2 * Copyright (c) 2021 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/devel-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>
30 #include <dali-toolkit/public-api/visuals/visual-properties.h>
31 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
32 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
33 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.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.
88 DALI_ENUM_TO_STRING_TABLE_BEGIN( SHADING_MODE )
89 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURELESS_WITH_DIFFUSE_LIGHTING )
90 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_SPECULAR_LIGHTING )
91 DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
92 DALI_ENUM_TO_STRING_TABLE_END( SHADING_MODE )
95 const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
96 const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
98 } // unnamed namespace
100 MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
102 MeshVisualPtr meshVisualPtr( new MeshVisual( factoryCache ) );
103 meshVisualPtr->SetProperties( properties );
104 meshVisualPtr->Initialize();
105 return meshVisualPtr;
108 MeshVisual::MeshVisual( VisualFactoryCache& factoryCache )
109 : Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::MESH ),
110 mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ),
112 mUseMipmapping( true ),
113 mUseSoftNormals( true )
117 MeshVisual::~MeshVisual()
121 void MeshVisual::DoSetProperties( const Property::Map& propertyMap )
123 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
125 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
126 if( keyValue.first.type == Property::Key::INDEX )
128 DoSetProperty( keyValue.first.indexKey, keyValue.second );
132 if( keyValue.first == OBJECT_URL_NAME )
134 DoSetProperty( Toolkit::MeshVisual::Property::OBJECT_URL, keyValue.second );
136 else if( keyValue.first == MATERIAL_URL_NAME )
138 DoSetProperty( Toolkit::MeshVisual::Property::MATERIAL_URL, keyValue.second );
140 else if( keyValue.first == TEXTURES_PATH_NAME )
142 DoSetProperty( Toolkit::MeshVisual::Property::TEXTURES_PATH, keyValue.second );
144 else if( keyValue.first == SHADING_MODE_NAME )
146 DoSetProperty( Toolkit::MeshVisual::Property::SHADING_MODE, keyValue.second );
148 else if( keyValue.first == USE_MIPMAPPING_NAME )
150 DoSetProperty( Toolkit::MeshVisual::Property::USE_MIPMAPPING, keyValue.second );
152 else if( keyValue.first == USE_SOFT_NORMALS_NAME )
154 DoSetProperty( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, keyValue.second );
156 else if( keyValue.first == LIGHT_POSITION_NAME )
158 DoSetProperty( Toolkit::MeshVisual::Property::LIGHT_POSITION, keyValue.second );
163 if( mMaterialUrl.empty() )
168 if( mLightPosition == Vector3::ZERO )
170 // Default behaviour is to place the light directly in front of the object,
171 // at a reasonable distance to light everything on screen.
172 Stage stage = Stage::GetCurrent();
174 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
178 void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& value )
182 case Toolkit::MeshVisual::Property::OBJECT_URL:
184 if( !value.Get( mObjectUrl ) )
186 DALI_LOG_ERROR("MeshVisual: property objectUrl is the wrong type, use STRING\n");
190 case Toolkit::MeshVisual::Property::MATERIAL_URL:
192 if( ! value.Get( mMaterialUrl ) )
194 DALI_LOG_ERROR("MeshVisual: property materialUrl is the wrong type, use STRING\n");
198 case Toolkit::MeshVisual::Property::TEXTURES_PATH:
200 if( ! value.Get( mTexturesPath ) )
202 mTexturesPath.clear();
206 case Toolkit::MeshVisual::Property::SHADING_MODE:
208 Scripting::GetEnumerationProperty( value, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode );
211 case Toolkit::MeshVisual::Property::USE_MIPMAPPING:
213 if( !value.Get( mUseMipmapping ) )
215 DALI_LOG_ERROR("MeshVisual: property useMipmapping is the wrong type, use BOOLEAN\n");
219 case Toolkit::MeshVisual::Property::USE_SOFT_NORMALS:
221 if( !value.Get( mUseSoftNormals ) )
223 DALI_LOG_ERROR("MeshVisual: property useSoftNormals is the wrong type, use BOOLEAN\n");
227 case Toolkit::MeshVisual::Property::LIGHT_POSITION:
229 if( !value.Get( mLightPosition ) )
231 mLightPosition = Vector3::ZERO;
232 DALI_LOG_ERROR("MeshVisual: property lightPosition is the wrong type, use VECTOR3\n");
239 void MeshVisual::OnSetTransform()
241 if( mImpl->mRenderer )
243 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
247 void MeshVisual::DoSetOnScene( Actor& actor )
249 actor.AddRenderer( mImpl->mRenderer );
251 // Mesh loaded and ready to display
252 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
255 void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const
258 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH );
259 map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl );
260 map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl );
261 map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath );
262 map.Insert( Toolkit::MeshVisual::Property::SHADING_MODE, mShadingMode );
263 map.Insert( Toolkit::MeshVisual::Property::USE_MIPMAPPING, mUseMipmapping );
264 map.Insert( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, mUseSoftNormals );
265 map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition );
268 void MeshVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
273 void MeshVisual::OnInitialize()
275 //Try to load the geometry from the file.
276 if( !LoadGeometry() )
278 SupplyEmptyGeometry();
282 //If a texture is used by the obj file, load the supplied material file.
283 if( mObjLoader.IsTexturePresent() && !mMaterialUrl.empty() )
285 if( !LoadMaterial() )
287 SupplyEmptyGeometry();
292 //Now that the required parts are loaded, create the geometry for the object.
293 if( !CreateGeometry() )
295 SupplyEmptyGeometry();
301 //Load the various texture files supplied by the material file.
302 if( !LoadTextures() )
304 SupplyEmptyGeometry();
308 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
309 mImpl->mRenderer.SetTextures( mTextureSet );
310 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
311 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
313 //Register transform properties
314 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
317 void MeshVisual::SupplyEmptyGeometry()
319 mGeometry = Geometry::New();
320 mShader = Shader::New( SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG );
321 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
323 DALI_LOG_ERROR( "Initialisation error in mesh visual.\n" );
326 void MeshVisual::UpdateShaderUniforms()
328 Stage stage = Stage::GetCurrent();
329 float width = stage.GetSize().width;
330 float height = stage.GetSize().height;
333 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
335 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
336 mShader.RegisterProperty( LIGHT_POSITION_NAME, mLightPosition );
337 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
340 void MeshVisual::CreateShader()
342 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
344 mShader = Shader::New( SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_VERT, SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_FRAG );
346 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING )
348 mShader = Shader::New( SHADER_MESH_VISUAL_SHADER_VERT, SHADER_MESH_VISUAL_SHADER_FRAG );
352 mShader = Shader::New( SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG );
355 UpdateShaderUniforms();
358 bool MeshVisual::CreateGeometry()
360 //Determine if we need to use a simpler shader to handle the provided data
361 if( !mUseTexture || !mObjLoader.IsDiffuseMapPresent() )
363 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING;
365 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) )
367 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING;
370 int objectProperties = 0;
372 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING ||
373 mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
375 objectProperties |= ObjLoader::TEXTURE_COORDINATES;
378 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
380 objectProperties |= ObjLoader::TANGENTS | ObjLoader::BINORMALS;
383 //Create geometry with attributes required by shader.
384 mGeometry = mObjLoader.CreateGeometry( objectProperties, mUseSoftNormals );
391 DALI_LOG_ERROR( "Failed to load geometry in mesh visual.\n" );
395 bool MeshVisual::LoadGeometry()
397 std::streampos fileSize;
398 Dali::Vector<char> fileContent;
400 if( FileLoader::ReadFile( mObjectUrl, fileSize, fileContent, FileLoader::TEXT ) )
402 mObjLoader.ClearArrays();
403 mObjLoader.LoadObject( fileContent.Begin(), fileSize );
405 //Get size information from the obj loaded
406 mSceneCenter = mObjLoader.GetCenter();
407 mSceneSize = mObjLoader.GetSize();
412 DALI_LOG_ERROR( "Failed to find object to load in mesh visual.\n" );
416 bool MeshVisual::LoadMaterial()
418 std::streampos fileSize;
419 Dali::Vector<char> fileContent;
421 if( FileLoader::ReadFile( mMaterialUrl, fileSize, fileContent, FileLoader::TEXT ) )
423 //Load data into obj (usable) form
424 mObjLoader.LoadMaterial( fileContent.Begin(), fileSize, mDiffuseTextureUrl, mNormalTextureUrl, mGlossTextureUrl );
428 DALI_LOG_ERROR( "Failed to find texture set to load in mesh visual.\n" );
433 bool MeshVisual::LoadTextures()
435 mTextureSet = TextureSet::New();
437 if( mShadingMode != Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING )
439 Sampler sampler = Sampler::New();
442 sampler.SetFilterMode( FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR_MIPMAP_LINEAR );
445 if( !mDiffuseTextureUrl.empty() )
447 std::string imageUrl = mTexturesPath + mDiffuseTextureUrl;
450 Texture diffuseTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
453 mTextureSet.SetTexture( DIFFUSE_INDEX, diffuseTexture );
454 mTextureSet.SetSampler( DIFFUSE_INDEX, sampler );
458 DALI_LOG_ERROR( "Failed to load diffuse map texture in mesh visual.\n");
463 if( !mNormalTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
465 std::string imageUrl = mTexturesPath + mNormalTextureUrl;
468 Texture normalTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
471 mTextureSet.SetTexture( NORMAL_INDEX, normalTexture );
472 mTextureSet.SetSampler( NORMAL_INDEX, sampler );
476 DALI_LOG_ERROR( "Failed to load normal map texture in mesh visual.\n");
481 if( !mGlossTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
483 std::string imageUrl = mTexturesPath + mGlossTextureUrl;
486 Texture glossTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
489 mTextureSet.SetTexture( GLOSS_INDEX, glossTexture );
490 mTextureSet.SetSampler( GLOSS_INDEX, sampler );
494 DALI_LOG_ERROR( "Failed to load gloss map texture in mesh visual.\n");
502 } // namespace Internal
504 } // namespace Toolkit