/*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <string_view>
// INTERNAL INCLUDES
+#include <dali-scene3d/internal/common/image-resource-loader.h>
#include <dali-scene3d/internal/controls/model/model-impl.h>
#include <dali-scene3d/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-scene3d/internal/light/light-impl.h>
// Setup properties, signals and actions using the type-registry.
DALI_TYPE_REGISTRATION_BEGIN(Scene3D::SceneView, Toolkit::Control, Create);
+
+DALI_PROPERTY_REGISTRATION(Scene3D, SceneView, "AlphaMaskUrl", STRING, ALPHA_MASK_URL)
+DALI_PROPERTY_REGISTRATION(Scene3D, SceneView, "MaskContentScale", FLOAT, MASK_CONTENT_SCALE)
+DALI_PROPERTY_REGISTRATION(Scene3D, SceneView, "CropToMask", BOOLEAN, CROP_TO_MASK)
DALI_TYPE_REGISTRATION_END()
Property::Index RENDERING_BUFFER = Dali::Toolkit::Control::CONTROL_PROPERTY_END_INDEX + 1;
constexpr int32_t INVALID_INDEX = -1;
constexpr uint32_t MAXIMUM_SIZE_SHADOW_MAP = 2048;
+constexpr int32_t SCENE_ORDER_INDEX = 100;
+constexpr int32_t SHADOW_ORDER_INDEX = 99;
+
static constexpr std::string_view SKYBOX_INTENSITY_STRING = "uIntensity";
+static constexpr std::string_view Y_FLIP_MASK_TEXTURE = "uYFlipMaskTexture";
+static constexpr float FLIP_MASK_TEXTURE = 1.0f;
Dali::Actor CreateSkybox()
{
skyboxGeometry.AddVertexBuffer(vertexBuffer);
skyboxGeometry.SetType(Geometry::TRIANGLES);
- Dali::Shader shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
+ Dali::Shader shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data(), Shader::Hint::NONE, "SCENE3D_SKYBOX_CUBE");
Dali::Renderer skyboxRenderer;
skyboxRenderer = Renderer::New(skyboxGeometry, shaderSkybox);
skyboxRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 2.0f);
void SetShadowLightConstraint(Dali::CameraActor selectedCamera, Dali::CameraActor shadowLightCamera)
{
shadowLightCamera.SetProperty(Dali::CameraActor::Property::ASPECT_RATIO, 1.0f);
-
shadowLightCamera.SetProperty(Dali::DevelCameraActor::Property::ORTHOGRAPHIC_SIZE, 1.0f);
shadowLightCamera.SetProperty(Dali::CameraActor::Property::NEAR_PLANE_DISTANCE, 0.5f);
shadowLightCamera.SetProperty(Dali::CameraActor::Property::FAR_PLANE_DISTANCE, 3.5f);
//< Make constraint for above properties.
shadowLightCamera.RemoveConstraints();
- // Compute View Matrix of ShadowLightCamera
- // Input : ShadowLightCamera's world position, world orientation
- auto tempViewMatrixIndex = shadowLightCamera.RegisterProperty("tempViewMatrix", Matrix::IDENTITY);
- Constraint viewMatrixConstraint = Constraint::New<Matrix>(shadowLightCamera, tempViewMatrixIndex, [](Matrix& output, const PropertyInputContainer& inputs)
- {
- output = inputs[0]->GetMatrix();
- output.Invert(); });
- viewMatrixConstraint.AddSource(Source{shadowLightCamera, Dali::Actor::Property::WORLD_MATRIX});
- viewMatrixConstraint.ApplyPost();
-
- // Compute Orthographic Size / Near / Far and store it to "TempCameraProperty" property that is a Vector3 property
- auto tempProjectionMatrixIndex = shadowLightCamera.RegisterProperty("tempProjectionMatrix", Matrix::IDENTITY);
- Constraint projectionMatrixConstraint = Constraint::New<Matrix>(shadowLightCamera, tempProjectionMatrixIndex, [](Matrix& output, const PropertyInputContainer& inputs)
- {
- Matrix worldMatrix = inputs[0]->GetMatrix();
- float tangentFov_2 = tanf(inputs[4]->GetFloat());
- float nearDistance = inputs[5]->GetFloat();
- float farDistance = inputs[6]->GetFloat();
- float aspectRatio = inputs[7]->GetFloat();
- float nearY = 0.0f;
- float nearX = 0.0f;
- float farY = 0.0f;
- float farX = 0.0f;
- if(inputs[1]->GetInteger() == Dali::Camera::ProjectionMode::PERSPECTIVE_PROJECTION)
- {
- if(inputs[2]->GetInteger() == Dali::DevelCameraActor::ProjectionDirection::VERTICAL)
- {
- nearY = tangentFov_2 * nearDistance;
- nearX = nearY * aspectRatio;
- farY = tangentFov_2 * farDistance;
- farX = farY * aspectRatio;
- }
- else
- {
- nearX = tangentFov_2 * nearDistance;
- nearY = nearX / aspectRatio;
- farX = tangentFov_2 * farDistance;
- farY = farX / aspectRatio;
- }
- }
- else
- {
- if(inputs[2]->GetInteger() == Dali::DevelCameraActor::ProjectionDirection::VERTICAL)
- {
- nearY = inputs[3]->GetFloat();
- nearX = nearY * aspectRatio;
- }
- else
- {
- nearX = inputs[3]->GetFloat();
- nearY = nearX / aspectRatio;
- }
- farX = nearX;
- farY = nearY;
- }
-
- std::vector<Vector4> points;
- points.push_back(Vector4(nearX, nearY, nearDistance, 1.0f));
- points.push_back(Vector4(-nearX, nearY, nearDistance, 1.0f));
- points.push_back(Vector4(-nearX, -nearY, nearDistance, 1.0f));
- points.push_back(Vector4(nearX, -nearY, nearDistance, 1.0f));
- points.push_back(Vector4(farX, farY, farDistance, 1.0f));
- points.push_back(Vector4(-farX, farY, farDistance, 1.0f));
- points.push_back(Vector4(-farX, -farY, farDistance, 1.0f));
- points.push_back(Vector4(farX, -farY, farDistance, 1.0f));
-
- Vector3 areaMin = Vector3::ONE * MAXFLOAT, areaMax = Vector3::ONE * -MAXFLOAT;
- for(auto&& point : points)
- {
- Vector4 pointW = worldMatrix * point;
- Vector4 pointV = inputs[8]->GetMatrix() * pointW;
- areaMin.x = std::min(areaMin.x, pointV.x);
- areaMin.y = std::min(areaMin.y, pointV.y);
- areaMin.z = std::min(areaMin.z, pointV.z);
- areaMax.x = std::max(areaMax.x, pointV.x);
- areaMax.y = std::max(areaMax.y, pointV.y);
- areaMax.z = std::max(areaMax.z, pointV.z);
- }
-
- Vector2 center = Vector2(areaMax + areaMin) / 2.0f;
- float delta = std::max(std::abs(areaMax.x - areaMin.x), std::abs(areaMax.y - areaMin.y));
- float delta_2 = delta * 0.5f;
- Vector2 squareAreaMin = center - Vector2::ONE * delta_2;
- Vector2 squareAreaMax = center + Vector2::ONE * delta_2;
- float deltaZ = areaMax.z - areaMin.z;
-
- float right = -squareAreaMin.x;
- float left = -squareAreaMax.x;
- float top = squareAreaMin.y;
- float bottom = squareAreaMax.y;
- float near = areaMin.z;
- float far = areaMax.z;
-
- float* projMatrix = output.AsFloat();
-
- projMatrix[0] = -2.0f / delta;
- projMatrix[1] = 0.0f;
- projMatrix[2] = 0.0f;
- projMatrix[3] = 0.0f;
-
- projMatrix[4] = 0.0f;
- projMatrix[5] = -2.0f / delta;
- projMatrix[6] = 0.0f;
- projMatrix[7] = 0.0f;
-
- projMatrix[8] = 0.0f;
- projMatrix[9] = 0.0f;
- projMatrix[10] = 2.0f / deltaZ;
- projMatrix[11] = 0.0f;
-
- projMatrix[12] = -(right + left) / delta;
- projMatrix[13] = -(top + bottom) / delta;
- projMatrix[14] = -(near + far) / deltaZ;
- projMatrix[15] = 1.0f; });
+ // Compute ViewProjectionMatrix and store it to "tempViewProjectionMatrix" property
+ auto tempViewProjectionMatrixIndex = shadowLightCamera.RegisterProperty("tempViewProjectionMatrix", Matrix::IDENTITY);
+ Constraint projectionMatrixConstraint = Constraint::New<Matrix>(shadowLightCamera, tempViewProjectionMatrixIndex, [](Matrix& output, const PropertyInputContainer& inputs) {
+ Matrix worldMatrix = inputs[0]->GetMatrix();
+ float tangentFov_2 = tanf(inputs[4]->GetFloat());
+ float nearDistance = inputs[5]->GetFloat();
+ float farDistance = inputs[6]->GetFloat();
+ float aspectRatio = inputs[7]->GetFloat();
+ float nearY = 0.0f;
+ float nearX = 0.0f;
+ float farY = 0.0f;
+ float farX = 0.0f;
+ if(inputs[1]->GetInteger() == Dali::Camera::ProjectionMode::PERSPECTIVE_PROJECTION)
+ {
+ if(inputs[2]->GetInteger() == Dali::DevelCameraActor::ProjectionDirection::VERTICAL)
+ {
+ nearY = tangentFov_2 * nearDistance;
+ nearX = nearY * aspectRatio;
+ farY = tangentFov_2 * farDistance;
+ farX = farY * aspectRatio;
+ }
+ else
+ {
+ nearX = tangentFov_2 * nearDistance;
+ nearY = nearX / aspectRatio;
+ farX = tangentFov_2 * farDistance;
+ farY = farX / aspectRatio;
+ }
+ }
+ else
+ {
+ if(inputs[2]->GetInteger() == Dali::DevelCameraActor::ProjectionDirection::VERTICAL)
+ {
+ nearY = inputs[3]->GetFloat();
+ nearX = nearY * aspectRatio;
+ }
+ else
+ {
+ nearX = inputs[3]->GetFloat();
+ nearY = nearX / aspectRatio;
+ }
+ farX = nearX;
+ farY = nearY;
+ }
+
+ std::vector<Vector4> points;
+ points.push_back(Vector4(nearX, nearY, nearDistance, 1.0f));
+ points.push_back(Vector4(-nearX, nearY, nearDistance, 1.0f));
+ points.push_back(Vector4(-nearX, -nearY, nearDistance, 1.0f));
+ points.push_back(Vector4(nearX, -nearY, nearDistance, 1.0f));
+ points.push_back(Vector4(farX, farY, farDistance, 1.0f));
+ points.push_back(Vector4(-farX, farY, farDistance, 1.0f));
+ points.push_back(Vector4(-farX, -farY, farDistance, 1.0f));
+ points.push_back(Vector4(farX, -farY, farDistance, 1.0f));
+
+ Matrix shadowCameraWorldMatrix = inputs[8]->GetMatrix();
+ Vector4 worldCenter;
+ for(auto&& point : points)
+ {
+ point = worldMatrix * point;
+ worldCenter += point;
+ }
+ worldCenter /= 8.0f;
+ shadowCameraWorldMatrix.SetTranslation(Vector3(worldCenter));
+ Matrix shadowCameraViewMatrix = shadowCameraWorldMatrix;
+ shadowCameraViewMatrix.Invert();
+
+ Vector3 areaMin = Vector3::ONE * MAXFLOAT, areaMax = Vector3::ONE * -MAXFLOAT;
+ for(auto&& point : points)
+ {
+ Vector4 pointV = shadowCameraViewMatrix * point;
+ areaMin.x = std::min(areaMin.x, pointV.x);
+ areaMin.y = std::min(areaMin.y, pointV.y);
+ areaMin.z = std::min(areaMin.z, pointV.z);
+ areaMax.x = std::max(areaMax.x, pointV.x);
+ areaMax.y = std::max(areaMax.y, pointV.y);
+ areaMax.z = std::max(areaMax.z, pointV.z);
+ }
+
+ Vector2 center = Vector2(areaMax + areaMin) * 0.5;
+ float delta = std::max(std::abs(areaMax.x - areaMin.x), std::abs(areaMax.y - areaMin.y));
+ float delta_2 = delta * 0.5f;
+ Vector2 squareAreaMin = center - Vector2::ONE * delta_2;
+ Vector2 squareAreaMax = center + Vector2::ONE * delta_2;
+ float deltaZ = areaMax.z - areaMin.z;
+
+ float right = -squareAreaMin.x;
+ float left = -squareAreaMax.x;
+ float top = squareAreaMin.y;
+ float bottom = squareAreaMax.y;
+ float near = areaMin.z;
+ float far = areaMax.z;
+
+ float* projMatrix = output.AsFloat();
+
+ projMatrix[0] = -2.0f / delta;
+ projMatrix[1] = 0.0f;
+ projMatrix[2] = 0.0f;
+ projMatrix[3] = 0.0f;
+
+ projMatrix[4] = 0.0f;
+ projMatrix[5] = -2.0f / delta;
+ projMatrix[6] = 0.0f;
+ projMatrix[7] = 0.0f;
+
+ projMatrix[8] = 0.0f;
+ projMatrix[9] = 0.0f;
+ projMatrix[10] = 2.0f / deltaZ;
+ projMatrix[11] = 0.0f;
+
+ projMatrix[12] = -(right + left) / delta;
+ projMatrix[13] = -(top + bottom) / delta;
+ projMatrix[14] = -(near + far) / deltaZ;
+ projMatrix[15] = 1.0f;
+
+ output = output * shadowCameraViewMatrix;
+ });
projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::Actor::Property::WORLD_MATRIX});
projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::PROJECTION_MODE});
projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::DevelCameraActor::Property::PROJECTION_DIRECTION});
projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::NEAR_PLANE_DISTANCE});
projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::FAR_PLANE_DISTANCE});
projectionMatrixConstraint.AddSource(Source{selectedCamera, Dali::CameraActor::Property::ASPECT_RATIO});
- projectionMatrixConstraint.AddSource(Source{shadowLightCamera, tempViewMatrixIndex});
+ projectionMatrixConstraint.AddSource(Source{shadowLightCamera, Dali::Actor::Property::WORLD_MATRIX});
projectionMatrixConstraint.ApplyPost();
}
mSkybox(),
mSkyboxOrientation(Quaternion()),
mSkyboxIntensity(1.0f),
+ mLightObservers(),
mShaderManager(new Scene3D::Loader::ShaderManager())
{
}
Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
mSkyboxLoadTask.Reset();
}
+
+ // Request image resource GC
+ Dali::Scene3D::Internal::ImageResourceLoader::RequestGarbageCollect();
}
}
if(item)
{
item->NotifyImageBasedLightTexture(mDiffuseTexture, mSpecularTexture, mIblScaleFactor, mSpecularMipmapLevels);
- mItems.push_back(item);
+ item->NotifyShadowMapTexture(mShadowTexture);
+ mLightObservers.PushBack(item);
}
}
{
if(item)
{
- for(uint32_t i = 0; i < mItems.size(); ++i)
+ auto iter = mLightObservers.Find(item);
+ if(iter != mLightObservers.End())
{
- if(mItems[i] == item)
- {
- mItems.erase(mItems.begin() + i);
- break;
- }
+ mLightObservers.Erase(iter);
}
}
}
mSpecularMipmapLevels = 1u;
NotifyImageBasedLightTextureChange();
+
+ // Request image resource GC
+ Dali::Scene3D::Internal::ImageResourceLoader::RequestGarbageCollect();
}
else
{
{
Dali::AsyncTaskManager::Get().RemoveTask(mIblDiffuseLoadTask);
mIblDiffuseLoadTask.Reset();
+
+ // Request image resource GC
+ Dali::Scene3D::Internal::ImageResourceLoader::RequestGarbageCollect();
}
mIblDiffuseLoadTask = new EnvironmentMapLoadTask(mDiffuseIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &SceneView::OnIblDiffuseLoadComplete));
Dali::AsyncTaskManager::Get().AddTask(mIblDiffuseLoadTask);
{
Dali::AsyncTaskManager::Get().RemoveTask(mIblSpecularLoadTask);
mIblSpecularLoadTask.Reset();
+
+ // Request image resource GC
+ Dali::Scene3D::Internal::ImageResourceLoader::RequestGarbageCollect();
}
mIblSpecularLoadTask = new EnvironmentMapLoadTask(mSpecularIblUrl, Scene3D::EnvironmentMapType::CUBEMAP, MakeCallback(this, &SceneView::OnIblSpecularLoadComplete));
Dali::AsyncTaskManager::Get().AddTask(mIblSpecularLoadTask);
void SceneView::SetImageBasedLightScaleFactor(float scaleFactor)
{
mIblScaleFactor = scaleFactor;
- for(auto&& item : mItems)
+ for(auto&& item : mLightObservers)
{
if(item)
{
return;
}
- auto foundLight = std::find_if(mLights.begin(), mLights.end(), [light](std::pair<Scene3D::Light, bool> lightEntity) -> bool
- { return (lightEntity.second && lightEntity.first == light); });
+ auto foundLight = std::find_if(mLights.begin(), mLights.end(), [light](std::pair<Scene3D::Light, bool> lightEntity) -> bool { return (lightEntity.second && lightEntity.first == light); });
if(foundLight == mLights.end())
{
SetShadowLightConstraint(selectedCamera, lightCamera);
// make framebuffer for depth map and set it to render task.
- Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
- uint32_t shadowMapBufferSize = std::min(static_cast<uint32_t>(std::max(size.width, size.height)), MAXIMUM_SIZE_SHADOW_MAP);
+ uint32_t shadowMapBufferSize = std::min(std::max(GetResolutionWidth(), GetResolutionHeight()), MAXIMUM_SIZE_SHADOW_MAP);
UpdateShadowMapBuffer(shadowMapBufferSize);
// use lightCamera as a camera of shadow render task.
- mShadowMapRenderTask.SetCameraActor(lightCamera);
+ if(mShadowMapRenderTask)
+ {
+ mShadowMapRenderTask.SetCameraActor(lightCamera);
+ }
mShaderManager->SetShadow(light);
+ UpdateShadowMapBuffer(shadowMapBufferSize);
}
void SceneView::RemoveShadow(Scene3D::Light light)
// reset framebuffer and remove it from render task.
mShadowFrameBuffer.Reset();
mShaderManager->RemoveShadow();
- mShadowMapRenderTask.SetCameraActor(CameraActor());
+ if(mShadowMapRenderTask)
+ {
+ mShadowMapRenderTask.SetCameraActor(CameraActor());
+ }
mShadowLight.Reset();
+ mShadowTexture.Reset();
+ for(auto&& item : mLightObservers)
+ {
+ if(item)
+ {
+ item->NotifyShadowMapTexture(mShadowTexture);
+ }
+ }
+
for(auto&& lightEntity : mLights)
{
if(!lightEntity.second || !lightEntity.first.IsShadowEnabled())
SetShadow(lightEntity.first);
break;
}
+
+ if(mSceneHolder && mShadowMapRenderTask)
+ {
+ RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
+ taskList.RemoveTask(mShadowMapRenderTask);
+ mShadowMapRenderTask.Reset();
+ }
}
uint32_t SceneView::GetActivatedLightCount() const
return mUseFrameBuffer;
}
+void SceneView::SetResolution(uint32_t width, uint32_t height)
+{
+ if(mWindowWidth != width || mWindowHeight != height)
+ {
+ mWindowWidth = width;
+ mWindowHeight = height;
+ if(mUseFrameBuffer)
+ {
+ mWindowSizeChanged = true;
+ UpdateRenderTask();
+ }
+ }
+}
+
+uint32_t SceneView::GetResolutionWidth()
+{
+ if(!mUseFrameBuffer || mWindowWidth == 0u || mWindowHeight == 0u)
+ {
+ return static_cast<uint32_t>(Self().GetProperty<float>(Dali::Actor::Property::SIZE_WIDTH));
+ }
+ return mWindowWidth;
+}
+
+uint32_t SceneView::GetResolutionHeight()
+{
+ if(!mUseFrameBuffer || mWindowWidth == 0u || mWindowHeight == 0u)
+ {
+ return static_cast<uint32_t>(Self().GetProperty<float>(Dali::Actor::Property::SIZE_HEIGHT));
+ }
+ return mWindowHeight;
+}
+
+void SceneView::ResetResolution()
+{
+ SetResolution(0u, 0u);
+}
+
void SceneView::SetFramebufferMultiSamplingLevel(uint8_t multiSamplingLevel)
{
if(mFrameBufferMultiSamplingLevel != multiSamplingLevel)
// Create new framebuffer with changed multiSamplingLevel.
if(mRenderTask && mFrameBuffer && mTexture)
{
- Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
-
- mFrameBuffer = FrameBuffer::New(size.width, size.height, FrameBuffer::Attachment::DEPTH_STENCIL);
+ mFrameBuffer = FrameBuffer::New(GetResolutionWidth(), GetResolutionHeight(), FrameBuffer::Attachment::DEPTH_STENCIL);
mFrameBuffer.AttachColorTexture(mTexture);
DevelFrameBuffer::SetMultiSamplingLevel(mFrameBuffer, mFrameBufferMultiSamplingLevel);
mRenderTask.SetFrameBuffer(mFrameBuffer);
mShaderManager->UpdateShadowUniform(light);
}
+void SceneView::SetAlphaMaskUrl(std::string& alphaMaskUrl)
+{
+ if(mAlphaMaskUrl != alphaMaskUrl)
+ {
+ mAlphaMaskUrl = alphaMaskUrl;
+ mMaskingPropertyChanged = true;
+ UpdateRenderTask();
+ }
+}
+
+std::string SceneView::GetAlphaMaskUrl()
+{
+ return mAlphaMaskUrl;
+}
+
+void SceneView::SetMaskContentScaleFactor(float maskContentScaleFactor)
+{
+ if(mMaskContentScaleFactor != maskContentScaleFactor)
+ {
+ mMaskContentScaleFactor = maskContentScaleFactor;
+ mMaskingPropertyChanged = true;
+ UpdateRenderTask();
+ }
+}
+
+float SceneView::GetMaskContentScaleFactor()
+{
+ return mMaskContentScaleFactor;
+}
+
+void SceneView::EnableCropToMask(bool enableCropToMask)
+{
+ if(mCropToMask != enableCropToMask)
+ {
+ mCropToMask = enableCropToMask;
+ mMaskingPropertyChanged = true;
+ UpdateRenderTask();
+ }
+}
+
+bool SceneView::IsEnabledCropToMask()
+{
+ return mCropToMask;
+}
+
+Dali::RenderTask SceneView::GetRenderTask()
+{
+ return mRenderTask;
+}
+
+void SceneView::SetProperty(BaseObject* object, Property::Index index, const Property::Value& value)
+{
+ Scene3D::SceneView sceneView = Scene3D::SceneView::DownCast(Dali::BaseHandle(object));
+
+ if(sceneView)
+ {
+ SceneView& sceneViewImpl(GetImpl(sceneView));
+
+ switch(index)
+ {
+ case Scene3D::SceneView::Property::ALPHA_MASK_URL:
+ {
+ std::string alphaMaskUrl = value.Get<std::string>();
+ sceneViewImpl.SetAlphaMaskUrl(alphaMaskUrl);
+ break;
+ }
+ case Scene3D::SceneView::Property::MASK_CONTENT_SCALE:
+ {
+ sceneViewImpl.SetMaskContentScaleFactor(value.Get<float>());
+ break;
+ }
+ case Scene3D::SceneView::Property::CROP_TO_MASK:
+ {
+ sceneViewImpl.EnableCropToMask(value.Get<bool>());
+ break;
+ }
+ }
+ }
+}
+
+Property::Value SceneView::GetProperty(BaseObject* object, Property::Index index)
+{
+ Property::Value value;
+
+ Scene3D::SceneView sceneView = Scene3D::SceneView::DownCast(Dali::BaseHandle(object));
+
+ if(sceneView)
+ {
+ SceneView& sceneViewImpl(GetImpl(sceneView));
+
+ switch(index)
+ {
+ case Scene3D::SceneView::Property::ALPHA_MASK_URL:
+ {
+ value = sceneViewImpl.GetAlphaMaskUrl();
+ break;
+ }
+ case Scene3D::SceneView::Property::MASK_CONTENT_SCALE:
+ {
+ value = sceneViewImpl.GetMaskContentScaleFactor();
+ break;
+ }
+ case Scene3D::SceneView::Property::CROP_TO_MASK:
+ {
+ value = sceneViewImpl.IsEnabledCropToMask();
+ break;
+ }
+ }
+ }
+ return value;
+}
+
///////////////////////////////////////////////////////////
//
// Private methods
if(mSceneHolder)
{
RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
- mShadowMapRenderTask = taskList.CreateTask();
- mShadowMapRenderTask.SetSourceActor(mRootLayer);
- mShadowMapRenderTask.SetExclusive(true);
- mShadowMapRenderTask.SetInputEnabled(false);
- mShadowMapRenderTask.SetCullMode(false);
- mShadowMapRenderTask.SetClearEnabled(true);
- mShadowMapRenderTask.SetClearColor(Color::WHITE);
- mShadowMapRenderTask.SetRenderPassTag(10);
- mShadowMapRenderTask.SetCameraActor(CameraActor());
-
- mRenderTask = taskList.CreateTask();
+ mRenderTask = taskList.CreateTask();
mRenderTask.SetSourceActor(mRootLayer);
mRenderTask.SetExclusive(true);
mRenderTask.SetInputEnabled(true);
mRenderTask.SetCullMode(false);
+ mRenderTask.SetOrderIndex(SCENE_ORDER_INDEX);
mRenderTask.SetScreenToFrameBufferMappingActor(Self());
UpdateRenderTask();
void SceneView::OnSceneDisconnection()
{
- mItems.clear();
+ mLightObservers.Clear();
Window window = mWindow.GetHandle();
if(window)
{
mRenderTask.SetCameraActor(mSelectedCamera);
}
+ uint32_t width = GetResolutionWidth();
+ uint32_t height = GetResolutionHeight();
- Vector3 size = Self().GetProperty<Vector3>(Dali::Actor::Property::SIZE);
- const float aspectRatio = size.width / size.height;
- mSelectedCamera.SetAspectRatio(aspectRatio);
-
- uint32_t shadowMapBufferSize = std::min(static_cast<uint32_t>(std::max(size.width, size.height)), MAXIMUM_SIZE_SHADOW_MAP);
+ uint32_t shadowMapBufferSize = std::min(std::max(width, height), MAXIMUM_SIZE_SHADOW_MAP);
UpdateShadowMapBuffer(shadowMapBufferSize);
if(mUseFrameBuffer)
{
Dali::FrameBuffer currentFrameBuffer = mRenderTask.GetFrameBuffer();
if(!currentFrameBuffer ||
- !Dali::Equals(currentFrameBuffer.GetColorTexture().GetWidth(), size.width) ||
- !Dali::Equals(currentFrameBuffer.GetColorTexture().GetHeight(), size.height))
+ !Dali::Equals(currentFrameBuffer.GetColorTexture().GetWidth(), width) ||
+ !Dali::Equals(currentFrameBuffer.GetColorTexture().GetHeight(), height) ||
+ mMaskingPropertyChanged ||
+ mWindowSizeChanged)
{
mRootLayer.SetProperty(Dali::Actor::Property::COLOR_MODE, ColorMode::USE_OWN_COLOR);
mRenderTask.ResetViewportGuideActor();
mRenderTask.SetViewport(Dali::Viewport(Vector4::ZERO));
// create offscreen buffer of new size to render our child actors to
- mTexture = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(size.width), unsigned(size.height));
- mFrameBuffer = FrameBuffer::New(size.width, size.height, FrameBuffer::Attachment::DEPTH_STENCIL);
+ mTexture = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height);
+ mFrameBuffer = FrameBuffer::New(width, height, FrameBuffer::Attachment::DEPTH_STENCIL);
mFrameBuffer.AttachColorTexture(mTexture);
DevelFrameBuffer::SetMultiSamplingLevel(mFrameBuffer, mFrameBufferMultiSamplingLevel);
Dali::Toolkit::ImageUrl imageUrl = Dali::Toolkit::Image::GenerateUrl(mFrameBuffer, 0u);
imagePropertyMap.Insert(Toolkit::ImageVisual::Property::URL, imageUrl.GetUrl());
// To flip rendered scene without CameraActor::SetInvertYAxis() to avoid backface culling.
imagePropertyMap.Insert(Toolkit::ImageVisual::Property::PIXEL_AREA, Vector4(0.0f, 1.0f, 1.0f, -1.0f));
- mVisual = Toolkit::VisualFactory::Get().CreateVisual(imagePropertyMap);
+ if(!mAlphaMaskUrl.empty())
+ {
+ imagePropertyMap.Insert(Toolkit::ImageVisual::Property::ALPHA_MASK_URL, mAlphaMaskUrl);
+ imagePropertyMap.Insert(Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, true);
+ imagePropertyMap.Insert(Toolkit::ImageVisual::Property::MASK_CONTENT_SCALE, mMaskContentScaleFactor);
+ imagePropertyMap.Insert(Toolkit::ImageVisual::Property::CROP_TO_MASK, mCropToMask);
+ imagePropertyMap.Insert(Toolkit::DevelImageVisual::Property::MASKING_TYPE, Toolkit::DevelImageVisual::MaskingType::MASKING_ON_RENDERING);
+ Self().RegisterProperty(Y_FLIP_MASK_TEXTURE, FLIP_MASK_TEXTURE);
+ }
+ mVisual = Toolkit::VisualFactory::Get().CreateVisual(imagePropertyMap);
Toolkit::DevelControl::RegisterVisual(*this, RENDERING_BUFFER, mVisual);
mRenderTask.SetFrameBuffer(mFrameBuffer);
mRenderTask.SetClearEnabled(true);
mRenderTask.SetClearColor(Color::TRANSPARENT);
+
+ mMaskingPropertyChanged = false;
+ mWindowSizeChanged = false;
}
}
else
}
}
+ if(width > 0u && height > 0u)
+ {
+ float aspectRatio = static_cast<float>(width) / static_cast<float>(height);
+ mSelectedCamera.SetAspectRatio(aspectRatio);
+ }
+
RotateCamera();
}
}
mSkyboxDirty = false;
mSkyboxResourceReady = true;
+
+ // Request image resource GC
+ Dali::Scene3D::Internal::ImageResourceLoader::RequestGarbageCollect();
}
else
{
{
Dali::AsyncTaskManager::Get().RemoveTask(mSkyboxLoadTask);
mSkyboxLoadTask.Reset();
+
+ // Request image resource GC
+ Dali::Scene3D::Internal::ImageResourceLoader::RequestGarbageCollect();
}
mSkyboxLoadTask = new EnvironmentMapLoadTask(mSkyboxUrl, mSkyboxEnvironmentMapType, MakeCallback(this, &SceneView::OnSkyboxLoadComplete));
}
mSkyboxResourceReady = true;
- if(IsResourceReady())
- {
- Control::SetResourceReady();
- }
-
- mSkyboxTexture = mSkyboxLoadTask->GetLoadedTexture();
+ mSkyboxTexture = mSkyboxLoadTask->GetLoadedTexture();
Shader skyboxShader;
if(mSkyboxLoadTask->GetEnvironmentMapType() == Scene3D::EnvironmentMapType::CUBEMAP)
{
- skyboxShader = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
+ skyboxShader = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data(), Shader::Hint::NONE, "SCENE3D_SKYBOX_CUBE");
}
else
{
- skyboxShader = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_EQUIRECTANGULAR_SHADER_FRAG.data());
+ skyboxShader = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_EQUIRECTANGULAR_SHADER_FRAG.data(), Shader::Hint::NONE, "SCENE3D_SKYBOX_EQUIRECTANGULAR");
}
Renderer skyboxRenderer = (mSkybox.GetRendererCount() > 0u) ? mSkybox.GetRendererAt(0u) : Renderer();
}
mSkyboxLoadTask.Reset();
+
+ if(IsResourceReady())
+ {
+ Control::SetResourceReady();
+ }
}
void SceneView::OnIblDiffuseLoadComplete()
{
mDiffuseTexture = mIblDiffuseLoadTask->GetLoadedTexture();
mIblDiffuseResourceReady = true;
+ mIblDiffuseLoadTask.Reset();
if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
{
OnIblLoadComplete();
}
- mIblDiffuseLoadTask.Reset();
}
void SceneView::OnIblSpecularLoadComplete()
mSpecularTexture = mIblSpecularLoadTask->GetLoadedTexture();
mSpecularMipmapLevels = mIblSpecularLoadTask->GetMipmapLevels();
mIblSpecularResourceReady = true;
+ mIblSpecularLoadTask.Reset();
if(mIblDiffuseResourceReady && mIblSpecularResourceReady)
{
OnIblLoadComplete();
}
- mIblSpecularLoadTask.Reset();
}
void SceneView::OnIblLoadComplete()
void SceneView::NotifyImageBasedLightTextureChange()
{
- for(auto&& item : mItems)
+ for(auto&& item : mLightObservers)
{
if(item)
{
void SceneView::UpdateShadowMapBuffer(uint32_t shadowMapSize)
{
+ if(!mShadowLight || !mSceneHolder)
+ {
+ return;
+ }
+
+ if(!mShadowMapRenderTask)
+ {
+ RenderTaskList taskList = mSceneHolder.GetRenderTaskList();
+ mShadowMapRenderTask = taskList.CreateTask();
+ mShadowMapRenderTask.SetSourceActor(mRootLayer);
+ mShadowMapRenderTask.SetExclusive(true);
+ mShadowMapRenderTask.SetInputEnabled(false);
+ mShadowMapRenderTask.SetCullMode(false);
+ mShadowMapRenderTask.SetClearEnabled(true);
+ mShadowMapRenderTask.SetClearColor(Color::WHITE);
+ mShadowMapRenderTask.SetRenderPassTag(10);
+ mShadowMapRenderTask.SetCameraActor(GetImplementation(mShadowLight).GetCamera());
+ mShadowMapRenderTask.SetOrderIndex(SHADOW_ORDER_INDEX);
+ }
+
Dali::FrameBuffer currentShadowFrameBuffer = mShadowMapRenderTask.GetFrameBuffer();
- if(mShadowLight &&
- (!currentShadowFrameBuffer ||
- !Dali::Equals(DevelFrameBuffer::GetDepthTexture(currentShadowFrameBuffer).GetWidth(), shadowMapSize)))
+ if(!currentShadowFrameBuffer ||
+ !mShadowTexture ||
+ !Dali::Equals(DevelFrameBuffer::GetDepthTexture(currentShadowFrameBuffer).GetWidth(), shadowMapSize))
{
mShadowFrameBuffer.Reset();
- Dali::Texture shadowTexture = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::DEPTH_UNSIGNED_INT, shadowMapSize, shadowMapSize);
- mShadowFrameBuffer = FrameBuffer::New(shadowMapSize, shadowMapSize, FrameBuffer::Attachment::NONE);
- DevelFrameBuffer::AttachDepthTexture(mShadowFrameBuffer, shadowTexture);
+ mShadowTexture = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::DEPTH_UNSIGNED_INT, shadowMapSize, shadowMapSize);
+ mShadowFrameBuffer = FrameBuffer::New(shadowMapSize, shadowMapSize, FrameBuffer::Attachment::NONE);
+ DevelFrameBuffer::AttachDepthTexture(mShadowFrameBuffer, mShadowTexture);
mShadowMapRenderTask.SetFrameBuffer(mShadowFrameBuffer);
- for(auto&& item : mItems)
+ for(auto&& item : mLightObservers)
{
if(item)
{
- item->NotifyShadowMapTexture(shadowTexture);
+ item->NotifyShadowMapTexture(mShadowTexture);
}
}
}