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 "dali-scene3d/public-api/loader/node-definition.h"
20 #include "dali-scene3d/public-api/loader/renderer-state.h"
21 #include "dali-scene3d/public-api/loader/utils.h"
27 constexpr std::string_view IBL_INTENSITY_STRING("uIblIntensity");
28 constexpr std::string_view IBL_Y_DIRECTION("uYDirection");
35 bool NodeDefinition::Renderable::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
40 void NodeDefinition::Renderable::RegisterResources(IResourceReceiver& receiver) const
42 receiver.Register(ResourceType::Shader, mShaderIdx);
45 void NodeDefinition::Renderable::ReflectResources(IResourceReflector& reflector)
47 reflector.Reflect(ResourceType::Shader, mShaderIdx);
50 void NodeDefinition::Renderable::OnCreate(const NodeDefinition& node, CreateParams& params, Actor& actor) const
52 DALI_ASSERT_DEBUG(mShaderIdx != INVALID_INDEX);
53 auto& resources = params.mResources;
54 Shader shader = resources.mShaders[mShaderIdx].second;
56 static Geometry defaultGeometry = Geometry::New();
57 Renderer renderer = Renderer::New(defaultGeometry, shader);
59 RendererState::Apply(resources.mShaders[mShaderIdx].first.mRendererState, renderer);
61 actor.AddRenderer(renderer);
64 const std::string NodeDefinition::ORIGINAL_MATRIX_PROPERTY_NAME = "originalMatrix";
66 Actor NodeDefinition::CreateActor(CreateParams& params)
68 Actor actor = Actor::New();
69 mNodeId = actor.GetProperty<int32_t>(Dali::Actor::Property::ID);
71 SetActorCentered(actor);
73 actor.SetProperty(Actor::Property::NAME, mName);
74 actor.SetProperty(Actor::Property::POSITION, mPosition);
75 actor.SetProperty(Actor::Property::ORIENTATION, mOrientation);
76 actor.SetProperty(Actor::Property::SCALE, mScale);
77 actor.SetProperty(Actor::Property::SIZE, mSize);
78 actor.SetProperty(Actor::Property::VISIBLE, mIsVisible);
80 actor.RegisterProperty(ORIGINAL_MATRIX_PROPERTY_NAME, GetLocalSpace(), Property::AccessMode::READ_ONLY);
82 actor.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
84 for(auto& renderable : mRenderables)
86 renderable->OnCreate(*this, params, actor);
89 for(auto& e : mExtras)
91 actor.RegisterProperty(e.mKey, e.mValue);
94 for(auto& c : mConstraints)
96 params.mConstrainables.push_back(ConstraintRequest{&c, actor});
102 Matrix NodeDefinition::GetLocalSpace() const
104 Matrix localSpace{false};
105 localSpace.SetTransformComponents(mScale, mOrientation, mPosition);
109 std::string_view NodeDefinition::GetIblScaleFactorUniformName()
111 return IBL_INTENSITY_STRING;
114 std::string_view NodeDefinition::GetIblYDirectionUniformName()
116 return IBL_Y_DIRECTION;
119 bool NodeDefinition::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
121 if(mRenderables.empty())
126 bool useModelExtents = false;
127 for(auto& renderable : mRenderables)
129 Vector3 renderableMin(Vector3::ONE * MAXFLOAT), renderableMax(-Vector3::ONE * MAXFLOAT);
130 if(!renderable->GetExtents(resources, renderableMin, renderableMax))
132 useModelExtents = false;
135 useModelExtents = true;
136 min.x = std::min(min.x, renderableMin.x);
137 min.y = std::min(min.y, renderableMin.y);
138 min.z = std::min(min.z, renderableMin.z);
139 max.x = std::max(max.x, renderableMax.x);
140 max.y = std::max(max.y, renderableMax.y);
141 max.z = std::max(max.z, renderableMax.z);
145 // If the renderable node don't have mesh accessor, use size to compute extents.
152 bool ModelRenderable::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
154 auto& mesh = resources.mMeshes[mMeshIdx];
155 uint32_t minSize = mesh.first.mPositions.mBlob.mMin.size();
156 uint32_t maxSize = mesh.first.mPositions.mBlob.mMax.size();
157 if(minSize == maxSize && minSize >= 2u && maxSize >= 2u)
159 min = Vector3(mesh.first.mPositions.mBlob.mMin[0], mesh.first.mPositions.mBlob.mMin[1], 0.0f);
160 max = Vector3(mesh.first.mPositions.mBlob.mMax[0], mesh.first.mPositions.mBlob.mMax[1], 0.0f);
163 min.z = mesh.first.mPositions.mBlob.mMin[2];
164 max.z = mesh.first.mPositions.mBlob.mMax[2];
171 void ModelRenderable::RegisterResources(IResourceReceiver& receiver) const
173 Renderable::RegisterResources(receiver);
174 receiver.Register(ResourceType::Mesh, mMeshIdx);
175 receiver.Register(ResourceType::Material, mMaterialIdx);
178 void ModelRenderable::ReflectResources(IResourceReflector& reflector)
180 Renderable::ReflectResources(reflector);
181 reflector.Reflect(ResourceType::Mesh, mMeshIdx);
182 reflector.Reflect(ResourceType::Material, mMaterialIdx);
185 void ModelRenderable::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params, Actor& actor) const
187 DALI_ASSERT_DEBUG(mMeshIdx != INVALID_INDEX);
188 Renderable::OnCreate(node, params, actor);
190 auto& resources = params.mResources;
191 auto& mesh = resources.mMeshes[mMeshIdx];
193 auto renderer = actor.GetRendererAt(actor.GetRendererCount() - 1u);
194 Geometry geometry = mesh.second.geometry;
195 renderer.SetGeometry(geometry);
197 auto shader = renderer.GetShader();
199 if(mesh.first.IsSkinned())
201 params.mSkinnables.push_back(SkinningShaderConfigurationRequest{mesh.first.mSkeletonIdx, shader});
204 if(mesh.first.HasBlendShapes())
206 params.mBlendshapeRequests.push_back(BlendshapeShaderConfigurationRequest{node.mName, mMeshIdx, shader});
209 TextureSet textures = resources.mMaterials[mMaterialIdx].second;
211 // Set the blend shape texture.
212 if(mesh.second.blendShapeGeometry)
214 TextureSet newTextureSet = TextureSet::New();
215 newTextureSet.SetTexture(0u, mesh.second.blendShapeGeometry);
217 const unsigned int numberOfTextures = textures.GetTextureCount();
218 for(unsigned int index = 0u; index < numberOfTextures; ++index)
220 const unsigned int newIndex = index + 1u;
221 newTextureSet.SetTexture(newIndex, textures.GetTexture(index));
222 newTextureSet.SetSampler(newIndex, textures.GetSampler(index));
225 textures = newTextureSet;
228 renderer.RegisterProperty("uHasVertexColor", static_cast<float>(mesh.first.mColors.IsDefined()));
230 auto& matDef = resources.mMaterials[mMaterialIdx].first;
231 actor.RegisterProperty("uColorFactor", matDef.mBaseColorFactor);
232 actor.RegisterProperty("uMetallicFactor", matDef.mMetallic);
233 actor.RegisterProperty("uRoughnessFactor", matDef.mRoughness);
234 actor.RegisterProperty("uDielectricSpecular", matDef.mDielectricSpecular);
235 actor.RegisterProperty("uSpecularFactor", matDef.mSpecularFactor);
236 actor.RegisterProperty("uSpecularColorFactor", matDef.mSpecularColorFactor);
237 actor.RegisterProperty("uNormalScale", matDef.mNormalScale);
238 if(matDef.mFlags & MaterialDefinition::OCCLUSION)
240 renderer.RegisterProperty("uOcclusionStrength", matDef.mOcclusionStrength);
242 if(matDef.mFlags & MaterialDefinition::EMISSIVE)
244 renderer.RegisterProperty("uEmissiveFactor", matDef.mEmissiveFactor);
247 Index envIdx = matDef.mEnvironmentIdx;
248 renderer.RegisterProperty(IBL_INTENSITY_STRING.data(), resources.mEnvironmentMaps[envIdx].first.mIblIntensity);
249 renderer.RegisterProperty(IBL_Y_DIRECTION.data(), resources.mEnvironmentMaps[envIdx].first.mYDirection);
251 float opaque = matDef.mIsOpaque ? 1.0f : 0.0f;
252 float mask = matDef.mIsMask ? 1.0f : 0.0f;
253 float alphaCutoff = matDef.GetAlphaCutoff();
255 renderer.RegisterProperty("uOpaque", opaque);
256 renderer.RegisterProperty("uMask", mask);
257 renderer.RegisterProperty("uAlphaThreshold", alphaCutoff);
259 renderer.SetTextures(textures);
261 actor.SetProperty(Actor::Property::COLOR, mColor);
264 void ArcRenderable::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params, Actor& actor) const
266 ModelRenderable::OnCreate(node, params, actor);
268 actor.RegisterProperty("antiAliasing", mAntiAliasing ? 1 : 0);
269 actor.RegisterProperty("arcCaps", mArcCaps);
270 actor.RegisterProperty("radius", mRadius);
272 const float startAngleRadians = mStartAngleDegrees * Math::PI_OVER_180;
273 Vector2 startPolar{std::cos(startAngleRadians), std::sin(startAngleRadians)};
274 actor.RegisterProperty("startAngle", startPolar);
276 const float endAngleRadians = mEndAngleDegrees * Math::PI_OVER_180;
277 Vector2 endPolar{std::cos(endAngleRadians), std::sin(endAngleRadians)};
278 actor.RegisterProperty("endAngle", endPolar);
281 void ArcRenderable::GetEndVectorWithDiffAngle(float startAngle, float diffAngle, Vector2& endVector)
283 float endAngle = 0.f;
285 if(diffAngle <= 0.001f)
287 // 0.001 is used to ensure is empty arc when startAngle = endAngle + 360 * N
288 endAngle = startAngle + 0.001f;
290 else if(diffAngle >= 360.f)
292 endAngle = diffAngle + 359.99f;
296 endAngle = startAngle + 360.0f + diffAngle;
298 endVector.x = cosf(endAngle * Math::PI_OVER_180);
299 endVector.y = sinf(endAngle * Math::PI_OVER_180);
302 } // namespace Loader
303 } // namespace Scene3D