2 * Copyright (c) 2023 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 <dali-scene3d/internal/controls/scene-view/scene-view-impl.h>
22 #include <dali-toolkit/dali-toolkit.h>
23 #include <dali-toolkit/devel-api/controls/control-devel.h>
24 #include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
25 #include <dali-toolkit/internal/controls/control/control-data-impl.h>
26 #include <dali-toolkit/public-api/image-loader/image-url.h>
27 #include <dali-toolkit/public-api/image-loader/image.h>
28 #include <dali/devel-api/actors/camera-actor-devel.h>
29 #include <dali/devel-api/adaptor-framework/window-devel.h>
30 #include <dali/devel-api/common/stage.h>
31 #include <dali/devel-api/rendering/frame-buffer-devel.h>
32 #include <dali/integration-api/adaptor-framework/adaptor.h>
33 #include <dali/integration-api/debug.h>
34 #include <dali/public-api/math/math-utils.h>
35 #include <dali/public-api/object/type-registry-helper.h>
36 #include <dali/public-api/object/type-registry.h>
37 #include <string_view>
40 #include <dali-scene3d/internal/controls/model/model-impl.h>
41 #include <dali-scene3d/internal/graphics/builtin-shader-extern-gen.h>
42 #include <dali-scene3d/internal/light/light-impl.h>
44 #include <dali/integration-api/debug.h>
58 return Scene3D::SceneView::New();
61 // Setup properties, signals and actions using the type-registry.
62 DALI_TYPE_REGISTRATION_BEGIN(Scene3D::SceneView, Toolkit::Control, Create);
63 DALI_TYPE_REGISTRATION_END()
65 Property::Index RENDERING_BUFFER = Dali::Toolkit::Control::CONTROL_PROPERTY_END_INDEX + 1;
66 constexpr int32_t DEFAULT_ORIENTATION = 0;
67 constexpr int32_t INVALID_INDEX = -1;
68 constexpr uint32_t MAXIMUM_SIZE_SHADOW_MAP = 2048;
70 static constexpr std::string_view SKYBOX_INTENSITY_STRING = "uIntensity";
72 Dali::Actor CreateSkybox()
79 Vertex skyboxVertices[] = {
81 {Vector3(-1.0f, 1.0f, -1.0f)},
82 {Vector3(-1.0f, -1.0f, -1.0f)},
83 {Vector3(1.0f, -1.0f, -1.0f)},
84 {Vector3(1.0f, -1.0f, -1.0f)},
85 {Vector3(1.0f, 1.0f, -1.0f)},
86 {Vector3(-1.0f, 1.0f, -1.0f)},
89 {Vector3(-1.0f, -1.0f, 1.0f)},
90 {Vector3(-1.0f, -1.0f, -1.0f)},
91 {Vector3(-1.0f, 1.0f, -1.0f)},
92 {Vector3(-1.0f, 1.0f, -1.0f)},
93 {Vector3(-1.0f, 1.0f, 1.0f)},
94 {Vector3(-1.0f, -1.0f, 1.0f)},
97 {Vector3(1.0f, -1.0f, -1.0f)},
98 {Vector3(1.0f, -1.0f, 1.0f)},
99 {Vector3(1.0f, 1.0f, 1.0f)},
100 {Vector3(1.0f, 1.0f, 1.0f)},
101 {Vector3(1.0f, 1.0f, -1.0f)},
102 {Vector3(1.0f, -1.0f, -1.0f)},
105 {Vector3(-1.0f, -1.0f, 1.0f)},
106 {Vector3(-1.0f, 1.0f, 1.0f)},
107 {Vector3(1.0f, 1.0f, 1.0f)},
108 {Vector3(1.0f, 1.0f, 1.0f)},
109 {Vector3(1.0f, -1.0f, 1.0f)},
110 {Vector3(-1.0f, -1.0f, 1.0f)},
113 {Vector3(-1.0f, 1.0f, -1.0f)},
114 {Vector3(1.0f, 1.0f, -1.0f)},
115 {Vector3(1.0f, 1.0f, 1.0f)},
116 {Vector3(1.0f, 1.0f, 1.0f)},
117 {Vector3(-1.0f, 1.0f, 1.0f)},
118 {Vector3(-1.0f, 1.0f, -1.0f)},
121 {Vector3(-1.0f, -1.0f, -1.0f)},
122 {Vector3(-1.0f, -1.0f, 1.0f)},
123 {Vector3(1.0f, -1.0f, -1.0f)},
124 {Vector3(1.0f, -1.0f, -1.0f)},
125 {Vector3(-1.0f, -1.0f, 1.0f)},
126 {Vector3(1.0f, -1.0f, 1.0f)}};
128 Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New(Property::Map().Add("aPosition", Property::VECTOR3));
129 vertexBuffer.SetData(skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex));
131 Dali::Geometry skyboxGeometry = Geometry::New();
132 skyboxGeometry.AddVertexBuffer(vertexBuffer);
133 skyboxGeometry.SetType(Geometry::TRIANGLES);
135 Dali::Shader shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
136 Dali::Renderer skyboxRenderer;
137 skyboxRenderer = Renderer::New(skyboxGeometry, shaderSkybox);
138 skyboxRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 2.0f);
139 // Enables the depth test.
140 skyboxRenderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON);
141 // The fragment shader will run only is those pixels that have the max depth value.
142 skyboxRenderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS_EQUAL);
144 Dali::Actor skyboxActor = Actor::New();
145 skyboxActor.SetProperty(Dali::Actor::Property::NAME, "SkyBox");
146 skyboxActor.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
147 skyboxActor.SetProperty(Dali::Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
148 skyboxActor.AddRenderer(skyboxRenderer);
152 void SetShadowLightConstraint(Dali::CameraActor selectedCamera, Dali::CameraActor shadowLightCamera)
154 shadowLightCamera.SetProperty(Dali::CameraActor::Property::ASPECT_RATIO, 1.0f);
156 shadowLightCamera.SetProperty(Dali::DevelCameraActor::Property::ORTHOGRAPHIC_SIZE, 1.0f);
157 shadowLightCamera.SetProperty(Dali::CameraActor::Property::NEAR_PLANE_DISTANCE, 0.5f);
158 shadowLightCamera.SetProperty(Dali::CameraActor::Property::FAR_PLANE_DISTANCE, 3.5f);
160 //< Make constraint for above properties.
161 shadowLightCamera.RemoveConstraints();
163 // Compute View Matrix of ShadowLightCamera
164 // Input : ShadowLightCamera's world position, world orientation
165 auto tempViewMatrixIndex = shadowLightCamera.RegisterProperty("tempViewMatrix", Matrix::IDENTITY);
166 Constraint viewMatrixConstraint = Constraint::New<Matrix>(shadowLightCamera, tempViewMatrixIndex, [](Matrix& output, const PropertyInputContainer& inputs)
168 output = inputs[0]->GetMatrix();
170 viewMatrixConstraint.AddSource(Source{shadowLightCamera, Dali::Actor::Property::WORLD_MATRIX});
171 viewMatrixConstraint.ApplyPost();
173 // Compute Orthographic Size / Near / Far and store it to "TempCameraProperty" property that is a Vector3 property
174 auto tempProjectionMatrixIndex = shadowLightCamera.RegisterProperty("tempProjectionMatrix", Matrix::IDENTITY);
175 Constraint projectionMatrixConstraint = Constraint::New<Matrix>(shadowLightCamera, tempProjectionMatrixIndex, [](Matrix& output, const PropertyInputContainer& inputs)
177 Matrix worldMatrix = inputs[0]->GetMatrix();
178 float tangentFov_2 = tanf(inputs[4]->GetFloat());
179 float nearDistance = inputs[5]->GetFloat();
180 float farDistance = inputs[6]->GetFloat();
181 float aspectRatio = inputs[7]->GetFloat();
186 if(inputs[1]->GetInteger() == Dali::Camera::ProjectionMode::PERSPECTIVE_PROJECTION)
188 if(inputs[2]->GetInteger() == Dali::DevelCameraActor::ProjectionDirection::VERTICAL)
190 nearY = tangentFov_2 * nearDistance;
191 nearX = nearY * aspectRatio;
192 farY = tangentFov_2 * farDistance;
193 farX = farY * aspectRatio;
197 nearX = tangentFov_2 * nearDistance;
198 nearY = nearX / aspectRatio;
199 farX = tangentFov_2 * farDistance;
200 farY = farX / aspectRatio;
205 if(inputs[2]->GetInteger() == Dali::DevelCameraActor::ProjectionDirection::VERTICAL)
207 nearY = inputs[3]->GetFloat();
208 nearX = nearY * aspectRatio;
212 nearX = inputs[3]->GetFloat();
213 nearY = nearX / aspectRatio;
219 std::vector<Vector4> points;
220 points.push_back(Vector4(nearX, nearY, nearDistance, 1.0f));
221 points.push_back(Vector4(-nearX, nearY, nearDistance, 1.0f));
222 points.push_back(Vector4(-nearX, -nearY, nearDistance, 1.0f));
223 points.push_back(Vector4(nearX, -nearY, nearDistance, 1.0f));
224 points.push_back(Vector4(farX, farY, farDistance, 1.0f));
225 points.push_back(Vector4(-farX, farY, farDistance, 1.0f));
226 points.push_back(Vector4(-farX, -farY, farDistance, 1.0f));
227 points.push_back(Vector4(farX, -farY, farDistance, 1.0f));
229 Vector3 areaMin = Vector3::ONE * MAXFLOAT, areaMax = Vector3::ONE * -MAXFLOAT;
230 for(auto&& point : points)
232 Vector4 pointW = worldMatrix * point;
233 Vector4 pointV = inputs[8]->GetMatrix() * pointW;
234 areaMin.x = std::min(areaMin.x, pointV.x);
235 areaMin.y = std::min(areaMin.y, pointV.y);
236 areaMin.z = std::min(areaMin.z, pointV.z);
237 areaMax.x = std::max(areaMax.x, pointV.x);
238 areaMax.y = std::max(areaMax.y, pointV.y);
239 areaMax.z = std::max(areaMax.z, pointV.z);
242 Vector2 center = Vector2(areaMax + areaMin) / 2.0f;
243 float delta = std::max(std::abs(areaMax.x - areaMin.x), std::abs(areaMax.y - areaMin.y));
244 float delta_2 = delta * 0.5f;
245 Vector2 squareAreaMin = center - Vector2::ONE * delta_2;
246 Vector2 squareAreaMax = center + Vector2::ONE * delta_2;
247 float deltaZ = areaMax.z - areaMin.z;
249 float right = -squareAreaMin.x;
250 float left = -squareAreaMax.x;
251 float top = squareAreaMin.y;
252 float bottom = squareAreaMax.y;
253 float near = areaMin.z;
254 float far = areaMax.z;
256 float* projMatrix = output.AsFloat();
258 projMatrix[0] = -2.0f / delta;
259 projMatrix[1] = 0.0f;
260 projMatrix[2] = 0.0f;
261 projMatrix[3] = 0.0f;
263 projMatrix[4] = 0.0f;
264 projMatrix[5] = -2.0f / delta;
265 projMatrix[6] = 0.0f;
266 projMatrix[7] = 0.0f;
268 projMatrix[8] = 0.0f;
269 projMatrix[9] = 0.0f;
270 projMatrix[10] = 2.0f / deltaZ;
271 projMatrix[11] = 0.0f;
273 projMatrix[12] = -(right + left) / delta;
274 projMatrix[13] = -(top + bottom) / delta;
275 projMatrix[14] = -(near + far) / deltaZ;
276 projMatrix[15] = 1.0f; });
277 projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::Actor::Property::WORLD_MATRIX});
278 projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::PROJECTION_MODE});
279 projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::DevelCameraActor::Property::PROJECTION_DIRECTION});
280 projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::DevelCameraActor::Property::ORTHOGRAPHIC_SIZE});
281 projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::FIELD_OF_VIEW});
282 projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::NEAR_PLANE_DISTANCE});
283 projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::FAR_PLANE_DISTANCE});
284 projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::ASPECT_RATIO});
285 projectionMatrixConstraint.AddSource(Source{shadowLightCamera, tempViewMatrixIndex});
286 projectionMatrixConstraint.ApplyPost();
289 } // anonymous namespace
291 SceneView::SceneView()
292 : Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT)),
293 mWindowOrientation(DEFAULT_ORIENTATION),
295 mSkyboxOrientation(Quaternion()),
296 mSkyboxIntensity(1.0f),
297 mShaderManager(new Scene3D::Loader::ShaderManager())
301 SceneView::~SceneView()
303 if(Dali::Adaptor::IsAvailable())
305 if(mIblDiffuseLoadTask)
307 Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
308 mIblDiffuseLoadTask.Reset();
310 if(mIblSpecularLoadTask)
312 Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
313 mIblSpecularLoadTask.Reset();
317 Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
318 mSkyboxLoadTask.Reset();
323 Dali::Scene3D::SceneView SceneView::New()
325 SceneView* impl = new SceneView();
327 Dali::Scene3D::SceneView handle = Dali::Scene3D::SceneView(*impl);
329 // Second-phase init of the implementation
330 // This can only be done after the CustomActor connection has been made...
336 void SceneView::AddCamera(CameraActor camera)
342 UpdateCamera(camera);
344 mCameras.push_back(camera);
348 void SceneView::RemoveCamera(CameraActor camera)
350 if(camera == mDefaultCamera)
352 DALI_LOG_ERROR("Default Camera cannot removed.\n");
358 for(uint32_t i = 0; i < mCameras.size(); ++i)
360 if(mCameras[i] == camera)
362 mCameras.erase(mCameras.begin() + i);
367 if(mSelectedCamera == camera)
369 CameraActor newCurrentCamera = *mCameras.begin();
370 UpdateCamera(newCurrentCamera);
375 uint32_t SceneView::GetCameraCount() const
377 return mCameras.size();
380 CameraActor SceneView::GetSelectedCamera() const
382 return mSelectedCamera;
385 CameraActor SceneView::GetCamera(uint32_t index) const
387 if(index < mCameras.size())
389 return mCameras[index];
391 DALI_LOG_ERROR("Input index is out of bounds\n");
392 return CameraActor();
395 CameraActor SceneView::GetCamera(const std::string& name) const
397 CameraActor returnCamera;
398 for(auto&& camera : mCameras)
400 if(camera.GetProperty<std::string>(Actor::Property::NAME) == name)
402 returnCamera = camera;
409 void SceneView::SelectCamera(uint32_t index)
411 UpdateCamera(GetCamera(index));
414 void SceneView::SelectCamera(const std::string& name)
416 UpdateCamera(GetCamera(name));
419 void SceneView::RegisterSceneItem(Scene3D::Internal::LightObserver* item)
423 item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
424 mItems.push_back(item);
428 void SceneView::UnregisterSceneItem(Scene3D::Internal::LightObserver* item)
432 for(uint32_t i = 0; i < mItems.size(); ++i)
434 if(mItems[i] == item)
436 mItems.erase(mItems.begin() + i);
443 void SceneView::SetImageBasedLightSource(const std::string& diffuseUrl, const std::string& specularUrl, float scaleFactor)
445 bool needIblReset = false;
446 bool isOnScene = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
447 if(mDiffuseIblUrl != diffuseUrl)
449 mDiffuseIblUrl = diffuseUrl;
450 if(mDiffuseIblUrl.empty())
456 mIblDiffuseDirty = true;
457 mIblDiffuseResourceReady = false;
461 if(mSpecularIblUrl != specularUrl)
463 mSpecularIblUrl = specularUrl;
464 if(mSpecularIblUrl.empty())
470 mIblSpecularDirty = true;
471 mIblSpecularResourceReady = false;
475 // If one or both of diffuse url and specular url are empty,
476 // we don't need to request to load texture.
479 if(mIblDiffuseLoadTask)
481 Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
482 mIblDiffuseLoadTask.Reset();
485 if(mIblSpecularLoadTask)
487 Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
488 mIblSpecularLoadTask.Reset();
491 mIblDiffuseDirty = false;
492 mIblSpecularDirty = false;
493 mIblDiffuseResourceReady = true;
494 mIblSpecularResourceReady = true;
496 mDiffuseTexture.Reset();
497 mSpecularTexture.Reset();
499 mSpecularMipmapLevels = 1u;
500 NotifyImageBasedLightTextureChange();
504 if(isOnScene && mIblDiffuseDirty)
506 if(mIblDiffuseLoadTask)
508 Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
509 mIblDiffuseLoadTask.Reset();
511 mIblDiffuseLoadTask = new EnvironmentMapLoadTask(mDiffuseIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &SceneView::OnIblDiffuseLoadComplete));
512 Dali::AsyncTaskManager::Get().AddTask(mIblDiffuseLoadTask);
513 mIblDiffuseDirty = false;
516 if(isOnScene && mIblSpecularDirty)
518 if(mIblSpecularLoadTask)
520 Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
521 mIblSpecularLoadTask.Reset();
523 mIblSpecularLoadTask = new EnvironmentMapLoadTask(mSpecularIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &SceneView::OnIblSpecularLoadComplete));
524 Dali::AsyncTaskManager::Get().AddTask(mIblSpecularLoadTask);
525 mIblSpecularDirty = false;
529 if(!Dali::Equals(mIblScaleFactor, scaleFactor))
531 SetImageBasedLightScaleFactor(scaleFactor);
534 // If diffuse and specular textures are already loaded, emits resource ready signal here.
535 if(IsResourceReady())
537 Control::SetResourceReady();
541 void SceneView::SetImageBasedLightScaleFactor(float scaleFactor)
543 mIblScaleFactor = scaleFactor;
544 for(auto&& item : mItems)
548 item->NotifyImageBasedLightScaleFactor(scaleFactor);
553 float SceneView::GetImageBasedLightScaleFactor() const
555 return mIblScaleFactor;
558 void SceneView::AddLight(Scene3D::Light light)
560 bool enabled = mShaderManager->AddLight(light);
561 mLights.push_back(std::make_pair(light, enabled));
563 if(light.IsShadowEnabled())
569 void SceneView::RemoveLight(Scene3D::Light light)
571 mShaderManager->RemoveLight(light);
572 for(uint32_t i = 0; i < mLights.size(); ++i)
574 if(mLights[i].first == light)
576 mLights.erase(mLights.begin() + i);
581 if(mLights.size() > mShaderManager->GetLightCount())
583 for(auto&& waitingLight : mLights)
585 if(waitingLight.second)
590 waitingLight.second = mShaderManager->AddLight(waitingLight.first);
595 if(light == mShadowLight)
602 for(auto&& lightEntity : mLights)
604 if(!lightEntity.second || !lightEntity.first.IsShadowEnabled())
608 SetShadow(lightEntity.first);
614 void SceneView::SetShadow(Scene3D::Light light)
621 auto foundLight = std::find_if(mLights.begin(), mLights.end(), [light](std::pair<Scene3D::Light, bool> lightEntity) -> bool
622 { return (lightEntity.second && lightEntity.first == light); });
624 if(foundLight == mLights.end())
629 mShadowLight = light;
631 // Directional Light setting.
632 CameraActor lightCamera = GetImplementation(light).GetCamera();
633 CameraActor selectedCamera = GetSelectedCamera();
634 SetShadowLightConstraint(selectedCamera, lightCamera);
636 // make framebuffer for depth map and set it to render task.
637 Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
638 uint32_t shadowMapBufferSize = std::min(static_cast<uint32_t>(std::max(size.width, size.height)), MAXIMUM_SIZE_SHADOW_MAP);
639 UpdateShadowMapBuffer(shadowMapBufferSize);
641 // use lightCamera as a camera of shadow render task.
642 mShadowMapRenderTask.SetCameraActor(lightCamera);
644 mShaderManager->SetShadow(light);
647 void SceneView::RemoveShadow(Scene3D::Light light)
649 if(mShadowLight != light)
654 // remove all constraint from light camera
655 CameraActor lightCamera = GetImplementation(mShadowLight).GetCamera();
656 lightCamera.RemoveConstraints();
658 // reset framebuffer and remove it from render task.
659 mShadowFrameBuffer.Reset();
660 mShaderManager->RemoveShadow();
661 mShadowMapRenderTask.SetCameraActor(CameraActor());
663 mShadowLight.Reset();
665 for(auto&& lightEntity : mLights)
667 if(!lightEntity.second || !lightEntity.first.IsShadowEnabled())
671 SetShadow(lightEntity.first);
676 uint32_t SceneView::GetActivatedLightCount() const
678 return mShaderManager->GetLightCount();
681 void SceneView::UseFramebuffer(bool useFramebuffer)
683 if(mUseFrameBuffer != useFramebuffer)
685 mUseFrameBuffer = useFramebuffer;
690 bool SceneView::IsUsingFramebuffer() const
692 return mUseFrameBuffer;
695 void SceneView::SetFramebufferMultiSamplingLevel(uint8_t multiSamplingLevel)
697 if(mFrameBufferMultiSamplingLevel != multiSamplingLevel)
699 mFrameBufferMultiSamplingLevel = multiSamplingLevel;
701 // Create new framebuffer with changed multiSamplingLevel.
702 if(mRenderTask && mFrameBuffer && mTexture)
704 Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
706 mFrameBuffer = FrameBuffer::New(size.width, size.height, FrameBuffer::Attachment::DEPTH_STENCIL);
707 mFrameBuffer.AttachColorTexture(mTexture);
708 DevelFrameBuffer::SetMultiSamplingLevel(mFrameBuffer, mFrameBufferMultiSamplingLevel);
709 mRenderTask.SetFrameBuffer(mFrameBuffer);
711 // Note : we don't need to create new visual since visual's url is depend on mTexture.
716 uint8_t SceneView::GetFramebufferMultiSamplingLevel() const
718 return mFrameBufferMultiSamplingLevel;
721 void SceneView::SetSkybox(const std::string& skyboxUrl)
723 if(mSkyboxUrl != skyboxUrl)
725 UpdateSkybox(skyboxUrl, mSkyboxEnvironmentMapType);
729 void SceneView::SetSkyboxEnvironmentMapType(Scene3D::EnvironmentMapType skyboxEnvironmentMapType)
731 if(mSkyboxEnvironmentMapType != skyboxEnvironmentMapType)
733 UpdateSkybox(mSkyboxUrl, skyboxEnvironmentMapType);
737 void SceneView::SetSkyboxIntensity(float intensity)
739 mSkyboxIntensity = intensity;
742 DALI_LOG_ERROR("Intensity should be greater than or equal to 0.\n");
743 mSkyboxIntensity = 0.0f;
748 mSkybox.RegisterProperty(SKYBOX_INTENSITY_STRING.data(), mSkyboxIntensity);
752 float SceneView::GetSkyboxIntensity() const
754 return mSkyboxIntensity;
757 void SceneView::SetSkyboxOrientation(const Quaternion& orientation)
759 mSkyboxOrientation = orientation;
762 mSkybox.SetProperty(Dali::Actor::Property::ORIENTATION, orientation);
766 Quaternion SceneView::GetSkyboxOrientation() const
768 return mSkyboxOrientation;
771 Dali::Scene3D::Loader::ShaderManagerPtr SceneView::GetShaderManager() const
773 return mShaderManager;
776 void SceneView::UpdateShadowUniform(Scene3D::Light light)
778 mShaderManager->UpdateShadowUniform(light);
781 ///////////////////////////////////////////////////////////
786 void SceneView::OnSceneConnection(int depth)
788 // If diffuse and specular url is not valid, IBL does not need to be loaded.
789 if(!mDiffuseIblUrl.empty() && !mSpecularIblUrl.empty())
791 SetImageBasedLightSource(mDiffuseIblUrl, mSpecularIblUrl, mIblScaleFactor);
794 if(!mSkyboxUrl.empty())
796 UpdateSkybox(mSkyboxUrl, mSkyboxEnvironmentMapType);
799 Window window = DevelWindow::Get(Self());
802 // Only for on-screen window
803 window.ResizeSignal().Connect(this, &SceneView::OnWindowResized);
806 mWindowOrientation = DevelWindow::GetPhysicalOrientation(window);
809 // On-screen / Off-screen window
810 mSceneHolder = Integration::SceneHolder::Get(Self());
813 RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
814 mShadowMapRenderTask = taskList.CreateTask();
815 mShadowMapRenderTask.SetSourceActor(mRootLayer);
816 mShadowMapRenderTask.SetExclusive(true);
817 mShadowMapRenderTask.SetInputEnabled(false);
818 mShadowMapRenderTask.SetCullMode(false);
819 mShadowMapRenderTask.SetClearEnabled(true);
820 mShadowMapRenderTask.SetClearColor(Color::WHITE);
821 mShadowMapRenderTask.SetRenderPassTag(10);
822 mShadowMapRenderTask.SetCameraActor(CameraActor());
824 mRenderTask = taskList.CreateTask();
825 mRenderTask.SetSourceActor(mRootLayer);
826 mRenderTask.SetExclusive(true);
827 mRenderTask.SetInputEnabled(true);
828 mRenderTask.SetCullMode(false);
829 mRenderTask.SetScreenToFrameBufferMappingActor(Self());
834 Control::OnSceneConnection(depth);
837 void SceneView::OnSceneDisconnection()
841 Window window = mWindow.GetHandle();
844 window.ResizeSignal().Disconnect(this, &SceneView::OnWindowResized);
852 RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
853 taskList.RemoveTask(mRenderTask);
856 if(mShadowMapRenderTask)
858 RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
859 taskList.RemoveTask(mShadowMapRenderTask);
860 mShadowMapRenderTask.Reset();
862 mSceneHolder.Reset();
864 mFrameBuffer.Reset();
865 mShadowFrameBuffer.Reset();
867 Control::OnSceneDisconnection();
870 void SceneView::OnInitialize()
873 mRootLayer = Layer::New();
874 mRootLayer.SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
875 mRootLayer.SetProperty(Layer::Property::DEPTH_TEST, true);
876 // The models in the SceneView should be have independent coordinate with DALi default coordinate.
877 mRootLayer.SetProperty(Dali::Actor::Property::INHERIT_POSITION, false);
878 mRootLayer.SetProperty(Dali::Actor::Property::INHERIT_ORIENTATION, false);
879 mRootLayer.SetProperty(Dali::Actor::Property::INHERIT_SCALE, false);
880 self.Add(mRootLayer);
882 mDefaultCamera = Dali::CameraActor::New3DCamera();
883 mDefaultCamera.SetProperty(Dali::Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
884 mDefaultCamera.SetProperty(Dali::Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
885 AddCamera(mDefaultCamera);
886 UpdateCamera(mDefaultCamera);
889 void SceneView::OnChildAdd(Actor& child)
891 if(child != mRootLayer)
893 mRootLayer.Add(child);
895 Control::OnChildAdd(child);
898 void SceneView::OnChildRemove(Actor& child)
900 mRootLayer.Remove(child);
901 Control::OnChildRemove(child);
904 float SceneView::GetHeightForWidth(float width)
907 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
908 return Control::GetHeightForWidth(width) + padding.top + padding.bottom;
911 float SceneView::GetWidthForHeight(float height)
914 padding = Self().GetProperty<Extents>(Toolkit::Control::Property::PADDING);
915 return Control::GetWidthForHeight(height) + padding.start + padding.end;
918 void SceneView::OnRelayout(const Vector2& size, RelayoutContainer& container)
920 Control::OnRelayout(size, container);
921 // Change canvas size of camera actor.
925 bool SceneView::IsResourceReady() const
927 return mIblDiffuseResourceReady && mIblSpecularResourceReady && mSkyboxResourceReady;
930 void SceneView::UpdateCamera(CameraActor camera)
934 if(mSelectedCamera && mSelectedCamera.GetParent())
936 mSelectedCamera.Unparent();
938 mRootLayer.Add(camera);
941 mSelectedCamera = camera;
944 SetShadowLightConstraint(mSelectedCamera, GetImplementation(mShadowLight).GetCamera());
949 void SceneView::UpdateRenderTask()
953 if(mSelectedCamera != mRenderTask.GetCameraActor())
955 mRenderTask.SetCameraActor(mSelectedCamera);
958 Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
959 const float aspectRatio = size.width / size.height;
960 mSelectedCamera.SetAspectRatio(aspectRatio);
962 uint32_t shadowMapBufferSize = std::min(static_cast<uint32_t>(std::max(size.width, size.height)), MAXIMUM_SIZE_SHADOW_MAP);
963 UpdateShadowMapBuffer(shadowMapBufferSize);
967 Dali::FrameBuffer currentFrameBuffer = mRenderTask.GetFrameBuffer();
968 if(!currentFrameBuffer ||
969 !Dali::Equals(currentFrameBuffer.GetColorTexture().GetWidth(), size.width) ||
970 !Dali::Equals(currentFrameBuffer.GetColorTexture().GetHeight(), size.height))
972 mRootLayer.SetProperty(Dali::Actor::Property::COLOR_MODE, ColorMode::USE_OWN_COLOR);
973 mRenderTask.ResetViewportGuideActor();
974 mRenderTask.SetViewport(Dali::Viewport(Vector4::ZERO));
976 // create offscreen buffer of new size to render our child actors to
977 mTexture = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(size.width), unsigned(size.height));
978 mFrameBuffer = FrameBuffer::New(size.width, size.height, FrameBuffer::Attachment::DEPTH_STENCIL);
979 mFrameBuffer.AttachColorTexture(mTexture);
980 DevelFrameBuffer::SetMultiSamplingLevel(mFrameBuffer, mFrameBufferMultiSamplingLevel);
981 Dali::Toolkit::ImageUrl imageUrl = Dali::Toolkit::Image::GenerateUrl(mFrameBuffer, 0u);
983 Property::Map imagePropertyMap;
984 imagePropertyMap.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
985 imagePropertyMap.Insert(Toolkit::ImageVisual::Property::URL, imageUrl.GetUrl());
986 // To flip rendered scene without CameraActor::SetInvertYAxis() to avoid backface culling.
987 imagePropertyMap.Insert(Toolkit::ImageVisual::Property::PIXEL_AREA, Vector4(0.0f, 1.0f, 1.0f, -1.0f));
988 mVisual = Toolkit::VisualFactory::Get().CreateVisual(imagePropertyMap);
990 Toolkit::DevelControl::RegisterVisual(*this, RENDERING_BUFFER, mVisual);
992 mRenderTask.SetFrameBuffer(mFrameBuffer);
993 mRenderTask.SetClearEnabled(true);
994 mRenderTask.SetClearColor(Color::TRANSPARENT);
999 mRenderTask.SetViewportGuideActor(Self());
1000 if(mRenderTask.GetFrameBuffer())
1002 mRootLayer.SetProperty(Dali::Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_ALPHA);
1003 FrameBuffer framebuffer;
1004 mRenderTask.SetFrameBuffer(framebuffer);
1005 mRenderTask.SetClearEnabled(false);
1007 Toolkit::DevelControl::UnregisterVisual(*this, RENDERING_BUFFER);
1010 mFrameBuffer.Reset();
1019 void SceneView::OnWindowResized(Window window, Window::WindowSize size)
1021 mWindowOrientation = DevelWindow::GetPhysicalOrientation(window);
1025 void SceneView::RotateCamera()
1029 DevelCameraActor::RotateProjection(mSelectedCamera, DEFAULT_ORIENTATION);
1033 DevelCameraActor::RotateProjection(mSelectedCamera, mWindowOrientation);
1037 void SceneView::UpdateSkybox(const std::string& skyboxUrl, Scene3D::EnvironmentMapType skyboxEnvironmentMapType)
1039 bool isOnScene = Self().GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE);
1040 if(mSkyboxUrl != skyboxUrl || mSkyboxEnvironmentMapType != skyboxEnvironmentMapType)
1042 mSkyboxDirty = true;
1043 mSkyboxResourceReady = false;
1044 mSkyboxUrl = skyboxUrl;
1045 mSkyboxEnvironmentMapType = skyboxEnvironmentMapType;
1048 if(mSkyboxUrl.empty())
1052 Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
1053 mSkyboxLoadTask.Reset();
1060 mSkyboxTexture.Reset();
1063 mSkyboxDirty = false;
1064 mSkyboxResourceReady = true;
1068 if(isOnScene && mSkyboxDirty)
1072 Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
1073 mSkyboxLoadTask.Reset();
1076 mSkyboxLoadTask = new EnvironmentMapLoadTask(mSkyboxUrl, mSkyboxEnvironmentMapType, MakeCallback(this, &SceneView::OnSkyboxLoadComplete));
1077 Dali::AsyncTaskManager::Get().AddTask(mSkyboxLoadTask);
1078 mSkyboxDirty = false;
1082 if(IsResourceReady())
1084 Control::SetResourceReady();
1088 void SceneView::OnSkyboxLoadComplete()
1092 mSkybox = CreateSkybox();
1093 SetSkyboxIntensity(mSkyboxIntensity);
1094 SetSkyboxOrientation(mSkyboxOrientation);
1097 mRootLayer.Add(mSkybox);
1101 mSkyboxResourceReady = true;
1102 if(IsResourceReady())
1104 Control::SetResourceReady();
1107 mSkyboxTexture = mSkyboxLoadTask->GetLoadedTexture();
1108 Shader skyboxShader;
1109 if(mSkyboxLoadTask->GetEnvironmentMapType() == Scene3D::EnvironmentMapType::CUBEMAP)
1111 skyboxShader = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
1115 skyboxShader = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_EQUIRECTANGULAR_SHADER_FRAG.data());
1118 Renderer skyboxRenderer = (mSkybox.GetRendererCount() > 0u) ? mSkybox.GetRendererAt(0u) : Renderer();
1121 Dali::TextureSet skyboxTextures = TextureSet::New();
1122 skyboxTextures.SetTexture(0, mSkyboxTexture);
1123 skyboxRenderer.SetTextures(skyboxTextures);
1124 skyboxRenderer.SetShader(skyboxShader);
1127 mSkyboxLoadTask.Reset();
1130 void SceneView::OnIblDiffuseLoadComplete()
1132 mDiffuseTexture = mIblDiffuseLoadTask->GetLoadedTexture();
1133 mIblDiffuseResourceReady = true;
1134 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
1136 OnIblLoadComplete();
1138 mIblDiffuseLoadTask.Reset();
1141 void SceneView::OnIblSpecularLoadComplete()
1143 mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
1144 mSpecularMipmapLevels = mIblSpecularLoadTask->GetMipmapLevels();
1145 mIblSpecularResourceReady = true;
1146 if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
1148 OnIblLoadComplete();
1150 mIblSpecularLoadTask.Reset();
1153 void SceneView::OnIblLoadComplete()
1155 NotifyImageBasedLightTextureChange();
1156 if(IsResourceReady())
1158 Control::SetResourceReady();
1162 void SceneView::NotifyImageBasedLightTextureChange()
1164 for(auto&& item : mItems)
1168 item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
1173 void SceneView::UpdateShadowMapBuffer(uint32_t shadowMapSize)
1175 Dali::FrameBuffer currentShadowFrameBuffer = mShadowMapRenderTask.GetFrameBuffer();
1177 (!currentShadowFrameBuffer ||
1178 !Dali::Equals(DevelFrameBuffer::GetDepthTexture(currentShadowFrameBuffer).GetWidth(), shadowMapSize)))
1180 mShadowFrameBuffer.Reset();
1181 Dali::Texture shadowTexture = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::DEPTH_UNSIGNED_INT, shadowMapSize, shadowMapSize);
1182 mShadowFrameBuffer = FrameBuffer::New(shadowMapSize, shadowMapSize, FrameBuffer::Attachment::NONE);
1183 DevelFrameBuffer::AttachDepthTexture(mShadowFrameBuffer, shadowTexture);
1184 mShadowMapRenderTask.SetFrameBuffer(mShadowFrameBuffer);
1186 for(auto&& item : mItems)
1190 item->NotifyShadowMapTexture(shadowTexture);
1196 } // namespace Internal
1197 } // namespace Scene3D