Equirectangular projection support for Skybox in SceneView
[platform/core/uifw/dali-toolkit.git] / dali-scene3d / internal / controls / scene-view / scene-view-impl.cpp
index 1457e19..f4d5498 100644 (file)
 #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>
@@ -60,9 +62,11 @@ DALI_TYPE_REGISTRATION_END()
 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
   {
@@ -118,7 +122,6 @@ Dali::Actor CreateSkybox(const std::string& skyboxUrl)
     {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));
 
@@ -126,11 +129,29 @@ Dali::Actor CreateSkybox(const std::string& skyboxUrl)
   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.
@@ -255,7 +276,7 @@ void SceneView::SelectCamera(const std::string& name)
   UpdateCamera(GetCamera(name));
 }
 
-void SceneView::RegisterSceneItem(Scene3D::Internal::ImageBasedLightObserver *item)
+void SceneView::RegisterSceneItem(Scene3D::Internal::ImageBasedLightObserveritem)
 {
   if(item)
   {
@@ -264,7 +285,7 @@ void SceneView::RegisterSceneItem(Scene3D::Internal::ImageBasedLightObserver *it
   }
 }
 
-void SceneView::UnregisterSceneItem(Scene3D::Internal::ImageBasedLightObserver *item)
+void SceneView::UnregisterSceneItem(Scene3D::Internal::ImageBasedLightObserveritem)
 {
   if(item)
   {
@@ -335,7 +356,7 @@ bool SceneView::IsUsingFramebuffer() const
   return mUseFrameBuffer;
 }
 
-void SceneView::SetSkybox(const std::string& skyboxUrl)
+void SceneView::SetSkybox(const std::string& skyboxUrl, Scene3D::SceneView::SkyboxType skyboxType)
 {
   mSkyboxResourceReady = false;
   if(mSkybox)
@@ -343,7 +364,7 @@ void SceneView::SetSkybox(const std::string& skyboxUrl)
     mSkybox.Unparent();
     mSkybox.Reset();
   }
-  mSkybox = CreateSkybox(skyboxUrl);
+  mSkybox = CreateSkybox(skyboxUrl, skyboxType);
   SetSkyboxIntensity(mSkyboxIntensity);
   SetSkyboxOrientation(mSkyboxOrientation);
   if(mRootLayer)
@@ -430,7 +451,7 @@ void SceneView::OnSceneDisconnection()
     if(mRenderTask)
     {
       taskList.RemoveTask(mRenderTask);
-      mRenderTarget.Reset();
+      mFrameBuffer.Reset();
     }
   }
   mWindow.Reset();
@@ -538,10 +559,11 @@ void SceneView::UpdateRenderTask()
         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);
@@ -552,7 +574,7 @@ void SceneView::UpdateRenderTask()
 
         Toolkit::DevelControl::RegisterVisual(*this, RENDERING_BUFFER, mVisual);
 
-        mRenderTask.SetFrameBuffer(mRenderTarget);
+        mRenderTask.SetFrameBuffer(mFrameBuffer);
         mRenderTask.SetClearEnabled(true);
         mRenderTask.SetClearColor(Color::TRANSPARENT);
       }
@@ -569,7 +591,7 @@ void SceneView::UpdateRenderTask()
         Toolkit::DevelControl::UnregisterVisual(*this, RENDERING_BUFFER);
 
         mVisual.Reset();
-        mRenderTarget.Reset();
+        mFrameBuffer.Reset();
         mTexture.Reset();
       }
     }