X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fmesh%2Fmesh-visual.cpp;h=051dfa3a8211f190801129bc7d74929b90f9eed7;hp=e815ae185b254da8f6bb2dd5d6285abd5576c122;hb=5a2a5883422f4d114902ac57d57d7d1e973fbb2e;hpb=4cd15baa1eaa620c0ef5e94e56d82fad17b888d5 diff --git a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp index e815ae1..051dfa3 100644 --- a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp +++ b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp @@ -23,11 +23,14 @@ #include #include #include +#include +#include #include //INTERNAL INCLUDES +#include +#include #include -#include namespace Dali { @@ -80,14 +83,26 @@ enum TextureIndex GLOSS_INDEX = 2u }; +//Property names +const char * const OBJECT_URL_NAME( "objectUrl" ); +const char * const MATERIAL_URL_NAME( "materialUrl" ); +const char * const TEXTURES_PATH_NAME( "texturesPath" ); +const char * const SHADING_MODE_NAME( "shadingMode" ); +const char * const USE_MIPMAPPING_NAME( "useMipmapping" ); +const char * const USE_SOFT_NORMALS_NAME( "useSoftNormals" ); +const char * const LIGHT_POSITION_NAME( "lightPosition" ); + +//Shading mode +DALI_ENUM_TO_STRING_TABLE_BEGIN( SHADING_MODE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURELESS_WITH_DIFFUSE_LIGHTING ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_SPECULAR_LIGHTING ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::MeshVisual::ShadingMode, TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) +DALI_ENUM_TO_STRING_TABLE_END( SHADING_MODE ) + //Shader properties const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" ); const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" ); -const char * const SHADER_TYPE_TEXTURELESS( "TEXTURELESS" ); -const char * const SHADER_TYPE_DIFFUSE_TEXTURE( "DIFFUSE_TEXTURE" ); -const char * const SHADER_TYPE_ALL_TEXTURES( "ALL_TEXTURES" ); - //Shaders //If a shader requires certain textures, they must be listed in order, //as detailed in the TextureIndex enum documentation. @@ -106,9 +121,26 @@ const char* SIMPLE_VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump vec3 lightPosition;\n uniform mediump vec2 uStageOffset;\n + //Visual size and offset + uniform mediump vec2 offset;\n + uniform mediump vec2 size;\n + uniform mediump vec4 offsetSizeMode;\n + uniform mediump vec2 origin;\n + uniform mediump vec2 anchorPoint;\n + + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + float scaleFactor = min( visualSize.x, visualSize.y );\n + vec3 originFlipY = vec3(origin.x, -origin.y, 0.0); + vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0); + vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n + return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n + }\n + void main()\n {\n - vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n + vec4 normalisedVertexPosition = ComputeVertexPosition();\n vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n @@ -132,10 +164,17 @@ const char* SIMPLE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER( precision mediump float;\n varying mediump vec3 vIllumination;\n uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n void main()\n {\n - gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n + gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a ) * visualMixColor();\n }\n ); @@ -156,9 +195,26 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump vec3 lightPosition;\n uniform mediump vec2 uStageOffset;\n + //Visual size and offset + uniform mediump vec2 offset;\n + uniform mediump vec2 size;\n + uniform mediump vec4 offsetSizeMode;\n + uniform mediump vec2 origin;\n + uniform mediump vec2 anchorPoint;\n + + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + float scaleFactor = min( visualSize.x, visualSize.y );\n + vec3 originFlipY = vec3(origin.x, -origin.y, 0.0); + vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0); + vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n + return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n + }\n + void main() {\n - vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n + vec4 normalisedVertexPosition = ComputeVertexPosition();\n vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n @@ -192,11 +248,19 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( varying mediump float vSpecular;\n uniform sampler2D sDiffuse;\n uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n - gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb + vSpecular * 0.3, texture.a * uColor.a );\n + vec4 visualMixColor = visualMixColor();\n + gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb * visualMixColor.rgb + vSpecular * 0.3, texture.a * uColor.a * visualMixColor.a );\n }\n ); @@ -219,9 +283,27 @@ const char* NORMAL_MAP_VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump mat4 uObjectMatrix;\n uniform mediump vec3 lightPosition;\n uniform mediump vec2 uStageOffset;\n + + //Visual size and offset + uniform mediump vec2 offset;\n + uniform mediump vec2 size;\n + uniform mediump vec4 offsetSizeMode;\n + uniform mediump vec2 origin;\n + uniform mediump vec2 anchorPoint;\n + + vec4 ComputeVertexPosition()\n + {\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + float scaleFactor = min( visualSize.x, visualSize.y );\n + vec3 originFlipY = vec3(origin.x, -origin.y, 0.0); + vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0); + vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n + return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n + }\n + void main() {\n - vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n + vec4 normalisedVertexPosition = ComputeVertexPosition();\n vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n @@ -259,27 +341,42 @@ const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sNormal;\n uniform sampler2D sGloss;\n uniform lowp vec4 uColor;\n + uniform lowp vec3 mixColor;\n + uniform lowp float opacity;\n + uniform lowp float preMultipliedAlpha;\n + lowp vec4 visualMixColor()\n + {\n + return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n + }\n void main()\n {\n vec4 texture = texture2D( sDiffuse, vTexCoord );\n vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n vec4 glossMap = texture2D( sGloss, vTexCoord );\n + vec4 visualMixColor = visualMixColor();\n float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n lightDiffuse = lightDiffuse * 0.5 + 0.5;\n 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 + gl_FragColor = vec4( texture.rgb * uColor.rgb * visualMixColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a * visualMixColor.a );\n }\n ); -} // namespace +} // unnamed namespace + +MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) +{ + MeshVisualPtr meshVisualPtr( new MeshVisual( factoryCache ) ); + meshVisualPtr->SetProperties( properties ); + return meshVisualPtr; +} MeshVisual::MeshVisual( VisualFactoryCache& factoryCache ) -: Visual( factoryCache ), - mShaderType( ALL_TEXTURES ), +: Visual::Base( factoryCache ), + mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ), mUseTexture( true ), mUseMipmapping( true ), mUseSoftNormals( true ) @@ -290,77 +387,56 @@ MeshVisual::~MeshVisual() { } -void MeshVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap ) +void MeshVisual::DoSetProperties( const Property::Map& propertyMap ) { - Property::Value* objectUrl = propertyMap.Find( OBJECT_URL ); - if( !objectUrl || !objectUrl->Get( mObjectUrl ) ) + for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter ) { - DALI_LOG_ERROR( "Fail to provide object URL to the MeshVisual object.\n" ); - } - - Property::Value* materialUrl = propertyMap.Find( MATERIAL_URL ); - if( !materialUrl || !materialUrl->Get( mMaterialUrl ) || mMaterialUrl.empty() ) - { - mUseTexture = false; - } - - Property::Value* imagesUrl = propertyMap.Find( TEXTURES_PATH ); - if( !imagesUrl || !imagesUrl->Get( mTexturesPath ) ) - { - //Default behaviour is to assume files are in the same directory, - // or have their locations detailed in full when supplied. - mTexturesPath.clear(); - } - - Property::Value* shaderType = propertyMap.Find( SHADER_TYPE ); - if( shaderType ) - { - std::string shaderTypeString; - if( shaderType->Get( shaderTypeString ) ) + KeyValuePair keyValue = propertyMap.GetKeyValue( iter ); + if( keyValue.first.type == Property::Key::INDEX ) + { + DoSetProperty( keyValue.first.indexKey, keyValue.second ); + } + else { - if( shaderTypeString == SHADER_TYPE_TEXTURELESS ) + if( keyValue.first == OBJECT_URL_NAME ) { - mShaderType = TEXTURELESS; + DoSetProperty( Toolkit::MeshVisual::Property::OBJECT_URL, keyValue.second ); } - else if( shaderTypeString == SHADER_TYPE_DIFFUSE_TEXTURE ) + else if( keyValue.first == MATERIAL_URL_NAME ) { - mShaderType = DIFFUSE_TEXTURE; + DoSetProperty( Toolkit::MeshVisual::Property::MATERIAL_URL, keyValue.second ); } - else if( shaderTypeString == SHADER_TYPE_ALL_TEXTURES ) + else if( keyValue.first == TEXTURES_PATH_NAME ) { - mShaderType = ALL_TEXTURES; + DoSetProperty( Toolkit::MeshVisual::Property::TEXTURES_PATH, keyValue.second ); } - else + else if( keyValue.first == SHADING_MODE_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::SHADING_MODE, keyValue.second ); + } + else if( keyValue.first == USE_MIPMAPPING_NAME ) { - DALI_LOG_ERROR( "Unknown shader type provided to the MeshVisual object.\n"); + DoSetProperty( Toolkit::MeshVisual::Property::USE_MIPMAPPING, keyValue.second ); + } + else if( keyValue.first == USE_SOFT_NORMALS_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, keyValue.second ); + } + else if( keyValue.first == LIGHT_POSITION_NAME ) + { + DoSetProperty( Toolkit::MeshVisual::Property::LIGHT_POSITION, keyValue.second ); } } } - Property::Value* useMipmapping = propertyMap.Find( USE_MIPMAPPING ); - if( useMipmapping ) - { - useMipmapping->Get( mUseMipmapping ); - } - - Property::Value* useSoftNormals = propertyMap.Find( USE_SOFT_NORMALS ); - if( useSoftNormals ) + if( mMaterialUrl.empty() ) { - useSoftNormals->Get( mUseSoftNormals ); + mUseTexture = false; } - Property::Value* lightPosition = propertyMap.Find( LIGHT_POSITION_UNIFORM_NAME ); - if( lightPosition ) + if( mLightPosition == Vector3::ZERO ) { - if( !lightPosition->Get( mLightPosition ) ) - { - DALI_LOG_ERROR( "Invalid value passed for light position in MeshRenderer object.\n" ); - mLightPosition = Vector3::ZERO; - } - } - else - { - //Default behaviour is to place the light directly in front of the object, + // Default behaviour is to place the light directly in front of the object, // at a reasonable distance to light everything on screen. Stage stage = Stage::GetCurrent(); @@ -368,64 +444,93 @@ void MeshVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap ) } } -void MeshVisual::SetSize( const Vector2& size ) -{ - Visual::SetSize( size ); - - // ToDo: renderer responds to the size change -} - -void MeshVisual::SetClipRect( const Rect& clipRect ) +void MeshVisual::DoSetProperty( Property::Index index, const Property::Value& value ) { - Visual::SetClipRect( clipRect ); - - //ToDo: renderer responds to the clipRect change + switch( index ) + { + case Toolkit::MeshVisual::Property::OBJECT_URL: + { + if( !value.Get( mObjectUrl ) ) + { + DALI_LOG_ERROR("MeshVisual: property objectUrl is the wrong type, use STRING\n"); + } + break; + } + case Toolkit::MeshVisual::Property::MATERIAL_URL: + { + if( ! value.Get( mMaterialUrl ) ) + { + DALI_LOG_ERROR("MeshVisual: property materialUrl is the wrong type, use STRING\n"); + } + break; + } + case Toolkit::MeshVisual::Property::TEXTURES_PATH: + { + if( ! value.Get( mTexturesPath ) ) + { + mTexturesPath.clear(); + } + break; + } + case Toolkit::MeshVisual::Property::SHADING_MODE: + { + Scripting::GetEnumerationProperty( value, SHADING_MODE_TABLE, SHADING_MODE_TABLE_COUNT, mShadingMode ); + break; + } + case Toolkit::MeshVisual::Property::USE_MIPMAPPING: + { + if( !value.Get( mUseMipmapping ) ) + { + DALI_LOG_ERROR("MeshVisual: property useMipmapping is the wrong type, use BOOLEAN\n"); + } + break; + } + case Toolkit::MeshVisual::Property::USE_SOFT_NORMALS: + { + if( !value.Get( mUseSoftNormals ) ) + { + DALI_LOG_ERROR("MeshVisual: property useSoftNormals is the wrong type, use BOOLEAN\n"); + } + break; + } + case Toolkit::MeshVisual::Property::LIGHT_POSITION: + { + if( !value.Get( mLightPosition ) ) + { + mLightPosition = Vector3::ZERO; + DALI_LOG_ERROR("MeshVisual: property lightPosition is the wrong type, use VECTOR3\n"); + } + break; + } + } } -void MeshVisual::SetOffset( const Vector2& offset ) +void MeshVisual::OnSetTransform() { - //ToDo: renderer applies the offset + if( mImpl->mRenderer ) + { + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + } } void MeshVisual::DoSetOnStage( Actor& actor ) { InitializeRenderer(); + + actor.AddRenderer( mImpl->mRenderer ); } void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( RENDERER_TYPE, MESH_RENDERER ); - map.Insert( OBJECT_URL, mObjectUrl ); - map.Insert( MATERIAL_URL, mMaterialUrl ); - map.Insert( TEXTURES_PATH, mTexturesPath ); - - std::string shaderTypeString; - switch( mShaderType ) - { - case ALL_TEXTURES: - { - shaderTypeString = SHADER_TYPE_ALL_TEXTURES; - break; - } - - case DIFFUSE_TEXTURE: - { - shaderTypeString = SHADER_TYPE_DIFFUSE_TEXTURE; - break; - } - - case TEXTURELESS: - { - shaderTypeString = SHADER_TYPE_TEXTURELESS; - break; - } - } - map.Insert( SHADER_TYPE, shaderTypeString ); - - map.Insert( USE_MIPMAPPING, mUseMipmapping ); - map.Insert( USE_SOFT_NORMALS, mUseSoftNormals ); - map.Insert( LIGHT_POSITION_UNIFORM_NAME, mLightPosition ); + map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::MESH ); + map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl ); + map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl ); + map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath ); + map.Insert( Toolkit::MeshVisual::Property::SHADING_MODE, mShadingMode ); + map.Insert( Toolkit::MeshVisual::Property::USE_MIPMAPPING, mUseMipmapping ); + map.Insert( Toolkit::MeshVisual::Property::USE_SOFT_NORMALS, mUseSoftNormals ); + map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition ); } void MeshVisual::InitializeRenderer() @@ -466,6 +571,10 @@ void MeshVisual::InitializeRenderer() mImpl->mRenderer = Renderer::New( mGeometry, mShader ); mImpl->mRenderer.SetTextures( mTextureSet ); mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON ); + mImpl->mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); + + //Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); } void MeshVisual::SupplyEmptyGeometry() @@ -487,17 +596,17 @@ void MeshVisual::UpdateShaderUniforms() scaleMatrix.SetIdentityAndScale( Vector3( 1.0, -1.0, 1.0 ) ); mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f ); - mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition ); + mShader.RegisterProperty( LIGHT_POSITION_NAME, mLightPosition ); mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix ); } void MeshVisual::CreateShader() { - if( mShaderType == ALL_TEXTURES ) + if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) { mShader = Shader::New( NORMAL_MAP_VERTEX_SHADER, NORMAL_MAP_FRAGMENT_SHADER ); } - else if( mShaderType == DIFFUSE_TEXTURE ) + else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING ) { mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); } @@ -514,22 +623,22 @@ bool MeshVisual::CreateGeometry() //Determine if we need to use a simpler shader to handle the provided data if( !mUseTexture || !mObjLoader.IsDiffuseMapPresent() ) { - mShaderType = TEXTURELESS; + mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING; } - else if( mShaderType == ALL_TEXTURES && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) ) + else if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) ) { - mShaderType = DIFFUSE_TEXTURE; + mShadingMode = Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING; } int objectProperties = 0; - if( mShaderType == DIFFUSE_TEXTURE || - mShaderType == ALL_TEXTURES ) + if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_SPECULAR_LIGHTING || + mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) { objectProperties |= ObjLoader::TEXTURE_COORDINATES; } - if( mShaderType == ALL_TEXTURES ) + if( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) { objectProperties |= ObjLoader::TANGENTS | ObjLoader::BINORMALS; } @@ -588,7 +697,7 @@ bool MeshVisual::LoadTextures() { mTextureSet = TextureSet::New(); - if( mShaderType != TEXTURELESS ) + if( mShadingMode != Toolkit::MeshVisual::ShadingMode::TEXTURELESS_WITH_DIFFUSE_LIGHTING ) { Sampler sampler = Sampler::New(); if( mUseMipmapping ) @@ -614,7 +723,7 @@ bool MeshVisual::LoadTextures() } } - if( !mNormalTextureUrl.empty() && ( mShaderType == ALL_TEXTURES ) ) + if( !mNormalTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) ) { std::string imageUrl = mTexturesPath + mNormalTextureUrl; @@ -632,7 +741,7 @@ bool MeshVisual::LoadTextures() } } - if( !mGlossTextureUrl.empty() && ( mShaderType == ALL_TEXTURES ) ) + if( !mGlossTextureUrl.empty() && ( mShadingMode == Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ) ) { std::string imageUrl = mTexturesPath + mGlossTextureUrl;