2 * Copyright (c) 2016 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/bitmap-loader.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/devel-api/visuals/visual-properties-devel.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 )
49 Dali::BitmapLoader loader = Dali::BitmapLoader::New( imageUrl );
51 PixelData pixelData = loader.GetPixelData();
54 texture = Texture::New( TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(), pixelData.GetHeight() );
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 vec4 mixColor;\n
168 uniform lowp float preMultipliedAlpha;\n
170 lowp vec4 visualMixColor()\n
172 return vec4( mixColor.rgb * mix( 1.0, mixColor.a, preMultipliedAlpha ), mixColor.a );\n
176 gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * visualMixColor();\n
180 //Diffuse and specular illumination shader with albedo texture. Texture is index 0.
181 const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
182 attribute highp vec3 aPosition;\n
183 attribute highp vec2 aTexCoord;\n
184 attribute highp vec3 aNormal;\n
185 varying mediump vec2 vTexCoord;\n
186 varying mediump vec3 vIllumination;\n
187 varying mediump float vSpecular;\n
188 uniform mediump vec3 uSize;\n
189 uniform mediump mat4 uMvpMatrix;\n
190 uniform mediump mat4 uModelView;
191 uniform mediump mat4 uViewMatrix;\n
192 uniform mediump mat3 uNormalMatrix;
193 uniform mediump mat4 uObjectMatrix;\n
194 uniform mediump vec3 lightPosition;\n
195 uniform mediump vec2 uStageOffset;\n
197 //Visual size and offset
198 uniform mediump vec2 offset;\n
199 uniform mediump vec2 size;\n
200 uniform mediump vec4 offsetSizeMode;\n
201 uniform mediump vec2 origin;\n
202 uniform mediump vec2 anchorPoint;\n
204 vec4 ComputeVertexPosition()\n
206 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
207 float scaleFactor = min( visualSize.x, visualSize.y );\n
208 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
209 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
210 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
211 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
216 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
217 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
218 vertexPosition = uMvpMatrix * vertexPosition;\n
220 //Illumination in Model-View space - Transform attributes and uniforms\n
221 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
222 vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );\n
224 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
225 mvLightPosition = uViewMatrix * mvLightPosition;\n
226 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
228 vec3 viewDirection = normalize( -mvVertexPosition.xyz );
230 float lightDiffuse = dot( vectorToLight, normal );\n
231 lightDiffuse = max( 0.0,lightDiffuse );\n
232 vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
234 vec3 reflectDirection = reflect( -vectorToLight, normal );
235 vSpecular = pow( max( dot( reflectDirection, viewDirection ), 0.0 ), 4.0 );
237 vTexCoord = aTexCoord;\n
238 gl_Position = vertexPosition;\n
242 //Fragment shader corresponding to the diffuse and specular illumination shader with albedo texture
243 const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
244 precision mediump float;\n
245 varying mediump vec2 vTexCoord;\n
246 varying mediump vec3 vIllumination;\n
247 varying mediump float vSpecular;\n
248 uniform sampler2D sDiffuse;\n
249 uniform lowp vec4 uColor;\n
250 uniform lowp vec4 mixColor;\n
251 uniform lowp float preMultipliedAlpha;\n
253 lowp vec4 visualMixColor()\n
255 return vec4( mixColor.rgb * mix( 1.0, mixColor.a, preMultipliedAlpha ), mixColor.a );\n
259 vec4 texture = texture2D( sDiffuse, vTexCoord );\n
260 vec4 visualMixColor = visualMixColor();\n
261 gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb * visualMixColor.rgb + vSpecular * 0.3, texture.a * uColor.a * visualMixColor.a );\n
265 //Diffuse and specular illumination shader with albedo texture, normal map and gloss map shader.
266 //Diffuse (albedo) texture is index 0, normal is 1, gloss is 2. They must be declared in this order.
267 const char* NORMAL_MAP_VERTEX_SHADER = DALI_COMPOSE_SHADER(
268 attribute highp vec3 aPosition;\n
269 attribute highp vec2 aTexCoord;\n
270 attribute highp vec3 aNormal;\n
271 attribute highp vec3 aTangent;\n
272 attribute highp vec3 aBiNormal;\n
273 varying mediump vec2 vTexCoord;\n
274 varying mediump vec3 vLightDirection;\n
275 varying mediump vec3 vHalfVector;\n
276 uniform mediump vec3 uSize;\n
277 uniform mediump mat4 uMvpMatrix;\n
278 uniform mediump mat4 uModelView;
279 uniform mediump mat4 uViewMatrix;\n
280 uniform mediump mat3 uNormalMatrix;
281 uniform mediump mat4 uObjectMatrix;\n
282 uniform mediump vec3 lightPosition;\n
283 uniform mediump vec2 uStageOffset;\n
285 //Visual size and offset
286 uniform mediump vec2 offset;\n
287 uniform mediump vec2 size;\n
288 uniform mediump vec4 offsetSizeMode;\n
289 uniform mediump vec2 origin;\n
290 uniform mediump vec2 anchorPoint;\n
292 vec4 ComputeVertexPosition()\n
294 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
295 float scaleFactor = min( visualSize.x, visualSize.y );\n
296 vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
297 vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
298 vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
299 return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
304 vec4 normalisedVertexPosition = ComputeVertexPosition();\n
305 vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
306 vertexPosition = uMvpMatrix * vertexPosition;\n
308 vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
310 vec3 tangent = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aTangent );
311 vec3 binormal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aBiNormal );
312 vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );
314 vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
315 mvLightPosition = uViewMatrix * mvLightPosition;\n
316 vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
317 vLightDirection.x = dot( vectorToLight, tangent );
318 vLightDirection.y = dot( vectorToLight, binormal );
319 vLightDirection.z = dot( vectorToLight, normal );
321 vec3 viewDirection = normalize( -mvVertexPosition.xyz );
322 vec3 halfVector = normalize( viewDirection + vectorToLight );
323 vHalfVector.x = dot( halfVector, tangent );
324 vHalfVector.y = dot( halfVector, binormal );
325 vHalfVector.z = dot( halfVector, normal );
327 vTexCoord = aTexCoord;\n
328 gl_Position = vertexPosition;\n
332 //Fragment shader corresponding to the shader that uses all textures (diffuse, normal and gloss maps)
333 const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
334 precision mediump float;\n
335 varying mediump vec2 vTexCoord;\n
336 varying mediump vec3 vLightDirection;\n
337 varying mediump vec3 vHalfVector;\n
338 uniform sampler2D sDiffuse;\n
339 uniform sampler2D sNormal;\n
340 uniform sampler2D sGloss;\n
341 uniform lowp vec4 uColor;\n
342 uniform lowp vec4 mixColor;\n
343 uniform lowp float preMultipliedAlpha;\n
345 lowp vec4 visualMixColor()\n
347 return vec4( mixColor.rgb * mix( 1.0, mixColor.a, preMultipliedAlpha ), mixColor.a );\n
351 vec4 texture = texture2D( sDiffuse, vTexCoord );\n
352 vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n
353 vec4 glossMap = texture2D( sGloss, vTexCoord );\n
354 vec4 visualMixColor = visualMixColor();\n
356 float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n
357 lightDiffuse = lightDiffuse * 0.5 + 0.5;\n
359 float shininess = pow ( max ( dot ( normalize( vHalfVector ), normal ), 0.0 ), 16.0 ) ;
361 gl_FragColor = vec4( texture.rgb * uColor.rgb * visualMixColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a * visualMixColor.a );\n
365 } // unnamed namespace
367 MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
369 MeshVisualPtr meshVisualPtr( new MeshVisual( factoryCache ) );
370 meshVisualPtr->SetProperties( properties );
371 return meshVisualPtr;
374 MeshVisual::MeshVisual( VisualFactoryCache& factoryCache )
375 : Visual::Base( factoryCache ),
376 mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ),
378 mUseMipmapping( true ),
379 mUseSoftNormals( true )
383 MeshVisual::~MeshVisual()
387 void MeshVisual::DoSetProperties( const Property::Map& propertyMap )
389 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
391 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
392 if( keyValue.first.type == Property::Key::INDEX )
394 DoSetProperty( keyValue.first.indexKey, keyValue.second );
398 if( keyValue.first == OBJECT_URL_NAME )
400 DoSetProperty( Toolkit::MeshVisual::Property::OBJECT_URL, keyValue.second );
402 else if( keyValue.first == MATERIAL_URL_NAME )
404 DoSetProperty( Toolkit::MeshVisual::Property::MATERIAL_URL, keyValue.second );
406 else if( keyValue.first == TEXTURES_PATH_NAME )
408 DoSetProperty( Toolkit::MeshVisual::Property::TEXTURES_PATH, keyValue.second );
410 else if( keyValue.first == SHADING_MODE_NAME )
412 DoSetProperty( Toolkit::MeshVisual::Property::SHADING_MODE, keyValue.second );
414 else if( keyValue.first == USE_MIPMAPPING_NAME )
416 DoSetProperty( Toolkit::MeshVisual::Property::USE_MIPMAPPING, keyValue.second );
418 else if( keyValue.first == USE_SOFT_NORMALS_NAME )
420 DoSetProperty( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, keyValue.second );
422 else if( keyValue.first == LIGHT_POSITION_NAME )
424 DoSetProperty( Toolkit::MeshVisual::Property::LIGHT_POSITION, keyValue.second );
429 if( mMaterialUrl.empty() )
434 if( mLightPosition == Vector3::ZERO )
436 // Default behaviour is to place the light directly in front of the object,
437 // at a reasonable distance to light everything on screen.
438 Stage stage = Stage::GetCurrent();
440 mLightPosition = Vector3( stage.GetSize().width / 2, stage.GetSize().height / 2, stage.GetSize().width * 5 );
444 void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& value )
448 case Toolkit::MeshVisual::Property::OBJECT_URL:
450 if( !value.Get( mObjectUrl ) )
452 DALI_LOG_ERROR("MeshVisual: property objectUrl is the wrong type, use STRING\n");
456 case Toolkit::MeshVisual::Property::MATERIAL_URL:
458 if( ! value.Get( mMaterialUrl ) )
460 DALI_LOG_ERROR("MeshVisual: property materialUrl is the wrong type, use STRING\n");
464 case Toolkit::MeshVisual::Property::TEXTURES_PATH:
466 if( ! value.Get( mTexturesPath ) )
468 mTexturesPath.clear();
472 case Toolkit::MeshVisual::Property::SHADING_MODE:
474 Scripting::GetEnumerationProperty( value, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode );
477 case Toolkit::MeshVisual::Property::USE_MIPMAPPING:
479 if( !value.Get( mUseMipmapping ) )
481 DALI_LOG_ERROR("MeshVisual: property useMipmapping is the wrong type, use BOOLEAN\n");
485 case Toolkit::MeshVisual::Property::USE_SOFT_NORMALS:
487 if( !value.Get( mUseSoftNormals ) )
489 DALI_LOG_ERROR("MeshVisual: property useSoftNormals is the wrong type, use BOOLEAN\n");
493 case Toolkit::MeshVisual::Property::LIGHT_POSITION:
495 if( !value.Get( mLightPosition ) )
497 mLightPosition = Vector3::ZERO;
498 DALI_LOG_ERROR("MeshVisual: property lightPosition is the wrong type, use VECTOR3\n");
505 void MeshVisual::OnSetTransform()
507 if( mImpl->mRenderer )
509 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
513 void MeshVisual::DoSetOnStage( Actor& actor )
515 InitializeRenderer();
517 actor.AddRenderer( mImpl->mRenderer );
520 void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const
523 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::MESH );
524 map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl );
525 map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl );
526 map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath );
527 map.Insert( Toolkit::MeshVisual::Property::SHADING_MODE, mShadingMode );
528 map.Insert( Toolkit::MeshVisual::Property::USE_MIPMAPPING, mUseMipmapping );
529 map.Insert( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, mUseSoftNormals );
530 map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition );
533 void MeshVisual::InitializeRenderer()
535 //Try to load the geometry from the file.
536 if( !LoadGeometry() )
538 SupplyEmptyGeometry();
542 //If a texture is used by the obj file, load the supplied material file.
543 if( mObjLoader.IsTexturePresent() && !mMaterialUrl.empty() )
545 if( !LoadMaterial() )
547 SupplyEmptyGeometry();
552 //Now that the required parts are loaded, create the geometry for the object.
553 if( !CreateGeometry() )
555 SupplyEmptyGeometry();
561 //Load the various texture files supplied by the material file.
562 if( !LoadTextures() )
564 SupplyEmptyGeometry();
568 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
569 mImpl->mRenderer.SetTextures( mTextureSet );
570 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
571 mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
573 //Register transform properties
574 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
577 void MeshVisual::SupplyEmptyGeometry()
579 mGeometry = Geometry::New();
580 mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
581 mImpl->mRenderer = Renderer::New( mGeometry, mShader );
583 DALI_LOG_ERROR( "Initialisation error in mesh visual.\n" );
586 void MeshVisual::UpdateShaderUniforms()
588 Stage stage = Stage::GetCurrent();
589 float width = stage.GetSize().width;
590 float height = stage.GetSize().height;
593 scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) );
595 mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
596 mShader.RegisterProperty( LIGHT_POSITION_NAME, mLightPosition );
597 mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
600 void MeshVisual::CreateShader()
602 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
604 mShader = Shader::New( NORMAL_MAP_VERTEX_SHADER, NORMAL_MAP_FRAGMENT_SHADER );
606 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING )
608 mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
612 mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
615 UpdateShaderUniforms();
618 bool MeshVisual::CreateGeometry()
620 //Determine if we need to use a simpler shader to handle the provided data
621 if( !mUseTexture || !mObjLoader.IsDiffuseMapPresent() )
623 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING;
625 else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) )
627 mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING;
630 int objectProperties = 0;
632 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING ||
633 mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
635 objectProperties |= ObjLoader::TEXTURE_COORDINATES;
638 if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING )
640 objectProperties |= ObjLoader::TANGENTS | ObjLoader::BINORMALS;
643 //Create geometry with attributes required by shader.
644 mGeometry = mObjLoader.CreateGeometry( objectProperties, mUseSoftNormals );
651 DALI_LOG_ERROR( "Failed to load geometry in mesh visual.\n" );
655 bool MeshVisual::LoadGeometry()
657 std::streampos fileSize;
658 Dali::Vector<char> fileContent;
660 if( FileLoader::ReadFile( mObjectUrl, fileSize, fileContent, FileLoader::TEXT ) )
662 mObjLoader.ClearArrays();
663 mObjLoader.LoadObject( fileContent.Begin(), fileSize );
665 //Get size information from the obj loaded
666 mSceneCenter = mObjLoader.GetCenter();
667 mSceneSize = mObjLoader.GetSize();
672 DALI_LOG_ERROR( "Failed to find object to load in mesh visual.\n" );
676 bool MeshVisual::LoadMaterial()
678 std::streampos fileSize;
679 Dali::Vector<char> fileContent;
681 if( FileLoader::ReadFile( mMaterialUrl, fileSize, fileContent, FileLoader::TEXT ) )
683 //Load data into obj (usable) form
684 mObjLoader.LoadMaterial( fileContent.Begin(), fileSize, mDiffuseTextureUrl, mNormalTextureUrl, mGlossTextureUrl );
688 DALI_LOG_ERROR( "Failed to find texture set to load in mesh visual.\n" );
693 bool MeshVisual::LoadTextures()
695 mTextureSet = TextureSet::New();
697 if( mShadingMode != Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING )
699 Sampler sampler = Sampler::New();
702 sampler.SetFilterMode( FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR_MIPMAP_LINEAR );
705 if( !mDiffuseTextureUrl.empty() )
707 std::string imageUrl = mTexturesPath + mDiffuseTextureUrl;
710 Texture diffuseTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
713 mTextureSet.SetTexture( DIFFUSE_INDEX, diffuseTexture );
714 mTextureSet.SetSampler( DIFFUSE_INDEX, sampler );
718 DALI_LOG_ERROR( "Failed to load diffuse map texture in mesh visual.\n");
723 if( !mNormalTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
725 std::string imageUrl = mTexturesPath + mNormalTextureUrl;
728 Texture normalTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
731 mTextureSet.SetTexture( NORMAL_INDEX, normalTexture );
732 mTextureSet.SetSampler( NORMAL_INDEX, sampler );
736 DALI_LOG_ERROR( "Failed to load normal map texture in mesh visual.\n");
741 if( !mGlossTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) )
743 std::string imageUrl = mTexturesPath + mGlossTextureUrl;
746 Texture glossTexture = LoadTexture( imageUrl.c_str(), mUseMipmapping );
749 mTextureSet.SetTexture( GLOSS_INDEX, glossTexture );
750 mTextureSet.SetSampler( GLOSS_INDEX, sampler );
754 DALI_LOG_ERROR( "Failed to load gloss map texture in mesh visual.\n");
762 } // namespace Internal
764 } // namespace Toolkit