#include <dali-scene3d/public-api/loader/environment-definition.h>
#include <dali/integration-api/debug.h>
+#include <dali/public-api/object/property-array.h>
+#include <dali/public-api/object/property-map.h>
+
+#include <filesystem>
+namespace fs = std::filesystem;
namespace Dali
{
{
namespace
{
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SCENE3D_MODEL_PRIMITIVE");
+
+#define DALI_LOG_WRITE_FILE(filename, stream) \
+ { \
+ fs::path tmp = fs::temp_directory_path(); \
+ tmp /= filename; \
+ std::ofstream ostrm(tmp, std::ios::out); \
+ ostrm << stream; \
+ ostrm.flush(); \
+ }
+
+inline Property::Map GetMap(Shader shader)
+{
+ Property::Value program = shader[Shader::Property::PROGRAM];
+ Property::Map* map{nullptr};
+ if(program.GetType() == Property::ARRAY)
+ {
+ Property::Array* array = program.GetArray();
+ if(array)
+ {
+ Property::Value& value = array->GetElementAt(0);
+ if(value.GetType() == Property::MAP)
+ {
+ map = value.GetMap();
+ }
+ }
+ }
+ else if(program.GetType() == Property::MAP)
+ {
+ map = program.GetMap();
+ }
+ if(map)
+ {
+ return *map;
+ }
+ return Property::Map();
+}
+
+#endif
/**
* Creates control through type registry
*/
mBlendShapeVersion = version;
}
-void ModelPrimitive::SetSkinned(bool isSkinned)
+void ModelPrimitive::SetSkinned(bool isSkinned, uint32_t numberOfJointSets)
{
- mHasSkinning = isSkinned;
+ mHasSkinning = isSkinned;
+ mNumberOfJointSets = numberOfJointSets;
}
// From MaterialModifyObserver
if(mHasSkinning)
{
shaderOption.AddOption(Scene3D::Loader::ShaderOption::Type::SKINNING);
+ shaderOption.AddJointMacros(mNumberOfJointSets);
}
if(mHasPositions || mHasNormals || mHasTangents)
{
}
}
- mShader.Reset();
- mShader = mShaderManager->ProduceShader(shaderOption);
+ Shader newShader = mShaderManager->ProduceShader(shaderOption);
+ if(mShader != newShader)
+ {
+ DALI_LOG_INFO(gLogFilter, Debug::General, "Warning! Model primitive shader changed\n");
+#if defined(DEBUG_ENABLED)
+ if(mShader)
+ {
+ Property::Map oldMap = GetMap(mShader);
+ DALI_LOG_WRITE_FILE("oldShader.txt", "Vertex Shader:\n"
+ << oldMap["vertex"] << "\n\nFragmentShader: " << oldMap["fragment"] << "\n");
+ }
+ if(newShader)
+ {
+ Property::Map newMap = GetMap(newShader);
+ DALI_LOG_WRITE_FILE("newShader.txt", "Vertex Shader:\n"
+ << newMap["vertex"] << "\n\nFragmentShader: " << newMap["fragment"] << "\n");
+ }
+#endif
+ }
+ mShader = newShader;
if(!mRenderer)
{