X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fmodel3d-view%2Fmodel3d-view-impl.cpp;h=75af67016aaca2008d6222b8ea6aecaaf1adbee1;hp=9405ec0d9c57a383c820d3766639907b9a1b2049;hb=a2de9cf491172cd5da9dc9ed60b17683dab6d7bc;hpb=60a37a9097c913d576b319423097cfb7c2f2a96b diff --git a/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp b/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp index 9405ec0..75af670 100644 --- a/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp +++ b/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp @@ -52,15 +52,15 @@ BaseHandle Create() // Setup properties, signals and actions using the type-registry. DALI_TYPE_REGISTRATION_BEGIN( Toolkit::Model3dView, Toolkit::Control, Create ); -DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "geometry-url", STRING, GEOMETRY_URL) -DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "material-url", STRING, MATERIAL_URL) -DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "images-url", STRING, IMAGES_URL) -DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "illumination-type", INTEGER, ILLUMINATION_TYPE) -DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "texture0-url", STRING, TEXTURE0_URL) -DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "texture1-url", STRING, TEXTURE1_URL) -DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "texture2-url", STRING, TEXTURE2_URL) +DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "geometryUrl", STRING, GEOMETRY_URL) +DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "materialUrl", STRING, MATERIAL_URL) +DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "imagesUrl", STRING, IMAGES_URL) +DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "illuminationType", INTEGER, ILLUMINATION_TYPE) +DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "texture0Url", STRING, TEXTURE0_URL) +DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "texture1Url", STRING, TEXTURE1_URL) +DALI_PROPERTY_REGISTRATION( Toolkit, Model3dView, "texture2Url", STRING, TEXTURE2_URL) -DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, Model3dView, "light-position", VECTOR3, LIGHT_POSITION) +DALI_ANIMATABLE_PROPERTY_REGISTRATION( Toolkit, Model3dView, "lightPosition", VECTOR3, LIGHT_POSITION) DALI_TYPE_REGISTRATION_END() @@ -80,28 +80,22 @@ const char* SIMPLE_VERTEX_SHADER = MAKE_SHADER( uniform mediump mat3 uNormalMatrix; uniform mediump mat4 uObjectMatrix;\n uniform mediump vec3 uLightPosition;\n - \n + void main()\n {\n vec4 vertexPosition = vec4(aPosition*min(uSize.x, uSize.y), 1.0);\n vertexPosition = uObjectMatrix * vertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n - \n + //Illumination in Model-View space - Transform attributes and uniforms\n - vec4 vertPos4 = uModelView * vec4(aPosition.xyz, 1.0);\n - vec3 vertPos = vec3(vertPos4) / vertPos4.w;\n - \n - vec3 normalInterp = uNormalMatrix * aNormal;\n - \n - vec4 lightPos4 = uModelView * vec4(uLightPosition, 1.0);\n - vec3 lightPos = vec3(lightPos4) / lightPos4.w;\n - \n + vec4 vertPos = uModelView * vec4(aPosition.xyz, 1.0);\n + vec3 normal = uNormalMatrix * aNormal;\n + vec4 lightPos = uModelView * vec4(uLightPosition, 1.0);\n vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n - \n - float lightDiffuse = dot( vecToLight, normalInterp );\n - lightDiffuse = max(0.0,lightDiffuse);\n + + float lightDiffuse = max( dot( vecToLight, normal ), 0.0 );\n vIllumination = vec3(lightDiffuse * 0.5 + 0.5);\n - \n + gl_Position = vertexPosition;\n }\n ); @@ -110,11 +104,10 @@ const char* SIMPLE_FRAGMENT_SHADER = MAKE_SHADER( precision mediump float;\n varying mediump vec3 vIllumination;\n uniform lowp vec4 uColor;\n - \n + void main()\n {\n - gl_FragColor.rgb = vIllumination.rgb * uColor.rgb;\n - gl_FragColor.a = uColor.a;\n + gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a);\n }\n ); @@ -133,41 +126,30 @@ const char* VERTEX_SHADER = MAKE_SHADER( uniform mediump mat3 uNormalMatrix; uniform mediump mat4 uObjectMatrix;\n uniform mediump vec3 uLightPosition;\n - \n + void main() {\n vec4 vertexPosition = vec4(aPosition*min(uSize.x, uSize.y), 1.0);\n vertexPosition = uObjectMatrix * vertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n - \n + //Illumination in Model-View space - Transform attributes and uniforms\n - vec4 vertPos4 = uModelView * vec4(aPosition.xyz, 1.0);\n - vec3 vertPos = vec3(vertPos4) / vertPos4.w;\n - \n - vec4 lightPos4 = uModelView * vec4(uLightPosition, 1.0);\n - vec3 lightPos = vec3(lightPos4) / lightPos4.w;\n - \n - vec3 normalInterp = normalize(uNormalMatrix * aNormal);\n - \n + vec4 vertPos = uModelView * vec4(aPosition.xyz, 1.0);\n + vec4 lightPos = uModelView * vec4(uLightPosition, 1.0);\n + vec3 normal = normalize(uNormalMatrix * aNormal);\n + vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n - vec3 viewDir = normalize(-vertPos); - \n + vec3 viewDir = normalize(-vertPos.xyz); + vec3 halfVector = normalize(viewDir + vecToLight); - \n - float lightDiffuse = dot( vecToLight, normalInterp );\n + + float lightDiffuse = dot( vecToLight, normal );\n lightDiffuse = max(0.0,lightDiffuse);\n vIllumination = vec3(lightDiffuse * 0.5 + 0.5);\n - \n - // this is blinn phong - //float specAngle = max(dot(halfVector, normalInterp), 0.0);\n - //vSpecular = pow(specAngle, 16.0);\n - \n - // this is phong (for comparison) - vec3 reflectDir = reflect(-vecToLight, normalInterp); - float specAngle = max(dot(reflectDir, viewDir), 0.0); - // note that the exponent is different here - vSpecular = pow(specAngle, 16.0/4.0); - \n + + vec3 reflectDir = reflect(-vecToLight, normal); + vSpecular = pow( max(dot(reflectDir, viewDir), 0.0), 4.0 ); + vTexCoord = aTexCoord;\n gl_Position = vertexPosition;\n }\n @@ -180,12 +162,11 @@ const char* FRAGMENT_SHADER = MAKE_SHADER( varying mediump float vSpecular;\n uniform sampler2D sDiffuse;\n uniform lowp vec4 uColor;\n - \n + void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n - gl_FragColor.rgb = vIllumination.rgb * texture.rgb * uColor.rgb + vSpecular * 0.3;\n - gl_FragColor.a = texture.a * uColor.a;\n + gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb + vSpecular * 0.3, texture.a * uColor.a);\n }\n ); @@ -206,41 +187,33 @@ const char* NRMMAP_VERTEX_SHADER = MAKE_SHADER( uniform mediump mat3 uNormalMatrix; uniform mediump mat4 uObjectMatrix;\n uniform mediump vec3 uLightPosition;\n - \n + void main() {\n vec4 vertexPosition = vec4(aPosition*min(uSize.x, uSize.y), 1.0);\n vertexPosition = uObjectMatrix * vertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n - \n - vTexCoord = aTexCoord;\n - \n - vec3 vNormal = normalize(uNormalMatrix * aNormal);\n - vec3 vTangent = normalize(uNormalMatrix * aTangent);\n - vec3 vBiNormal = normalize(uNormalMatrix * aBiNormal);\n - \n - vec4 vertPos4 = uModelView * vec4(aPosition.xyz, 1.0);\n - vec3 vertPos = vec3(vertPos4) / vertPos4.w;\n - \n - vec4 lightPos4 = uModelView * vec4(uLightPosition, 1.0);\n - vec3 lightPos = vec3(lightPos4) / lightPos4.w;\n - \n - vec3 vecToLight = lightPos - vertPos; - vLightDirection.x = dot(vecToLight, vTangent); - vLightDirection.y = dot(vecToLight, vBiNormal); - vLightDirection.z = dot(vecToLight, vNormal); - vLightDirection = normalize(vLightDirection); - \n - vec3 viewDir = normalize(vertPos); - \n + + vec4 vertPos = uModelView * vec4(aPosition.xyz, 1.0);\n + vec4 lightPos = uModelView * vec4(uLightPosition, 1.0);\n + + vec3 tangent = normalize(uNormalMatrix * aTangent); + vec3 binormal = normalize(uNormalMatrix * aBiNormal); + vec3 normal = normalize(uNormalMatrix * aNormal); + + vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n + vLightDirection.x = dot(vecToLight, tangent); + vLightDirection.y = dot(vecToLight, binormal); + vLightDirection.z = dot(vecToLight, normal); + + vec3 viewDir = normalize(-vertPos.xyz); vec3 halfVector = normalize(viewDir + vecToLight); - vHalfVector.x = dot (halfVector, vTangent); - vHalfVector.y = dot (halfVector, vBiNormal); - vHalfVector.z = dot (halfVector, vNormal); - \n - gl_Position = vertexPosition;\n + vHalfVector.x = dot(halfVector, tangent); + vHalfVector.y = dot(halfVector, binormal); + vHalfVector.z = dot(halfVector, normal); - //vHalfVector = aTangent; + vTexCoord = aTexCoord;\n + gl_Position = vertexPosition;\n }\n ); @@ -253,23 +226,19 @@ const char* NRMMAP_FRAGMENT_SHADER = MAKE_SHADER( uniform sampler2D sNormal;\n uniform sampler2D sGloss;\n uniform lowp vec4 uColor;\n - \n + void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n - vec4 nrmMap = texture2D( sNormal, vTexCoord ) * 2.0 - 1.0;\n + vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n vec4 glossMap = texture2D( sGloss, vTexCoord );\n - \n - vec3 normalizedLightDirection = normalize(vLightDirection);\n - float lightDiffuse = max( 0.0, dot( nrmMap.xyz, normalizedLightDirection ) );\n + + float lightDiffuse = max( 0.0, dot( normal, normalize(vLightDirection) ) );\n lightDiffuse = lightDiffuse * 0.5 + 0.5;\n - \n - float shininess = pow (max (dot (vHalfVector, nrmMap.xyz), 0.0), 16.0) ; - \n - gl_FragColor.rgb = texture.rgb * uColor.rgb * lightDiffuse + shininess * glossMap.rgb;\n - gl_FragColor.a = texture.a * uColor.a;\n - //gl_FragColor.rgb = vHalfVector.rgb; + float shininess = pow (max (dot (normalize( vHalfVector ), normal), 0.0), 16.0) ; + + gl_FragColor = vec4( texture.rgb * uColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a);\n }\n ); @@ -344,7 +313,7 @@ void Model3dView::SetProperty( BaseObject* object, Property::Index index, const } case Toolkit::Model3dView::Property::MATERIAL_URL: { - if( value.Get(impl.mMaterialUrl) ) + if( value.Get(impl.mTextureSetUrl) ) { impl.LoadMaterial(); impl.CreateMaterial(); @@ -408,7 +377,7 @@ Property::Value Model3dView::GetProperty( BaseObject* object, Property::Index in } case Toolkit::Model3dView::Property::MATERIAL_URL: { - value = impl.mMaterialUrl; + value = impl.mTextureSetUrl; break; } case Toolkit::Model3dView::Property::IMAGES_URL: @@ -480,8 +449,8 @@ void Model3dView::OnInitialize() //Create empty versions of the geometry and material so we always have a Renderer Geometry mesh = Geometry::New(); Shader shader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) ); - Material material = Material::New( shader ); - mRenderer = Renderer::New( mesh, material ); + mRenderer = Renderer::New( mesh, shader ); + } void Model3dView::LoadGeometry() @@ -513,7 +482,7 @@ void Model3dView::LoadMaterial() std::streampos fileSize; Dali::Vector fileContent; - if( FileLoader::ReadFile(mMaterialUrl, fileSize, fileContent, FileLoader::TEXT) ) + if( FileLoader::ReadFile(mTextureSetUrl, fileSize, fileContent, FileLoader::TEXT) ) { mObjLoader.LoadMaterial(fileContent.Begin(), fileSize, mTexture0Url, mTexture1Url, mTexture2Url); } @@ -604,13 +573,13 @@ void Model3dView::CreateMaterial() mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) ); } - mMaterial = Material::New( mShader ); - - mMaterial.SetFaceCullingMode(Material::NONE); + mTextureSet = TextureSet::New(); if( mRenderer ) { - mRenderer.SetMaterial( mMaterial ); + mRenderer.SetTextures( mTextureSet ); + mRenderer.SetShader( mShader ); + mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, Renderer::NONE); } UpdateShaderUniforms(); @@ -618,7 +587,7 @@ void Model3dView::CreateMaterial() void Model3dView::LoadTextures() { - if( !mMaterial ) + if( !mTextureSet ) return ; if( mTexture0Url != "" ) @@ -629,8 +598,7 @@ void Model3dView::LoadTextures() Image tex0 = ResourceImage::New( imgUrl ); if( tex0 ) { - size_t index = mMaterial.AddTexture( tex0, "sDiffuse" ); - mMaterial.SetTextureAffectsTransparency(index, false ); + mTextureSet.SetImage( 0u, tex0 ); } } @@ -642,8 +610,7 @@ void Model3dView::LoadTextures() Image tex1 = ResourceImage::New( imgUrl ); if (tex1) { - size_t index = mMaterial.AddTexture( tex1, "sNormal" ); - mMaterial.SetTextureAffectsTransparency(index, false ); + mTextureSet.SetImage( 1u, tex1 ); } } @@ -655,8 +622,7 @@ void Model3dView::LoadTextures() Image tex2 = ResourceImage::New( imgUrl ); if( tex2 ) { - size_t index = mMaterial.AddTexture( tex2, "sGloss" ); - mMaterial.SetTextureAffectsTransparency(index, false ); + mTextureSet.SetImage( 2u, tex2 ); } } }