2 * Copyright (c) 2020 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 return meshVisualPtr;
107 MeshVisual::MeshVisual( VisualFactoryCache& factoryCache )
108 : Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::MESH ),
109 mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ),
111 mUseMipmapping( true ),
112 mUseSoftNormals( true )
116 MeshVisual::~MeshVisual()
120 void MeshVisual::DoSetProperties( const Property::Map& propertyMap )
122 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
124 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
125 if( keyValue.first.type == Property::Key::INDEX )
127 DoSetProperty( keyValue.first.indexKey, keyValue.second );
131 if( keyValue.first == OBJECT_URL_NAME )
133 DoSetProperty( Toolkit::MeshVisual::Property::OBJECT_URL, keyValue.second );
135 else if( keyValue.first == MATERIAL_URL_NAME )
137 DoSetProperty( Toolkit::MeshVisual::Property::MATERIAL_URL, keyValue.second );
139 else if( keyValue.first == TEXTURES_PATH_NAME )
141 DoSetProperty( Toolkit::MeshVisual::Property::TEXTURES_PATH, keyValue.second );
143 else if( keyValue.first == SHADING_MODE_NAME )
145 DoSetProperty( Toolkit::MeshVisual::Property::SHADING_MODE, keyValue.second );
147 else if( keyValue.first == USE_MIPMAPPING_NAME )
149 DoSetProperty( Toolkit::MeshVisual::Property::USE_MIPMAPPING, keyValue.second );
151 else if( keyValue.first == USE_SOFT_NORMALS_NAME )
153 DoSetProperty( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, keyValue.second );
155 else if( keyValue.first == LIGHT_POSITION_NAME )
157 DoSetProperty( Toolkit::MeshVisual::Property::LIGHT_POSITION, keyValue.second );
162 if( mMaterialUrl.empty() )
167 if( mLightPosition == Vector3::ZERO )
169 // Default behaviour is to place the light directly in front of the object,
170 // at a reasonable distance to light everything on screen.
171 Stage stage = Stage::GetCurrent();
173 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
177 void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& value )
181 case Toolkit::MeshVisual::Property::OBJECT_URL:
183 if( !value.Get( mObjectUrl ) )
185 DALI_LOG_ERROR("MeshVisual: property objectUrl is the wrong type, use STRING\n");
189 case Toolkit::MeshVisual::Property::MATERIAL_URL:
191 if( ! value.Get( mMaterialUrl ) )
193 DALI_LOG_ERROR("MeshVisual: property materialUrl is the wrong type, use STRING\n");
197 case Toolkit::MeshVisual::Property::TEXTURES_PATH:
199 if( ! value.Get( mTexturesPath ) )
201 mTexturesPath.clear();
205 case Toolkit::MeshVisual::Property::SHADING_MODE:
207 Scripting::GetEnumerationProperty( value, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode );
210 case Toolkit::MeshVisual::Property::USE_MIPMAPPING:
212 if( !value.Get( mUseMipmapping ) )
214 DALI_LOG_ERROR("MeshVisual: property useMipmapping is the wrong type, use BOOLEAN\n");
218 case Toolkit::MeshVisual::Property::USE_SOFT_NORMALS:
220 if( !value.Get( mUseSoftNormals ) )
222 DALI_LOG_ERROR("MeshVisual: property useSoftNormals is the wrong type, use BOOLEAN\n");
226 case Toolkit::MeshVisual::Property::LIGHT_POSITION:
228 if( !value.Get( mLightPosition ) )
230 mLightPosition = Vector3::ZERO;
231 DALI_LOG_ERROR("MeshVisual: property lightPosition is the wrong type, use VECTOR3\n");
238 void MeshVisual::OnSetTransform()
240 if( mImpl->mRenderer )
242 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
246 void MeshVisual::DoSetOnScene( Actor& actor )
248 InitializeRenderer();
250 actor.AddRenderer( mImpl->mRenderer );
252 // Mesh loaded and ready to display
253 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
256 void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const
259 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH );
260 map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl );
261 map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl );
262 map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath );
263 map.Insert( Toolkit::MeshVisual::Property::SHADING_MODE, mShadingMode );
264 map.Insert( Toolkit::MeshVisual::Property::USE_MIPMAPPING, mUseMipmapping );
265 map.Insert( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, mUseSoftNormals );
266 map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition );
269 void MeshVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
274 void MeshVisual::InitializeRenderer()
276 //Try to load the geometry from the file.
277 if( !LoadGeometry() )
279 SupplyEmptyGeometry();
283 //If a texture is used by the obj file, load the supplied material file.
284 if( mObjLoader.IsTexturePresent() && !mMaterialUrl.empty() )
286 if( !LoadMaterial() )
288 SupplyEmptyGeometry();
293 //Now that the required parts are loaded, create the geometry for the object.
294 if( !CreateGeometry() )
296 SupplyEmptyGeometry();
302 //Load the various texture files supplied by the material file.
303 if( !LoadTextures() )
305 SupplyEmptyGeometry();
309 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
310 mImpl->mRenderer.SetTextures( mTextureSet );
311 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
312 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
314 //Register transform properties
315 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
318 void MeshVisual::SupplyEmptyGeometry()
320 mGeometry = Geometry::New();
321 mShader = Shader::New( SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG );
322 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
324 DALI_LOG_ERROR( "Initialisation error in mesh visual.\n" );
327 void MeshVisual::UpdateShaderUniforms()
329 Stage stage = Stage::GetCurrent();
330 float width = stage.GetSize().width;
331 float height = stage.GetSize().height;
334 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
336 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
337 mShader.RegisterProperty( LIGHT_POSITION_NAME, mLightPosition );
338 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
341 void MeshVisual::CreateShader()
343 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
345 mShader = Shader::New( SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_VERT, SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_FRAG );
347 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING )
349 mShader = Shader::New( SHADER_MESH_VISUAL_SHADER_VERT, SHADER_MESH_VISUAL_SHADER_FRAG );
353 mShader = Shader::New( SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT, SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG );
356 UpdateShaderUniforms();
359 bool MeshVisual::CreateGeometry()
361 //Determine if we need to use a simpler shader to handle the provided data
362 if( !mUseTexture || !mObjLoader.IsDiffuseMapPresent() )
364 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING;
366 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) )
368 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING;
371 int objectProperties = 0;
373 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING ||
374 mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
376 objectProperties |= ObjLoader::TEXTURE_COORDINATES;
379 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
381 objectProperties |= ObjLoader::TANGENTS | ObjLoader::BINORMALS;
384 //Create geometry with attributes required by shader.
385 mGeometry = mObjLoader.CreateGeometry( objectProperties, mUseSoftNormals );
392 DALI_LOG_ERROR( "Failed to load geometry in mesh visual.\n" );
396 bool MeshVisual::LoadGeometry()
398 std::streampos fileSize;
399 Dali::Vector<char> fileContent;
401 if( FileLoader::ReadFile( mObjectUrl, fileSize, fileContent, FileLoader::TEXT ) )
403 mObjLoader.ClearArrays();
404 mObjLoader.LoadObject( fileContent.Begin(), fileSize );
406 //Get size information from the obj loaded
407 mSceneCenter = mObjLoader.GetCenter();
408 mSceneSize = mObjLoader.GetSize();
413 DALI_LOG_ERROR( "Failed to find object to load in mesh visual.\n" );
417 bool MeshVisual::LoadMaterial()
419 std::streampos fileSize;
420 Dali::Vector<char> fileContent;
422 if( FileLoader::ReadFile( mMaterialUrl, fileSize, fileContent, FileLoader::TEXT ) )
424 //Load data into obj (usable) form
425 mObjLoader.LoadMaterial( fileContent.Begin(), fileSize, mDiffuseTextureUrl, mNormalTextureUrl, mGlossTextureUrl );
429 DALI_LOG_ERROR( "Failed to find texture set to load in mesh visual.\n" );
434 bool MeshVisual::LoadTextures()
436 mTextureSet = TextureSet::New();
438 if( mShadingMode != Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING )
440 Sampler sampler = Sampler::New();
443 sampler.SetFilterMode( FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR_MIPMAP_LINEAR );
446 if( !mDiffuseTextureUrl.empty() )
448 std::string imageUrl = mTexturesPath + mDiffuseTextureUrl;
451 Texture diffuseTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
454 mTextureSet.SetTexture( DIFFUSE_INDEX, diffuseTexture );
455 mTextureSet.SetSampler( DIFFUSE_INDEX, sampler );
459 DALI_LOG_ERROR( "Failed to load diffuse map texture in mesh visual.\n");
464 if( !mNormalTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
466 std::string imageUrl = mTexturesPath + mNormalTextureUrl;
469 Texture normalTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
472 mTextureSet.SetTexture( NORMAL_INDEX, normalTexture );
473 mTextureSet.SetSampler( NORMAL_INDEX, sampler );
477 DALI_LOG_ERROR( "Failed to load normal map texture in mesh visual.\n");
482 if( !mGlossTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
484 std::string imageUrl = mTexturesPath + mGlossTextureUrl;
487 Texture glossTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
490 mTextureSet.SetTexture( GLOSS_INDEX, glossTexture );
491 mTextureSet.SetSampler( GLOSS_INDEX, sampler );
495 DALI_LOG_ERROR( "Failed to load gloss map texture in mesh visual.\n");
503 } // namespace Internal
505 } // namespace Toolkit