#define DALI_SCENE3D_INTERNAL_SCENE_VIEW_H
/*
- * Copyright (c) 2022 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.
// EXTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/image/image-visual.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
+#include <dali/integration-api/adaptor-framework/scene-holder.h>
+#include <dali/integration-api/ordered-set.h>
#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/actors/layer.h>
#include <dali/public-api/adaptor-framework/window.h>
#include <dali/public-api/rendering/texture.h>
// INTERNAL INCLUDES
-#include <dali-scene3d/internal/common/image-based-light-observer.h>
+#include <dali-scene3d/internal/common/environment-map-load-task.h>
+#include <dali-scene3d/internal/common/light-observer.h>
#include <dali-scene3d/public-api/controls/scene-view/scene-view.h>
+#include <dali-scene3d/public-api/loader/shader-manager.h>
namespace Dali
{
*
* @param[in] item scene observer to be registered.
*/
- void RegisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item);
+ void RegisterSceneItem(Scene3D::Internal::LightObserver* item);
/**
* @brief Unregister an item
*
* @param[in] item scene observer to be unregistered.
*/
- void UnregisterSceneItem(Scene3D::Internal::ImageBasedLightObserver* item);
+ void UnregisterSceneItem(Scene3D::Internal::LightObserver* item);
/**
* @copydoc SceneView::SetImageBasedLightSource()
float GetImageBasedLightScaleFactor() const;
/**
+ * @brief Adds a Light object to this SceneView.
+ * Multiple light object can be added on this SceneView
+ * But the number of lights those actually turned on has limitation.
+ * Scene3D::Light::GetMaximumEnabledLightCount() method can be used to know the maximum namber.
+ *
+ * @param[in] light Light object to be added.
+ */
+ void AddLight(Scene3D::Light light);
+
+ /**
+ * @brief Removes a Light object to this SceneView.
+ * If the light is currently turned on, and SceneView has lights more than maximum number of enabled light.
+ * One of light in queue is turned on after this light is removed.
+ *
+ * @param[in] light Light object to be removed.
+ */
+ void RemoveLight(Scene3D::Light light);
+
+ /**
+ * @brief Set a shadow to this scene by input light.
+ * Currently, SceneView supports only one shadow.
+ *
+ * @param[in] light Light object to make shadow.
+ * @note The shadow will be drawn if the input light is turn on in current scene.
+ */
+ void SetShadow(Scene3D::Light light);
+
+ /**
+ * @brief Removes Shadow from this SceneView.
+ *
+ * @param[in] light Light object to be removed.
+ */
+ void RemoveShadow(Scene3D::Light light);
+
+ /**
+ * @copydoc SceneView::GetActivatedLightCount()
+ */
+ uint32_t GetActivatedLightCount() const;
+
+ /**
* @copydoc SceneView::UseFramebuffer()
*/
void UseFramebuffer(bool useFramebuffer);
bool IsUsingFramebuffer() const;
/**
+ * @copydoc SceneView::SetResolution()
+ */
+ void SetResolution(uint32_t width, uint32_t height);
+
+ /**
+ * @copydoc SceneView::GetResolutionWidth()
+ */
+ uint32_t GetResolutionWidth();
+
+ /**
+ * @copydoc SceneView::GetResolutionHeight()
+ */
+ uint32_t GetResolutionHeight();
+
+ /**
+ * @copydoc SceneView::ResetResolution()
+ */
+ void ResetResolution();
+
+ /**
+ * @copydoc SceneView::SetFramebufferMultiSamplingLevel()
+ */
+ void SetFramebufferMultiSamplingLevel(uint8_t multiSamplingLevel);
+
+ /**
+ * @copydoc SceneView::GetFramebufferMultiSamplingLevel()
+ */
+ uint8_t GetFramebufferMultiSamplingLevel() const;
+
+ /**
* @copydoc SceneView::SetSkybox()
*/
- void SetSkybox(const std::string& skyboxUrl, Scene3D::SceneView::SkyboxType skyboxType);
+ void SetSkybox(const std::string& skyboxUrl);
+
+ /**
+ * @copydoc SceneView::SetSkyboxEnvironmentMapType()
+ */
+ void SetSkyboxEnvironmentMapType(Scene3D::EnvironmentMapType skyboxEnvironmentMapType);
/**
* @copydoc SceneView::SetSkyboxIntensity()
*/
Quaternion GetSkyboxOrientation() const;
+ /**
+ * @brief Retrieves ShaderManager of this SceneView.
+ * @return ShaderManager of this SceneView.
+ */
+ Dali::Scene3D::Loader::ShaderManagerPtr GetShaderManager() const;
+
+ /**
+ * @brief Updates shader uniforms about shadow.
+ * @param[in] light Light that makes shadow.
+ */
+ void UpdateShadowUniform(Scene3D::Light light);
+
+ /**
+ * @brief Sets alpha mask url
+ * @param[in] alphaMaskUrl Url for alpha mask.
+ */
+ void SetAlphaMaskUrl(std::string& alphaMaskUrl);
+
+ /**
+ * @brief Retrieves alpha mask url
+ * @return Alpha mask url.
+ */
+ std::string GetAlphaMaskUrl();
+
+ /**
+ * @brief Sets mask content scale factor
+ * @param[in] maskContentScaleFactor Scale factor for mask content.
+ */
+ void SetMaskContentScaleFactor(float maskContentScaleFactor);
+
+ /**
+ * @brief Retrieves mask content scale factor
+ * @return Scale factor for mask content.
+ */
+ float GetMaskContentScaleFactor();
+
+ /**
+ * @brief Sets whether the rendered result will be crop to mask or not.
+ * @param[in] enableCropToMask True for crop rendered result to mask.
+ */
+ void EnableCropToMask(bool enableCropToMask);
+
+ /**
+ * @brief Retrieves whether the crop to mask is enabled or not.
+ * @return True when rendered result is cropped to mask.
+ */
+ bool IsEnabledCropToMask();
+
+ /**
+ * @brief Gets current RenderTask
+ */
+ Dali::RenderTask GetRenderTask();
+
+ // Properties
+
+ /**
+ * Called when a property of an object of this type is set.
+ * @param[in] object The object whose property is set.
+ * @param[in] index The property index.
+ * @param[in] value The new property value.
+ */
+ static void SetProperty(BaseObject* object, Property::Index index, const Property::Value& value);
+
+ /**
+ * Called to retrieve a property of an object of this type.
+ * @param[in] object The object whose property is to be retrieved.
+ * @param[in] index The property index.
+ * @return The current value of the property.
+ */
+ static Property::Value GetProperty(BaseObject* object, Property::Index index);
+
protected:
/**
* @brief Constructs a new SceneView.
*/
void RotateCamera();
+ /**
+ * @brief UpdateSkybox with skybox url and skybox environment map type.
+ *
+ * @param[in] skyboxUrl image url for skybox.
+ * @param[in] skyboxEnvironmentMapType The environment type of skybox.
+ */
+ void UpdateSkybox(const std::string& skyboxUrl, Scene3D::EnvironmentMapType skyboxEnvironmentMapType);
+
+ /**
+ * @brief Asynchronously skybox loading finished.
+ */
+ void OnSkyboxLoadComplete();
+
+ /**
+ * @brief Asynchronously ibl diffusel image loading finished.
+ */
+ void OnIblDiffuseLoadComplete();
+
+ /**
+ * @brief Asynchronously ibl specular image loading finished.
+ */
+ void OnIblSpecularLoadComplete();
+
+ /**
+ * @brief Asynchronously ibl loading finished.
+ */
+ void OnIblLoadComplete();
+
+ /**
+ * @brief Notify the changes of Ibl textures to the child items.
+ */
+ void NotifyImageBasedLightTextureChange();
+
+ /**
+ * @brief Update shadowMap framebuffer when the size should be changed.
+ * @param[in] shadowMapSize The size of shadowMap texture. The texture's width and hight is equal.
+ */
+ void UpdateShadowMapBuffer(uint32_t shadowMapSize);
+
private:
Toolkit::Visual::Base mVisual;
/////////////////////////////////////////////////////////////
// FrameBuffer and Rendertask to render child objects as a 3D Scene
- Dali::WeakHandle<Dali::Window> mWindow;
- CameraActor mDefaultCamera;
- CameraActor mSelectedCamera;
- std::vector<CameraActor> mCameras;
- std::vector<Scene3D::Internal::ImageBasedLightObserver*> mItems;
- Dali::FrameBuffer mFrameBuffer;
- Dali::Texture mTexture;
- Dali::RenderTask mRenderTask;
- Layer mRootLayer;
- int32_t mWindowOrientation;
- Dali::Actor mSkybox;
- Quaternion mSkyboxOrientation;
- float mSkyboxIntensity{1.0f};
-
- Dali::Texture mSpecularTexture;
- Dali::Texture mDiffuseTexture;
- float mIblScaleFactor{1.0f};
- bool mUseFrameBuffer{false};
- bool mIBLResourceReady{true};
- bool mSkyboxResourceReady{true};
-
- // TODO : Light Source
+ Dali::WeakHandle<Dali::Window> mWindow;
+ Integration::SceneHolder mSceneHolder;
+ CameraActor mDefaultCamera;
+ CameraActor mSelectedCamera;
+ std::vector<CameraActor> mCameras;
+ Dali::FrameBuffer mFrameBuffer;
+ Dali::Texture mTexture;
+ Dali::RenderTask mRenderTask;
+ Layer mRootLayer;
+ int32_t mWindowOrientation;
+ Dali::Actor mSkybox;
+ Quaternion mSkyboxOrientation;
+ float mSkyboxIntensity{1.0f};
+ uint8_t mFrameBufferMultiSamplingLevel{0u};
+
+ Dali::Integration::OrderedSet<Scene3D::Internal::LightObserver, false> mLightObservers; ///< The set of items to be notified when light properties change. (not owned)
+
+ bool mWindowSizeChanged{false};
+ uint32_t mWindowWidth{0};
+ uint32_t mWindowHeight{0};
+
+ // Masking
+ std::string mAlphaMaskUrl;
+ float mMaskContentScaleFactor{1.0f};
+ bool mCropToMask{true};
+ bool mMaskingPropertyChanged{false};
+
+ // Shader Factory
+ Dali::Scene3D::Loader::ShaderManagerPtr mShaderManager;
+
+ // Light
+ std::vector<std::pair<Scene3D::Light, bool>> mLights; // Pair of Light object and flag that denotes the light is currently activated or not.
+ Dali::FrameBuffer mShadowFrameBuffer;
+ Dali::RenderTask mShadowMapRenderTask;
+ Scene3D::Light mShadowLight;
+ Dali::Texture mShadowTexture;
+
+ // Asynchronous Loading.
+ EnvironmentMapLoadTaskPtr mSkyboxLoadTask;
+ EnvironmentMapLoadTaskPtr mIblDiffuseLoadTask;
+ EnvironmentMapLoadTaskPtr mIblSpecularLoadTask;
+ std::string mSkyboxUrl;
+ std::string mDiffuseIblUrl;
+ std::string mSpecularIblUrl;
+
+ Scene3D::EnvironmentMapType mSkyboxEnvironmentMapType{Scene3D::EnvironmentMapType::AUTO};
+ Dali::Texture mSkyboxTexture;
+ Dali::Texture mDiffuseTexture;
+ Dali::Texture mSpecularTexture;
+ float mIblScaleFactor{1.0f};
+ uint32_t mSpecularMipmapLevels{1u};
+ bool mUseFrameBuffer{false};
+ bool mSkyboxResourceReady{true};
+ bool mIblDiffuseResourceReady{true};
+ bool mIblSpecularResourceReady{true};
+ bool mSkyboxDirty{false};
+ bool mIblDiffuseDirty{false};
+ bool mIblSpecularDirty{false};
};
} // namespace Internal