X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fprimitive%2Fprimitive-visual.cpp;h=748564ec08d2f36118aca8ed4c34e48b3d1f4034;hp=47fa010dc61ad8fc6c87821e5e1cf2c469df8dc9;hb=5a2a5883422f4d114902ac57d57d7d1e973fbb2e;hpb=081952187aed53e8881c3a8c0d654c79e0347525 diff --git a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp index 47fa010..748564e 100644 --- a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp +++ b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -22,10 +22,14 @@ #include #include #include +#include +#include +#include -//INTERNAL INCLUDES -#include +// INTERNAL INCLUDES +#include #include +#include namespace Dali { @@ -39,6 +43,30 @@ namespace Internal namespace { +// shapes +DALI_ENUM_TO_STRING_TABLE_BEGIN( SHAPE_TYPE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, SPHERE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONICAL_FRUSTRUM ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CONE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CYLINDER ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, CUBE ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, OCTAHEDRON ) +DALI_ENUM_TO_STRING_WITH_SCOPE( Toolkit::PrimitiveVisual::Shape, BEVELLED_CUBE ) +DALI_ENUM_TO_STRING_TABLE_END( SHAPE_TYPE ) + +//Property names +const char * const PRIMITIVE_SHAPE( "shape" ); +const char * const SLICES( "slices" ); +const char * const STACKS( "stacks" ); +const char * const SCALE_TOP_RADIUS( "scaleTopRadius" ); +const char * const SCALE_BOTTOM_RADIUS( "scaleBottomRadius" ); +const char * const SCALE_HEIGHT( "scaleHeight" ); +const char * const SCALE_RADIUS( "scaleRadius" ); +const char * const SCALE_DIMENSIONS( "scaleDimensions" ); +const char * const BEVEL_PERCENTAGE( "bevelPercentage" ); +const char * const BEVEL_SMOOTHNESS( "bevelSmoothness" ); +const char * const LIGHT_POSITION_UNIFORM_NAME( "lightPosition" ); + //Primitive property defaults const int DEFAULT_SLICES = 128; ///< For spheres and conics const int DEFAULT_STACKS = 128; ///< For spheres and conics @@ -48,19 +76,17 @@ const float DEFAULT_SCALE_HEIGHT = 3.0; ///< For all conics const float DEFAULT_SCALE_RADIUS = 1.0; ///< For cylinders const float DEFAULT_BEVEL_PERCENTAGE = 0.0; ///< For bevelled cubes const float DEFAULT_BEVEL_SMOOTHNESS = 0.0; ///< For bevelled cubes -const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 0.0 ); ///< Grey, for all. +const Vector4 DEFAULT_COLOR = Vector4( 0.5, 0.5, 0.5, 1.0 ); ///< Grey, for all. //Property limits -const int MIN_SLICES = 1; ///< Minimum number of slices for spheres and conics -const int MIN_STACKS = 1; ///< Minimum number of stacks for spheres and conics +const int MIN_SLICES = 3; ///< Minimum number of slices for spheres and conics +const int MIN_STACKS = 2; ///< Minimum number of stacks for spheres and conics const int MAX_PARTITIONS = 255; ///< Maximum number of slices or stacks for spheres and conics const float MIN_BEVEL_PERCENTAGE = 0.0; ///< Minimum bevel percentage for bevelled cubes const float MAX_BEVEL_PERCENTAGE = 1.0; ///< Maximum bevel percentage for bevelled cubes const float MIN_SMOOTHNESS = 0.0; ///< Minimum bevel smoothness for bevelled cubes const float MAX_SMOOTHNESS = 1.0; ///< Maximum bevel smoothness for bevelled cubes -const char * const RENDERER_TYPE_VALUE( "PRIMITIVE" ); - //Specific shape labels. const char * const SPHERE_LABEL( "SPHERE" ); const char * const CONE_LABEL( "CONE" ); @@ -72,7 +98,6 @@ const char * const BEVELLED_CUBE_LABEL( "BEVELLED_CUBE" ); //Shader properties const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" ); -const char * const COLOR_UNIFORM_NAME( "uColor" ); const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" ); const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" ); @@ -97,28 +122,42 @@ const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( uniform mediump vec3 lightPosition;\n uniform mediump vec2 uStageOffset;\n - void main()\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 - float xRatio = uSize.x / uObjectDimensions.x;\n - float yRatio = uSize.y / uObjectDimensions.y;\n - float scaleFactor = min( xRatio, yRatio );\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.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 - vec4 normalisedVertexPosition = vec4( aPosition * scaleFactor, 1.0 );\n + void main()\n + {\n + vec4 normalisedVertexPosition = ComputeVertexPosition();\n vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n vertexPosition = uMvpMatrix * vertexPosition;\n - //Illumination in Model-View space - Transform attributes and uniforms\n - vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n - vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n + //Illumination in Model-View space - Transform attributes and uniforms\n + vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n + vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n - vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n - mvLightPosition = uViewMatrix * mvLightPosition;\n - vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n + vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n + mvLightPosition = uViewMatrix * mvLightPosition;\n + vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n - float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n - vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n + float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n + vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n - gl_Position = vertexPosition;\n + gl_Position = vertexPosition;\n }\n ); @@ -127,18 +166,26 @@ const char* 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 void main()\n {\n - gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n + vec4 baseColor = vec4(mixColor, opacity) * uColor;\n + gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n }\n ); -} // namespace +} // unnamed namespace + +PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) +{ + PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) ); + primitiveVisualPtr->SetProperties( properties ); + return primitiveVisualPtr; +} PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache ) : Visual::Base( factoryCache ), - mColor( DEFAULT_COLOR ), mScaleDimensions( Vector3::ONE ), mScaleTopRadius( DEFAULT_SCALE_TOP_RADIUS ), mScaleBottomRadius( DEFAULT_SCALE_BOTTOM_RADIUS ), @@ -148,75 +195,50 @@ PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache ) mBevelSmoothness( DEFAULT_BEVEL_SMOOTHNESS ), mSlices( DEFAULT_SLICES ), mStacks( DEFAULT_STACKS ), - mPrimitiveType( SPHERE ) + mPrimitiveType( Toolkit::PrimitiveVisual::Shape::SPHERE ) { + mImpl->mMixColor = DEFAULT_COLOR; } PrimitiveVisual::~PrimitiveVisual() { } -void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap ) +void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap ) { //Find out which shape to renderer. - Property::Value* primitiveType = propertyMap.Find( PRIMITIVE_SHAPE ); - if( primitiveType ) + Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE ); + if( primitiveTypeValue ) { - if( primitiveType->Get( mShape ) ) - { - //Set property type as an enum. - if( mShape == SPHERE_LABEL ) - { - mPrimitiveType = SPHERE; - } - else if( mShape == CONE_LABEL ) - { - mPrimitiveType = CONE; - } - else if( mShape == CONICAL_FRUSTRUM_LABEL ) - { - mPrimitiveType = CONICAL_FRUSTRUM; - } - else if( mShape == CYLINDER_LABEL ) - { - mPrimitiveType = CYLINDER; - } - else if( mShape == CUBE_LABEL ) - { - mPrimitiveType = CUBE; - } - else if( mShape == OCTAHEDRON_LABEL ) - { - mPrimitiveType = OCTAHEDRON; - } - else if( mShape == BEVELLED_CUBE_LABEL ) - { - mPrimitiveType = BEVELLED_CUBE; - } - else - { - DALI_LOG_ERROR( "No known shape in PrimitiveVisual.\n" ); - } - } - else - { - DALI_LOG_ERROR( "Invalid type for shape in PrimitiveVisual.\n" ); - } + Scripting::GetEnumerationProperty( *primitiveTypeValue, SHAPE_TYPE_TABLE, SHAPE_TYPE_TABLE_COUNT, mPrimitiveType ); } else { DALI_LOG_ERROR( "Fail to provide shape to the PrimitiveVisual object.\n" ); } - //Read in other potential properties. - - Property::Value* color = propertyMap.Find( SHAPE_COLOR ); - if( color && !color->Get( mColor ) ) + // By virtue of DoSetProperties being called last, this will override + // anything set by DevelVisual::Property::MIX_COLOR + Property::Value* colorValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR ); + if( colorValue ) { - DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" ); + Vector4 color; + if( colorValue->Get( color ) ) + { + Property::Type type = colorValue->GetType(); + if( type == Property::VECTOR4 ) + { + SetMixColor( color ); + } + else if( type == Property::VECTOR3 ) + { + Vector3 color3(color); + SetMixColor( color3 ); + } + } } - Property::Value* slices = propertyMap.Find( SLICES ); + Property::Value* slices = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SLICES, SLICES ); if( slices ) { if( slices->Get( mSlices ) ) @@ -225,10 +247,12 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM if( mSlices > MAX_PARTITIONS ) { mSlices = MAX_PARTITIONS; + DALI_LOG_WARNING( "Value for slices clamped.\n" ); } else if ( mSlices < MIN_SLICES ) { mSlices = MIN_SLICES; + DALI_LOG_WARNING( "Value for slices clamped.\n" ); } } else @@ -237,7 +261,7 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM } } - Property::Value* stacks = propertyMap.Find( STACKS ); + Property::Value* stacks = propertyMap.Find( Toolkit::PrimitiveVisual::Property::STACKS, STACKS ); if( stacks ) { if( stacks->Get( mStacks ) ) @@ -246,10 +270,12 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM if( mStacks > MAX_PARTITIONS ) { mStacks = MAX_PARTITIONS; + DALI_LOG_WARNING( "Value for stacks clamped.\n" ); } else if ( mStacks < MIN_STACKS ) { mStacks = MIN_STACKS; + DALI_LOG_WARNING( "Value for stacks clamped.\n" ); } } else @@ -258,31 +284,31 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM } } - Property::Value* scaleTop = propertyMap.Find( SCALE_TOP_RADIUS ); + Property::Value* scaleTop = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, SCALE_TOP_RADIUS ); if( scaleTop && !scaleTop->Get( mScaleTopRadius ) ) { DALI_LOG_ERROR( "Invalid type for scale top radius in PrimitiveVisual.\n" ); } - Property::Value* scaleBottom = propertyMap.Find( SCALE_BOTTOM_RADIUS ); + Property::Value* scaleBottom = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, SCALE_BOTTOM_RADIUS ); if( scaleBottom && !scaleBottom->Get( mScaleBottomRadius ) ) { DALI_LOG_ERROR( "Invalid type for scale bottom radius in PrimitiveVisual.\n" ); } - Property::Value* scaleHeight = propertyMap.Find( SCALE_HEIGHT ); + Property::Value* scaleHeight = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, SCALE_HEIGHT ); if( scaleHeight && !scaleHeight->Get( mScaleHeight ) ) { DALI_LOG_ERROR( "Invalid type for scale height in PrimitiveVisual.\n" ); } - Property::Value* scaleRadius = propertyMap.Find( SCALE_RADIUS ); + Property::Value* scaleRadius = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, SCALE_RADIUS ); if( scaleRadius && !scaleRadius->Get( mScaleRadius ) ) { DALI_LOG_ERROR( "Invalid type for scale radius in PrimitiveVisual.\n" ); } - Property::Value* dimensions = propertyMap.Find( SCALE_DIMENSIONS ); + Property::Value* dimensions = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, SCALE_DIMENSIONS ); if( dimensions ) { if( dimensions->Get( mScaleDimensions ) ) @@ -291,14 +317,17 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM if( mScaleDimensions.x <= 0.0 ) { mScaleDimensions.x = 1.0; + DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" ); } if( mScaleDimensions.y <= 0.0 ) { mScaleDimensions.y = 1.0; + DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" ); } if( mScaleDimensions.z <= 0.0 ) { mScaleDimensions.z = 1.0; + DALI_LOG_WARNING( "Value for scale dimensions clamped. Must be greater than zero.\n" ); } } else @@ -307,7 +336,7 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM } } - Property::Value* bevel = propertyMap.Find( BEVEL_PERCENTAGE ); + Property::Value* bevel = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, BEVEL_PERCENTAGE ); if( bevel ) { if( bevel->Get( mBevelPercentage ) ) @@ -316,10 +345,12 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM if( mBevelPercentage < MIN_BEVEL_PERCENTAGE ) { mBevelPercentage = MIN_BEVEL_PERCENTAGE; + DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" ); } else if( mBevelPercentage > MAX_BEVEL_PERCENTAGE ) { mBevelPercentage = MAX_BEVEL_PERCENTAGE; + DALI_LOG_WARNING( "Value for bevel percentage clamped.\n" ); } } else @@ -328,7 +359,7 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM } } - Property::Value* smoothness = propertyMap.Find( BEVEL_SMOOTHNESS ); + Property::Value* smoothness = propertyMap.Find( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, BEVEL_SMOOTHNESS ); if( smoothness ) { if( smoothness->Get( mBevelSmoothness ) ) @@ -337,10 +368,12 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM if( mBevelSmoothness < MIN_SMOOTHNESS ) { mBevelSmoothness = MIN_SMOOTHNESS; + DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" ); } else if( mBevelSmoothness > MAX_SMOOTHNESS ) { mBevelSmoothness = MAX_SMOOTHNESS; + DALI_LOG_WARNING( "Value for bevel smoothness clamped.\n" ); } } else @@ -350,7 +383,7 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM } //Read in light position. - Property::Value* lightPosition = propertyMap.Find( LIGHT_POSITION_UNIFORM_NAME ); + Property::Value* lightPosition = propertyMap.Find( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, LIGHT_POSITION_UNIFORM_NAME ); if( lightPosition ) { if( !lightPosition->Get( mLightPosition ) ) @@ -369,46 +402,48 @@ void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyM } } -void PrimitiveVisual::SetSize( const Vector2& size ) -{ - Visual::Base::SetSize( size ); - - // ToDo: renderer responds to the size change -} - -void PrimitiveVisual::SetClipRect( const Rect& clipRect ) +void PrimitiveVisual::GetNaturalSize( Vector2& naturalSize ) { - Visual::Base::SetClipRect( clipRect ); - - //ToDo: renderer responds to the clipRect change -} + if( !mGeometry ) + { + CreateGeometry(); + } -void PrimitiveVisual::SetOffset( const Vector2& offset ) -{ - //ToDo: renderer applies the offset + naturalSize.x = mObjectDimensions.x; + naturalSize.y = mObjectDimensions.y; } void PrimitiveVisual::DoSetOnStage( Actor& actor ) { InitializeRenderer(); + + actor.AddRenderer( mImpl->mRenderer ); } void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE ); - map.Insert( PRIMITIVE_SHAPE, mShape ); - map.Insert( SHAPE_COLOR, mColor ); - map.Insert( SLICES, mSlices ); - map.Insert( STACKS, mStacks ); - map.Insert( SCALE_TOP_RADIUS, mScaleTopRadius ); - map.Insert( SCALE_BOTTOM_RADIUS, mScaleBottomRadius ); - map.Insert( SCALE_HEIGHT, mScaleHeight ); - map.Insert( SCALE_RADIUS, mScaleRadius ); - map.Insert( SCALE_DIMENSIONS, mScaleDimensions ); - map.Insert( BEVEL_PERCENTAGE, mBevelPercentage ); - map.Insert( BEVEL_SMOOTHNESS, mBevelSmoothness ); - map.Insert( LIGHT_POSITION_UNIFORM_NAME, mLightPosition ); + map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE ); + map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mImpl->mMixColor ); + map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType ); + map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices ); + map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks ); + map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius ); + map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_BOTTOM_RADIUS, mScaleBottomRadius ); + map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_HEIGHT, mScaleHeight ); + map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_RADIUS, mScaleRadius ); + map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_DIMENSIONS, mScaleDimensions ); + map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_PERCENTAGE, mBevelPercentage ); + map.Insert( Toolkit::PrimitiveVisual::Property::BEVEL_SMOOTHNESS, mBevelSmoothness ); + map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition ); +} + +void PrimitiveVisual::OnSetTransform() +{ + if( mImpl->mRenderer ) + { + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + } } void PrimitiveVisual::InitializeRenderer() @@ -425,6 +460,11 @@ void PrimitiveVisual::InitializeRenderer() mImpl->mRenderer = Renderer::New( mGeometry, mShader ); mImpl->mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK ); + + // Register transform properties + mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + + mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::PrimitiveVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); } void PrimitiveVisual::UpdateShaderUniforms() @@ -440,7 +480,6 @@ void PrimitiveVisual::UpdateShaderUniforms() mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f ); mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition ); mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix ); - mShader.RegisterProperty( COLOR_UNIFORM_NAME, mColor ); mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions ); } @@ -457,41 +496,41 @@ void PrimitiveVisual::CreateGeometry() switch( mPrimitiveType ) { - case SPHERE: + case Toolkit::PrimitiveVisual::Shape::SPHERE: { CreateSphere( vertices, indices, mSlices, mStacks ); break; } - case CONE: + case Toolkit::PrimitiveVisual::Shape::CONE: { //Create a conic with zero top radius. CreateConic( vertices, indices, 0, mScaleBottomRadius, mScaleHeight, mSlices ); break; } - case CONICAL_FRUSTRUM: + case Toolkit::PrimitiveVisual::Shape::CONICAL_FRUSTRUM: { CreateConic( vertices, indices, mScaleTopRadius, mScaleBottomRadius, mScaleHeight, mSlices ); break; } - case CYLINDER: + case Toolkit::PrimitiveVisual::Shape::CYLINDER: { //Create a conic with equal radii on the top and bottom. CreateConic( vertices, indices, mScaleRadius, mScaleRadius, mScaleHeight, mSlices ); break; } - case CUBE: + case Toolkit::PrimitiveVisual::Shape::CUBE: { //Create a cube by creating a bevelled cube with minimum bevel. CreateBevelledCube( vertices, indices, mScaleDimensions, 0.0, 0.0 ); break; } - case OCTAHEDRON: + case Toolkit::PrimitiveVisual::Shape::OCTAHEDRON: { //Create an octahedron by creating a bevelled cube with maximum bevel. CreateBevelledCube( vertices, indices, mScaleDimensions, 1.0, mBevelSmoothness ); break; } - case BEVELLED_CUBE: + case Toolkit::PrimitiveVisual::Shape::BEVELLED_CUBE: { CreateBevelledCube( vertices, indices, mScaleDimensions, mBevelPercentage, mBevelSmoothness ); break; @@ -522,7 +561,7 @@ void PrimitiveVisual::CreateSphere( Vector& vertices, Vector& vertices, Vector& indices, float scaleTopRadius, - float scaleBottomRadius, float scaleHeight, int slices ) + float scaleBottomRadius, float scaleHeight, int slices ) { ComputeConicVertices( vertices, scaleTopRadius, scaleBottomRadius, scaleHeight, slices ); FormConicTriangles( indices, scaleTopRadius, scaleBottomRadius, slices ); @@ -537,9 +576,10 @@ void PrimitiveVisual::CreateConic( Vector& vertices, Vector& vertices, Vector& indices, - Vector3 dimensions, float bevelPercentage, float bevelSmoothness ) + Vector3 dimensions, float bevelPercentage, float bevelSmoothness ) { - dimensions.Normalize(); + float maxDimension = std::max( std::max( dimensions.x, dimensions.y ), dimensions.z ); + dimensions = dimensions / maxDimension; if( bevelPercentage <= MIN_BEVEL_PERCENTAGE ) //No bevel, form a cube. { @@ -561,7 +601,7 @@ void PrimitiveVisual::CreateBevelledCube( Vector& vertices, Vector& sinTable, Vector& cosTable, int divisions, - bool halfCircle ) + bool halfCircle ) { if( divisions < 0 ) { @@ -702,7 +742,7 @@ void PrimitiveVisual::FormSphereTriangles( Vector& indices, int } void PrimitiveVisual::ComputeConicVertices( Vector& vertices, float scaleTopRadius, - float scaleBottomRadius, float scaleHeight, int slices ) + float scaleBottomRadius, float scaleHeight, int slices ) { int vertexIndex = 0; //Track progress through vertices. Vector sinTable; @@ -789,7 +829,7 @@ void PrimitiveVisual::ComputeConicVertices( Vector& vertices, float scal } void PrimitiveVisual::FormConicTriangles( Vector& indices, float scaleTopRadius, - float scaleBottomRadius, int slices ) + float scaleBottomRadius, int slices ) { int indiceIndex = 0; //Track progress through indices. int numTriangles = 0; @@ -1140,7 +1180,7 @@ void PrimitiveVisual::FormOctahedronTriangles( Vector& indices ) } void PrimitiveVisual::ComputeBevelledCubeVertices( Vector& vertices, Vector3 dimensions, - float bevelPercentage, float bevelSmoothness ) + float bevelPercentage, float bevelSmoothness ) { int numPositions = 24; int numFaces = 26; @@ -1150,16 +1190,17 @@ void PrimitiveVisual::ComputeBevelledCubeVertices( Vector& vertices, Vec int normalIndex = 0; //Track progress through normals, as vertices are calculated per face. float minDimension = std::min( std::min( dimensions.x, dimensions.y ), dimensions.z ); - float bevelScale = 1.0 - bevelPercentage; - float bevelAmount = 0.5 * bevelScale * minDimension; + float bevelAmount = 0.5 * std::min( bevelPercentage, minDimension ); //Cap bevel amount if necessary. + //Distances from centre to outer edge points. float outerX = 0.5 * dimensions.x; float outerY = 0.5 * dimensions.y; float outerZ = 0.5 * dimensions.z; - float bevelX = outerX - ( 0.5 * minDimension - bevelAmount ); - float bevelY = outerY - ( 0.5 * minDimension - bevelAmount ); - float bevelZ = outerZ - ( 0.5 * minDimension - bevelAmount ); + //Distances from centre to bevelled points. + float bevelX = outerX - bevelAmount; + float bevelY = outerY - bevelAmount; + float bevelZ = outerZ - bevelAmount; Vector positions; //Holds object points, to be shared between vertexes. positions.Resize( numPositions );