3 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
5 * Licensed under the Apache License, Version 2.0 (the "License");
6 * you may not use this file except in compliance with the License.
7 * You may obtain a copy of the License at
9 * http://www.apache.org/licenses/LICENSE-2.0
11 * Unless required by applicable law or agreed to in writing, software
12 * distributed under the License is distributed on an "AS IS" BASIS,
13 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 * See the License for the specific language governing permissions and
15 * limitations under the License.
20 #include <dali-scene3d/public-api/loader/blend-shape-details.h>
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/object/property.h>
27 #include <dali-scene3d/public-api/loader/resource-bundle.h>
29 namespace Dali::Scene3D::Loader
31 const char* BlendShapes::NUMBER_OF_BLEND_SHAPES("uNumberOfBlendShapes");
32 const char* BlendShapes::UNNORMALIZE_FACTOR("uBlendShapeUnnormalizeFactor");
33 const char* BlendShapes::COMPONENT_SIZE("uBlendShapeComponentSize");
35 const char* BlendShapes::COMPONENTS("blendShapeComponents");
37 const char* BlendShapes::WEIGHTS_UNIFORM("uBlendShapeWeight");
39 void BlendShapes::ConfigureProperties(const std::pair<MeshDefinition, MeshGeometry>& mesh, Shader shader, Actor actor)
41 unsigned int index = 0u;
43 char weightNameBuffer[32];
44 char unnormalizeFactorNameBuffer[64];
45 char* const pWeightName = weightNameBuffer + snprintf(weightNameBuffer, sizeof(weightNameBuffer), "%s", WEIGHTS_UNIFORM);
46 char* const pFactorName = unnormalizeFactorNameBuffer + snprintf(unnormalizeFactorNameBuffer, sizeof(unnormalizeFactorNameBuffer), "%s", UNNORMALIZE_FACTOR);
47 for(const auto& blendShape : mesh.first.mBlendShapes)
49 snprintf(pWeightName, sizeof(weightNameBuffer) - (pWeightName - weightNameBuffer), "[%d]", index);
50 std::string weightName{weightNameBuffer};
51 actor.RegisterProperty(weightName, blendShape.weight);
53 if(shader && mesh.first.mBlendShapeVersion == Version::VERSION_1_0)
55 snprintf(pFactorName, sizeof(unnormalizeFactorNameBuffer) - (pFactorName - unnormalizeFactorNameBuffer), "[%d]", index);
56 std::string factorName{unnormalizeFactorNameBuffer};
57 shader.RegisterProperty(factorName, mesh.second.blendShapeUnnormalizeFactor[index]);
65 if(Version::VERSION_2_0 == mesh.first.mBlendShapeVersion)
67 shader.RegisterProperty(UNNORMALIZE_FACTOR, mesh.second.blendShapeUnnormalizeFactor[0u]);
70 shader.RegisterProperty(NUMBER_OF_BLEND_SHAPES, Property::Value(static_cast<float>(index)));
71 shader.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<float>(mesh.second.blendShapeBufferOffset)));
73 // Create a read only property to preserve the components of the blend shape.
74 int32_t components = 0x0;
75 for(auto& bs : mesh.first.mBlendShapes)
77 components |= (bs.deltas.IsDefined() * Component::POSITIONS) |
78 (bs.normals.IsDefined() * Component::NORMALS) | (bs.tangents.IsDefined() * Component::TANGENTS);
80 shader.RegisterProperty(COMPONENTS, components, Property::AccessMode::READ_ONLY);
84 } // namespace Dali::Scene3D::Loader