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/public-api/loader/node-definition.h>
22 #include <dali-scene3d/public-api/loader/renderer-state.h>
23 #include <dali-scene3d/public-api/loader/utils.h>
29 constexpr std::string_view IBL_INTENSITY_STRING("uIblIntensity");
30 constexpr std::string_view IBL_Y_DIRECTION("uYDirection");
37 bool NodeDefinition::Renderable::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
42 void NodeDefinition::Renderable::RegisterResources(IResourceReceiver& receiver) const
44 receiver.Register(ResourceType::Shader, mShaderIdx);
47 void NodeDefinition::Renderable::ReflectResources(IResourceReflector& reflector)
49 reflector.Reflect(ResourceType::Shader, mShaderIdx);
52 void NodeDefinition::Renderable::OnCreate(const NodeDefinition& node, CreateParams& params, Actor& actor) const
54 DALI_ASSERT_DEBUG(mShaderIdx != INVALID_INDEX);
55 auto& resources = params.mResources;
56 Shader shader = resources.mShaders[mShaderIdx].second;
58 static Geometry defaultGeometry = Geometry::New();
59 Renderer renderer = Renderer::New(defaultGeometry, shader);
61 RendererState::Apply(resources.mShaders[mShaderIdx].first.mRendererState, renderer);
63 actor.AddRenderer(renderer);
66 const char* NodeDefinition::ORIGINAL_MATRIX_PROPERTY_NAME = "originalMatrix";
68 Actor NodeDefinition::CreateActor(CreateParams& params)
70 Actor actor = Actor::New();
71 mNodeId = actor.GetProperty<int32_t>(Dali::Actor::Property::ID);
73 SetActorCentered(actor);
75 actor.SetProperty(Actor::Property::NAME, mName);
76 actor.SetProperty(Actor::Property::POSITION, mPosition);
77 actor.SetProperty(Actor::Property::ORIENTATION, mOrientation);
78 actor.SetProperty(Actor::Property::SCALE, mScale);
79 actor.SetProperty(Actor::Property::SIZE, mSize);
80 actor.SetProperty(Actor::Property::VISIBLE, mIsVisible);
82 actor.RegisterProperty(ORIGINAL_MATRIX_PROPERTY_NAME, GetLocalSpace(), Property::AccessMode::READ_ONLY);
84 actor.SetProperty(Actor::Property::COLOR_MODE, ColorMode::USE_OWN_MULTIPLY_PARENT_COLOR);
86 for(auto& renderable : mRenderables)
88 renderable->OnCreate(*this, params, actor);
91 for(auto& e : mExtras)
93 actor.RegisterProperty(e.mKey, e.mValue);
96 for(auto& c : mConstraints)
98 params.mConstrainables.push_back(ConstraintRequest{&c, actor});
104 Matrix NodeDefinition::GetLocalSpace() const
106 Matrix localSpace{false};
107 localSpace.SetTransformComponents(mScale, mOrientation, mPosition);
111 std::string_view NodeDefinition::GetIblScaleFactorUniformName()
113 return IBL_INTENSITY_STRING;
116 std::string_view NodeDefinition::GetIblYDirectionUniformName()
118 return IBL_Y_DIRECTION;
121 bool NodeDefinition::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
123 if(mRenderables.empty())
128 bool useModelExtents = false;
129 for(auto& renderable : mRenderables)
131 Vector3 renderableMin(Vector3::ONE * MAXFLOAT), renderableMax(-Vector3::ONE * MAXFLOAT);
132 if(!renderable->GetExtents(resources, renderableMin, renderableMax))
134 useModelExtents = false;
137 useModelExtents = true;
138 min.x = std::min(min.x, renderableMin.x);
139 min.y = std::min(min.y, renderableMin.y);
140 min.z = std::min(min.z, renderableMin.z);
141 max.x = std::max(max.x, renderableMax.x);
142 max.y = std::max(max.y, renderableMax.y);
143 max.z = std::max(max.z, renderableMax.z);
147 // If the renderable node don't have mesh accessor, use size to compute extents.
154 bool ModelRenderable::GetExtents(const ResourceBundle& resources, Vector3& min, Vector3& max) const
156 auto& mesh = resources.mMeshes[mMeshIdx];
157 uint32_t minSize = mesh.first.mPositions.mBlob.mMin.size();
158 uint32_t maxSize = mesh.first.mPositions.mBlob.mMax.size();
159 if(minSize == maxSize && minSize >= 2u && maxSize >= 2u)
161 min = Vector3(mesh.first.mPositions.mBlob.mMin[0], mesh.first.mPositions.mBlob.mMin[1], 0.0f);
162 max = Vector3(mesh.first.mPositions.mBlob.mMax[0], mesh.first.mPositions.mBlob.mMax[1], 0.0f);
165 min.z = mesh.first.mPositions.mBlob.mMin[2];
166 max.z = mesh.first.mPositions.mBlob.mMax[2];
173 void ModelRenderable::RegisterResources(IResourceReceiver& receiver) const
175 Renderable::RegisterResources(receiver);
176 receiver.Register(ResourceType::Mesh, mMeshIdx);
177 receiver.Register(ResourceType::Material, mMaterialIdx);
180 void ModelRenderable::ReflectResources(IResourceReflector& reflector)
182 Renderable::ReflectResources(reflector);
183 reflector.Reflect(ResourceType::Mesh, mMeshIdx);
184 reflector.Reflect(ResourceType::Material, mMaterialIdx);
187 void ModelRenderable::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params, Actor& actor) const
189 DALI_ASSERT_DEBUG(mMeshIdx != INVALID_INDEX);
190 Renderable::OnCreate(node, params, actor);
192 auto& resources = params.mResources;
193 auto& mesh = resources.mMeshes[mMeshIdx];
195 auto renderer = actor.GetRendererAt(actor.GetRendererCount() - 1u);
196 Geometry geometry = mesh.second.geometry;
197 renderer.SetGeometry(geometry);
199 auto shader = renderer.GetShader();
201 if(mesh.first.IsSkinned())
203 params.mSkinnables.push_back(SkinningShaderConfigurationRequest{mesh.first.mSkeletonIdx, shader});
206 if(mesh.first.HasBlendShapes())
208 params.mBlendshapeRequests.push_back(BlendshapeShaderConfigurationRequest{node.mName, mMeshIdx, shader});
211 TextureSet textures = resources.mMaterials[mMaterialIdx].second;
213 // Set the blend shape texture.
214 if(mesh.second.blendShapeGeometry)
216 TextureSet newTextureSet = TextureSet::New();
217 newTextureSet.SetTexture(0u, mesh.second.blendShapeGeometry);
219 const unsigned int numberOfTextures = textures.GetTextureCount();
220 for(unsigned int index = 0u; index < numberOfTextures; ++index)
222 const unsigned int newIndex = index + 1u;
223 newTextureSet.SetTexture(newIndex, textures.GetTexture(index));
224 newTextureSet.SetSampler(newIndex, textures.GetSampler(index));
227 textures = newTextureSet;
230 renderer.RegisterProperty("uHasVertexColor", static_cast<float>(mesh.first.mColors.IsDefined()));
232 auto& matDef = resources.mMaterials[mMaterialIdx].first;
233 actor.RegisterProperty("uColorFactor", matDef.mBaseColorFactor);
234 actor.RegisterProperty("uMetallicFactor", matDef.mMetallic);
235 actor.RegisterProperty("uRoughnessFactor", matDef.mRoughness);
236 actor.RegisterProperty("uDielectricSpecular", matDef.mDielectricSpecular);
237 actor.RegisterProperty("uSpecularFactor", matDef.mSpecularFactor);
238 actor.RegisterProperty("uSpecularColorFactor", matDef.mSpecularColorFactor);
239 actor.RegisterProperty("uNormalScale", matDef.mNormalScale);
240 if(matDef.mFlags & MaterialDefinition::OCCLUSION)
242 renderer.RegisterProperty("uOcclusionStrength", matDef.mOcclusionStrength);
244 if(matDef.mFlags & MaterialDefinition::EMISSIVE)
246 renderer.RegisterProperty("uEmissiveFactor", matDef.mEmissiveFactor);
249 Index envIdx = matDef.mEnvironmentIdx;
250 renderer.RegisterProperty(IBL_INTENSITY_STRING.data(), resources.mEnvironmentMaps[envIdx].first.mIblIntensity);
251 renderer.RegisterProperty(IBL_Y_DIRECTION.data(), resources.mEnvironmentMaps[envIdx].first.mYDirection);
253 float opaque = matDef.mIsOpaque ? 1.0f : 0.0f;
254 float mask = matDef.mIsMask ? 1.0f : 0.0f;
255 float alphaCutoff = matDef.GetAlphaCutoff();
257 renderer.RegisterProperty("uOpaque", opaque);
258 renderer.RegisterProperty("uMask", mask);
259 renderer.RegisterProperty("uAlphaThreshold", alphaCutoff);
261 renderer.SetTextures(textures);
263 actor.SetProperty(Actor::Property::COLOR, mColor);
266 void ArcRenderable::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParams& params, Actor& actor) const
268 ModelRenderable::OnCreate(node, params, actor);
270 actor.RegisterProperty("antiAliasing", mAntiAliasing ? 1 : 0);
271 actor.RegisterProperty("arcCaps", mArcCaps);
272 actor.RegisterProperty("radius", mRadius);
274 const float startAngleRadians = mStartAngleDegrees * Math::PI_OVER_180;
275 Vector2 startPolar{std::cos(startAngleRadians), std::sin(startAngleRadians)};
276 actor.RegisterProperty("startAngle", startPolar);
278 const float endAngleRadians = mEndAngleDegrees * Math::PI_OVER_180;
279 Vector2 endPolar{std::cos(endAngleRadians), std::sin(endAngleRadians)};
280 actor.RegisterProperty("endAngle", endPolar);
283 void ArcRenderable::GetEndVectorWithDiffAngle(float startAngle, float diffAngle, Vector2& endVector)
285 float endAngle = 0.f;
287 if(diffAngle <= 0.001f)
289 // 0.001 is used to ensure is empty arc when startAngle = endAngle + 360 * N
290 endAngle = startAngle + 0.001f;
292 else if(diffAngle >= 360.f)
294 endAngle = diffAngle + 359.99f;
298 endAngle = startAngle + 360.0f + diffAngle;
300 endVector.x = cosf(endAngle * Math::PI_OVER_180);
301 endVector.y = sinf(endAngle * Math::PI_OVER_180);
304 } // namespace Loader
305 } // namespace Scene3D