = 0;
+ int shaderTypeIndex = 0;
+ int maxMipmapLevel = 0;
+ bool isBaseColorTexture = false;
+ bool isMetallicRoughnessTexture = false;
+ bool isNormalTexture = false;
+ bool isOcclusionTexture = false;
+ bool isEmissiveTexture = false;
+
+ std::string VERTEX_SHADER, FRAGMENT_SHADER;
+ VERTEX_SHADER = GLES_VERSION_300;
+ VERTEX_SHADER += PHYSICALLY_BASED_VERTEX_SHADER;
+ FRAGMENT_SHADER = GLES_VERSION_300;
+
+ bool useIBL = ( scene.GetLightType() >= Toolkit::Scene::LightType::IMAGE_BASED_LIGHT );
+ if( isMaterial )
+ {
+ if( SetTextureAndSampler( textureSet, materialInfo.baseColorTexture.index, FRAGMENT_SHADER, DEFINE_BASECOLOR_TEXTURE, addIdx ) )
+ {
+ shaderTypeIndex += static_cast<int>( ShaderType::BASECOLOR_SHADER );
+ isBaseColorTexture = true;
+ }
+ if( SetTextureAndSampler( textureSet, materialInfo.metallicRoughnessTexture.index, FRAGMENT_SHADER, DEFINE_METALLICROUGHNESS_TEXTURE, addIdx ) )
+ {
+ shaderTypeIndex += static_cast<int>( ShaderType::METALLICROUGHNESS_SHADER );
+ isMetallicRoughnessTexture = true;
+ }
+ if( SetTextureAndSampler( textureSet, materialInfo.normalTexture.index, FRAGMENT_SHADER, DEFINE_NORMAL_TEXTURE, addIdx ) )
+ {
+ shaderTypeIndex += static_cast<int>( ShaderType::NORMAL_SHADER );
+ isNormalTexture = true;
+ }
+ if( SetTextureAndSampler( textureSet, materialInfo.occlusionTexture.index, FRAGMENT_SHADER, DEFINE_OCCLUSION_TEXTURE, addIdx ) )
+ {
+ shaderTypeIndex += static_cast<int>( ShaderType::OCCLUSION_SHADER );
+ isOcclusionTexture = true;
+ }
+ if( SetTextureAndSampler( textureSet, materialInfo.emissiveTexture.index, FRAGMENT_SHADER, DEFINE_EMIT_TEXTURE, addIdx ) )
+ {
+ shaderTypeIndex += static_cast<int>( ShaderType::EMIT_SHADER );
+ isEmissiveTexture = true;
+ }
+
+ if( useIBL )
+ {
+ shaderTypeIndex += static_cast<int>( ShaderType::IBL_SHADER );
+ FRAGMENT_SHADER += DEFINE_IBL_TEXTURE;
+
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::DEFAULT, FilterMode::DEFAULT );
+ sampler.SetWrapMode( WrapMode::REPEAT, WrapMode::REPEAT, WrapMode::REPEAT );
+
+ textureSet.SetTexture( addIdx, scene.GetBRDFTexture() );
+ textureSet.SetSampler( addIdx++, sampler );
+ Sampler samplerIBL = Sampler::New();
+ samplerIBL.SetFilterMode( FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR );
+ samplerIBL.SetWrapMode( WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE );
+ textureSet.SetTexture( addIdx, scene.GetDiffuseTexture() );
+ textureSet.SetSampler( addIdx++, samplerIBL );
+ Texture specularTexture = scene.GetSpecularTexture();
+ textureSet.SetTexture( addIdx, specularTexture );
+ textureSet.SetSampler( addIdx++, samplerIBL );
+
+ int textureSize = std::min( specularTexture.GetWidth(), specularTexture.GetHeight() );
+ maxMipmapLevel = 0;
+ while( textureSize >= 1 )
+ {
+ maxMipmapLevel++;
+ textureSize /= 2;
+ }
+ }
+ }
+
+ FRAGMENT_SHADER += PHYSICALLY_BASED_FRAGMENT_SHADER;
+ if( !mShaderCache[shaderTypeIndex] )
+ {
+ mShaderCache[shaderTypeIndex] = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ scene.AddShader( mShaderCache[shaderTypeIndex] );
+ }
+ Shader shader = mShaderCache[shaderTypeIndex];
+
+ Renderer renderer = Renderer::New( meshInfo.geometry, shader );
+ renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
+ renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
+ renderer.SetTextures( textureSet );
+
+ anchorPoint = meshInfo.pivot;
+ actor.SetAnchorPoint( anchorPoint );
+
+ actor.SetSize( Vector3( meshInfo.size.x, meshInfo.size.y, meshInfo.size.z ) );
+ actor.AddRenderer( renderer );
+
+ actor.SetScale( scale );
+ actor.RotateBy( orientation );
+ actor.SetPosition( translation );
+
+ shader.RegisterProperty( "uLightType", ( scene.GetLightType() & ~Toolkit::Scene::LightType::IMAGE_BASED_LIGHT ) );
+ shader.RegisterProperty( "uLightVector", scene.GetLightVector() );
+ shader.RegisterProperty( "uLightColor", scene.GetLightColor() );
+
+ actor.RegisterProperty( "uIsColor", meshInfo.attribute.COLOR.size() > 0 );
+ if( isMaterial )
+ {
+ actor.RegisterProperty( "uBaseColorFactor", materialInfo.baseColorFactor );
+ actor.RegisterProperty( "uMetallicRoughnessFactors", Vector2( materialInfo.metallicFactor, materialInfo.roughnessFactor ) );
+
+ if( materialInfo.alphaMode == "OPAQUE" )
+ {
+ actor.RegisterProperty( "alphaMode", 0 );
+ }
+ else if( materialInfo.alphaMode == "MASK" )
+ {
+ actor.RegisterProperty( "alphaMode", 1 );
+ }
+ else
+ {
+ actor.RegisterProperty( "alphaMode", 2 );
+ }
+ actor.RegisterProperty( "alphaCutoff", materialInfo.alphaCutoff );
+
+ if( isBaseColorTexture )
+ {
+ actor.RegisterProperty( "uBaseColorTexCoordIndex", materialInfo.baseColorTexture.texCoord );
+ }
+ if( isMetallicRoughnessTexture )
+ {
+ actor.RegisterProperty( "uMetallicRoughnessTexCoordIndex", materialInfo.metallicRoughnessTexture.texCoord );
+ }
+ if( isNormalTexture )
+ {
+ actor.RegisterProperty( "uNormalScale", materialInfo.normalTexture.value );
+ actor.RegisterProperty( "uNormalTexCoordIndex", materialInfo.normalTexture.texCoord );
+ }
+ if( isOcclusionTexture )
+ {
+ actor.RegisterProperty( "uOcclusionTexCoordIndex", materialInfo.occlusionTexture.texCoord );
+ actor.RegisterProperty( "uOcclusionStrength", materialInfo.occlusionTexture.value );
+ }
+ if( isEmissiveTexture )
+ {
+ actor.RegisterProperty( "uEmissiveTexCoordIndex", materialInfo.emissiveTexture.texCoord );
+ actor.RegisterProperty( "uEmissiveFactor", materialInfo.emissiveFactor );
+ }
+ }
+
+ if( isMaterial && useIBL )
+ {
+ actor.RegisterProperty( "uScaleIBLAmbient", scene.GetIBLScaleFactor() );
+ actor.RegisterProperty( "uMipmapLevel", static_cast<float>( maxMipmapLevel ) );
+ }
+ }
+ else
+ {
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetPosition( translation );
+ actor.RotateBy( orientation );
+ actor.SetSize( actorSize );
+ }
+
+ tempNode = node->GetChild( "camera" );
+ if( tempNode )
+ {
+ int cameraNum = tempNode->GetInteger();
+ actor.Add( scene.GetCamera( cameraNum ) );
+ }
+
+ tempNode = node->GetChild( "name" );
+ if( tempNode )
+ {
+ std::string nameString;
+ ReadString( tempNode, nameString );
+ actor.SetName( nameString );
+ }
+
+ SetActorCache( actor, index );
+ if( ( tempNode = node->GetChild( "children" ) ) )
+ {
+ for( TreeNode::ConstIterator childIter = ( *tempNode ).CBegin(); childIter != ( *tempNode ).CEnd(); ++childIter )
+ {
+ Actor childActor = AddNode( scene, ( ( *childIter ).second ).GetInteger() );
+ childActor.SetParentOrigin( anchorPoint );
+ actor.Add( childActor );
+ }
+ }
+
+ return actor;
+}
+
+void GltfLoader::SetActorCache( Actor& actor, const int index )
+{
+ if( mActorCache.size() < static_cast<unsigned int>( index + 1 ) )
+ {
+ mActorCache.resize( index + 1 );
+ }
+ mActorCache[index] = actor;
+}
+
+bool GltfLoader::SetTextureAndSampler( TextureSet& textureSet, int textureIdx, std::string& toShader, std::string shader, int& addIdx )
+{
+ if( textureIdx >= 0 )
+ {
+ toShader += shader;
+ TextureInfo textureInfo = mTextureArray[textureIdx];
+ if( textureInfo.sourceIdx >= 0 )
+ {
+ textureSet.SetTexture( addIdx, mSourceArray[textureInfo.sourceIdx] );
+ }
+ if( textureInfo.samplerIdx >= 0 )
+ {
+ textureSet.SetSampler( addIdx, mSamplerArray[textureInfo.samplerIdx] );
+ }
+ else
+ {
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::DEFAULT, FilterMode::DEFAULT );
+ sampler.SetWrapMode( WrapMode::REPEAT, WrapMode::REPEAT, WrapMode::REPEAT );
+ textureSet.SetSampler( addIdx, sampler );
+ }
+ addIdx++;
+ return true;
+ }
+ return false;
+}
+
+bool GltfLoader::LoadAnimation( Scene& scene )
+{
+ const TreeNode* animationsNode = mRoot->GetChild( "animations" );
+ if( !animationsNode )
+ {
+ return true;
+ }
+
+ for( TreeNode::ConstIterator animationIter = ( *animationsNode ).CBegin(); animationIter != ( *animationsNode ).CEnd(); ++animationIter )
+ {
+ const TreeNode* nameNode = ( &( *animationIter ).second )->GetChild( "name" );
+ AnimationInfo animationInfo;
+ if( nameNode )
+ {
+ ReadString( nameNode, animationInfo.name );
+ }
+
+ Property::Index propIndex = Property::INVALID_INDEX;
+ LoadAnimationChannels( ( *animationIter ).second, animationInfo );
+ if( animationInfo.channelArray.size() == 0 )
+ {
+ continue;
+ }
+
+ LoadAnimationSamplers( ( *animationIter ).second, animationInfo );
+
+ int channelNum = animationInfo.channelArray.size();
+ for( int i = 0; i < channelNum; i++ )
+ {
+ AnimationChannelInfo currentChannel = animationInfo.channelArray[i];
+
+ if( currentChannel.path == "rotation" )
+ {
+ propIndex = Dali::Actor::Property::ORIENTATION;
+ }
+ else if( currentChannel.path == "translation" )
+ {
+ propIndex = Dali::Actor::Property::POSITION;
+ }
+ else if( currentChannel.path == "scale" )
+ {
+ propIndex = Dali::Actor::Property::SCALE;
+ }
+
+ float duration = 0.0f;
+ KeyFrames keyframes = KeyFrames::New();
+ if( propIndex == Dali::Actor::Property::ORIENTATION )
+ {
+ duration = LoadKeyFrames<Vector4>( animationInfo.samplerArray[currentChannel.sampler], propIndex, keyframes );
+ }
+ else
+ {
+ duration = LoadKeyFrames<Vector3>( animationInfo.samplerArray[currentChannel.sampler], propIndex, keyframes );
+ }
+
+ Animation animation = Animation::New( duration );
+ Animation::Interpolation interpolation = Animation::Interpolation::Linear;
+ if( animationInfo.samplerArray[currentChannel.sampler].interpolation == "CUBICSPLINE" )
+ {
+ interpolation = Animation::Interpolation::Cubic;
+ }
+ if( animationInfo.samplerArray[currentChannel.sampler].interpolation == "STEP" )
+ {
+ }
+
+ animation.AnimateBetween( Property( mActorCache[currentChannel.targetNode], propIndex ), keyframes, interpolation );
+
+ animation.SetLooping( false );
+ scene.AddAnimation( animation );
+ }
+ }
+
+ return true;
+}
+
+bool GltfLoader::LoadAnimationChannels( const TreeNode& animation, AnimationInfo& animationInfo )
+{
+ const TreeNode* channelsNode = animation.GetChild( "channels" );
+ if( !channelsNode )
+ {
+ return false;
+ }
+
+ for( TreeNode::ConstIterator channelIter = ( *channelsNode ).CBegin(); channelIter != ( *channelsNode ).CEnd(); ++channelIter )
+ {
+ AnimationChannelInfo animationChannelInfo;
+ const TreeNode* channelNode = ( &( *channelIter ).second );
+ const TreeNode* samplerNode = channelNode->GetChild( "sampler" );
+ if( samplerNode )
+ {
+ animationChannelInfo.sampler = samplerNode->GetInteger();
+ }
+
+ const TreeNode* targetNode = channelNode->GetChild( "target" );
+ if( targetNode )
+ {
+ const TreeNode* tempNode = targetNode->GetChild( "node" );
+ if( tempNode )
+ {
+ animationChannelInfo.targetNode = tempNode->GetInteger();
+ }
+ else
+ {
+ continue;
+ }
+
+ tempNode = targetNode->GetChild( "path" );
+ if( tempNode )
+ {
+ ReadString( tempNode, animationChannelInfo.path );
+ }
+ }
+
+ animationInfo.channelArray.push_back( animationChannelInfo );
+ }
+ return true;
+}
+
+bool GltfLoader::LoadAnimationSamplers( const TreeNode& animation, AnimationInfo& animationInfo )
+{
+ const TreeNode* samplersNode = animation.GetChild( "samplers" );
+ if( !samplersNode )
+ {
+ return false;
+ }
+
+ for( TreeNode::ConstIterator sampler = ( *samplersNode ).CBegin(); sampler != ( *samplersNode ).CEnd(); ++sampler )
+ {
+ AnimationSamplerInfo animationSamplerInfo;
+ const TreeNode* samplerNode = ( &( *sampler ).second );
+ const TreeNode* tempNode = samplerNode->GetChild( "input" );
+ if( tempNode )
+ {
+ animationSamplerInfo.input = tempNode->GetInteger();
+ }
+
+ tempNode = samplerNode->GetChild( "output" );
+ if( tempNode )
+ {
+ animationSamplerInfo.output = tempNode->GetInteger();
+ }
+
+ tempNode = samplerNode->GetChild( "interpolation" );
+ if( tempNode )
+ {
+ ReadString( tempNode, animationSamplerInfo.interpolation );
+ }
+
+ animationInfo.samplerArray.push_back( animationSamplerInfo );
+ }
+
+ return true;
+}
+
+// Template functions
+template <typename T>
+bool GltfLoader::ReadBinFile( Vector<T> &dataBuffer, std::string url, int offset, int count )
+{
+ dataBuffer.Resize( count );
+ FILE* fp = fopen( url.c_str(), "rb" );
+ if( NULL == fp )
+ {
+ return false;
+ }
+ fseek( fp, offset, SEEK_SET );
+ ssize_t result = fread( &dataBuffer[0], sizeof( T ), count, fp );
+ fclose( fp );
+
+ return ( result >= 0 );
+}
+
+template <typename T>
+float GltfLoader::IntToFloat( T element, bool normalize )
+{
+ if( !normalize )
+ {
+ return static_cast<float>( element );
+ }
+
+ if( std::is_same<T, char>::value )
+ {
+ return std::max( static_cast<float>( element ) / 127.0, -1.0 );
+ }
+ if( std::is_same<T, unsigned char>::value )
+ {
+ return static_cast<float>( element ) / 255.0;
+ }
+ if( std::is_same<T, short>::value )
+ {
+ return std::max( static_cast<float>( element ) / 32767.0, -1.0 );
+ }
+ if( std::is_same<T, unsigned short>::value )
+ {
+ return static_cast<float>( element ) / 65535.0;
+ }
+ return -1.0;
+}
+
+template <typename Td, typename Ts>
+void GltfLoader::FitBuffer( Dali::Vector<Td>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize )
+{
+ bufferDestiny.Resize( bufferSize );
+ int count = bufferSource.Size() / elementNumOfByteStride;
+ for( int i = 0; i<count; ++i )
+ {
+ bufferDestiny[i] = static_cast<Td>( bufferSource[i * elementNumOfByteStride] );
+ }
+}
+
+template <typename T>
+void GltfLoader::FitBuffer( Dali::Vector<Vector2>& bufferDestiny, Dali::Vector<T>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize )
+{
+ bufferDestiny.Resize( bufferSize );
+ int count = bufferSource.Size() / elementNumOfByteStride;
+ for( int i = 0; i<count; ++i )
+ {
+ bufferDestiny[i].x = IntToFloat( bufferSource[i * elementNumOfByteStride], normalize );
+ bufferDestiny[i].y = IntToFloat( bufferSource[i * elementNumOfByteStride + 1], normalize );
+ }
+}
+
+template <typename T>
+void GltfLoader::FitBuffer( Dali::Vector<Vector3>& bufferDestiny, Dali::Vector<T>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize )
+{
+ bufferDestiny.Resize( bufferSize );
+ int count = bufferSource.Size() / elementNumOfByteStride;
+ for( int i = 0; i<count; ++i )
+ {
+ bufferDestiny[i].x = IntToFloat( bufferSource[i * elementNumOfByteStride], normalize );
+ bufferDestiny[i].y = IntToFloat( bufferSource[i * elementNumOfByteStride + 1], normalize );
+ bufferDestiny[i].z = IntToFloat( bufferSource[i * elementNumOfByteStride + 2], normalize );
+ }
+}
+
+template <typename T>
+void GltfLoader::FitBuffer( Dali::Vector<Vector4>& bufferDestiny, Dali::Vector<T>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize )
+{
+ bufferDestiny.Resize( bufferSize );
+ int count = bufferSource.Size() / elementNumOfByteStride;
+ for( int i = 0; i<count; ++i )
+ {
+ bufferDestiny[i].x = IntToFloat( bufferSource[i * elementNumOfByteStride], normalize );
+ bufferDestiny[i].y = IntToFloat( bufferSource[i * elementNumOfByteStride + 1], normalize );
+ bufferDestiny[i].z = IntToFloat( bufferSource[i * elementNumOfByteStride + 2], normalize );
+ bufferDestiny[i].w = IntToFloat( bufferSource[i * elementNumOfByteStride + 3], normalize );
+ }
+}
+
+template <typename T>
+void GltfLoader::LoadDataFromAccessor( int accessorIdx, Dali::Vector<T>& bufferData )
+{
+ AccessorInfo accessor = mAccessorArray[accessorIdx];
+ BufferViewInfo bufferView = mBufferViewArray[accessor.bufferView];
+ BufferInfo buffer = mBufferArray[bufferView.buffer];
+ std::string load_uri = buffer.uri;
+
+ // In the glTF 2.0 Specification, 5121 is UNSIGNED BYTE, 5123 is UNSIGNED SHORT
+ int elementByteSize = ( accessor.componentType <= 5121 ) ? 1 :
+ ( ( accessor.componentType <= 5123 ) ? 2 : 4 );
+ int elementNum = 1;
+ if( accessor.type == "VEC2" )
+ {
+ elementNum = 2;
+ }
+ else if( accessor.type == "VEC3" )
+ {
+ elementNum = 3;
+ }
+ else if( accessor.type == "VEC4" || accessor.type == "MAT2" )
+ {
+ elementNum = 4;
+ }
+ else if( accessor.type == "MAT3" )
+ {
+ elementNum = 9;
+ }
+ else if( accessor.type == "MAT4" )
+ {
+ elementNum = 16;
+ }
+ else
+ {
+ elementNum = 1;
+ }
+ int elementNumOfByteStride = elementNum;
+ if( bufferView.byteStride > 0 )
+ {
+ elementNumOfByteStride = bufferView.byteStride / elementByteSize;
+ }
+
+ /**
+ * glTF 2.0 Specification
+ * Component Type
+ * 5120 : BYTE
+ * 5121 : UNSIGNED_BYTE
+ * 5122 : SHORT
+ * 5123 : UNSIGNED_SHORT
+ * 5125 : UNSIGNED_INT
+ * 5126 : FLOAT
+ */
+ if( accessor.componentType == 5120 )
+ {
+ Dali::Vector<char> inputBufferData;
+ ReadBinFile<char>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
+ FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
+ }
+ else if( accessor.componentType == 5121 )
+ {
+ Dali::Vector<unsigned char> inputBufferData;
+ ReadBinFile<unsigned char>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
+ FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
+ }
+ else if( accessor.componentType == 5122 )
+ {
+ Dali::Vector<short> inputBufferData;
+ ReadBinFile<short>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
+ FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
+ }
+ else if( accessor.componentType == 5123 )
+ {
+ Dali::Vector<unsigned short> inputBufferData;
+ ReadBinFile<unsigned short>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
+ FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
+ }
+ else if( accessor.componentType == 5125 )
+ {
+ Dali::Vector<unsigned int> inputBufferData;
+ ReadBinFile<unsigned int>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
+ FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
+ }
+ else if( accessor.componentType == 5126 )
+ {
+ Dali::Vector<float> inputBufferData;
+ ReadBinFile<float>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
+ FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
+ }
+}
+
+template <typename T>
+PropertyBuffer GltfLoader::CreatePropertyBuffer( Vector<T> bufferData, std::string map, int type )
+{
+ Property::Map positionMap;
+ positionMap[map] = type;
+
+ PropertyBuffer propertyBuffer = PropertyBuffer::New( positionMap );
+ propertyBuffer.SetData( bufferData.Begin(), bufferData.Count() );
+ return propertyBuffer;
+}
+
+
+void GltfLoader::SetVertexBufferData( MeshInfo& meshInfo, int accessorIdx, std::string map, int type )
+{
+ if( accessorIdx >= 0 )
+ {
+ Dali::Vector<Vector3> bufferData;
+ LoadDataFromAccessor( accessorIdx, bufferData );
+ SetMeshInfoAndCanonize( meshInfo, bufferData );
+
+ PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector3>( bufferData, map, type );
+ meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ }
+}
+
+template <typename T>
+void GltfLoader::SetAttributeBufferData( MeshInfo& meshInfo, int accessorIdx, std::string map, int type )
+{
+ if( accessorIdx >= 0 )
+ {
+ Dali::Vector<T> bufferData;
+ LoadDataFromAccessor( accessorIdx, bufferData );
+
+ PropertyBuffer propertyBuffer = CreatePropertyBuffer<T>( bufferData, map, type );
+ meshInfo.geometry.AddVertexBuffer( propertyBuffer );
+ }
+}
+
+void GltfLoader::SetIndexBuffersData( MeshInfo& meshInfo, int indexIdx )
+{
+ Dali::Vector<unsigned short> indexBufferData;
+ LoadDataFromAccessor( indexIdx, indexBufferData );
+ meshInfo.geometry.SetIndexBuffer( &indexBufferData[0], indexBufferData.Size() );
+}
+
+template<typename T>
+float GltfLoader::LoadKeyFrames( const AnimationSamplerInfo& currentSampler, const Property::Index propIndex, KeyFrames& keyframes )
+{
+ Dali::Vector<float> inputBufferData;
+ Dali::Vector<T> outputBufferData;
+
+ LoadDataFromAccessor<float>( currentSampler.input, inputBufferData );
+ LoadDataFromAccessor<T>( currentSampler.output, outputBufferData );
+
+ int keyframeNum = inputBufferData.Size();
+ float lengthAnimation = inputBufferData[keyframeNum - 1];
+ for( int i = 0; i < keyframeNum; i++ )
+ {
+ if( propIndex == Dali::Actor::Property::ORIENTATION )
+ {
+ Vector4 vectorOrientation( outputBufferData[i] );
+ float vW = vectorOrientation.w;
+ vW = ( vW < 0.0f ) ? std::max( vW, -1.0f ) : std::min( vW, 1.0f );
+ vectorOrientation.w = vW;
+ keyframes.Add( inputBufferData[i] / lengthAnimation, Quaternion( Vector4( vectorOrientation ) ) );
+ }
+ else if( propIndex == Dali::Actor::Property::POSITION )
+ {
+ keyframes.Add( inputBufferData[i] / lengthAnimation, Vector3( outputBufferData[i] ) );
+ }
+ else if( propIndex == Dali::Actor::Property::SCALE )
+ {
+ keyframes.Add( inputBufferData[i] / lengthAnimation, Vector3( outputBufferData[i] ) );
+ }
+ }
+ return lengthAnimation;
+}
+
+// Utility functions
+const TreeNode* GltfLoader::Tidx( const TreeNode *node, int index )
+{
+ int i = 0;
+ for( TreeNode::ConstIterator it = ( *node ).CBegin(); it != ( *node ).CEnd(); ++it, ++i )
+ {
+ if( i == index )
+ {
+ return &( ( *it ).second );
+ }
+ }
+ return NULL;
+}
+
+bool GltfLoader::ReadBool( const TreeNode* node, bool& num )
+{
+ if( !node )
+ {
+ return false;
+ }
+ bool returnValue = false;
+
+ if( node->GetType() == TreeNode::BOOLEAN )
+ {
+ num = node->GetBoolean();
+ returnValue = true;
+ }
+
+ return returnValue;
+}
+
+bool GltfLoader::ReadInt( const TreeNode* node, int& num )
+{
+ if( !node )
+ {
+ return false;
+ }
+ bool returnValue = false;
+ if( node->GetType() == TreeNode::INTEGER )
+ {
+ num = node->GetInteger();
+ returnValue = true;
+ }
+ else if( node->GetType() == TreeNode::FLOAT )
+ {
+ num = node->GetFloat();
+ returnValue = true;
+ }
+
+ return returnValue;
+}
+
+bool GltfLoader::ReadFloat( const TreeNode* node, float& num )
+{
+ if( !node )
+ {
+ return false;
+ }
+ bool returnValue = false;
+
+ if( node->GetType() == TreeNode::FLOAT )
+ {
+ num = node->GetFloat();
+ returnValue = true;
+ }
+ else if( node->GetType() == TreeNode::INTEGER )
+ {
+ int tempNum;
+ ReadInt( node, tempNum );
+ num = static_cast<float>( tempNum );
+ returnValue = true;
+ }
+
+ return returnValue;
+}
+
+bool GltfLoader::ReadVector( const TreeNode* node, float* num, unsigned int size )
+{
+ if( !node )
+ {
+ return false;
+ }
+ bool returnValue = false;
+
+ if( ( node->Size() >= size ) && ( node->GetType() == TreeNode::ARRAY ) )
+ {
+ unsigned int offset = 0u;
+ for( TreeNode::ConstIterator it = node->CBegin(); offset < size; ++it, ++offset )
+ {
+ const TreeNode& coord = ( *it ).second;
+ if( !ReadFloat( &coord, *( num + offset ) ) )
+ {
+ return false;
+ }
+ }
+ returnValue = true;
+ }
+
+ return returnValue;
+}
+
+bool GltfLoader::ReadString( const TreeNode* node, std::string& strValue )
+{
+ if( !node )
+ {
+ return false;
+ }
+ bool returnValue = false;
+ if( node->GetType() == TreeNode::STRING )
+ {
+ strValue = node->GetString();
+ returnValue = true;
+ }
+ return returnValue;
+}
+
+}//namespace Internal
+
+}//namespace Toolkit
+
+}//namespace Dali
\ No newline at end of file
--- /dev/null
+#ifndef DALI_TOOLKIT_INTERNAL_GLTF_LOADER_H\r
+#define DALI_TOOLKIT_INTERNAL_GLTF_LOADER_H\r
+\r
+/*\r
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.\r
+ *\r
+ * Licensed under the Apache License, Version 2.0 (the "License");\r
+ * you may not use this file except in compliance with the License.\r
+ * You may obtain a copy of the License at\r
+ *\r
+ * http://www.apache.org/licenses/LICENSE-2.0\r
+ *\r
+ * Unless required by applicable law or agreed to in writing, software\r
+ * distributed under the License is distributed on an "AS IS" BASIS,\r
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
+ * See the License for the specific language governing permissions and\r
+ * limitations under the License.\r
+ *\r
+ */\r
+\r
+#include <dali/dali.h>\r
+#include <dali-toolkit/devel-api/builder/json-parser.h>\r
+#include <dali-toolkit/internal/controls/scene/scene-impl.h>\r
+\r
+using namespace Dali;\r
+using namespace Dali::Toolkit;\r
+\r
+namespace Dali\r
+{\r
+\r
+namespace Toolkit\r
+{\r
+\r
+namespace Internal\r
+{\r
+\r
+namespace GLTF\r
+{\r
+\r
+enum ShaderType\r
+{\r
+ NO_TEXTURE_SHADER,\r
+ BASECOLOR_SHADER,\r
+ METALLICROUGHNESS_SHADER,\r
+ BASECOLOR_METALLICROUGHNESS_SHADER,\r
+ NORMAL_SHADER,\r
+ BASECOLOR_NORMAL_SHADER,\r
+ METALLICROUGHNESS_NORMAL_SHADER,\r
+ BASECOLOR_METALLICROUGHNESS_NORMAL_SHADER,\r
+ OCCLUSION_SHADER,\r
+ BASECOLOR_OCCLUSION_SHADER,\r
+ METALLICROUGHNESS_OCCLUSION_SHADER,\r
+ BASECOLOR_METALLICROUGHNESS_OCCLUSION_SHADER,\r
+ NORMAL_OCCLUSION_SHADER,\r
+ BASECOLOR_NORMAL_OCCLUSION_SHADER,\r
+ METALLICROUGHNESS_NORMAL_OCCLUSION_SHADER,\r
+ BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_SHADER,\r
+ EMIT_SHADER,\r
+ BASECOLOR_EMIT_SHADER,\r
+ METALLICROUGHNESS_EMIT_SHADER,\r
+ BASECOLOR_METALLICROUGHNESS_EMIT_SHADER,\r
+ NORMAL_EMIT_SHADER,\r
+ BASECOLOR_NORMAL_EMIT_SHADER,\r
+ METALLICROUGHNESS_NORMAL_EMIT_SHADER,\r
+ BASECOLOR_METALLICROUGHNESS_NORMAL_EMIT_SHADER,\r
+ OCCLUSION_EMIT_SHADER,\r
+ BASECOLOR_OCCLUSION_EMIT_SHADER,\r
+ METALLICROUGHNESS_OCCLUSION_EMIT_SHADER,\r
+ BASECOLOR_METALLICROUGHNESS_OCCLUSION_EMIT_SHADER,\r
+ NORMAL_OCCLUSION_EMIT_SHADER,\r
+ BASECOLOR_NORMAL_OCCLUSION_EMIT_SHADER,\r
+ METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER,\r
+ BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER,\r
+ IBL_SHADER,\r
+ IBL_BASECOLOR_SHADER,\r
+ IBL_METALLICROUGHNESS_SHADER,\r
+ IBL_BASECOLOR_METALLICROUGHNESS_SHADER,\r
+ IBL_NORMAL_SHADER,\r
+ IBL_BASECOLOR_NORMAL_SHADER,\r
+ IBL_METALLICROUGHNESS_NORMAL_SHADER,\r
+ IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_SHADER,\r
+ IBL_OCCLUSION_SHADER,\r
+ IBL_BASECOLOR_OCCLUSION_SHADER,\r
+ IBL_METALLICROUGHNESS_OCCLUSION_SHADER,\r
+ IBL_BASECOLOR_METALLICROUGHNESS_OCCLUSION_SHADER,\r
+ IBL_NORMAL_OCCLUSION_SHADER,\r
+ IBL_BASECOLOR_NORMAL_OCCLUSION_SHADER,\r
+ IBL_METALLICROUGHNESS_NORMAL_OCCLUSION_SHADER,\r
+ IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_SHADER,\r
+ IBL_EMIT_SHADER,\r
+ IBL_BASECOLOR_EMIT_SHADER,\r
+ IBL_METALLICROUGHNESS_EMIT_SHADER,\r
+ IBL_BASECOLOR_METALLICROUGHNESS_EMIT_SHADER,\r
+ IBL_NORMAL_EMIT_SHADER,\r
+ IBL_BASECOLOR_NORMAL_EMIT_SHADER,\r
+ IBL_METALLICROUGHNESS_NORMAL_EMIT_SHADER,\r
+ IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_EMIT_SHADER,\r
+ IBL_OCCLUSION_EMIT_SHADER,\r
+ IBL_BASECOLOR_OCCLUSION_EMIT_SHADER,\r
+ IBL_METALLICROUGHNESS_OCCLUSION_EMIT_SHADER,\r
+ IBL_BASECOLOR_METALLICROUGHNESS_OCCLUSION_EMIT_SHADER,\r
+ IBL_NORMAL_OCCLUSION_EMIT_SHADER,\r
+ IBL_BASECOLOR_NORMAL_OCCLUSION_EMIT_SHADER,\r
+ IBL_METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER,\r
+ IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER,\r
+ SHADER_TYPE_MAX = IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER\r
+};\r
+\r
+struct BufferInfo\r
+{\r
+ BufferInfo()\r
+ : byteLength( -1 ),\r
+ uri( "" ),\r
+ name( "" )\r
+ {\r
+ }\r
+\r
+ ~BufferInfo()\r
+ {\r
+ }\r
+\r
+ int byteLength;\r
+ std::string uri;\r
+ std::string name;\r
+};\r
+\r
+struct BufferViewInfo\r
+{\r
+ BufferViewInfo()\r
+ : buffer( -1 ),\r
+ byteOffset( 0 ),\r
+ byteLength( 0 ),\r
+ byteStride( 0 ),\r
+ target( 0 ),\r
+ name( "" )\r
+ {\r
+ }\r
+\r
+ ~BufferViewInfo()\r
+ {\r
+ }\r
+\r
+ int buffer;\r
+ int byteOffset;\r
+ int byteLength;\r
+ int byteStride;\r
+ int target;\r
+ std::string name;\r
+};\r
+\r
+struct TextureInfo\r
+{\r
+ TextureInfo()\r
+ : sourceIdx( -1 ),\r
+ samplerIdx( -1 )\r
+ {\r
+ }\r
+\r
+ ~TextureInfo()\r
+ {\r
+ }\r
+ int sourceIdx;\r
+ int samplerIdx;\r
+};\r
+\r
+struct PbrTextureInfo\r
+{\r
+ PbrTextureInfo()\r
+ : index( -1 ),\r
+ texCoord( 0 ),\r
+ value( 0.0 )\r
+ {\r
+ }\r
+ ~PbrTextureInfo()\r
+ {\r
+ }\r
+\r
+ int index;\r
+ int texCoord;\r
+ float value;\r
+};\r
+\r
+struct MaterialInfo\r
+{\r
+ MaterialInfo()\r
+ : baseColorFactor( 1, 1, 1, 1 ),\r
+ metallicFactor( 1.0 ),\r
+ roughnessFactor( 1.0 ),\r
+ emissiveFactor( 0.0, 0.0, 0.0 ),\r
+ alphaMode( "OPAQUE" ),\r
+ alphaCutoff( 0.5 ),\r
+ doubleSided( false ),\r
+ name( "" )\r
+ {\r
+ }\r
+\r
+ ~MaterialInfo()\r
+ {\r
+ }\r
+\r
+ Vector4 baseColorFactor;\r
+ float metallicFactor;\r
+ float roughnessFactor;\r
+ Vector3 emissiveFactor;\r
+ std::string alphaMode;\r
+ float alphaCutoff;\r
+ bool doubleSided;\r
+\r
+ PbrTextureInfo baseColorTexture;\r
+ PbrTextureInfo metallicRoughnessTexture;\r
+ PbrTextureInfo normalTexture;\r
+ PbrTextureInfo occlusionTexture;\r
+ PbrTextureInfo emissiveTexture;\r
+\r
+ std::string name;\r
+ //need to add max, min\r
+};\r
+\r
+struct AccessorInfo\r
+{\r
+ AccessorInfo()\r
+ : bufferView( -1 ),\r
+ byteOffset( 0 ),\r
+ componentType( -1 ),\r
+ normalized( false ),\r
+ count( 0 ),\r
+ type( "" ),\r
+ max( 0 ),\r
+ min( 0 ),\r
+ name( "" )\r
+ {\r
+ }\r
+\r
+ ~AccessorInfo()\r
+ {\r
+ }\r
+\r
+ int bufferView;\r
+ int byteOffset;\r
+ int componentType;\r
+ bool normalized;\r
+ int count;\r
+ std::string type;\r
+ int max;\r
+ int min;\r
+ std::string name;\r
+ //need to add max, min\r
+};\r
+\r
+struct Attribute\r
+{\r
+ Attribute()\r
+ : POSITION( -1 ),\r
+ NORMAL( -1 ),\r
+ TANGENT( -1 )\r
+ {\r
+ }\r
+\r
+ ~Attribute()\r
+ {\r
+ }\r
+\r
+ int POSITION;\r
+ int NORMAL;\r
+ int TANGENT;\r
+\r
+ std::vector<int> TEXCOORD;\r
+ std::vector<int> COLOR;\r
+};\r
+\r
+struct MeshInfo\r
+{\r
+ MeshInfo()\r
+ : indicesIdx( -1 ),\r
+ materialsIdx( -1 ),\r
+ mode( 4 )\r
+ {\r
+ }\r
+\r
+ ~MeshInfo()\r
+ {\r
+ }\r
+ Geometry geometry;\r
+ std::string name;\r
+\r
+ int indicesIdx;\r
+ int materialsIdx;\r
+ int mode;\r
+\r
+ Vector3 size;\r
+ Vector3 pivot;\r
+\r
+ Attribute attribute;\r
+ //need to add max, min\r
+};\r
+\r
+struct AnimationChannelInfo\r
+{\r
+ AnimationChannelInfo()\r
+ : sampler( -1 ),\r
+ targetNode( -1 ),\r
+ path( "" )\r
+ {\r
+ }\r
+\r
+ ~AnimationChannelInfo()\r
+ {\r
+ }\r
+\r
+ int sampler;\r
+ int targetNode;\r
+ std::string path;\r
+\r
+};\r
+\r
+struct AnimationSamplerInfo\r
+{\r
+ AnimationSamplerInfo()\r
+ : input( -1 ),\r
+ output( -1 ),\r
+ interpolation( "" )\r
+ {\r
+ }\r
+\r
+ ~AnimationSamplerInfo()\r
+ {\r
+ }\r
+\r
+ int input;\r
+ int output;\r
+ std::string interpolation;\r
+};\r
+\r
+struct AnimationInfo\r
+{\r
+ AnimationInfo()\r
+ : name( "" )\r
+ {\r
+ }\r
+\r
+ ~AnimationInfo()\r
+ {\r
+ }\r
+\r
+ std::string name;\r
+ std::vector<AnimationChannelInfo> channelArray;\r
+ std::vector<AnimationSamplerInfo> samplerArray;\r
+};\r
+\r
+struct OrthographicInfo\r
+{\r
+ OrthographicInfo()\r
+ : xmag( 0.0f ),\r
+ ymag( 0.0f ),\r
+ zfar( 0.0f ),\r
+ znear( 0.0f )\r
+ {\r
+ }\r
+\r
+ ~OrthographicInfo()\r
+ {\r
+ }\r
+\r
+ float xmag;\r
+ float ymag;\r
+ float zfar;\r
+ float znear;\r
+};\r
+\r
+struct PerspectiveInfo\r
+{\r
+ PerspectiveInfo()\r
+ : aspectRatio( 0.0f ),\r
+ yfov( 0.0f ),\r
+ zfar( 0.0f ),\r
+ znear( 0.0f )\r
+ {\r
+ }\r
+\r
+ ~PerspectiveInfo()\r
+ {\r
+ }\r
+\r
+ float aspectRatio;\r
+ float yfov;\r
+ float zfar;\r
+ float znear;\r
+};\r
+\r
+struct CameraInfo\r
+{\r
+ CameraInfo()\r
+ : name( "" ),\r
+ type( "" )\r
+ {\r
+ }\r
+\r
+ ~CameraInfo()\r
+ {\r
+ }\r
+\r
+ std::string name;\r
+ std::string type;\r
+ OrthographicInfo orthographic;\r
+ PerspectiveInfo perspective;\r
+};\r
+\r
+} // namespace GLTF\r
+\r
+/**\r
+ *\r
+ * GltfLoader is a class to parse glTf, to load data from file, and to generate Scene.\r
+ * This glTF loader supports glTF 2.0 features.\r
+ *\r
+ * @remarks glTF loader didn't support such features.\r
+ * - Sparse accessor\r
+ * - Morphing\r
+ * - Skeletal Animation\r
+ * These features will be supported soon.\r
+ *\r
+ */\r
+class GltfLoader\r
+{\r
+public:\r
+\r
+ /**\r
+ * @brief Create an uninitialized GltfLoader.\r
+ */\r
+ GltfLoader();\r
+\r
+ /**\r
+ * @brief Destructor\r
+ */\r
+ ~GltfLoader();\r
+\r
+ /**\r
+ * @brief Load Scene from scene format file(e.g., glTF).\r
+ * @param[in] filePath Path of scene format file.\r
+ * @param[in] scene Scene data loaded from file.\r
+ * @return true if scene is successfully loaded\r
+ */\r
+ bool LoadScene( const std::string& filePath, Internal::Scene& scene );\r
+\r
+private:\r
+ bool ParseGltf( const std::string& filePath );\r
+ bool LoadAssets();\r
+\r
+ bool LoadBinaryData( const TreeNode* root );\r
+ bool LoadBuffer( const TreeNode& buffer );\r
+ bool LoadBufferView( const TreeNode& buffer );\r
+ bool LoadAccessor( const TreeNode& buffer );\r
+\r
+ bool LoadTextureArray( const TreeNode* root );\r
+ Texture LoadTexture( const char* imageUrl, bool generateMipmaps );\r
+ Sampler LoadSampler( const TreeNode& samplerNode );\r
+ FilterMode::Type GetFilterMode( int mode );\r
+ WrapMode::Type GetWrapMode( int mode );\r
+\r
+ bool LoadMaterialSetArray( const TreeNode* root );\r
+ bool LoadPbrMetallicRoughness( const TreeNode& material, GLTF::MaterialInfo& materialInfo );\r
+\r
+ bool LoadMeshArray( const TreeNode* root );\r
+ bool LoadPrimitive( const TreeNode& mesh, GLTF::MeshInfo& meshInfo );\r
+ bool LoadAttribute( const TreeNode* attribute, GLTF::MeshInfo& meshInfo );\r
+ bool SetGeometry( GLTF::MeshInfo& meshInfo );\r
+ void SetMeshInfoAndCanonize( GLTF::MeshInfo& meshInfo, Dali::Vector<Dali::Vector3> &vertexBufferData );\r
+\r
+ bool CreateScene( Internal::Scene& scene );\r
+\r
+ void LoadCamera( Scene& scene );\r
+ bool LoadOrthoGraphic( const TreeNode& camera, GLTF::CameraInfo& cameraInfo );\r
+ bool LoadPerspective( const TreeNode& camera, GLTF::CameraInfo& cameraInfo );\r
+\r
+ bool LoadSceneNodes( Scene& scene );\r
+ Actor AddNode( Scene& scene, int index );\r
+ void SetActorCache( Actor& actor, const int index );\r
+ bool SetTextureAndSampler( TextureSet& textureSet, int textureIdx, std::string& toShader, std::string shader, int& addIdx );\r
+\r
+ bool LoadAnimation( Scene& scene );\r
+ bool LoadAnimationChannels( const TreeNode& animation, GLTF::AnimationInfo& animationInfo );\r
+ bool LoadAnimationSamplers( const TreeNode& animation, GLTF::AnimationInfo& animationInfo );\r
+\r
+ // template functions\r
+ template <typename T>\r
+ bool ReadBinFile( Vector<T> &dataBuffer, std::string url, int offset, int count );\r
+ template <typename T>\r
+ float IntToFloat( T element, bool normalize );\r
+ template <typename Td, typename Ts>\r
+ void FitBuffer( Dali::Vector<Td>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize );\r
+ template <typename Ts>\r
+ void FitBuffer( Dali::Vector<Vector2>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize );\r
+ template <typename Ts>\r
+ void FitBuffer( Dali::Vector<Vector3>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize );\r
+ template <typename Ts>\r
+ void FitBuffer( Dali::Vector<Vector4>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize );\r
+ template <typename T>\r
+ void LoadDataFromAccessor( int accessorIdx, Dali::Vector<T>& bufferData );\r
+ template <typename T>\r
+ PropertyBuffer CreatePropertyBuffer( Vector<T> bufferData, std::string map, int type );\r
+ template <typename T>\r
+ void SetAttributeBufferData( GLTF::MeshInfo& meshInfo, int accessorIdx, std::string map, int type );\r
+ template<typename T>\r
+ float LoadKeyFrames( const GLTF::AnimationSamplerInfo& currentSampler, const Property::Index propIndex, KeyFrames& keyframes );\r
+\r
+ void SetIndexBuffersData( GLTF::MeshInfo& meshInfo, int indexIdx );\r
+ void SetVertexBufferData( GLTF::MeshInfo& meshInfo, int accessorIdx, std::string map, int type );\r
+\r
+ // utility functions\r
+ const TreeNode* Tidx( const TreeNode *node, int index );\r
+ bool ReadBool( const TreeNode* node, bool& num );\r
+ bool ReadInt( const TreeNode* node, int& num );\r
+ bool ReadFloat( const TreeNode* node, float& num );\r
+ bool ReadVector( const TreeNode* node, float* num, unsigned int size );\r
+ bool ReadString( const TreeNode* node, std::string& strValue );\r
+\r
+public:\r
+ void InitGltf();\r
+\r
+private:\r
+ Dali::Toolkit::JsonParser mParser;\r
+ const TreeNode* mNodes;\r
+ const TreeNode* mRoot;\r
+\r
+ std::string mPath;\r
+\r
+ std::vector<Actor> mActorCache;\r
+ Shader mShaderCache[GLTF::ShaderType::SHADER_TYPE_MAX + 1];\r
+\r
+ std::vector<GLTF::BufferInfo> mBufferArray;\r
+ std::vector<GLTF::BufferViewInfo> mBufferViewArray;\r
+ std::vector<GLTF::AccessorInfo> mAccessorArray;\r
+\r
+ std::vector<GLTF::MeshInfo> mMeshArray;\r
+ std::vector<GLTF::MaterialInfo> mMaterialArray;\r
+ std::vector<GLTF::TextureInfo> mTextureArray;\r
+\r
+ std::vector<Texture> mSourceArray;\r
+ std::vector<Sampler> mSamplerArray;\r
+};\r
+\r
+}//namespace Internal\r
+\r
+}//namespace Toolkit\r
+\r
+}//namespace Dali\r
+\r
+#endif // DALI_TOOLKIT_INTERNAL_GLTF_LOADER_H\r
--- /dev/null
+#ifndef DALI_TOOLKIT_INTERNAL_GLTF_SHADER_H
+#define DALI_TOOLKIT_INTERNAL_GLTF_SHADER_H
+
+/*
+ * Belows Vertex Shader and Fragment Shader code are based off glTF WebGL PBR.
+ * https://github.com/KhronosGroup/glTF-WebGL-PBR/
+ *
+ * Copyright (c) 2016-2017 Mohamad Moneimne and Contributors
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+const char* GLES_VERSION_300 = {
+ "#version 300 es\n\n"
+ "precision highp float;\n\n"
+};
+
+const char* DEFINE_BASECOLOR_TEXTURE = {
+ "#define TEXTURE_BASECOLOR\n\n"
+ "uniform sampler2D uBaseColorSampler;\n"
+ "uniform int uBaseColorTexCoordIndex;\n\n"
+};
+
+const char* DEFINE_METALLICROUGHNESS_TEXTURE = {
+ "#define TEXTURE_METALLICROUGHNESS\n\n"
+ "uniform sampler2D uMetallicRoughnessSampler;\n"
+ "uniform int uMetallicRoughnessTexCoordIndex;\n\n"
+};
+
+const char* DEFINE_NORMAL_TEXTURE = {
+ "#define TEXTURE_NORMAL\n\n"
+ "uniform sampler2D uNormalSampler;\n"
+ "uniform float uNormalScale;\n"
+ "uniform int uNormalTexCoordIndex;\n\n"
+};
+
+const char* DEFINE_OCCLUSION_TEXTURE = {
+ "#define TEXTURE_OCCLUSION\n\n"
+ "uniform sampler2D uOcclusionSampler;\n"
+ "uniform int uOcclusionTexCoordIndex;\n"
+ "uniform float uOcclusionStrength;\n\n"
+};
+
+const char* DEFINE_EMIT_TEXTURE = {
+ "#define TEXTURE_EMIT\n\n"
+ "uniform sampler2D uEmissiveSampler;\n"
+ "uniform int uEmissiveTexCoordIndex;\n"
+ "uniform vec3 uEmissiveFactor;\n\n"
+};
+
+const char* DEFINE_IBL_TEXTURE = {
+ "#define TEXTURE_IBL\n\n"
+ "uniform sampler2D ubrdfLUT;\n"
+ "uniform samplerCube uDiffuseEnvSampler;\n"
+ "uniform samplerCube uSpecularEnvSampler;\n"
+ "uniform vec4 uScaleIBLAmbient;\n"
+ "uniform highp float uMipmapLevel;\n"
+};
+
+const char* PHYSICALLY_BASED_VERTEX_SHADER = {
+ "in highp vec3 aPosition;\n"
+ "in highp vec2 aTexCoord0;\n"
+ "in highp vec2 aTexCoord1;\n"
+ "in highp vec3 aNormal;\n"
+ "in highp vec4 aTangent;\n"
+ "in highp vec4 aVertexColor;\n"
+
+ "uniform mediump vec3 uSize;\n"
+ "uniform mediump mat4 uModelMatrix;\n"
+ "uniform mediump mat4 uViewMatrix;\n"
+ "uniform mediump mat4 uProjection;\n"
+ "uniform mediump mat4 uMvpMatrix;\n"
+ "uniform mediump mat3 uNormalMatrix;\n"
+ "uniform mediump int uLightType;\n"
+ "uniform mediump vec3 uLightVector;\n"
+ "uniform mediump int uIsColor;\n"
+
+ "out vec2 vUV[2];\n"
+ "out mat3 vTBN;\n"
+ "out vec4 vColor;\n"
+ "flat out int visLight;\n"
+ "out vec3 vLightDirection;\n"
+ "out vec3 vPositionToCamera;\n"
+
+ "void main()\n"
+ "{\n"
+ " vec4 invY = vec4(1.0, -1.0, 1.0, 1.0);\n"
+ " vec4 positionW = uModelMatrix * vec4( aPosition * uSize, 1.0 );\n"
+ " vec4 positionV = uViewMatrix * ( invY * positionW );\n"
+
+ " vPositionToCamera = transpose( mat3( uViewMatrix ) ) * ( -vec3( positionV.xyz / positionV.w ) );\n"
+ " vPositionToCamera *= vec3( invY );\n"
+
+ " vec3 bitangent = cross(aNormal, aTangent.xyz) * aTangent.w;\n"
+ " vTBN = mat3( uModelMatrix ) * mat3(aTangent.xyz, bitangent, aNormal);\n"
+
+ " vUV[0] = aTexCoord0;\n"
+ " vUV[1] = aTexCoord1;\n"
+
+ " visLight = 0;\n"
+ " if( uLightType == 1 )\n"
+ " {\n"
+ " vLightDirection = ( invY.xyz * uLightVector ) - ( positionW.xyz / positionW.w );\n"
+ " }\n"
+ " else if( uLightType == 2 )\n"
+ " {\n"
+ " vLightDirection = -( invY.xyz * uLightVector );\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " visLight = 0;\n"
+ " }\n"
+
+ " vColor = vec4( 1.0 );\n"
+ " if( uIsColor == 1 )\n"
+ " {\n"
+ " vColor = aVertexColor;\n"
+ " }\n"
+
+ " gl_Position = uProjection * positionV;\n" // needs w for proper perspective correction
+ " gl_Position = gl_Position/gl_Position.w;\n"
+ "}\n"
+};
+
+const char* PHYSICALLY_BASED_FRAGMENT_SHADER = {
+ "uniform vec3 uLightColor;\n"
+ "uniform vec4 uBaseColorFactor;\n"
+ "uniform vec2 uMetallicRoughnessFactors;\n"
+ "uniform int alphaMode;\n"
+ "uniform float alphaCutoff;\n"
+
+ "in vec2 vUV[2];\n"
+ "in mat3 vTBN;\n"
+ "in vec4 vColor;\n"
+ "flat in int visLight;\n"
+ "in vec3 vLightDirection;\n"
+ "in vec3 vPositionToCamera;\n"
+
+ "out vec4 FragColor;"
+
+ "struct PBRInfo\n"
+ "{\n"
+ " float NdotL;\n" // cos angle between normal and light direction
+ " float NdotV;\n" // cos angle between normal and view direction
+ " float NdotH;\n" // cos angle between normal and half vector
+ " float LdotH;\n" // cos angle between light direction and half vector
+ " float VdotH;\n" // cos angle between view direction and half vector
+ " float perceptualRoughness;\n" // roughness value, as authored by the model creator (input to shader)
+ " float metalness;\n" // metallic value at the surface
+ " vec3 reflectance0;\n" // full reflectance color (normal incidence angle)
+ " vec3 reflectance90;\n" // reflectance color at grazing angle
+ " float alphaRoughness;\n" // roughness mapped to a more linear change in the roughness (proposed by [2])
+ " vec3 diffuseColor;\n" // color contribution from diffuse lighting
+ " vec3 specularColor;\n" // color contribution from specular lighting
+ "};\n"
+
+ "const float M_PI = 3.141592653589793;\n"
+ "const float c_MinRoughness = 0.04;\n"
+
+ "vec3 getNormal()\n"
+ "{\n"
+ "#ifdef TEXTURE_NORMAL\n"
+ " vec3 n = texture( uNormalSampler, vUV[uNormalTexCoordIndex] ).rgb;\n"
+ " n = normalize( vTBN * ( ( 2.0 * n - 1.0 ) * vec3( uNormalScale, uNormalScale, 1.0 ) ) );\n"
+ "#else\n"
+ " vec3 n = normalize( vTBN[2].xyz );\n"
+ "#endif\n"
+ " return n;\n"
+ "}\n"
+
+ "vec3 specularReflection( PBRInfo pbrInputs )\n"
+ "{\n"
+ " return pbrInputs.reflectance0 + ( pbrInputs.reflectance90 - pbrInputs.reflectance0 ) * pow( clamp( 1.0 - pbrInputs.VdotH, 0.0, 1.0 ), 5.0 );\n"
+ "}\n"
+
+ "float geometricOcclusion( PBRInfo pbrInputs )\n"
+ "{\n"
+ " float NdotL = pbrInputs.NdotL;\n"
+ " float NdotV = pbrInputs.NdotV;\n"
+ " float r = pbrInputs.alphaRoughness;\n"
+
+ " float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));\n"
+ " float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));\n"
+ " return attenuationL * attenuationV;\n"
+ "}\n"
+
+ "float microfacetDistribution(PBRInfo pbrInputs)\n"
+ "{\n"
+ " float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;\n"
+ " float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;\n"
+ " return roughnessSq / (M_PI * f * f);\n"
+ "}\n"
+
+ "vec3 linear( vec3 color )\n"
+ "{\n"
+ " return pow(color,vec3(2.2));\n"
+ "}\n"
+
+ "void main()\n"
+ "{\n"
+ // Metallic and Roughness material properties are packed together
+ // In glTF, these factors can be specified by fixed scalar values
+ // or from a metallic-roughness map
+ " float metallic = uMetallicRoughnessFactors.x;\n"
+ " float perceptualRoughness = uMetallicRoughnessFactors.y;\n"
+
+ // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.
+ // This layout intentionally reserves the 'r' channel for (optional) occlusion map data
+ "#ifdef TEXTURE_METALLICROUGHNESS\n"
+ " vec4 metrou = texture(uMetallicRoughnessSampler, vUV[uMetallicRoughnessTexCoordIndex]);\n"
+ " metallic = metrou.b * metallic;\n"
+ " perceptualRoughness = metrou.g * perceptualRoughness;\n"
+ "#endif\n"
+
+ " metallic = clamp(metallic, 0.0, 1.0);\n"
+ " perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);\n"
+ // Roughness is authored as perceptual roughness; as is convention,
+ // convert to material roughness by squaring the perceptual roughness [2].
+ " float alphaRoughness = perceptualRoughness * perceptualRoughness;\n"
+
+ "#ifdef TEXTURE_BASECOLOR\n"
+ // The albedo may be defined from a base texture or a flat color
+ " vec4 baseColor = texture(uBaseColorSampler, vUV[uBaseColorTexCoordIndex]) * uBaseColorFactor;\n"
+ " baseColor = vec4(linear(baseColor.rgb), baseColor.w);\n"
+ "#else\n"
+ " vec4 baseColor = vColor * uBaseColorFactor;\n"
+ "#endif\n"
+
+ " if( alphaMode == 0 )\n"
+ " {\n"
+ " baseColor.w = 1.0;\n"
+ " }\n"
+ " else if( alphaMode == 1 )\n"
+ " {\n"
+ " if( baseColor.w >= alphaCutoff )"
+ " {\n"
+ " baseColor.w = 1.0;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " baseColor.w = 0.0;\n"
+ " }\n"
+ " }\n"
+
+ " vec3 f0 = vec3(0.04);\n"
+ " vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);\n"
+ " diffuseColor *= ( 1.0 - metallic );\n"
+ " vec3 specularColor = mix(f0, baseColor.rgb, metallic);\n"
+
+ // Compute reflectance.
+ " float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n"
+
+ // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
+ // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
+ " float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n"
+ " vec3 specularEnvironmentR0 = specularColor.rgb;\n"
+ " vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;\n"
+
+ " vec3 n = getNormal();\n" // normal at surface point
+ " vec3 v = normalize(vPositionToCamera);\n" // Vector from surface point to camera
+ " vec3 l = normalize(vLightDirection);\n" // Vector from light to surface point
+ " vec3 h = normalize(l+v);\n" // Half vector between both l and v
+ " vec3 reflection = -normalize(reflect(v, n));\n"
+
+ " float NdotL = clamp(dot(n, l), 0.001, 1.0);\n"
+ " float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);\n"
+ " float NdotH = clamp(dot(n, h), 0.0, 1.0);\n"
+ " float LdotH = clamp(dot(l, h), 0.0, 1.0);\n"
+ " float VdotH = clamp(dot(v, h), 0.0, 1.0);\n"
+
+ " PBRInfo pbrInputs = PBRInfo(\n"
+ " NdotL,\n"
+ " NdotV,\n"
+ " NdotH,\n"
+ " LdotH,\n"
+ " VdotH,\n"
+ " perceptualRoughness,\n"
+ " metallic,\n"
+ " specularEnvironmentR0,\n"
+ " specularEnvironmentR90,\n"
+ " alphaRoughness,\n"
+ " diffuseColor,\n"
+ " specularColor\n"
+ " );\n"
+
+ // Calculate the shading terms for the microfacet specular shading model
+ " vec3 color = vec3(0.0);\n"
+ " if( visLight == 1 )\n"
+ " {\n"
+ " vec3 F = specularReflection(pbrInputs);\n"
+ " float G = geometricOcclusion(pbrInputs);\n"
+ " float D = microfacetDistribution(pbrInputs);\n"
+
+ // Calculation of analytical lighting contribution
+ " vec3 diffuseContrib = (1.0 - F) * ( pbrInputs.diffuseColor / M_PI );\n"
+ " vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);\n"
+ // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
+ " color = NdotL * uLightColor * (diffuseContrib + specContrib);\n"
+ " }\n"
+
+ "#ifdef TEXTURE_IBL\n"
+ " float lod = (pbrInputs.perceptualRoughness * uMipmapLevel);\n"
+ // retrieve a scale and bias to F0. See [1], Figure 3
+ " vec3 brdf = linear(texture(ubrdfLUT, vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness)).rgb);\n"
+ " vec3 diffuseLight = linear(texture(uDiffuseEnvSampler, n).rgb);\n"
+ " vec3 specularLight = linear(textureLod(uSpecularEnvSampler, reflection, lod).rgb);\n"
+
+ " vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;\n"
+ " vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);\n"
+ " diffuse *= uScaleIBLAmbient.x;\n"
+ " specular *= uScaleIBLAmbient.y;\n"
+ " color += (diffuse+specular);\n"
+ "#endif\n"
+
+ "#ifdef TEXTURE_OCCLUSION\n"
+ " float ao = texture(uOcclusionSampler, vUV[uOcclusionTexCoordIndex]).r;\n"
+ " color = mix(color, color * ao, uOcclusionStrength);\n"
+ "#endif\n"
+
+ "#ifdef TEXTURE_EMIT\n"
+ " vec3 emissive = linear(texture(uEmissiveSampler, vUV[uEmissiveTexCoordIndex]).rgb) * uEmissiveFactor;\n"
+ " color += emissive;\n"
+ "#endif\n"
+
+ " FragColor = vec4(pow(color,vec3(1.0/2.2)), baseColor.a);\n"
+ "}\n"
+};
+
+} // namespace internal
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // DALI_TOOLKIT_INTERNAL_GLTF_SHADER_H
\ No newline at end of file
--- /dev/null
+/*
+ * Copyright (c) 2018 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+// CLASS HEADER
+#include "scene-impl.h"
+
+// EXTERNAL INCLUDES
+#include <dali/integration-api/debug.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+Scene::Scene()
+ : Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
+ mRoot( Actor::New() ),
+ mDefaultCamera( CameraActor::New() ),
+ mLightType( Toolkit::Scene::LightType::NONE ),
+ mLightVector( Vector3::ONE ),
+ mLightColor( Vector3::ONE )
+{
+}
+
+Scene::~Scene()
+{
+}
+
+Toolkit::Scene Scene::New( const std::string& filePath )
+{
+ Scene* impl = new Scene();
+
+ Dali::Toolkit::Scene handle = Dali::Toolkit::Scene( *impl );
+
+ // Second-phase init of the implementation
+ // This can only be done after the CustomActor connection has been made...
+ impl->Initialize();
+ impl->CreateScene( filePath );
+
+ return handle;
+}
+
+Toolkit::Scene Scene::New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor )
+{
+ Scene* impl = new Scene();
+
+ Dali::Toolkit::Scene handle = Dali::Toolkit::Scene( *impl );
+
+ // Second-phase init of the implementation
+ // This can only be done after the CustomActor connection has been made...
+ impl->Initialize();
+ impl->SetCubeMap( diffuseTexturePath, specularTexturePath, ScaleFactor );
+ impl->CreateScene( filePath );
+
+ return handle;
+}
+
+bool Scene::CreateScene( const std::string& filePath )
+{
+ if( std::string::npos != filePath.rfind( GLTF_EXT ) )
+ {
+ Internal::GltfLoader gltfloader;
+ return( gltfloader.LoadScene( filePath, *this ) );
+ }
+
+ return false;
+}
+
+uint32_t Scene::GetAnimationCount()
+{
+ return mAnimationArray.size();
+}
+
+bool Scene::PlayAnimation( uint32_t index )
+{
+ if( GetAnimationCount() <= index )
+ {
+ return false;
+ }
+
+ mAnimationArray[index].Play();
+ return true;
+}
+
+bool Scene::PlayAnimations()
+{
+ if( GetAnimationCount() == 0 )
+ {
+ return false;
+ }
+
+ for( unsigned int i=0; i<mAnimationArray.size(); ++i )
+ {
+ PlayAnimation( i );
+ }
+
+ return true;
+}
+
+bool Scene::SetLight( Toolkit::Scene::LightType type, Vector3 lightVector, Vector3 lightColor )
+{
+ if( type > Toolkit::Scene::LightType::DIRECTIONAL_LIGHT )
+ {
+ return false;
+ }
+
+ mLightType = static_cast<Toolkit::Scene::LightType>(
+ ( mLightType >= Toolkit::Scene::LightType::IMAGE_BASED_LIGHT ) ?
+ Toolkit::Scene::LightType::IMAGE_BASED_LIGHT + type :
+ type );
+
+ mLightVector = lightVector;
+ mLightColor = lightColor;
+
+ for( unsigned int i = 0; i<mShaderArray.size(); ++i )
+ {
+ mShaderArray[i].RegisterProperty( "uLightType", ( GetLightType() & ~Toolkit::Scene::LightType::IMAGE_BASED_LIGHT ) );
+ mShaderArray[i].RegisterProperty( "uLightVector", lightVector );
+ mShaderArray[i].RegisterProperty( "uLightColor", lightColor );
+ }
+
+ return true;
+}
+
+unsigned char* Scene::CropBuffer( unsigned char* sourceBuffer, unsigned int bytesPerPixel, unsigned int width, unsigned int height, unsigned int xOffset, unsigned int yOffset, unsigned int xFaceSize, unsigned int yFaceSize )
+{
+ unsigned int byteSize = bytesPerPixel * xFaceSize * yFaceSize;
+ unsigned char* destBuffer = reinterpret_cast<unsigned char*>( malloc( byteSize + 4u ) );
+
+ int srcStride = width * bytesPerPixel;
+ int destStride = xFaceSize * bytesPerPixel;
+ int srcOffset = xOffset * bytesPerPixel + yOffset * srcStride;
+ int destOffset = 0;
+ for( uint16_t row = yOffset; row < yOffset + yFaceSize; ++row )
+ {
+ memcpy( destBuffer + destOffset, sourceBuffer + srcOffset, destStride );
+ srcOffset += srcStride;
+ destOffset += destStride;
+ }
+
+ return destBuffer;
+}
+
+void Scene::UploadTextureFace( Texture& texture, Devel::PixelBuffer pixelBuffer, int faceIndex )
+{
+ unsigned char* imageBuffer = pixelBuffer.GetBuffer();
+ unsigned int bytesPerPixel = Pixel::GetBytesPerPixel( pixelBuffer.GetPixelFormat() );
+ unsigned int imageWidth = pixelBuffer.GetWidth();
+ unsigned int imageHeight = pixelBuffer.GetHeight();
+
+ CubeType cubeType = ( imageWidth / 4 == imageHeight / 3 ) ? CROSS_HORIZENTAL :
+ ( ( imageWidth / 6 == imageHeight ) ? ARRAY_HORIZENTAL : NONE );
+
+ int faceSize = 0;
+ if( cubeType == CROSS_HORIZENTAL )
+ {
+ faceSize = imageWidth / 4;
+ }
+ else if( cubeType == ARRAY_HORIZENTAL )
+ {
+ faceSize = imageWidth / 6;
+ }
+
+ unsigned int xOffset = cubeMap_index_x[cubeType][faceIndex] * faceSize;
+ unsigned int yOffset = cubeMap_index_y[cubeType][faceIndex] * faceSize;
+
+ unsigned char* tempImageBuffer = CropBuffer( imageBuffer, bytesPerPixel, imageWidth, imageHeight, xOffset, yOffset, faceSize, faceSize );
+ PixelData pixelData = PixelData::New( tempImageBuffer, faceSize * faceSize * bytesPerPixel, faceSize, faceSize, pixelBuffer.GetPixelFormat(), PixelData::FREE );
+ texture.Upload( pixelData, CubeMapLayer::POSITIVE_X + faceIndex, 0, 0, 0, faceSize, faceSize );
+}
+
+void Scene::SetCubeMap( const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor )
+{
+ mLightType = Toolkit::Scene::LightType::IMAGE_BASED_LIGHT;
+
+ // BRDF texture
+ std::string imageBrdfUrl = DALI_IMAGE_DIR "brdfLUT.png";
+ mBRDFTexture = LoadTexture( imageBrdfUrl.c_str(), true );
+ if( !mBRDFTexture )
+ {
+ return;
+ }
+
+ // Diffuse Cube Map
+ Devel::PixelBuffer diffusePixelBuffer = LoadImageFromFile( diffuseTexturePath );
+ int diffuseFaceSize = diffusePixelBuffer.GetWidth() / 4;
+ mDiffuseTexture = Texture::New( TextureType::TEXTURE_CUBE, diffusePixelBuffer.GetPixelFormat(), diffuseFaceSize, diffuseFaceSize );
+ for( int i = 0; i<6; ++i )
+ {
+ UploadTextureFace( mDiffuseTexture, diffusePixelBuffer, i );
+ }
+ mDiffuseTexture.GenerateMipmaps();
+
+ // Specular Cube Map
+ Devel::PixelBuffer specularPixelBuffer = LoadImageFromFile( specularTexturePath );
+ int specularFaceSize = specularPixelBuffer.GetWidth() / 4;
+ mSpecularTexture = Texture::New( TextureType::TEXTURE_CUBE, specularPixelBuffer.GetPixelFormat(), specularFaceSize, specularFaceSize );
+ for( int i = 0; i<6; ++i )
+ {
+ UploadTextureFace( mSpecularTexture, specularPixelBuffer, i );
+ }
+ mSpecularTexture.GenerateMipmaps();
+
+ mIBLScaleFactor = ScaleFactor;
+}
+
+bool Scene::SetDefaultCamera( const Dali::Camera::Type type, const float nearPlane, const Vector3 cameraPosition )
+{
+ mDefaultCamera.SetParentOrigin( ParentOrigin::CENTER );
+ mDefaultCamera.SetAnchorPoint( AnchorPoint::CENTER );
+ mDefaultCamera.SetType( type );
+ mDefaultCamera.SetNearClippingPlane( nearPlane );
+ mDefaultCamera.SetPosition( cameraPosition );
+ return true;
+}
+
+void Scene::AddCamera( CameraActor& cameraActor )
+{
+ mCameraActorArray.push_back( cameraActor );
+}
+
+void Scene::AddAnimation( Animation& animation )
+{
+ mAnimationArray.push_back( animation );
+}
+
+void Scene::AddShader( Shader shader )
+{
+ mShaderArray.push_back( shader );
+}
+
+Actor Scene::GetRoot()
+{
+ return mRoot;
+}
+
+CameraActor Scene::GetDefaultCamera()
+{
+ return mDefaultCamera;
+}
+
+CameraActor Scene::GetCamera( const int cameraIndex )
+{
+ if( cameraIndex < 0 )
+ {
+ return GetDefaultCamera();
+ }
+ return mCameraActorArray[cameraIndex];
+}
+
+Toolkit::Scene::LightType Scene::GetLightType()
+{
+ return mLightType;
+}
+
+Vector3 Scene::GetLightVector()
+{
+ return mLightVector;
+}
+
+Vector3 Scene::GetLightColor()
+{
+ return mLightColor;
+}
+
+Vector4 Scene::GetIBLScaleFactor()
+{
+ return mIBLScaleFactor;
+}
+
+Texture Scene::GetBRDFTexture()
+{
+ return mBRDFTexture;
+}
+
+Texture Scene::GetSpecularTexture()
+{
+ return mSpecularTexture;
+}
+
+Texture Scene::GetDiffuseTexture()
+{
+ return mDiffuseTexture;
+}
+
+Texture Scene::LoadTexture( const char *imageUrl, bool generateMipmaps )
+{
+ Texture texture;
+
+ Devel::PixelBuffer pixelBuffer = LoadImageFromFile( imageUrl );
+ if( pixelBuffer )
+ {
+ 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();
+ }
+ }
+
+ return texture;
+}
+
+void Scene::OnInitialize()
+{
+ mRoot.SetParentOrigin( ParentOrigin::CENTER );
+ mRoot.SetAnchorPoint( AnchorPoint::CENTER );
+
+ Layer layer = Layer::New();
+ layer.SetBehavior( Layer::LAYER_3D );
+ layer.SetParentOrigin( ParentOrigin::CENTER );
+ layer.SetAnchorPoint( AnchorPoint::CENTER );
+ layer.Add( mRoot );
+
+ Actor self = Self();
+ // Apply some default resizing rules.
+ self.SetParentOrigin( ParentOrigin::CENTER );
+ self.SetAnchorPoint( AnchorPoint::CENTER );
+ self.Add( layer );
+
+ mShaderArray.clear();
+ mCameraActorArray.clear();
+ mAnimationArray.clear();
+}
+
+}//namespace Internal
+
+}//namespace Toolkit
+
+}//namespace Dali
+
--- /dev/null
+#ifndef DALI_TOOLKIT_INTERNAL_SCENE_H\r
+#define DALI_TOOLKIT_INTERNAL_SCENE_H\r
+\r
+/*\r
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.\r
+ *\r
+ * Licensed under the Apache License, Version 2.0 (the "License");\r
+ * you may not use this file except in compliance with the License.\r
+ * You may obtain a copy of the License at\r
+ *\r
+ * http://www.apache.org/licenses/LICENSE-2.0\r
+ *\r
+ * Unless required by applicable law or agreed to in writing, software\r
+ * distributed under the License is distributed on an "AS IS" BASIS,\r
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
+ * See the License for the specific language governing permissions and\r
+ * limitations under the License.\r
+ *\r
+ */\r
+\r
+// EXTERNAL INCLUDES\r
+#include <cstring>\r
+#include <dali/public-api/object/base-object.h>\r
+#include <dali/devel-api/adaptor-framework/image-loading.h>\r
+#include <dali/devel-api/adaptor-framework/file-loader.h>\r
+\r
+// INTERNAL INCLUDES\r
+#include <dali-toolkit/devel-api/controls/scene/scene.h>\r
+#include <dali-toolkit/internal/controls/scene/gltf-loader.h>\r
+#include <dali-toolkit/public-api/controls/control-impl.h>\r
+\r
+namespace Dali\r
+{\r
+\r
+namespace Toolkit\r
+{\r
+\r
+class Scene;\r
+\r
+namespace Internal\r
+{\r
+\r
+class GltfLoader;\r
+\r
+namespace\r
+{\r
+\r
+// glTF file extension\r
+const std::string GLTF_EXT( ".gltf" );\r
+\r
+/**\r
+ * cube map face index\r
+ */\r
+const int cubeMap_index_x[2][6] = { { 2, 0, 1, 1, 1, 3 },{ 0, 1, 2, 3, 4, 5 } };\r
+const int cubeMap_index_y[2][6] = { { 1, 1, 0, 2, 1, 1 },{ 0, 0, 0, 0, 0, 0 } };\r
+\r
+} // namespace\r
+\r
+/**\r
+ * Scene implementation class\r
+ */\r
+class Scene : public Control\r
+{\r
+public:\r
+\r
+ enum CubeType\r
+ {\r
+ CROSS_HORIZENTAL = 0, // Cross horizental style cube map\r
+ ARRAY_HORIZENTAL, // array horizental style cube map\r
+ NONE\r
+ };\r
+\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::Scene\r
+ */\r
+ Scene();\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::~Scene\r
+ */\r
+ virtual ~Scene();\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::New( const std::string& filePath )\r
+ */\r
+ static Dali::Toolkit::Scene New( const std::string& filePath );\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor = Vector4( 1.0, 1.0, 1.0, 1.0 ) )\r
+ */\r
+ static Dali::Toolkit::Scene New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor = Vector4( 1.0, 1.0, 1.0, 1.0 ) );\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::CreateScene( const std::string& filePath )\r
+ */\r
+ bool CreateScene( const std::string& filePath );\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::CreateScene( const std::string& filePath )\r
+ */\r
+ uint32_t GetAnimationCount();\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::PlayAnimation()\r
+ */\r
+ bool PlayAnimation( uint32_t index );\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::PlayAnimations()\r
+ */\r
+ bool PlayAnimations();\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::SetLight( Toolkit::Scene::LightType type, Vector3 lightVector, Vector3 lightColor = Vector3( 1.0, 1.0, 1.0 ) )\r
+ */\r
+ bool SetLight( Toolkit::Scene::LightType type, Vector3 lightVector, Vector3 lightColor = Vector3( 1.0, 1.0, 1.0 ) );\r
+\r
+ /**\r
+ * @brief Set default CameraActor.\r
+ * with Dali::Camera::Type = Dali::Camera::LOOK_AT_TARGET,\r
+ * near clipping plane = 0.1,\r
+ * and camera position = Vector3( 0.0, 0.0, 0.0 ).\r
+ */\r
+ bool SetDefaultCamera( const Dali::Camera::Type type = Dali::Camera::LOOK_AT_TARGET, const float nearPlane = 0.1, const Vector3 cameraPosition = Vector3( 0.0, 0.0, 0.0 ) );\r
+\r
+ /**\r
+ * @brief Add CameraActor loaded from scene format file.\r
+ */\r
+ void AddCamera( CameraActor& cameraActor );\r
+\r
+ /**\r
+ * @brief Add Animation loaded from scene format file.\r
+ */\r
+ void AddAnimation( Animation& animation );\r
+\r
+ /**\r
+ * @brief Add new Shader.\r
+ * Actors can share same Shader if they use same properties.\r
+ * If a property changes in a shader, then the property of all actors that use the shader change.\r
+ */\r
+ void AddShader( Shader shader );\r
+\r
+ /**\r
+ * @brief Get Root Actor.\r
+ */\r
+ Actor GetRoot();\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::GetDefaultCamera()\r
+ */\r
+ CameraActor GetDefaultCamera();\r
+\r
+ /**\r
+ * @copydoc Dali::Toolkit::Scene::GetCamera( int cameraIndex = -1 )\r
+ */\r
+ CameraActor GetCamera( int cameraIndex = -1 );\r
+\r
+ /**\r
+ * @brief Get light type.\r
+ */\r
+ Toolkit::Scene::LightType GetLightType();\r
+\r
+ /**\r
+ * @brief Get light vector.\r
+ * Return light position when light type is LightType::POINT_LIGHT\r
+ * Return light direction when light type is LightType::DIRECTIONAL_LIGHT\r
+ */\r
+ Vector3 GetLightVector();\r
+\r
+ /**\r
+ * @brief Get light color.\r
+ */\r
+ Vector3 GetLightColor();\r
+\r
+ /**\r
+ * @brief Get Scaling factor of IBL.\r
+ */\r
+ Vector4 GetIBLScaleFactor();\r
+\r
+ /**\r
+ * @brief Get BRDF Texture.\r
+ */\r
+ Texture GetBRDFTexture();\r
+\r
+ /**\r
+ * @brief Get diffuse cube map texture.\r
+ */\r
+ Texture GetDiffuseTexture();\r
+\r
+ /**\r
+ * @brief Get specular cube map texture.\r
+ */\r
+ Texture GetSpecularTexture();\r
+\r
+private:\r
+ /**\r
+ * @brief Crop image buffer.\r
+ * For each direction, Offset + faceSize must be width or height or less then them.\r
+ */\r
+ unsigned char* CropBuffer( unsigned char* sourceBuffer, unsigned int bytesPerPixel, unsigned int width, unsigned int height, unsigned int xOffset, unsigned int yOffset, unsigned int xFaceSize, unsigned int yFaceSize );\r
+\r
+ /**\r
+ * @brief Upload cube map texture.\r
+ */\r
+ void UploadTextureFace( Texture& texture, Devel::PixelBuffer pixelBuffer, int faceIndex );\r
+\r
+ /**\r
+ * @brief Set diffuse and specular cube map textures.\r
+ */\r
+ void SetCubeMap( const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor = Vector4( 1.0, 1.0, 1.0, 1.0 ) );\r
+\r
+ virtual void OnInitialize();\r
+\r
+\r
+ /**\r
+ * @brief Load 2D texture.\r
+ * @param[in] imageUrl Image URL of the texture.\r
+ * @param[in] generateMipmaps If generateMipmaps is true, then generate mipmap of this texture.\r
+ * @return Texture loaded from imageUrl.\r
+ */\r
+ Texture LoadTexture( const char *imageUrl, bool generateMipmaps );\r
+\r
+private:\r
+ Actor mRoot; // Root actor that contains scene graph\r
+\r
+ std::vector<Shader> mShaderArray; // Shader Array to change properties of scene such as lighting.\r
+\r
+ std::vector<CameraActor> mCameraActorArray; // CameraActer array loaded from scene format file.\r
+ CameraActor mDefaultCamera; // Default CameraActor for the empty mCameraActorArray.\r
+\r
+ std::vector<Animation> mAnimationArray; // Animation array loaded from scene format file.\r
+\r
+ Toolkit::Scene::LightType mLightType; // Light type\r
+ Vector3 mLightVector; // Light position when mLightType is LightType::POINT_LIGHT\r
+ // Light direction when mLightType is LightType::DIRECTIONAL_LIGHT\r
+ Vector3 mLightColor; // Light color\r
+\r
+ Vector4 mIBLScaleFactor; // IBL scaling factor for the IBL rendering\r
+ Texture mBRDFTexture; // BRDF texture for the PBR rendering\r
+ Texture mSpecularTexture; // Specular cube map texture\r
+ Texture mDiffuseTexture; // Diffuse cube map texture\r
+\r
+private:\r
+\r
+ // Undefined copy constructor.\r
+ Scene( const Scene& );\r
+\r
+ // Undefined assignment operator.\r
+ Scene& operator=( const Scene& );\r
+};\r
+\r
+} // namespace Internal\r
+\r
+ // Helpers for public-api forwarding methods\r
+inline const Internal::Scene& GetImpl( const Toolkit::Scene& scene )\r
+{\r
+ DALI_ASSERT_ALWAYS( scene && "Scene handle is empty" );\r
+ const Dali::RefObject& handle = scene.GetImplementation();\r
+\r
+ return static_cast<const Toolkit::Internal::Scene&>( handle );\r
+}\r
+\r
+inline Internal::Scene& GetImpl( Toolkit::Scene& scene )\r
+{\r
+ DALI_ASSERT_ALWAYS( scene && "Scene handle is empty" );\r
+\r
+ Dali::RefObject& handle = scene.GetImplementation();\r
+\r
+ return static_cast<Toolkit::Internal::Scene&>( handle );\r
+}\r
+\r
+}//namespace Toolkit\r
+\r
+}//namespace Dali\r
+\r
+#endif // DALI_TOOLKIT_INTERNAL_SCENE_H\r
$(toolkit_src_dir)/controls/scrollable/scroll-view/scroll-view-effect-impl.cpp \
$(toolkit_src_dir)/controls/scrollable/scroll-view/scroll-view-impl.cpp \
$(toolkit_src_dir)/controls/scrollable/scroll-view/scroll-view-page-path-effect-impl.cpp \
+ $(toolkit_src_dir)/controls/scene/scene-impl.cpp \
+ $(toolkit_src_dir)/controls/scene/gltf-loader.cpp \
$(toolkit_src_dir)/controls/shadow-view/shadow-view-impl.cpp \
$(toolkit_src_dir)/controls/slider/slider-impl.cpp \
$(toolkit_src_dir)/controls/super-blur-view/super-blur-view-impl.cpp \