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=eac2d8934bfe48e0b60a5263a9f31a3ff0089314;hp=2c27f85799a00189d37a4556b3a4949550270eed;hb=b00bd1f5f0925dcdf424567116cc208efc48d769;hpb=4bf366c7c657eacb5cf150fa52e34263ca16218f 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 2c27f85..eac2d89 100644 --- a/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp +++ b/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp @@ -23,7 +23,7 @@ #include #include #include -#include +#include #include #include #include @@ -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: @@ -454,7 +423,7 @@ void Model3dView::OnStageConnection( int depth ) if( mObjLoader.IsSceneLoaded() ) { - mMesh = mObjLoader.CreateGeometry(mIlluminationType); + mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ) ); CreateMaterial(); LoadTextures(); @@ -479,9 +448,9 @@ 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 ); + Shader shader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER ); + mRenderer = Renderer::New( mesh, shader ); + } void Model3dView::LoadGeometry() @@ -493,9 +462,7 @@ void Model3dView::LoadGeometry() if (FileLoader::ReadFile(mObjUrl,fileSize,fileContent,FileLoader::TEXT)) { mObjLoader.ClearArrays(); - - std::string materialUrl; - mObjLoader.Load(fileContent.Begin(), fileSize, materialUrl); + mObjLoader.LoadObject(fileContent.Begin(), fileSize); //Get size information from the obj loaded mSceneCenter = mObjLoader.GetCenter(); @@ -513,7 +480,7 @@ 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); } @@ -551,11 +518,12 @@ void Model3dView::CreateGeometry() { if( mObjLoader.IsSceneLoaded() ) { - mMesh = mObjLoader.CreateGeometry(mIlluminationType); + mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ) ); if( mRenderer ) { mRenderer.SetGeometry( mMesh ); + mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON ); } } } @@ -584,33 +552,34 @@ void Model3dView::UpdateShaderUniforms() void Model3dView::CreateMaterial() { - if( mObjLoader.IsMaterialLoaded() && (mTexture0Url != "")) + if( mObjLoader.IsMaterialLoaded() && (mTexture0Url != "") && mObjLoader.IsTexturePresent() ) { - if( (mTexture2Url != "") && (mTexture1Url != "") && (mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP)) + if( (mTexture2Url != "") && (mTexture1Url != "") && (mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP) ) { - mShader = Shader::New( NRMMAP_VERTEX_SHADER, NRMMAP_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) ); + mShader = Shader::New( NRMMAP_VERTEX_SHADER, NRMMAP_FRAGMENT_SHADER ); } - else if(mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_TEXTURE) + else if( mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_TEXTURE || + mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP ) { - mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) ); + mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); } else { - mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) ); + mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER ); } } else { - mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) ); + mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER ); } - 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, FaceCullingMode::BACK ); } UpdateShaderUniforms(); @@ -618,10 +587,10 @@ void Model3dView::CreateMaterial() void Model3dView::LoadTextures() { - if( !mMaterial ) + if( !mTextureSet ) return ; - if( mTexture0Url != "" ) + if( (mTexture0Url != "") && (mIlluminationType != Toolkit::Model3dView::DIFFUSE) ) { std::string imgUrl = mImagesUrl + mTexture0Url; @@ -629,7 +598,7 @@ void Model3dView::LoadTextures() Image tex0 = ResourceImage::New( imgUrl ); if( tex0 ) { - mMaterial.AddTexture( tex0, "sDiffuse" ); + mTextureSet.SetImage( 0u, tex0 ); } } @@ -641,7 +610,7 @@ void Model3dView::LoadTextures() Image tex1 = ResourceImage::New( imgUrl ); if (tex1) { - mMaterial.AddTexture( tex1, "sNormal" ); + mTextureSet.SetImage( 1u, tex1 ); } } @@ -653,11 +622,29 @@ void Model3dView::LoadTextures() Image tex2 = ResourceImage::New( imgUrl ); if( tex2 ) { - mMaterial.AddTexture( tex2, "sGloss" ); + mTextureSet.SetImage( 2u, tex2 ); } } } +int Model3dView::GetShaderProperties( Toolkit::Model3dView::IlluminationType illuminationType ) +{ + int objectProperties = 0; + + if( illuminationType == Toolkit::Model3dView::DIFFUSE_WITH_TEXTURE || + illuminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP ) + { + objectProperties |= ObjLoader::TEXTURE_COORDINATES; + } + + if( illuminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP ) + { + objectProperties |= ObjLoader::TANGENTS | ObjLoader::BINOMIALS; + } + + return objectProperties; +} + } // namespace Internal } // namespace Toolkit } // namespace Dali