#include <dali-toolkit/internal/controls/control/control-data-impl.h>
#include <dali-toolkit/public-api/image-loader/image-url.h>
#include <dali-toolkit/public-api/image-loader/image.h>
+#include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
#include <dali/devel-api/actors/camera-actor-devel.h>
#include <dali/devel-api/adaptor-framework/window-devel.h>
#include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/rendering/frame-buffer-devel.h>
#include <dali/integration-api/debug.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/type-registry.h>
Property::Index RENDERING_BUFFER = Dali::Toolkit::Control::CONTROL_PROPERTY_END_INDEX + 1;
constexpr int32_t DEFAULT_ORIENTATION = 0;
+constexpr uint8_t DEFAULT_FRAME_BUFFER_MULTI_SAMPLING_LEVEL = 4u;
+
static constexpr std::string_view SKYBOX_INTENSITY_STRING = "uIntensity";
-Dali::Actor CreateSkybox(const std::string& skyboxUrl)
+Dali::Actor CreateSkybox(const std::string& skyboxUrl, Scene3D::SceneView::SkyboxType skyboxType)
{
struct Vertex
{
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(1.0f, -1.0f, 1.0f)}};
- Dali::Shader shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New(Property::Map().Add("aPosition", Property::VECTOR3));
vertexBuffer.SetData(skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex));
skyboxGeometry.AddVertexBuffer(vertexBuffer);
skyboxGeometry.SetType(Geometry::TRIANGLES);
- Dali::Texture skyboxTexture = Dali::Scene3D::Loader::LoadCubeMap(skyboxUrl);
+ Dali::Texture skyboxTexture;
+ Dali::Shader shaderSkybox;
+ Dali::Renderer skyboxRenderer;
+
+ if(skyboxType == Scene3D::SceneView::SkyboxType::CUBEMAP)
+ {
+ skyboxTexture = Dali::Scene3D::Loader::LoadCubeMap(skyboxUrl);
+ shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_SHADER_FRAG.data());
+ }
+ else // Scene3D::SceneView::SkyboxType::EQUIRECTANGULAR
+ {
+ // Load image from file
+ PixelData pixels = Dali::Toolkit::SyncImageLoader::Load(skyboxUrl);
+
+ skyboxTexture = Texture::New(TextureType::TEXTURE_2D, pixels.GetPixelFormat(), pixels.GetWidth(), pixels.GetHeight());
+ skyboxTexture.Upload(pixels, 0, 0, 0, 0, pixels.GetWidth(), pixels.GetHeight());
+ shaderSkybox = Shader::New(SHADER_SKYBOX_SHADER_VERT.data(), SHADER_SKYBOX_EQUIRECTANGULAR_SHADER_FRAG.data());
+ }
+
Dali::TextureSet skyboxTextures = TextureSet::New();
skyboxTextures.SetTexture(0, skyboxTexture);
- Dali::Renderer skyboxRenderer = Renderer::New(skyboxGeometry, shaderSkybox);
+ skyboxRenderer = Renderer::New(skyboxGeometry, shaderSkybox);
skyboxRenderer.SetTextures(skyboxTextures);
skyboxRenderer.SetProperty(Renderer::Property::DEPTH_INDEX, 2.0f);
// Enables the depth test.
UpdateCamera(GetCamera(name));
}
-void SceneView::RegisterSceneItem(Scene3D::Internal::ImageBasedLightObserver *item)
+void SceneView::RegisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item)
{
if(item)
{
}
}
-void SceneView::UnregisterSceneItem(Scene3D::Internal::ImageBasedLightObserver *item)
+void SceneView::UnregisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item)
{
if(item)
{
return mUseFrameBuffer;
}
-void SceneView::SetSkybox(const std::string& skyboxUrl)
+void SceneView::SetSkybox(const std::string& skyboxUrl, Scene3D::SceneView::SkyboxType skyboxType)
{
mSkyboxResourceReady = false;
if(mSkybox)
mSkybox.Unparent();
mSkybox.Reset();
}
- mSkybox = CreateSkybox(skyboxUrl);
+ mSkybox = CreateSkybox(skyboxUrl, skyboxType);
SetSkyboxIntensity(mSkyboxIntensity);
SetSkyboxOrientation(mSkyboxOrientation);
if(mRootLayer)
if(mRenderTask)
{
taskList.RemoveTask(mRenderTask);
- mRenderTarget.Reset();
+ mFrameBuffer.Reset();
}
}
mWindow.Reset();
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));
- mRenderTarget = FrameBuffer::New(size.width, size.height, FrameBuffer::Attachment::DEPTH_STENCIL);
- mRenderTarget.AttachColorTexture(mTexture);
- Dali::Toolkit::ImageUrl imageUrl = Dali::Toolkit::Image::GenerateUrl(mRenderTarget, 0u);
+ 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);
+ mFrameBuffer.AttachColorTexture(mTexture);
+ DevelFrameBuffer::SetMultiSamplingLevel(mFrameBuffer, DEFAULT_FRAME_BUFFER_MULTI_SAMPLING_LEVEL);
+ Dali::Toolkit::ImageUrl imageUrl = Dali::Toolkit::Image::GenerateUrl(mFrameBuffer, 0u);
Property::Map imagePropertyMap;
imagePropertyMap.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
Toolkit::DevelControl::RegisterVisual(*this, RENDERING_BUFFER, mVisual);
- mRenderTask.SetFrameBuffer(mRenderTarget);
+ mRenderTask.SetFrameBuffer(mFrameBuffer);
mRenderTask.SetClearEnabled(true);
mRenderTask.SetClearColor(Color::TRANSPARENT);
}
Toolkit::DevelControl::UnregisterVisual(*this, RENDERING_BUFFER);
mVisual.Reset();
- mRenderTarget.Reset();
+ mFrameBuffer.Reset();
mTexture.Reset();
}
}