2 * Copyright (c) 2018 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 "mesh-visual.h"
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/devel-api/adaptor-framework/image-loading.h>
25 #include <dali/devel-api/adaptor-framework/file-loader.h>
26 #include <dali/devel-api/scripting/enum-helper.h>
27 #include <dali/devel-api/scripting/scripting.h>
31 #include <dali-toolkit/public-api/visuals/visual-properties.h>
32 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
33 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
41 * @brief Loads a texture from a file
42 * @param[in] imageUrl The url of the file
43 * @param[in] generateMipmaps Indicates whether to generate mipmaps for the texture
44 * @return A texture if loading succeeds, an empty handle otherwise
46 Texture LoadTexture( const char* imageUrl, bool generateMipmaps )
50 Devel::PixelBuffer pixelBuffer = LoadImageFromFile( imageUrl );
53 texture = Texture::New( TextureType::TEXTURE_2D, pixelBuffer.GetPixelFormat(), pixelBuffer.GetWidth(), pixelBuffer.GetHeight() );
54 PixelData pixelData = Devel::PixelBuffer::Convert( pixelBuffer );
55 texture.Upload( pixelData );
59 texture.GenerateMipmaps();
76 //Defines ordering of textures for shaders.
77 //All shaders, if including certain texture types, must include them in the same order.
78 //Within the texture set for the renderer, textures are ordered in the same manner.
87 const char * const OBJECT_URL_NAME( "objectUrl" );
88 const char * const MATERIAL_URL_NAME( "materialUrl" );
89 const char * const TEXTURES_PATH_NAME( "texturesPath" );
90 const char * const SHADING_MODE_NAME( "shadingMode" );
91 const char * const USE_MIPMAPPING_NAME( "useMipmapping" );
92 const char * const USE_SOFT_NORMALS_NAME( "useSoftNormals" );
93 const char * const LIGHT_POSITION_NAME( "lightPosition" );
96 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHADING_MODE )
97 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURELESS_WITH_DIFFUSE_LIGHTING )
98 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_SPECULAR_LIGHTING )
99 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
100 DALI_ENUM_TO_STRING_TABLE_END( SHADING_MODE )
103 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
104 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
107 //If a shader requires certain textures, they must be listed in order,
108 //as detailed in the TextureIndex enum documentation.
110 //A basic shader that doesn't use textures at all.
111 const char* SIMPLE_VERTEX_SHADER = DALI_COMPOSE_SHADER(
112 attribute highp vec3 aPosition;\n
113 attribute highp vec3 aNormal;\n
114 varying mediump vec3 vIllumination;\n
115 uniform mediump vec3 uSize;\n
116 uniform mediump mat4 uMvpMatrix;\n
117 uniform mediump mat4 uModelView;\n
118 uniform mediump mat4 uViewMatrix;\n
119 uniform mediump mat3 uNormalMatrix;
120 uniform mediump mat4 uObjectMatrix;\n
121 uniform mediump vec3 lightPosition;\n
122 uniform mediump vec2 uStageOffset;\n
124 //Visual size and offset
125 uniform mediump vec2 offset;\n
126 uniform mediump vec2 size;\n
127 uniform mediump vec4 offsetSizeMode;\n
128 uniform mediump vec2 origin;\n
129 uniform mediump vec2 anchorPoint;\n
131 vec4 ComputeVertexPosition()\n
133 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
134 float scaleFactor = min( visualSize.x, visualSize.y );\n
135 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
136 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
137 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
138 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
143 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
144 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
145 vertexPosition = uMvpMatrix * vertexPosition;\n
147 //Illumination in Model-View space - Transform attributes and uniforms\n
148 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
149 vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
151 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
152 mvLightPosition = uViewMatrix * mvLightPosition;\n
153 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
155 float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
156 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
158 gl_Position = vertexPosition;\n
162 //Fragment shader corresponding to the texture-less shader.
163 const char* SIMPLE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
164 precision mediump float;\n
165 varying mediump vec3 vIllumination;\n
166 uniform lowp vec4 uColor;\n
167 uniform lowp vec3 mixColor;\n
168 uniform lowp float preMultipliedAlpha;\n
172 gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * vec4( mixColor, 1.0 );\n
176 //Diffuse and specular illumination shader with albedo texture. Texture is index 0.
177 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
178 attribute highp vec3 aPosition;\n
179 attribute highp vec2 aTexCoord;\n
180 attribute highp vec3 aNormal;\n
181 varying mediump vec2 vTexCoord;\n
182 varying mediump vec3 vIllumination;\n
183 varying mediump float vSpecular;\n
184 uniform mediump vec3 uSize;\n
185 uniform mediump mat4 uMvpMatrix;\n
186 uniform mediump mat4 uModelView;
187 uniform mediump mat4 uViewMatrix;\n
188 uniform mediump mat3 uNormalMatrix;
189 uniform mediump mat4 uObjectMatrix;\n
190 uniform mediump vec3 lightPosition;\n
191 uniform mediump vec2 uStageOffset;\n
193 //Visual size and offset
194 uniform mediump vec2 offset;\n
195 uniform mediump vec2 size;\n
196 uniform mediump vec4 offsetSizeMode;\n
197 uniform mediump vec2 origin;\n
198 uniform mediump vec2 anchorPoint;\n
200 vec4 ComputeVertexPosition()\n
202 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
203 float scaleFactor = min( visualSize.x, visualSize.y );\n
204 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
205 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
206 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
207 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
212 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
213 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
214 vertexPosition = uMvpMatrix * vertexPosition;\n
216 //Illumination in Model-View space - Transform attributes and uniforms\n
217 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
218 vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );\n
220 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
221 mvLightPosition = uViewMatrix * mvLightPosition;\n
222 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
224 vec3 viewDirection = normalize( -mvVertexPosition.xyz );
226 float lightDiffuse = dot( vectorToLight, normal );\n
227 lightDiffuse = max( 0.0,lightDiffuse );\n
228 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
230 vec3 reflectDirection = reflect( -vectorToLight, normal );
231 vSpecular = pow( max( dot( reflectDirection, viewDirection ), 0.0 ), 4.0 );
233 vTexCoord = aTexCoord;\n
234 gl_Position = vertexPosition;\n
238 //Fragment shader corresponding to the diffuse and specular illumination shader with albedo texture
239 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
240 precision mediump float;\n
241 varying mediump vec2 vTexCoord;\n
242 varying mediump vec3 vIllumination;\n
243 varying mediump float vSpecular;\n
244 uniform sampler2D sDiffuse;\n
245 uniform lowp vec4 uColor;\n
246 uniform lowp vec3 mixColor;\n
247 uniform lowp float preMultipliedAlpha;\n
251 vec4 texture = texture2D( sDiffuse, vTexCoord );\n
252 vec4 visualMixColor = vec4( mixColor, 1.0 );\n
253 gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb * visualMixColor.rgb + vSpecular * 0.3, texture.a * uColor.a * visualMixColor.a );\n
257 //Diffuse and specular illumination shader with albedo texture, normal map and gloss map shader.
258 //Diffuse (albedo) texture is index 0, normal is 1, gloss is 2. They must be declared in this order.
259 const char* NORMAL_MAP_VERTEX_SHADER = DALI_COMPOSE_SHADER(
260 attribute highp vec3 aPosition;\n
261 attribute highp vec2 aTexCoord;\n
262 attribute highp vec3 aNormal;\n
263 attribute highp vec3 aTangent;\n
264 attribute highp vec3 aBiNormal;\n
265 varying mediump vec2 vTexCoord;\n
266 varying mediump vec3 vLightDirection;\n
267 varying mediump vec3 vHalfVector;\n
268 uniform mediump vec3 uSize;\n
269 uniform mediump mat4 uMvpMatrix;\n
270 uniform mediump mat4 uModelView;
271 uniform mediump mat4 uViewMatrix;\n
272 uniform mediump mat3 uNormalMatrix;
273 uniform mediump mat4 uObjectMatrix;\n
274 uniform mediump vec3 lightPosition;\n
275 uniform mediump vec2 uStageOffset;\n
277 //Visual size and offset
278 uniform mediump vec2 offset;\n
279 uniform mediump vec2 size;\n
280 uniform mediump vec4 offsetSizeMode;\n
281 uniform mediump vec2 origin;\n
282 uniform mediump vec2 anchorPoint;\n
284 vec4 ComputeVertexPosition()\n
286 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
287 float scaleFactor = min( visualSize.x, visualSize.y );\n
288 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
289 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
290 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
291 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
296 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
297 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
298 vertexPosition = uMvpMatrix * vertexPosition;\n
300 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
302 vec3 tangent = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aTangent );
303 vec3 binormal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aBiNormal );
304 vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );
306 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
307 mvLightPosition = uViewMatrix * mvLightPosition;\n
308 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
309 vLightDirection.x = dot( vectorToLight, tangent );
310 vLightDirection.y = dot( vectorToLight, binormal );
311 vLightDirection.z = dot( vectorToLight, normal );
313 vec3 viewDirection = normalize( -mvVertexPosition.xyz );
314 vec3 halfVector = normalize( viewDirection + vectorToLight );
315 vHalfVector.x = dot( halfVector, tangent );
316 vHalfVector.y = dot( halfVector, binormal );
317 vHalfVector.z = dot( halfVector, normal );
319 vTexCoord = aTexCoord;\n
320 gl_Position = vertexPosition;\n
324 //Fragment shader corresponding to the shader that uses all textures (diffuse, normal and gloss maps)
325 const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
326 precision mediump float;\n
327 varying mediump vec2 vTexCoord;\n
328 varying mediump vec3 vLightDirection;\n
329 varying mediump vec3 vHalfVector;\n
330 uniform sampler2D sDiffuse;\n
331 uniform sampler2D sNormal;\n
332 uniform sampler2D sGloss;\n
333 uniform lowp vec4 uColor;\n
334 uniform lowp vec3 mixColor;\n
335 uniform lowp float preMultipliedAlpha;\n
339 vec4 texture = texture2D( sDiffuse, vTexCoord );\n
340 vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n
341 vec4 glossMap = texture2D( sGloss, vTexCoord );\n
342 vec4 visualMixColor = vec4( mixColor, 1.0 );\n
344 float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n
345 lightDiffuse = lightDiffuse * 0.5 + 0.5;\n
347 float shininess = pow ( max ( dot ( normalize( vHalfVector ), normal ), 0.0 ), 16.0 ) ;
349 gl_FragColor = vec4( texture.rgb * uColor.rgb * visualMixColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a * visualMixColor.a );\n
353 } // unnamed namespace
355 MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
357 MeshVisualPtr meshVisualPtr( new MeshVisual( factoryCache ) );
358 meshVisualPtr->SetProperties( properties );
359 return meshVisualPtr;
362 MeshVisual::MeshVisual( VisualFactoryCache& factoryCache )
363 : Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
364 mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ),
366 mUseMipmapping( true ),
367 mUseSoftNormals( true )
371 MeshVisual::~MeshVisual()
375 void MeshVisual::DoSetProperties( const Property::Map& propertyMap )
377 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
379 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
380 if( keyValue.first.type == Property::Key::INDEX )
382 DoSetProperty( keyValue.first.indexKey, keyValue.second );
386 if( keyValue.first == OBJECT_URL_NAME )
388 DoSetProperty( Toolkit::MeshVisual::Property::OBJECT_URL, keyValue.second );
390 else if( keyValue.first == MATERIAL_URL_NAME )
392 DoSetProperty( Toolkit::MeshVisual::Property::MATERIAL_URL, keyValue.second );
394 else if( keyValue.first == TEXTURES_PATH_NAME )
396 DoSetProperty( Toolkit::MeshVisual::Property::TEXTURES_PATH, keyValue.second );
398 else if( keyValue.first == SHADING_MODE_NAME )
400 DoSetProperty( Toolkit::MeshVisual::Property::SHADING_MODE, keyValue.second );
402 else if( keyValue.first == USE_MIPMAPPING_NAME )
404 DoSetProperty( Toolkit::MeshVisual::Property::USE_MIPMAPPING, keyValue.second );
406 else if( keyValue.first == USE_SOFT_NORMALS_NAME )
408 DoSetProperty( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, keyValue.second );
410 else if( keyValue.first == LIGHT_POSITION_NAME )
412 DoSetProperty( Toolkit::MeshVisual::Property::LIGHT_POSITION, keyValue.second );
417 if( mMaterialUrl.empty() )
422 if( mLightPosition == Vector3::ZERO )
424 // Default behaviour is to place the light directly in front of the object,
425 // at a reasonable distance to light everything on screen.
426 Stage stage = Stage::GetCurrent();
428 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
432 void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& value )
436 case Toolkit::MeshVisual::Property::OBJECT_URL:
438 if( !value.Get( mObjectUrl ) )
440 DALI_LOG_ERROR("MeshVisual: property objectUrl is the wrong type, use STRING\n");
444 case Toolkit::MeshVisual::Property::MATERIAL_URL:
446 if( ! value.Get( mMaterialUrl ) )
448 DALI_LOG_ERROR("MeshVisual: property materialUrl is the wrong type, use STRING\n");
452 case Toolkit::MeshVisual::Property::TEXTURES_PATH:
454 if( ! value.Get( mTexturesPath ) )
456 mTexturesPath.clear();
460 case Toolkit::MeshVisual::Property::SHADING_MODE:
462 Scripting::GetEnumerationProperty( value, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode );
465 case Toolkit::MeshVisual::Property::USE_MIPMAPPING:
467 if( !value.Get( mUseMipmapping ) )
469 DALI_LOG_ERROR("MeshVisual: property useMipmapping is the wrong type, use BOOLEAN\n");
473 case Toolkit::MeshVisual::Property::USE_SOFT_NORMALS:
475 if( !value.Get( mUseSoftNormals ) )
477 DALI_LOG_ERROR("MeshVisual: property useSoftNormals is the wrong type, use BOOLEAN\n");
481 case Toolkit::MeshVisual::Property::LIGHT_POSITION:
483 if( !value.Get( mLightPosition ) )
485 mLightPosition = Vector3::ZERO;
486 DALI_LOG_ERROR("MeshVisual: property lightPosition is the wrong type, use VECTOR3\n");
493 void MeshVisual::OnSetTransform()
495 if( mImpl->mRenderer )
497 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
501 void MeshVisual::DoSetOnStage( Actor& actor )
503 InitializeRenderer();
505 actor.AddRenderer( mImpl->mRenderer );
507 // Mesh loaded and ready to display
508 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
511 void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const
514 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH );
515 map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl );
516 map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl );
517 map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath );
518 map.Insert( Toolkit::MeshVisual::Property::SHADING_MODE, mShadingMode );
519 map.Insert( Toolkit::MeshVisual::Property::USE_MIPMAPPING, mUseMipmapping );
520 map.Insert( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, mUseSoftNormals );
521 map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition );
524 void MeshVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
529 void MeshVisual::InitializeRenderer()
531 //Try to load the geometry from the file.
532 if( !LoadGeometry() )
534 SupplyEmptyGeometry();
538 //If a texture is used by the obj file, load the supplied material file.
539 if( mObjLoader.IsTexturePresent() && !mMaterialUrl.empty() )
541 if( !LoadMaterial() )
543 SupplyEmptyGeometry();
548 //Now that the required parts are loaded, create the geometry for the object.
549 if( !CreateGeometry() )
551 SupplyEmptyGeometry();
557 //Load the various texture files supplied by the material file.
558 if( !LoadTextures() )
560 SupplyEmptyGeometry();
564 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
565 mImpl->mRenderer.SetTextures( mTextureSet );
566 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
567 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
569 //Register transform properties
570 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
573 void MeshVisual::SupplyEmptyGeometry()
575 mGeometry = Geometry::New();
576 mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
577 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
579 DALI_LOG_ERROR( "Initialisation error in mesh visual.\n" );
582 void MeshVisual::UpdateShaderUniforms()
584 Stage stage = Stage::GetCurrent();
585 float width = stage.GetSize().width;
586 float height = stage.GetSize().height;
589 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
591 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
592 mShader.RegisterProperty( LIGHT_POSITION_NAME, mLightPosition );
593 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
596 void MeshVisual::CreateShader()
598 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
600 mShader = Shader::New( NORMAL_MAP_VERTEX_SHADER, NORMAL_MAP_FRAGMENT_SHADER );
602 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING )
604 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
608 mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
611 UpdateShaderUniforms();
614 bool MeshVisual::CreateGeometry()
616 //Determine if we need to use a simpler shader to handle the provided data
617 if( !mUseTexture || !mObjLoader.IsDiffuseMapPresent() )
619 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING;
621 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) )
623 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING;
626 int objectProperties = 0;
628 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING ||
629 mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
631 objectProperties |= ObjLoader::TEXTURE_COORDINATES;
634 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
636 objectProperties |= ObjLoader::TANGENTS | ObjLoader::BINORMALS;
639 //Create geometry with attributes required by shader.
640 mGeometry = mObjLoader.CreateGeometry( objectProperties, mUseSoftNormals );
647 DALI_LOG_ERROR( "Failed to load geometry in mesh visual.\n" );
651 bool MeshVisual::LoadGeometry()
653 std::streampos fileSize;
654 Dali::Vector<char> fileContent;
656 if( FileLoader::ReadFile( mObjectUrl, fileSize, fileContent, FileLoader::TEXT ) )
658 mObjLoader.ClearArrays();
659 mObjLoader.LoadObject( fileContent.Begin(), fileSize );
661 //Get size information from the obj loaded
662 mSceneCenter = mObjLoader.GetCenter();
663 mSceneSize = mObjLoader.GetSize();
668 DALI_LOG_ERROR( "Failed to find object to load in mesh visual.\n" );
672 bool MeshVisual::LoadMaterial()
674 std::streampos fileSize;
675 Dali::Vector<char> fileContent;
677 if( FileLoader::ReadFile( mMaterialUrl, fileSize, fileContent, FileLoader::TEXT ) )
679 //Load data into obj (usable) form
680 mObjLoader.LoadMaterial( fileContent.Begin(), fileSize, mDiffuseTextureUrl, mNormalTextureUrl, mGlossTextureUrl );
684 DALI_LOG_ERROR( "Failed to find texture set to load in mesh visual.\n" );
689 bool MeshVisual::LoadTextures()
691 mTextureSet = TextureSet::New();
693 if( mShadingMode != Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING )
695 Sampler sampler = Sampler::New();
698 sampler.SetFilterMode( FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR_MIPMAP_LINEAR );
701 if( !mDiffuseTextureUrl.empty() )
703 std::string imageUrl = mTexturesPath + mDiffuseTextureUrl;
706 Texture diffuseTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
709 mTextureSet.SetTexture( DIFFUSE_INDEX, diffuseTexture );
710 mTextureSet.SetSampler( DIFFUSE_INDEX, sampler );
714 DALI_LOG_ERROR( "Failed to load diffuse map texture in mesh visual.\n");
719 if( !mNormalTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
721 std::string imageUrl = mTexturesPath + mNormalTextureUrl;
724 Texture normalTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
727 mTextureSet.SetTexture( NORMAL_INDEX, normalTexture );
728 mTextureSet.SetSampler( NORMAL_INDEX, sampler );
732 DALI_LOG_ERROR( "Failed to load normal map texture in mesh visual.\n");
737 if( !mGlossTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
739 std::string imageUrl = mTexturesPath + mGlossTextureUrl;
742 Texture glossTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
745 mTextureSet.SetTexture( GLOSS_INDEX, glossTexture );
746 mTextureSet.SetSampler( GLOSS_INDEX, sampler );
750 DALI_LOG_ERROR( "Failed to load gloss map texture in mesh visual.\n");
758 } // namespace Internal
760 } // namespace Toolkit