2 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "model-view-impl.h"
22 #include <dali-toolkit/dali-toolkit.h>
23 #include <dali-toolkit/devel-api/controls/control-devel.h>
24 #include <dali-toolkit/internal/controls/control/control-data-impl.h>
25 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/public-api/object/type-registry-helper.h>
28 #include <dali/public-api/object/type-registry.h>
32 #include <dali-scene3d/public-api/controls/model-view/model-view.h>
33 #include <dali-scene3d/internal/controls/scene-view/scene-view-impl.h>
34 #include <dali-scene3d/public-api/loader/animation-definition.h>
35 #include <dali-scene3d/public-api/loader/camera-parameters.h>
36 #include <dali-scene3d/public-api/loader/cube-map-loader.h>
37 #include <dali-scene3d/public-api/loader/dli-loader.h>
38 #include <dali-scene3d/public-api/loader/gltf2-loader.h>
39 #include <dali-scene3d/public-api/loader/light-parameters.h>
40 #include <dali-scene3d/public-api/loader/load-result.h>
41 #include <dali-scene3d/public-api/loader/node-definition.h>
42 #include <dali-scene3d/public-api/loader/scene-definition.h>
43 #include <dali-scene3d/public-api/loader/shader-definition-factory.h>
57 return Scene3D::ModelView::New(std::string());
60 // Setup properties, signals and actions using the type-registry.
61 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::ModelView, Toolkit::Control, Create);
62 DALI_TYPE_REGISTRATION_END()
64 static constexpr uint32_t OFFSET_FOR_DIFFUSE_CUBE_TEXTURE = 2u;
65 static constexpr uint32_t OFFSET_FOR_SPECULAR_CUBE_TEXTURE = 1u;
67 static constexpr Vector3 Y_DIRECTION(1.0f, -1.0f, 1.0f);
69 static constexpr std::string_view KTX_EXTENSION = ".ktx";
70 static constexpr std::string_view OBJ_EXTENSION = ".obj";
71 static constexpr std::string_view GLTF_EXTENSION = ".gltf";
72 static constexpr std::string_view DLI_EXTENSION = ".dli";
78 pointMin = Vector3(std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
79 pointMax = Vector3(std::numeric_limits<float>::min(), std::numeric_limits<float>::min(), std::numeric_limits<float>::min());
82 void ConsiderNewPointInVolume(const Vector3& position)
84 pointMin.x = std::min(position.x, pointMin.x);
85 pointMin.y = std::min(position.y, pointMin.y);
86 pointMin.z = std::min(position.z, pointMin.z);
88 pointMax.x = std::max(position.x, pointMax.x);
89 pointMax.y = std::max(position.y, pointMax.y);
90 pointMax.z = std::max(position.z, pointMax.z);
93 Vector3 CalculateSize()
95 return pointMax - pointMin;
98 Vector3 CalculatePivot()
100 Vector3 pivot = pointMin / (pointMin - pointMax);
101 for(uint32_t i = 0; i < 3; ++i)
103 // To avoid divid by zero
104 if(pointMin[i] == pointMax[i])
116 void ConfigureBlendShapeShaders(
117 Dali::Scene3D::Loader::ResourceBundle& resources, const Dali::Scene3D::Loader::SceneDefinition& scene, Actor root, std::vector<Dali::Scene3D::Loader::BlendshapeShaderConfigurationRequest>&& requests)
119 std::vector<std::string> errors;
120 auto onError = [&errors](const std::string& msg) { errors.push_back(msg); };
121 if(!scene.ConfigureBlendshapeShaders(resources, root, std::move(requests), onError))
123 Dali::Scene3D::Loader::ExceptionFlinger flinger(ASSERT_LOCATION);
124 for(auto& msg : errors)
126 flinger << msg << '\n';
131 void AddModelTreeToAABB(BoundingVolume& AABB, const Dali::Scene3D::Loader::SceneDefinition& scene, const Dali::Scene3D::Loader::Customization::Choices& choices, Dali::Scene3D::Loader::Index iNode, Dali::Scene3D::Loader::NodeDefinition::CreateParams& nodeParams, Matrix parentMatrix)
133 static constexpr uint32_t BOX_POINT_COUNT = 8;
134 static uint32_t BBIndex[BOX_POINT_COUNT][3] = {{0, 0, 0}, {0, 1, 0}, {1, 0, 0}, {1, 1, 0}, {0, 0, 1}, {0, 1, 1}, {1, 0, 1}, {1, 1, 1}};
137 const Dali::Scene3D::Loader::NodeDefinition* node = scene.GetNode(iNode);
138 Matrix localMatrix = node->GetLocalSpace();
139 Matrix::Multiply(nodeMatrix, localMatrix, parentMatrix);
142 if(node->GetExtents(nodeParams.mResources, volume[0], volume[1]))
144 for(uint32_t i = 0; i < BOX_POINT_COUNT; ++i)
146 Vector4 position = Vector4(volume[BBIndex[i][0]].x, volume[BBIndex[i][1]].y, volume[BBIndex[i][2]].z, 1.0f);
147 Vector4 objectPosition = nodeMatrix * position;
148 objectPosition /= objectPosition.w;
150 AABB.ConsiderNewPointInVolume(Vector3(objectPosition));
154 if(node->mCustomization)
156 if(!node->mChildren.empty())
158 auto choice = choices.Get(node->mCustomization->mTag);
159 Dali::Scene3D::Loader::Index i = std::min(choice != Dali::Scene3D::Loader::Customization::NONE ? choice : 0, static_cast<Dali::Scene3D::Loader::Index>(node->mChildren.size() - 1));
161 AddModelTreeToAABB(AABB, scene, choices, node->mChildren[i], nodeParams, nodeMatrix);
166 for(auto i : node->mChildren)
168 AddModelTreeToAABB(AABB, scene, choices, i, nodeParams, nodeMatrix);
173 } // anonymous namespace
175 ModelView::ModelView(const std::string& modelPath, const std::string& resourcePath)
176 : Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT)),
177 mModelPath(modelPath),
178 mResourcePath(resourcePath),
181 mNaturalSize(Vector3::ZERO),
182 mModelPivot(AnchorPoint::CENTER),
183 mIblScaleFactor(1.0f),
189 ModelView::~ModelView()
193 Dali::Scene3D::ModelView ModelView::New(const std::string& modelPath, const std::string& resourcePath)
195 ModelView* impl = new ModelView(modelPath, resourcePath);
197 Dali::Scene3D::ModelView handle = Dali::Scene3D::ModelView(*impl);
199 // Second-phase init of the implementation
200 // This can only be done after the CustomActor connection has been made...
206 const Actor ModelView::GetModelRoot()
211 void ModelView::FitSize(bool fit)
217 void ModelView::FitCenter(bool fit)
223 void ModelView::SetImageBasedLightSource(const std::string& diffuse, const std::string& specular, float scaleFactor)
225 Texture diffuseTexture = Dali::Scene3D::Loader::LoadCubeMap(diffuse);
226 Texture specularTexture = Dali::Scene3D::Loader::LoadCubeMap(specular);
227 SetImageBasedLightTexture(diffuseTexture, specularTexture, scaleFactor);
230 void ModelView::SetImageBasedLightTexture(Dali::Texture diffuse, Dali::Texture specular, float scaleFactor)
232 if(diffuse && specular)
234 mDiffuseTexture = diffuse;
235 mSpecularTexture = specular;
236 mIblScaleFactor = scaleFactor;
238 UpdateImageBasedLight();
242 uint32_t ModelView::GetAnimationCount()
244 return mAnimations.size();
247 Dali::Animation ModelView::GetAnimation(uint32_t index)
249 Dali::Animation animation;
250 if(mAnimations.size() > index)
252 animation = mAnimations[index].second;
257 Dali::Animation ModelView::GetAnimation(const std::string& name)
259 Dali::Animation animation;
262 for(auto&& animationData : mAnimations)
264 if(animationData.first == name)
266 animation = animationData.second;
274 ///////////////////////////////////////////////////////////
279 void ModelView::OnSceneConnection(int depth)
286 Actor parent = Self().GetParent();
289 Scene3D::SceneView sceneView = Scene3D::SceneView::DownCast(parent);
292 GetImpl(sceneView).RegisterModelView(Scene3D::ModelView::DownCast(Self()));
293 mParentSceneView = sceneView;
296 parent = parent.GetParent();
299 Control::OnSceneConnection(depth);
302 void ModelView::OnSceneDisconnection()
304 Scene3D::SceneView sceneView = mParentSceneView.GetHandle();
307 GetImpl(sceneView).UnregisterModelView(Scene3D::ModelView::DownCast(Self()));
308 mParentSceneView.Reset();
310 Control::OnSceneDisconnection();
313 void ModelView::OnInitialize()
316 mModelLayer = Layer::New();
317 mModelLayer.SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
318 mModelLayer.SetProperty(Layer::Property::DEPTH_TEST, true);
319 mModelLayer.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
320 mModelLayer.SetProperty(Dali::Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
321 mModelLayer.SetResizePolicy(ResizePolicy::FILL_TO_PARENT,
322 Dimension::ALL_DIMENSIONS);
324 // Models in glTF and dli are defined as right hand coordinate system.
325 // DALi uses left hand coordinate system. Scaling negative is for change winding order.
326 mModelLayer.SetProperty(Dali::Actor::Property::SCALE_Y, -1.0f);
327 self.Add(mModelLayer);
330 Vector3 ModelView::GetNaturalSize()
340 float ModelView::GetHeightForWidth(float width)
343 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
344 return Control::GetHeightForWidth(width) + padding.top + padding.bottom;
347 float ModelView::GetWidthForHeight(float height)
350 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
351 return Control::GetWidthForHeight(height) + padding.start + padding.end;
354 void ModelView::OnRelayout(const Vector2& size, RelayoutContainer& container)
356 Control::OnRelayout(size, container);
360 void ModelView::LoadModel()
362 std::filesystem::path modelPath(mModelPath);
363 if(mResourcePath.empty())
365 mResourcePath = std::string(modelPath.parent_path()) + "/";
367 std::string extension = modelPath.extension();
368 std::transform(extension.begin(), extension.end(), extension.begin(), ::tolower);
370 Dali::Scene3D::Loader::ResourceBundle::PathProvider pathProvider = [&](Dali::Scene3D::Loader::ResourceType::Value type) {
371 return mResourcePath;
374 Dali::Scene3D::Loader::ResourceBundle resources;
375 Dali::Scene3D::Loader::SceneDefinition scene;
376 std::vector<Dali::Scene3D::Loader::AnimationGroupDefinition> animGroups;
377 std::vector<Dali::Scene3D::Loader::CameraParameters> cameraParameters;
378 std::vector<Dali::Scene3D::Loader::LightParameters> lights;
380 std::vector<Dali::Scene3D::Loader::AnimationDefinition> animations;
383 Dali::Scene3D::Loader::LoadResult output{resources, scene, animations, animGroups, cameraParameters, lights};
385 if(extension == DLI_EXTENSION)
387 Dali::Scene3D::Loader::DliLoader loader;
388 Dali::Scene3D::Loader::DliLoader::InputParams input{
389 pathProvider(Dali::Scene3D::Loader::ResourceType::Mesh),
395 Dali::Scene3D::Loader::DliLoader::LoadParams loadParams{input, output};
396 if(!loader.LoadScene(mModelPath, loadParams))
398 Dali::Scene3D::Loader::ExceptionFlinger(ASSERT_LOCATION) << "Failed to load scene from '" << mModelPath << "': " << loader.GetParseError();
401 else if(extension == GLTF_EXTENSION)
403 Dali::Scene3D::Loader::ShaderDefinitionFactory sdf;
404 sdf.SetResources(resources);
405 Dali::Scene3D::Loader::LoadGltfScene(mModelPath, sdf, output);
407 resources.mEnvironmentMaps.push_back({});
411 DALI_LOG_ERROR("Unsupported model type.\n");
414 Dali::Scene3D::Loader::Transforms xforms{Dali::Scene3D::Loader::MatrixStack{}, Dali::Scene3D::Loader::ViewProjection{}};
415 Dali::Scene3D::Loader::NodeDefinition::CreateParams nodeParams{resources, xforms, {}, {}, {}};
416 Dali::Scene3D::Loader::Customization::Choices choices;
418 mModelRoot = Actor::New();
421 for(auto iRoot : scene.GetRoots())
423 auto resourceRefs = resources.CreateRefCounter();
424 scene.CountResourceRefs(iRoot, choices, resourceRefs);
425 resources.CountEnvironmentReferences(resourceRefs);
427 resources.LoadResources(resourceRefs, pathProvider);
429 // glTF Mesh is defined in right hand coordinate system, with positive Y for Up direction.
430 // Because DALi uses left hand system, Y direciton will be flipped for environment map sampling.
431 for(auto&& env : resources.mEnvironmentMaps)
433 env.first.mYDirection = Y_DIRECTION;
436 if(auto actor = scene.CreateNodes(iRoot, choices, nodeParams))
438 scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);
439 scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));
440 ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));
442 scene.ApplyConstraints(actor, std::move(nodeParams.mConstrainables));
444 mModelRoot.Add(actor);
447 AddModelTreeToAABB(AABB, scene, choices, iRoot, nodeParams, Matrix::IDENTITY);
450 if(!animations.empty())
452 auto getActor = [&](const std::string& name) {
453 return mModelRoot.FindChildByName(name);
457 for(auto&& animation : animations)
459 Dali::Animation anim = animation.ReAnimate(getActor);
461 mAnimations.push_back({animation.mName, anim});
465 mRenderableActors.clear();
466 CollectRenderableActor(mModelRoot);
467 UpdateImageBasedLight();
469 mNaturalSize = AABB.CalculateSize();
470 mModelPivot = AABB.CalculatePivot();
471 mModelRoot.SetProperty(Dali::Actor::Property::SIZE, mNaturalSize);
476 mModelLayer.Add(mModelRoot);
479 void ModelView::ScaleModel()
485 Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
486 if(size.x > 0.0f && size.y > 0.0f)
488 float scaleFactor = MAXFLOAT;
489 scaleFactor = std::min(size.x / mNaturalSize.x, scaleFactor);
490 scaleFactor = std::min(size.y / mNaturalSize.y, scaleFactor);
491 mModelRoot.SetProperty(Dali::Actor::Property::SCALE, scaleFactor);
495 DALI_LOG_ERROR("ModelView size is wrong.");
500 mModelRoot.SetProperty(Dali::Actor::Property::SCALE, 1.0f);
505 void ModelView::FitModelPosition()
511 // Loaded model pivot is not the model center.
512 mModelRoot.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
513 mModelRoot.SetProperty(Dali::Actor::Property::ANCHOR_POINT, Vector3::ONE - mModelPivot);
517 mModelRoot.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
518 mModelRoot.SetProperty(Dali::Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
523 void ModelView::CollectRenderableActor(Actor actor)
525 uint32_t rendererCount = actor.GetRendererCount();
528 mRenderableActors.push_back(actor);
531 uint32_t childrenCount = actor.GetChildCount();
532 for(uint32_t i = 0; i < childrenCount; ++i)
534 CollectRenderableActor(actor.GetChildAt(i));
538 void ModelView::UpdateImageBasedLight()
540 if(!mDiffuseTexture || !mSpecularTexture)
545 for(auto&& actor : mRenderableActors)
547 Actor renderableActor = actor.GetHandle();
550 renderableActor.RegisterProperty(Dali::Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), mIblScaleFactor);
552 uint32_t rendererCount = renderableActor.GetRendererCount();
553 for(uint32_t i = 0; i < rendererCount; ++i)
555 Dali::Renderer renderer = renderableActor.GetRendererAt(i);
558 Dali::TextureSet textures = renderer.GetTextures();
561 uint32_t textureCount = textures.GetTextureCount();
562 // EnvMap requires at least 2 texture, diffuse and specular
563 if(textureCount > 2u)
565 textures.SetTexture(textureCount - OFFSET_FOR_DIFFUSE_CUBE_TEXTURE, mDiffuseTexture);
566 textures.SetTexture(textureCount - OFFSET_FOR_SPECULAR_CUBE_TEXTURE, mSpecularTexture);
575 } // namespace Internal
576 } // namespace Scene3D