1 #ifndef DALI_TOOLKIT_INTERNAL_PRIMITIVE_VISUAL_H
2 #define DALI_TOOLKIT_INTERNAL_PRIMITIVE_VISUAL_H
5 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 * The geometry creation logic was based off similar methods provided by freeGLUT.
23 * Original copyright and licence information:
25 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
26 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
27 * Creation date: Fri Dec 3 1999
29 * Permission is hereby granted, free of charge, to any person obtaining a
30 * copy of this software and associated documentation files (the "Software"),
31 * to deal in the Software without restriction, including without limitation
32 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
33 * and/or sell copies of the Software, and to permit persons to whom the
34 * Software is furnished to do so, subject to the following conditions:
36 * The above copyright notice and this permission notice shall be included
37 * in all copies or substantial portions of the Software.
39 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
40 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
41 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
42 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
43 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
44 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
48 #include <dali/public-api/common/intrusive-ptr.h>
51 #include <dali-toolkit/public-api/visuals/primitive-visual-properties.h>
52 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
63 class PrimitiveVisual;
64 typedef IntrusivePtr< PrimitiveVisual > PrimitiveVisualPtr;
67 * The visual which renders a simple 3D shape to the control's quad
69 * Primitives are created with clockwise winding and back-face culling by default.
71 * The following properties are required to create a PrimitiveRender
73 * | %Property Name | Type |
74 * |-----------------|-------------|
77 * In addition, the following properties can be (optionally) supplied to modify the shape's parameters
79 * | %Property Name | Type | Shapes Affected |
80 * |-------------------|-------------|------------------------------------------|
81 * | shapeColor | VECTOR4 | all |
82 * | slices | INTEGER | sphere, cone, conical frustum, cylinder |
83 * | stacks | INTEGER | sphere |
84 * | scaleTopRadius | FLOAT | conical frustum |
85 * | scaleBottomRadius | FLOAT | cone, conical frustum |
86 * | scaleHeight | FLOAT | cone, conical frustum, cylinder |
87 * | scaleRadius | FLOAT | cylinder |
88 * | scaleDimensions | VECTOR3 | cube, octahedron, bevelled cube |
89 * | bevelPercentage | FLOAT | bevelled cube |
90 * | bevelSmoothness | FLOAT | bevelled cube |
92 * Note: slices and stacks both have an upper limit of 255.
94 * Finally, the following can be used to affect the visual's shader
96 * | %Property Name | Type | Representing |
97 * |-----------------|-------------|-----------------------------------------|
98 * | lightPosition | VECTOR3 | The position (on stage) of the light |
100 class PrimitiveVisual: public Visual::Base
105 * @brief Create a new primitive visual.
107 * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
108 * @param[in] properties A Property::Map containing settings for this visual
109 * @return A smart-pointer to the newly allocated visual.
111 static PrimitiveVisualPtr New( VisualFactoryCache& factoryCache, const Property::Map& properties );
113 public: // from Visual
116 * @copydoc Visual::Base::GetNaturalSize
118 void GetNaturalSize( Vector2& naturalSize ) override;
121 * @copydoc Visual::Base::CreatePropertyMap
123 void DoCreatePropertyMap( Property::Map& map ) const override;
126 * @copydoc Visual::Base::CreateInstancePropertyMap
128 void DoCreateInstancePropertyMap( Property::Map& map ) const override;
133 * @brief Constructor.
135 * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
137 PrimitiveVisual( VisualFactoryCache& factoryCache );
140 * @brief A reference counted object may only be deleted by calling Unreference().
142 virtual ~PrimitiveVisual();
145 * @copydoc Visual::Base::OnInitialize
147 void OnInitialize() override;
150 * @copydoc Visual::Base::DoSetProperties
152 void DoSetProperties( const Property::Map& propertyMap ) override;
155 * @copydoc Visual::Base::DoSetOnScene
157 void DoSetOnScene( Actor& actor ) override;
160 * @copydoc Visual::Base::OnSetTransform
162 void OnSetTransform() override;
166 //Simple struct to store the position and normal of a single vertex.
172 Vertex( const Vector3& position, const Vector3& normal, const Vector2& textureCoord )
173 : position( position ), normal( normal )
181 * @brief Initialize the renderer with the geometry and shader from the cache, if not available, create and save to the cache for sharing.
183 void InitializeRenderer();
186 * @brief Create a shader for the object to use.
191 * @brief Update shader related info, uniforms, etc. for the new shader.
193 void UpdateShaderUniforms();
196 * @brief Create the geometry of the given primitive type.
198 void CreateGeometry();
201 * @brief Compute the vertices and the triangles for a sphere.
202 * @param[in, out] vertices The vector of vertices.
203 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
204 * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
205 * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
207 void CreateSphere( Vector<Vertex>& vertices, Vector<unsigned short>& indices, int slices, int stacks );
210 * @brief Compute the vertices and the triangles for a conic shape.
211 * @param[in, out] vertices The vector of vertices.
212 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
213 * @param[in] scaleTopRadius The scale of the radius of the top circle, compared to the other dimensions.
214 * @param[in] scaleBottomRadius The scale of the radius of the bottom circle, compared to the other dimensions.
215 * @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
216 * @param[in] slices The number of slices as you go around the conic shape. Affects the smoothness of the surface.
218 void CreateConic( Vector<Vertex>& vertices, Vector<unsigned short>& indices, float scaleTopRadius,
219 float scaleBottomRadius, float scaleHeight, int slices );
222 * @brief Compute the vertices and the triangles for a bevelled cube.
223 * @param[in, out] vertices The vector of vertices.
224 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
225 * @Param[in] dimensions The dimensions of the object. Scales in the same fashion as a 9-patch image.
226 * @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
227 * @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
229 void CreateBevelledCube( Vector<Vertex>& vertices, Vector<unsigned short>& indices, Vector3 dimensions,
230 float bevelPercentage, float bevelSmoothness );
233 * @brief Computes look-up tables for sin and cos, over angle divisions of (2 * Pi) / divisions
234 * @param[in, out] sinTable The table of sin values.
235 * @param[in, out] cosTable The table of cos values.
236 * @param[in] divisions Determines the angle coverage of the table. E.g divisions of '4' will have the sin values 0 = sin(0), 1 = sin(Pi/2), 2 = sin(Pi), 3 = sin(3Pi/2)
237 * @Param[in] halfCircle If true, go from 0 to Pi instead of 0 to 2Pi.
239 void ComputeCircleTables( Vector<float>& sinTable, Vector<float>& cosTable, int divisions, bool halfCircle );
242 * @brief Compute the vertices for a sphere.
243 * @param[in, out] vertices The vector of vertices.
244 * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
245 * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
247 void ComputeSphereVertices( Vector<Vertex>& vertices, int slices, int stacks );
250 * @brief Compute the triangles for a sphere.
251 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
252 * @param[in] slices The number of slices as you go around the sphere. Affects the smoothness of the surface.
253 * @param[in] stacks The number of stacks as you go down the sphere. Affects the smoothness of the surface.
255 void FormSphereTriangles( Vector<unsigned short>& indices, int slices, int stacks );
258 * @brief Compute the vertices for a conical.
259 * @param[in, out] vertices The vector of vertices.
260 * @param[in] scaleTopRadius The scale of the radius of the top circle, compared to the other dimensions.
261 * @param[in] scaleBottomRadius The scale of the radius of the bottom circle, compared to the other dimensions.
262 * @param[in] scaleHeight The scale of the height of the object, compared to the other dimensions.
263 * @param[in] slices The number of slices as you go around the conical. Affects the smoothness of the surface.
265 void ComputeConicVertices( Vector<Vertex>& vertices, float scaleTopRadius, float scaleBottomRadius,
266 float scaleHeight, int slices );
269 * @brief Compute the triangles for a conic.
270 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
271 * @param[in] coneTop True if the top circle has a radius of zero, i.e. the object is a complete cone.
272 * @param[in] coneBottom True if the bottom circle has a radius of zero, i.e. the object is an inverted complete cone.
273 * @param[in] slices The number of slices as you go around the conic. Affects the smoothness of the surface.
275 void FormConicTriangles( Vector<unsigned short>& indices, float scaleTopRadius, float scaleBottomRadius,
279 * @brief Compute the vertices for a cube.
280 * @param[in, out] vertices The vector of vertices.
281 * @Param[in] dimensions The dimensions of the object.
283 void ComputeCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions );
286 * @brief Compute the triangles for a cube.
287 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
289 void FormCubeTriangles( Vector<unsigned short>& indices );
292 * @brief Compute the vertices for an octahedron (maximumly bevelled cube).
293 * @param[in, out] vertices The vector of vertices.
294 * @Param[in] dimensions The dimensions of the object.
295 * @Param[in] smoothness Defines how rounded the edges appear under lighting. Between 0.0 and 1.0.
297 void ComputeOctahedronVertices( Vector<Vertex>& vertices, Vector3 dimensions, float smoothness );
300 * @brief Compute the triangles for an octahedron.
301 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
303 void FormOctahedronTriangles( Vector<unsigned short>& indices );
306 * @brief Compute the vertices for a bevelled cube.
307 * @param[in, out] vertices The vector of vertices.
308 * @Param[in] dimensions The dimensions of the object. Scales in the same fashion as a 9-patch image.
309 * @param[in] bevelPercentage The ratio of the outer face widths to the cube's width. Between 0.0 and 1.0.
310 * @param[in] bevelSmoothness The smoothness of the bevelled edges. Between 0.0 and 1.0.
312 void ComputeBevelledCubeVertices( Vector<Vertex>& vertices, Vector3 dimensions, float bevelPercentage,
313 float bevelSmoothness );
316 * @brief Compute the triangles for a bevelled cube.
317 * @param[in, out] indices The vector of triangles, consisting of groups of three vertex indices.
319 void FormBevelledCubeTriangles( Vector<unsigned short>& indices );
324 PrimitiveVisual( const PrimitiveVisual& PrimitiveVisual );
327 PrimitiveVisual& operator=( const PrimitiveVisual& PrimitiveVisual );
333 Vector3 mObjectDimensions; //Dimensions of shape, scaled to be between 0.0 and 1.0.
335 Vector3 mSceneCenter;
339 Vector3 mLightPosition;
342 Vector3 mScaleDimensions; ///< Scale of dimensions of bevelled cube and sub-shapes.
343 float mScaleTopRadius; ///< Scale of radius of top circle, to use when creating certain objects.
344 float mScaleBottomRadius; ///< Scale of radius of bottom circle, to use when creating certain objects.
345 float mScaleHeight; ///< Scale of height, to use when creating certain objects.
346 float mScaleRadius; ///< Scale of radius, to use when creating certain objects.
347 float mBevelPercentage; ///< Used to determine bevel amount when creating certain objects.
348 float mBevelSmoothness; ///< Used to determine the smoothness of bevelled edges.
349 int mSlices; ///< Number of slices to use when creating certain objects.
350 int mStacks; ///< Number of stacks to use when creating certain objects.
352 Toolkit::PrimitiveVisual::Shape::Type mPrimitiveType; //Shape to render, as enum.
355 } // namespace Internal
357 } // namespace Toolkit
361 #endif /* DALI_TOOLKIT_INTERNAL_PRIMITIVE_VISUAL_H */