+++ /dev/null
-{
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- "animations" : [
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- "channels" : [
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- ],
- "name" : "animation_AnimatedCube",
- "samplers" : [
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- "input" : 0,
- "interpolation" : "LINEAR",
- "output" : 1
- }
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- }
- ],
- "asset" : {
- "generator" : "VKTS glTF 2.0 exporter",
- "version" : "2.0"
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- "bufferViews" : [
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- ],
- "images" : [
- {
- "uri" : "AnimatedCube_BaseColor.png"
- },
- {
- "uri" : "AnimatedCube_MetallicRoughness.png"
- }
- ],
- "materials" : [
- {
- "name" : "AnimatedCube",
- "pbrMetallicRoughness" : {
- "baseColorTexture" : {
- "index" : 0
- },
- "metallicRoughnessTexture" : {
- "index" : 1
- },
- "baseColorFactor": [ 1.000, 0.766, 0.336, 1.0 ],
- "metallicFactor": 1.0,
- "roughnessFactor": 0.0
- },
- "normalTexture": {
- "scale": 1,
- "index": 0
- },
- "occlusionTexture": {
- "index": 0
- },
- "emissiveTexture": {
- "index": 0
- },
- "emissiveFactor": [ 0.2, 0.1, 0.0 ],
- "doubleSided": false,
- "alphaMode": "MASK",
- "alphaCutoff": 0.5
- },
- {
- "name" : "AnimatedCube2",
- "pbrMetallicRoughness" : {
- "baseColorTexture" : {
- "index" : 0
- },
- "metallicRoughnessTexture" : {
- "index" : 1
- },
- "baseColorFactor": [ 1.000, 0.766, 0.336, 1.0 ],
- "metallicFactor": 1.0,
- "roughnessFactor": 0.0
- },
- "normalTexture": {
- "scale": 1,
- "index": 0
- },
- "occlusionTexture": {
- "index": 0
- },
- "emissiveTexture": {
- "index": 0
- },
- "emissiveFactor": [ 0.2, 0.1, 0.0 ],
- "doubleSided": false,
- "alphaMode": "OPAQUE"
- }
- ],
- "meshes" : [
- {
- "name" : "AnimatedCube",
- "primitives" : [
- {
- "attributes" : {
- "NORMAL" : 4,
- "POSITION" : 3,
- "TANGENT" : 5,
- "TEXCOORD_0" : 6,
- "COLOR_0" : 3
- },
- "indices" : 2,
- "material" : 0,
- "mode" : 4
- }
- ]
- },
- {
- "name" : "AnimatedCube2",
- "primitives" : [
- {
- "attributes" : {
- "NORMAL" : 4,
- "POSITION" : 3,
- "TANGENT" : 5,
- "TEXCOORD_0" : 6,
- "COLOR_0" : 3
- },
- "indices" : 2,
- "material" : 1,
- "mode" : 4
- }
- ]
- }
- ],
- "nodes" : [
- {
- "mesh" : 0,
- "name" : "AnimatedCube",
- "rotation" : [
- 0.000000,
- -1.000000,
- 0.000000,
- 0.000000
- ]
- },
- {
- "mesh" : 1,
- "name" : "AnimatedCube2"
- },
- {
-
- "camera" : 0,
- "scale" : [ 0.5, 0.5, 3.0 ]
- },
- {
- "camera" : 1,
- "translation" : [ 0.5, 0.5, 3.0 ],
- "children": [
- 4
- ]
- },
- {
- "camera" : 2,
- "matrix": [
- 1.0,
- 0.0,
- 0.0,
- 0.0,
- 0.0,
- 0.0,
- -1.0,
- 0.0,
- 0.0,
- 1.0,
- 0.0,
- 0.0,
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- 0.0,
- 1.0
- ]
- }
- ],
- "scene" : 0,
- "scenes" : [
- {
- "nodes" : [
- 0, 1, 2, 3
- ]
- }
- ],
- "textures" : [
- {
- "sampler" : 0,
- "source" : 0
- },
- {
- "sampler" : 1,
- "source" : 1
- }
- ],
- "cameras" : [
- {
- "type": "perspective",
- "perspective": {
- "aspectRatio": 1.0,
- "yfov": 0.7,
- "zfar": 100.0,
- "znear": 0.01
- }
- },
- {
- "type": "orthographic",
- "orthographic": {
- "xmag": 1.0,
- "ymag": 1.0,
- "zfar": 100.0,
- "znear": 0.01
- }
- },
- {
- "type": "orthographic",
- "orthographic": {
- "xmag": 1.0,
- "ymag": 1.0,
- "zfar": 100.0,
- "znear": 0.01
- }
- }
- ],
- "samplers": [
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- }
- ]
-}
\ No newline at end of file
utc-Dali-KeyInputFocusManager.cpp
utc-Dali-Layouting.cpp
utc-Dali-PageTurnView.cpp
- utc-Dali-Scene.cpp
utc-Dali-Script.cpp
utc-Dali-ScrollBar.cpp
utc-Dali-ScrollView.cpp
+++ /dev/null
-/*
- * Copyright (c) 2014 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.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-
-#include <iostream>
-#include <stdlib.h>
-#include <dali-toolkit-test-suite-utils.h>
-#include <dali-toolkit/dali-toolkit.h>
-#include <dali-toolkit/devel-api/controls/scene/scene.h>
-
-using namespace Dali;
-using namespace Dali::Toolkit;
-
-void dali_scene_startup(void)
-{
- test_return_value = TET_UNDEF;
-}
-
-void dali_scene_cleanup(void)
-{
- test_return_value = TET_PASS;
-}
-
-namespace
-{
-
-/**
- * For the AnimatedCube.gltf and its Assets
- * Donated by Norbert Nopper for glTF testing.
- * Take from https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/AnimatedCube
- */
-const char* TEST_GLTF_FILE_NAME = TEST_RESOURCE_DIR "/AnimatedCube.gltf";
-/**
- * For the diffuse and specular cube map texture.
- * These textures are based off version of Wave engine sample
- * Take from https://github.com/WaveEngine/Samples
- *
- * Copyright (c) 2016 Wave Coorporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to
- * deal in the Software without restriction, including without limitation the
- * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- * sell copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- */
-const char* TEST_DIFFUSE_TEXTURE = TEST_RESOURCE_DIR "/forest_diffuse_cubemap.png";
-const char* TEST_SPECULAR_TEXTURE = TEST_RESOURCE_DIR "/forest_specular_cubemap.png";
-}
-
-int UtcDaliSceneConstructorP(void)
-{
- TestApplication application;
-
- Scene scene;
-
- DALI_TEST_CHECK( !scene );
- END_TEST;
-}
-
-int UtcDaliSceneCopyConstructorP(void)
-{
- TestApplication application;
-
- // Initialize an object, ref count == 1
- Scene scene = Scene::New( TEST_GLTF_FILE_NAME );
-
- Scene copy( scene );
- DALI_TEST_CHECK( copy );
- END_TEST;
-}
-
-int UtcDaliSceneCopyConstructor2P(void)
-{
- TestApplication application;
-
- // Initialize an object, ref count == 1
- Toolkit::Scene scene = Toolkit::Scene::New( TEST_GLTF_FILE_NAME, TEST_DIFFUSE_TEXTURE, TEST_SPECULAR_TEXTURE );
-
- Scene copy( scene );
- DALI_TEST_CHECK( copy );
- END_TEST;
-}
-
-int UtcDaliSceneAssignmentOperatorP(void)
-{
- TestApplication application;
-
- Scene scene = Scene::New( TEST_GLTF_FILE_NAME );
-
- Scene copy( scene );
- DALI_TEST_CHECK( copy );
-
- DALI_TEST_CHECK( scene == copy );
- END_TEST;
-}
-
-int UtcDaliSceneNewP(void)
-{
- ToolkitTestApplication application;
- tet_infoline(" UtcDaliSceneNewP");
-
- // Create the Slider actor
- Scene scene;
- DALI_TEST_CHECK( !scene );
-
- scene = Scene::New( TEST_GLTF_FILE_NAME );
- DALI_TEST_CHECK( scene );
-
- END_TEST;
-}
-
-int UtcDaliSceneDestructorP(void)
-{
- ToolkitTestApplication application;
-
- Scene* scene = new Scene();
- delete scene;
-
- DALI_TEST_CHECK( true );
- END_TEST;
-}
-
-int UtcDaliSceneDownCast(void)
-{
- ToolkitTestApplication application;
- tet_infoline(" UtcDaliSceneDownCast");
-
- Toolkit::Scene view = Toolkit::Scene::New( TEST_GLTF_FILE_NAME );
- BaseHandle handle(view);
-
- Toolkit::Scene scene = Toolkit::Scene::DownCast( handle );
- DALI_TEST_CHECK( view );
- DALI_TEST_CHECK( scene );
- DALI_TEST_CHECK( scene == view );
- END_TEST;
-}
-
-int UtcDaliSceneSetLight(void)
-{
- ToolkitTestApplication application;
- tet_infoline(" UtcDaliSceneSetLight");
-
- Toolkit::Scene view = Toolkit::Scene::New( TEST_GLTF_FILE_NAME );
-
- bool lightSet = view.SetLight( Scene::LightType::DIRECTIONAL_LIGHT, Vector3( 1.0, 1.0, -1.0 ), Vector3( 0.3, 0.3, 0.3 ) );
- DALI_TEST_CHECK( lightSet );
- bool lightSet2 = view.SetLight( Scene::LightType::POINT_LIGHT, Vector3( 1.0, 1.0, -1.0 ), Vector3( 0.3, 0.3, 0.3 ) );
- DALI_TEST_CHECK( lightSet2 );
-
- END_TEST;
-}
-
-int UtcDaliSceneGetCamera(void)
-{
- ToolkitTestApplication application;
- tet_infoline(" UtcDaliSceneGetCamera");
-
- Toolkit::Scene view = Toolkit::Scene::New( TEST_GLTF_FILE_NAME );
-
- CameraActor camera = view.GetDefaultCamera();
- DALI_TEST_CHECK( camera );
-
- CameraActor camera2 = view.GetCamera( -1 );
- DALI_TEST_CHECK( camera2 );
-
- CameraActor camera3 = view.GetCamera( 0 );
- DALI_TEST_CHECK( camera3 );
-
- END_TEST;
-}
-
-int UtcDaliSceneAnimation(void)
-{
- ToolkitTestApplication application;
- tet_infoline(" UtcDaliSceneAnimation");
-
- Toolkit::Scene view = Toolkit::Scene::New( TEST_GLTF_FILE_NAME );
-
- bool playAnimation = view.PlayAnimations();
- DALI_TEST_CHECK( playAnimation );
-
- END_TEST;
-}
develapinavigationviewdir = $(develapicontrolsdir)/navigation-view
develapipageturnviewdir = $(develapicontrolsdir)/page-turn-view
develapipopupdir = $(develapicontrolsdir)/popup
-develapiscenedir = $(develapicontrolsdir)/scene
develapishadowviewdir = $(develapicontrolsdir)/shadow-view
develapisuperblurviewdir = $(develapicontrolsdir)/super-blur-view
develapifocusmanagerdir = $(develapidir)/focus-manager
develapivisualfactory_HEADERS = $(devel_api_visual_factory_header_files)
develapivisuals_HEADERS = $(devel_api_visuals_header_files)
develapiscripting_HEADERS = $(devel_api_scripting_header_files)
-develapiscene_HEADERS = $(devel_api_scene_header_files)
develapishadowview_HEADERS = $(devel_api_shadow_view_header_files)
develapishadereffects_HEADERS = $(devel_api_shader_effects_header_files)
develapistyling_HEADERS = $(devel_api_styling_header_files)
+++ /dev/null
-/*
- * Copyright (c) 2018 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.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-// CLASS HEADER
-#include <dali-toolkit/devel-api/controls/scene/scene.h>
-
-// INTERNAL INCLUDES
-#include <dali-toolkit/internal/controls/scene/scene-impl.h>
-
-namespace Dali
-{
-
-namespace Toolkit
-{
-
-Scene::Scene()
-{
-}
-
-Scene::~Scene()
-{
-}
-
-Scene::Scene( const Scene& handle )
- : Control( handle )
-{
-}
-
-Scene& Scene::operator=( const Scene& handle )
-{
- BaseHandle::operator=( handle );
- return *this;
-}
-
-Scene Scene::New( const std::string& filePath )
-{
- return Internal::Scene::New( filePath );
-}
-
-Scene Scene::New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor )
-{
- return Internal::Scene::New( filePath, diffuseTexturePath, specularTexturePath, ScaleFactor );
-}
-
-Scene::Scene( Internal::Scene& implementation )
- : Control( implementation )
-{
-}
-
-Scene::Scene( Dali::Internal::CustomActor* internal )
- : Control( internal )
-{
- VerifyCustomActorPointer<Internal::Scene>( internal );
-}
-
-Scene Scene::DownCast( BaseHandle handle )
-{
- return Control::DownCast<Scene, Internal::Scene>( handle );
-}
-
-uint32_t Scene::GetAnimationCount()
-{
- return GetImpl( *this ).GetAnimationCount();
-}
-
-bool Scene::PlayAnimation( uint32_t index )
-{
- return GetImpl( *this ).PlayAnimation( index );
-}
-
-bool Scene::PlayAnimations()
-{
- return GetImpl( *this ).PlayAnimations();
-}
-
-bool Scene::SetLight( LightType type, Vector3 lightVector, Vector3 lightColor )
-{
- return GetImpl( *this ).SetLight( type, lightVector, lightColor );
-}
-
-CameraActor Scene::GetDefaultCamera()
-{
- return GetImpl( *this ).GetDefaultCamera();
-}
-
-CameraActor Scene::GetCamera( const int cameraIndex )
-{
- return GetImpl( *this ).GetCamera( cameraIndex );
-}
-
-}//namespace Toolkit
-
-}//namespace Dali
-
+++ /dev/null
-#ifndef DALI_TOOLKIT_SCENE_H\r
-#define DALI_TOOLKIT_SCENE_H\r
-\r
-/*\r
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.\r
- *\r
- * Licensed under the Apache License, Version 2.0 (the "License");\r
- * you may not use this file except in compliance with the License.\r
- * You may obtain a copy of the License at\r
- *\r
- * http://www.apache.org/licenses/LICENSE-2.0\r
- *\r
- * Unless required by applicable law or agreed to in writing, software\r
- * distributed under the License is distributed on an "AS IS" BASIS,\r
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
- * See the License for the specific language governing permissions and\r
- * limitations under the License.\r
- *\r
- */\r
-\r
-// INTERNAL INCLUDES\r
-#include <dali/public-api/actors/camera-actor.h>\r
-#include <dali-toolkit/public-api/controls/control.h>\r
-#include <dali/public-api/rendering/texture.h>\r
-\r
-namespace Dali\r
-{\r
-\r
-namespace Toolkit\r
-{\r
-\r
-namespace Internal DALI_INTERNAL\r
-{\r
-\r
-/**\r
- * Scene implementation class\r
- */\r
-class Scene;\r
-\r
-}\r
-\r
-/**\r
- *\r
- * Scene is a class for containing scene elements loaded from scene format file(e.g., glTF). Scene elements mean scene graph, cameras, and animations.\r
- *\r
- * Basic idea:-\r
- *\r
- * 1) The Scene is initialized with diffuse and specular cube map for the Image Based Lighting.\n\r
- * If the Scene initialized without cube map, the objects of the Scene cannot be rendered with IBL.\n\r
- * 2) The Scene is loaded from each scene format file(e.g., glTF).\n\r
- * 3) The Scene can have a point light or a directional light.(optional)\n\r
- * 4) The Scene playes each actor's animation.\n\r
- *\r
- *\r
- * Usage example: -\r
- *\r
- * @code\r
- *\r
- * void SceneExample::Create( Application& application )\r
- * {\r
- * // Use 'Scene::New( URL_SCENE_FILE )', if you don't want to render with IBL.\r
- * Scene scene = Scene::New( URL_SCENE_FILE, URL_DIFFUSE_TEXTURE, URL_SPECULAR_TEXTURE );\r
- *\r
- * Stage::GetCurrent().Add( scene );\r
- * scene.PlayAnimations();\r
- *\r
- * scene.SetLight( Scene::LightType::DIRECTIONAL_LIGHT, Vector3( 1.0, 1.0, -1.0 ), Vector3( 0.3, 0.3, 0.3 ) );\r
- * }\r
- *\r
- * @endcode\r
- *\r
- * @remarks This control makes 3D Layer internally. Therefore, if any 2D UI\r
- * control is added as a child of this Scene, the functionality of the 2D UI\r
- * may not work well.\r
- */\r
-\r
-class DALI_TOOLKIT_API Scene : public Control\r
-{\r
-public:\r
-\r
- enum LightType\r
- {\r
- // Scene doesn't use both of point and directional light\r
- NONE = 0,\r
- // Scene use point light\r
- POINT_LIGHT,\r
- // Scene use directional light\r
- DIRECTIONAL_LIGHT,\r
- // Scene use Image Based Lighting\r
- IMAGE_BASED_LIGHT,\r
- // Scene use Image Based Lighting and point light\r
- IMAGE_BASED_LIGHT_AND_POINT_LIGHT,\r
- // Scene use Image Based Lighting and directional light\r
- IMAGE_BASED_LIGHT_AND_DIRECTIONAL_LIGHT\r
- };\r
-\r
- /**\r
- * @brief Create an uninitialized Scene; this can be initialized with Scene::New()\r
- * Calling member functions with an uninitialized Dali::Object is not allowed.\r
- */\r
- Scene();\r
-\r
- /**\r
- * @brief Copy constructor. Creates another handle that points to the same real object\r
- */\r
- Scene( const Scene& handle );\r
-\r
- /**\r
- * @brief Assignment operator. Changes this handle to point to another real object\r
- */\r
- Scene& operator=( const Scene& handle );\r
-\r
- /**\r
- * @brief Destructor\r
- * This is non-virtual since derived Handle types must not contain data or virtual methods.\r
- */\r
- ~Scene();\r
-\r
- /**\r
- * @brief Downcast an Object handle to Scene. If handle points to a Scene the\r
- * downcast produces valid handle. If not the returned handle is left uninitialized.\r
- * @param[in] handle Handle to an object\r
- * @return handle to a Scene or an uninitialized handle\r
- */\r
- static Scene DownCast( BaseHandle handle );\r
-\r
- /**\r
- * @brief Create an initialized Scene.\r
- * @param[in] filePath File path of scene format file (e.g., glTF).\r
- * @return A handle to a newly allocated Dali resource\r
- */\r
- static Scene New( const std::string& filePath );\r
-\r
- /**\r
- * @brief Create an initialized Scene.\r
- * @param[in] filePath File path of scene format file (e.g., glTF).\r
- * @param[in] diffuseTexturePath The texture path of diffuse cube map that used to render with Image Based Lighting.\r
- * @param[in] specularTexturePath The texture path of specular cube map that used to render with Image Based Lighting.\r
- * @param[in] ScaleFactor Scaling factor for the Image Based Lighting. Default value is initialized with Vector4( 1.0, 1.0, 1.0, 1.0 ).\r
- * @return A handle to a newly allocated Dali resource\r
- */\r
- static Scene New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor = Vector4( 1.0, 1.0, 1.0, 1.0 ) );\r
-\r
- /**\r
- * @brief Get animation count.\r
- * @return number of animations.\r
- */\r
- uint32_t GetAnimationCount();\r
-\r
- /**\r
- * @brief Play an animations.\r
- * @param[in] index Animation index\r
- * @return true if animation is played.\r
- */\r
- bool PlayAnimation( uint32_t index );\r
-\r
- /**\r
- * @brief Play all animations.\r
- * @return true if animations are played.\r
- */\r
- bool PlayAnimations();\r
-\r
- /**\r
- * @brief Set point light or directional light. If SetLight is not called, this scene doesn't use these kind of light.\r
- * @param[in] type The light type. If the light is point light set this LightType::POINT_LIGHT,\r
- * or if the light is directional light set this LightType::DIRECTIONAL_LIGHT.\r
- * @param[in] lightVector The point light position when light type is LightType::POINT_LIGHT.\r
- * The light direction when light type is LightType::DIRECTIONAL_LIGHT.\r
- * @param[in] lightColor Vector3 value that denotes the light color of point light or directional light. Since this is the light color, we don't need to use alpha value.\r
- * @return true if point light or directional light is set.\r
- */\r
- bool SetLight( LightType type, Vector3 lightVector, Vector3 lightColor = Vector3( 1.0, 1.0, 1.0 ) );\r
-\r
- /**\r
- * @brief Get default CameraActor. Dali::Camera::Type = Dali::Camera::LOOK_AT_TARGET , near clipping plane = 0.1, and camera position = Vector3( 0.0, 0.0, 0.0 ).\r
- * @return CameraActor.\r
- */\r
- CameraActor GetDefaultCamera();\r
-\r
- /**\r
- * @brief Get CameraActor. If there is no CameraActor in the list, then returns default CameraActor.\r
- * @return CameraActor.\r
- */\r
- CameraActor GetCamera( int cameraIndex = -1 );\r
-\r
- // Not intended for developer use\r
-public:\r
-\r
- /**\r
- * @brief Creates a handle using the Toolkit::Internal implementation.\r
- * @param[in] implementation The UI Control implementation.\r
- */\r
- DALI_INTERNAL Scene( Toolkit::Internal::Scene& implementation );\r
-\r
- explicit DALI_INTERNAL Scene( Dali::Internal::CustomActor* internal );\r
-};\r
-\r
-} // namespace Toolkit\r
-\r
-} // namespace Dali\r
-\r
-#endif // DALI_TOOLKIT_SCENE_H\r
$(devel_api_src_dir)/controls/page-turn-view/page-turn-view.cpp \
$(devel_api_src_dir)/controls/popup/confirmation-popup.cpp \
$(devel_api_src_dir)/controls/popup/popup.cpp \
- $(devel_api_src_dir)/controls/scene/scene.cpp \
$(devel_api_src_dir)/controls/shadow-view/shadow-view.cpp \
$(devel_api_src_dir)/controls/super-blur-view/super-blur-view.cpp \
$(devel_api_src_dir)/controls/text-controls/text-editor-devel.cpp \
$(devel_api_src_dir)/visuals/text-visual-properties-devel.h \
$(devel_api_src_dir)/visuals/visual-properties-devel.h
-devel_api_scene_header_files = \
- $(devel_api_src_dir)/controls/scene/scene.h
-
devel_api_shadow_view_header_files = \
$(devel_api_src_dir)/controls/shadow-view/shadow-view.h
+++ /dev/null
-/*
- * Copyright (c) 2018 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.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-// CLASS HEADER
-#include <dali-toolkit/internal/controls/scene/gltf-loader.h>
-#include <dali-toolkit/internal/controls/scene/gltf-shader.h>
-
-// EXTERNAL INCLUDES
-#include <fstream>
-#include <dali/integration-api/debug.h>
-#include <dali/devel-api/adaptor-framework/image-loading.h>
-#include <dali/devel-api/adaptor-framework/file-loader.h>
-
-// INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/image-loader/texture-manager.h>
-
-using namespace Dali::Toolkit::Internal::GLTF;
-
-namespace Dali
-{
-
-namespace Toolkit
-{
-
-namespace Internal
-{
-
-GltfLoader::GltfLoader()
- : mNodes( NULL ),
- mRoot( NULL )
-{
-}
-
-GltfLoader::~GltfLoader()
-{
-}
-
-bool GltfLoader::LoadScene( const std::string& filePath, Internal::Scene& scene )
-{
- // Extracting directory path from full path to load resources.
- if( std::string::npos != filePath.rfind('/') )
- {
- mPath = filePath.substr( 0, filePath.rfind('/') ) + "/";
- }
-
- if( !ParseGltf( filePath ) )
- {
- DALI_LOG_ERROR( "Fail to parse json file\n" );
- return false;
- }
-
- mRoot = mParser.GetRoot();
- if( !mRoot )
- {
- return false;
- }
-
- if( !LoadAssets() )
- {
- return false;
- }
-
- if( !CreateScene( scene ) )
- {
- return false;
- }
- return true;
-}
-
-bool GltfLoader::ParseGltf( const std::string& filePath )
-{
- std::ifstream fileStream( filePath.c_str() );
- std::string fileBuffer( ( std::istreambuf_iterator<char>( fileStream ) ),
- ( std::istreambuf_iterator<char>() ) );
- mParser = Dali::Toolkit::JsonParser::New();
-
- return mParser.Parse( fileBuffer );
-}
-
-bool GltfLoader::LoadAssets()
-{
- if( LoadBinaryData( mRoot ) && // pass a reference
- LoadTextureArray( mRoot ) && // pass a reference
- LoadMaterialSetArray( mRoot ) && // pass a reference
- LoadMeshArray( mRoot ) // pass a reference
- )
- {
- return true;
- }
- return false;
-}
-
-bool GltfLoader::LoadBinaryData( const TreeNode* root )
-{
- const TreeNode* buffersNode = root->GetChild( "buffers" );
- if( !buffersNode )
- {
- return false;
- }
- for( TreeNode::ConstIterator bufferIter = ( *buffersNode ).CBegin(); bufferIter != ( *buffersNode ).CEnd(); ++bufferIter )
- {
- LoadBuffer( ( *bufferIter ).second );
- }
-
- const TreeNode* bufferViewsNode = root->GetChild( "bufferViews" );
- if( !bufferViewsNode )
- {
- return false;
- }
- for( TreeNode::ConstIterator bufferViewIter = ( *bufferViewsNode ).CBegin(); bufferViewIter != ( *bufferViewsNode ).CEnd(); ++bufferViewIter )
- {
- LoadBufferView( ( *bufferViewIter ).second );
- }
-
- const TreeNode* accessorsNode = root->GetChild( "accessors" );
- if( !accessorsNode )
- {
- return false;
- }
- for( TreeNode::ConstIterator accesorIter = ( *accessorsNode ).CBegin(); accesorIter != ( *accessorsNode ).CEnd(); ++accesorIter )
- {
- LoadAccessor( ( *accesorIter ).second );
- }
-
- return true;
-}
-
-bool GltfLoader::LoadBuffer( const TreeNode& buffer )
-{
- BufferInfo bufferInfo;
-
- const TreeNode* uriNode = buffer.GetChild( "uri" );
- if( uriNode )
- {
- ReadString( uriNode, bufferInfo.uri );
- }
-
- const TreeNode* byteLengthNode = buffer.GetChild( "byteLength" );
- if( byteLengthNode )
- {
- ReadInt( byteLengthNode, bufferInfo.byteLength );
- if( bufferInfo.byteLength < 0 )
- {
- return false;
- }
- }
-
- const TreeNode* nameNode = buffer.GetChild( "name" );
- if( nameNode )
- {
- ReadString( nameNode, bufferInfo.name );
- }
-
- mBufferArray.push_back( bufferInfo );
-
- return true;
-}
-
-bool GltfLoader::LoadBufferView( const TreeNode& buffer )
-{
- BufferViewInfo bufferViewInfo;
-
- const TreeNode* bufferNode = buffer.GetChild( "buffer" );
- if( bufferNode )
- {
- ReadInt( bufferNode, bufferViewInfo.buffer );
- if( bufferViewInfo.buffer < 0 )
- {
- return false;
- }
- }
-
- const TreeNode* byteOffsetNode = buffer.GetChild( "byteOffset" );
- if( byteOffsetNode )
- {
- ReadInt( byteOffsetNode, bufferViewInfo.byteOffset );
- }
-
- const TreeNode* byteLengthNode = buffer.GetChild( "byteLength" );
- if( byteLengthNode )
- {
- ReadInt( byteLengthNode, bufferViewInfo.byteLength );
- if( bufferViewInfo.byteLength < 0 )
- {
- return false;
- }
- }
-
- const TreeNode* byteStrideNode = buffer.GetChild( "byteStride" );
- if( byteStrideNode )
- {
- ReadInt( byteStrideNode, bufferViewInfo.byteStride );
- }
-
- const TreeNode* targetNode = buffer.GetChild( "target" );
- if( targetNode )
- {
- ReadInt( targetNode, bufferViewInfo.target );
- }
-
- const TreeNode* nameNode = buffer.GetChild( "name" );
- if( nameNode )
- {
- ReadString( nameNode, bufferViewInfo.name );
- }
-
- mBufferViewArray.push_back( bufferViewInfo );
-
- return true;
-}
-
-bool GltfLoader::LoadAccessor( const TreeNode& buffer )
-{
- AccessorInfo accessorInfo;
-
- const TreeNode* bufferViewNode = buffer.GetChild( "bufferView" );
- if( bufferViewNode )
- {
- ReadInt( bufferViewNode, accessorInfo.bufferView );
- }
-
- const TreeNode* byteOffsetNode = buffer.GetChild( "byteOffset" );
- if( byteOffsetNode )
- {
- ReadInt( byteOffsetNode, accessorInfo.byteOffset );
- }
-
- const TreeNode* componentTypeNode = buffer.GetChild( "componentType" );
- if( componentTypeNode )
- {
- ReadInt( componentTypeNode, accessorInfo.componentType );
- if( accessorInfo.componentType < 0 )
- {
- return false;
- }
- }
-
- const TreeNode* normalizedNode = buffer.GetChild( "normalized" );
- if( normalizedNode )
- {
- ReadBool( normalizedNode, accessorInfo.normalized );
- }
-
- const TreeNode* countNode = buffer.GetChild( "count" );
- if( countNode )
- {
- ReadInt( countNode, accessorInfo.count );
- if( accessorInfo.count < 0 )
- {
- return false;
- }
- }
-
- const TreeNode* typeNode = buffer.GetChild( "type" );
- if( typeNode )
- {
- ReadString( typeNode, accessorInfo.type );
- if( accessorInfo.type == "" )
- {
- return false;
- }
- }
-
- const TreeNode* maxNode = buffer.GetChild( "max" );
- if( maxNode )
- {
- ReadInt( maxNode, accessorInfo.max );
- }
-
- const TreeNode* minNode = buffer.GetChild( "min" );
- if( minNode )
- {
- ReadInt( minNode, accessorInfo.min );
- }
-
- const TreeNode* nameNode = buffer.GetChild( "name" );
- if( nameNode )
- {
- ReadString( nameNode, accessorInfo.name );
- }
-
- mAccessorArray.push_back( accessorInfo );
-
- return true;
-}
-
-bool GltfLoader::LoadTextureArray( const TreeNode* root )
-{
- const TreeNode* imagesNode = root->GetChild( "images" );
- if( imagesNode )
- {
- for( TreeNode::ConstIterator imageIter = imagesNode->CBegin(); imageIter != imagesNode->CEnd(); ++imageIter )
- {
- std::string imageUrl;
- const TreeNode* uriNode = ( &( ( *imageIter ).second ) )->GetChild( "uri" );
- if( uriNode )
- {
- std::string uri;
- ReadString( uriNode, uri );
- imageUrl = mPath + uri;
- }
-
- mSourceArray.push_back( LoadTexture( imageUrl.c_str(), true ) );
- }
- }
-
- const TreeNode* samplersNode = root->GetChild( "samplers" );
- if( samplersNode )
- {
- for( TreeNode::ConstIterator samplerIter = samplersNode->CBegin(); samplerIter != samplersNode->CEnd(); ++samplerIter )
- {
- mSamplerArray.push_back( LoadSampler( ( ( *samplerIter ).second ) ) );
- }
- }
-
- const TreeNode* texturesNode = root->GetChild( "textures" );
- if( texturesNode )
- {
- for( TreeNode::ConstIterator textureIter = texturesNode->CBegin(); textureIter != texturesNode->CEnd(); ++textureIter )
- {
- const TreeNode* TextureNode = &( ( *textureIter ).second );
-
- TextureInfo texture;
- const TreeNode* sourceNode = TextureNode->GetChild( "source" );
- if( sourceNode )
- {
- ReadInt( sourceNode, texture.sourceIdx );
- }
-
- const TreeNode* samplerNode = TextureNode->GetChild( "sampler" );
- if( samplerNode )
- {
- ReadInt( samplerNode, texture.samplerIdx );
- }
-
- mTextureArray.push_back( texture );
- }
- }
- return true;
-}
-
-Texture GltfLoader::LoadTexture( const char* imageUrl, bool generateMipmaps )
-{
- Texture texture;
- Devel::PixelBuffer pixelBuffer = LoadImageFromFile( imageUrl );
- if( pixelBuffer )
- {
- texture = Texture::New( TextureType::TEXTURE_2D, pixelBuffer.GetPixelFormat(), pixelBuffer.GetWidth(), pixelBuffer.GetHeight() );
- PixelData pixelData = Devel::PixelBuffer::Convert( pixelBuffer );
- texture.Upload( pixelData );
-
- if( generateMipmaps )
- {
- texture.GenerateMipmaps();
- }
- }
-
- return texture;
-}
-
-Sampler GltfLoader::LoadSampler( const TreeNode& samplerNode )
-{
- Sampler sampler = Sampler::New();
-
- FilterMode::Type minFilter = FilterMode::DEFAULT;
- FilterMode::Type magFilter = FilterMode::DEFAULT;
- const TreeNode* magFilterNode = samplerNode.GetChild( "magFilter" );
- if( magFilterNode )
- {
- int magFilter_integer = 0;
- ReadInt( magFilterNode, magFilter_integer );
- magFilter = GetFilterMode( magFilter_integer );
- }
-
- const TreeNode* minFilterNode = samplerNode.GetChild( "minFilter" );
- if( minFilterNode )
- {
- int minFilter_integer = 0;
- ReadInt( minFilterNode, minFilter_integer );
- minFilter = GetFilterMode( minFilter_integer );
- }
-
- WrapMode::Type wrapR = WrapMode::REPEAT;
- WrapMode::Type wrapS = WrapMode::REPEAT;
- WrapMode::Type wrapT = WrapMode::REPEAT;
- const TreeNode* wrapNode = samplerNode.GetChild( "wrapS" );
- if( wrapNode )
- {
- wrapS = GetWrapMode( wrapNode->GetInteger() );
- }
-
- wrapNode = samplerNode.GetChild( "wrapT" );
- if( wrapNode )
- {
- wrapT = GetWrapMode( wrapNode->GetInteger() );
- }
-
- sampler.SetFilterMode( minFilter, magFilter );
- sampler.SetWrapMode( wrapR, wrapS, wrapT );
-
- return sampler;
-}
-
-FilterMode::Type GltfLoader::GetFilterMode( int mode )
-{
- FilterMode::Type retValue = FilterMode::DEFAULT;
- /**
- * glTF 2.0 Specification
- * Filter Code
- * 9728 : NEAREST
- * 9729 : LINEAR
- * 9984 : NEAREST_MIPMAP_NEAREST
- * 9985 : LINEAR_MIPMAP_NEAREST
- * 9986 : NEAREST_MIPMAP_LINEAR
- * 9987 : LINEAR_MIPMAP_LINEAR
- */
- switch( mode )
- {
- case 9728:
- {
- retValue = FilterMode::NEAREST;
- break;
- }
- case 9729:
- {
- retValue = FilterMode::LINEAR;
- break;
- }
- case 9984:
- {
- retValue = FilterMode::NEAREST_MIPMAP_NEAREST;
- break;
- }
- case 9985:
- {
- retValue = FilterMode::LINEAR_MIPMAP_NEAREST;
- break;
- }
- case 9986:
- {
- retValue = FilterMode::NEAREST_MIPMAP_LINEAR;
- break;
- }
- case 9987:
- {
- retValue = FilterMode::LINEAR_MIPMAP_LINEAR;
- break;
- }
- }
-
- return retValue;
-}
-
-WrapMode::Type GltfLoader::GetWrapMode( int mode )
-{
- WrapMode::Type retValue = WrapMode::REPEAT;
- /**
- * glTF 2.0 Specification
- * Wrapping mode Code
- * 33071 : CLAMP_TO_EDGE
- * 33648 : MIRRORED_REPEAT
- * 10497 : REPEAT
- */
- switch( mode )
- {
- case 33071:
- {
- retValue = WrapMode::CLAMP_TO_EDGE;
- break;
- }
- case 33648:
- {
- retValue = WrapMode::MIRRORED_REPEAT;
- break;
- }
- case 10497:
- {
- retValue = WrapMode::REPEAT;
- break;
- }
- }
-
- return retValue;
-}
-
-bool GltfLoader::LoadMaterialSetArray( const TreeNode* root )
-{
- const TreeNode* materialsNode = root->GetChild( "materials" );
- if( !materialsNode )
- {
- return false;
- }
-
- for( TreeNode::ConstIterator materialIter = materialsNode->CBegin(); materialIter != materialsNode->CEnd(); ++materialIter )
- {
- GLTF::MaterialInfo materialInfo;
- LoadPbrMetallicRoughness( ( ( *materialIter ).second ), materialInfo );
-
- const TreeNode* materialNode = &( ( *materialIter ).second );
- const TreeNode* tempNode = materialNode->GetChild( "name" );
- if( tempNode )
- {
- ReadString( tempNode, materialInfo.name );
- }
-
- materialInfo.alphaMode = "OPAQUE";
- tempNode = materialNode->GetChild( "alphaMode" );
- if( tempNode )
- {
- ReadString( tempNode, materialInfo.alphaMode );
- }
-
- materialInfo.alphaCutoff = 1.0;
- tempNode = materialNode->GetChild( "alphaCutoff" );
- if( tempNode )
- {
- ReadFloat( tempNode, materialInfo.alphaCutoff );
- }
-
- materialInfo.doubleSided = false;
- tempNode = materialNode->GetChild( "doubleSided" );
- if( tempNode )
- {
- ReadBool( tempNode, materialInfo.doubleSided );
- }
-
- float floatVec[3];
- tempNode = materialNode->GetChild( "emissiveFactor" );
- if( tempNode && ReadVector( tempNode, floatVec, 3 ) )
- {
- materialInfo.emissiveFactor = Vector3( floatVec[0], floatVec[1], floatVec[2] );
- }
-
- const TreeNode* texture = materialNode->GetChild( "normalTexture" );
- if( texture )
- {
- tempNode = texture->GetChild( "index" );
- if( tempNode )
- {
- materialInfo.normalTexture.index = tempNode->GetInteger();
- }
-
- tempNode = texture->GetChild( "texCoord" );
- if( tempNode )
- {
- materialInfo.normalTexture.texCoord = tempNode->GetInteger();
- }
-
- materialInfo.normalTexture.value = 1.0;
- tempNode = texture->GetChild( "scale" );
- if( tempNode )
- {
- ReadFloat( tempNode, materialInfo.normalTexture.value );
- }
- }
-
- texture = materialNode->GetChild( "occlusionTexture" );
- if( texture )
- {
- tempNode = texture->GetChild( "index" );
- if( tempNode )
- {
- materialInfo.occlusionTexture.index = tempNode->GetInteger();
- }
-
- tempNode = texture->GetChild( "texCoord" );
- if( tempNode )
- {
- materialInfo.occlusionTexture.texCoord = tempNode->GetInteger();
- }
-
-
- tempNode = texture->GetChild( "strength" );
- if( tempNode )
- {
- ReadFloat( tempNode, materialInfo.occlusionTexture.value );
- }
- }
-
- texture = materialNode->GetChild( "emissiveTexture" );
- if( texture )
- {
- tempNode = texture->GetChild( "index" );
- if( tempNode )
- {
- materialInfo.emissiveTexture.index = tempNode->GetInteger();
- }
-
- tempNode = texture->GetChild( "texCoord" );
- if( tempNode )
- {
- materialInfo.emissiveTexture.texCoord = tempNode->GetInteger();
- }
- }
- mMaterialArray.push_back( materialInfo );
- }
- return true;
-}
-
-bool GltfLoader::LoadPbrMetallicRoughness( const TreeNode& material, MaterialInfo& materialInfo )
-{
- float floatVec[4];
- const TreeNode* pbrMetallicRoughnessNode = material.GetChild( "pbrMetallicRoughness" );
- if( !pbrMetallicRoughnessNode )
- {
- return true;
- }
-
- const TreeNode* tempNode;
- tempNode = pbrMetallicRoughnessNode->GetChild( "metallicFactor" );
- if( tempNode )
- {
- ReadFloat( tempNode, materialInfo.metallicFactor );
- }
-
- tempNode = pbrMetallicRoughnessNode->GetChild( "roughnessFactor" );
- if( tempNode )
- {
- ReadFloat( tempNode, materialInfo.roughnessFactor );
- }
-
- tempNode = pbrMetallicRoughnessNode->GetChild( "baseColorFactor" );
- if( tempNode && ReadVector( tempNode, floatVec, 4 ) )
- {
- materialInfo.baseColorFactor = Vector4( floatVec[0], floatVec[1], floatVec[2], floatVec[3] );
- }
-
- const TreeNode* baseColorTextureNode = pbrMetallicRoughnessNode->GetChild( "baseColorTexture" );
- if( baseColorTextureNode )
- {
- tempNode = baseColorTextureNode->GetChild( "index" );
- if( tempNode )
- {
- materialInfo.baseColorTexture.index = tempNode->GetInteger();
- }
-
- tempNode = baseColorTextureNode->GetChild( "texCoord" );
- if( tempNode )
- {
- materialInfo.baseColorTexture.texCoord = tempNode->GetInteger();
- }
- }
-
- const TreeNode* metallicRoughnessTextureNode = pbrMetallicRoughnessNode->GetChild( "metallicRoughnessTexture" );
- if( metallicRoughnessTextureNode )
- {
- tempNode = metallicRoughnessTextureNode->GetChild( "index" );
- if( tempNode )
- {
- materialInfo.metallicRoughnessTexture.index = tempNode->GetInteger();
- }
-
- tempNode = metallicRoughnessTextureNode->GetChild( "texCoord" );
- if( tempNode )
- {
- materialInfo.metallicRoughnessTexture.texCoord = tempNode->GetInteger();
- }
- }
-
- return true;
-}
-
-bool GltfLoader::LoadMeshArray( const TreeNode* root )
-{
- const TreeNode* meshesNode = root->GetChild( "meshes" );
- if( !meshesNode )
- {
- return false;
- }
-
- for( TreeNode::ConstIterator meshIter = ( *meshesNode ).CBegin(); meshIter != ( *meshesNode ).CEnd(); ++meshIter )
- {
- MeshInfo meshInfo;
- const TreeNode* nameNode = ( &( *meshIter ).second )->GetChild( "name" );
- if( nameNode )
- {
- ReadString( nameNode, meshInfo.name );
- }
- meshInfo.geometry = Geometry::New();
-
- //Need to add weights for Morph targets.
- LoadPrimitive( ( *meshIter ).second, meshInfo );
- SetGeometry( meshInfo );
- mMeshArray.push_back( meshInfo );
- }
-
- return true;
-}
-
-bool GltfLoader::LoadPrimitive( const TreeNode& mesh, MeshInfo& meshInfo )
-{
- const TreeNode* primitivesNode = mesh.GetChild( "primitives" );
- if( !primitivesNode )
- {
- return false;
- }
-
- for( TreeNode::ConstIterator primitiveIter = ( *primitivesNode ).CBegin(); primitiveIter != ( *primitivesNode ).CEnd(); ++primitiveIter )
- {
- const TreeNode* primitiveNode = ( &( *primitiveIter ).second );
- const TreeNode* tempNode;
-
- tempNode = primitiveNode->GetChild( "indices" );
- if( tempNode )
- {
- meshInfo.indicesIdx = tempNode->GetInteger();
- }
-
- tempNode = primitiveNode->GetChild( "material" );
- if( tempNode )
- {
- meshInfo.materialsIdx = tempNode->GetInteger();
- }
-
- tempNode = primitiveNode->GetChild( "mode" );
- if( tempNode )
- {
- meshInfo.mode = tempNode->GetInteger();
- }
-
- LoadAttribute( primitiveNode, meshInfo );
- }
-
- return true;
-}
-
-bool GltfLoader::LoadAttribute( const TreeNode* primitive, MeshInfo& meshInfo )
-{
- const TreeNode* attrbuteNode = primitive->GetChild( "attributes" );
- if( !attrbuteNode )
- {
- return false;
- }
-
- const TreeNode* tempNode;
- tempNode = attrbuteNode->GetChild( "POSITION" );
- if( tempNode )
- {
- meshInfo.attribute.POSITION = tempNode->GetInteger();
- }
-
- tempNode = attrbuteNode->GetChild( "NORMAL" );
- if( tempNode )
- {
- meshInfo.attribute.NORMAL = tempNode->GetInteger();
- }
-
- tempNode = attrbuteNode->GetChild( "TANGENT" );
- if( tempNode )
- {
- meshInfo.attribute.TANGENT = tempNode->GetInteger();
- }
-
- int index = 0;
- meshInfo.attribute.TEXCOORD.clear();
- tempNode = attrbuteNode->GetChild( "TEXCOORD_" + std::to_string( index ) );
- while( tempNode )
- {
- int value = tempNode->GetInteger();
- meshInfo.attribute.TEXCOORD.push_back( value );
- tempNode = attrbuteNode->GetChild( "TEXCOORD_" + std::to_string( ++index ) );
- }
-
- index = 0;
- meshInfo.attribute.COLOR.clear();
- tempNode = attrbuteNode->GetChild( "COLOR_" + std::to_string( index ) );
- while( tempNode )
- {
- int value = tempNode->GetInteger();
- meshInfo.attribute.COLOR.push_back( value );
- tempNode = attrbuteNode->GetChild( "COLOR" + std::to_string( ++index ) );
- }
-
- return true;
-}
-
-bool GltfLoader::SetGeometry( MeshInfo& meshInfo )
-{
- int indicesIdx = meshInfo.indicesIdx;
-
- if( meshInfo.mode != 0 )
- {
- meshInfo.geometry.SetType( ( Dali::Geometry::Type )meshInfo.mode );
- }
-
- if( indicesIdx >= 0 )
- {
- SetIndexBuffersData( meshInfo, indicesIdx );
- }
-
- SetVertexBufferData( meshInfo, meshInfo.attribute.POSITION, "aPosition", Property::VECTOR3 );
- SetAttributeBufferData<Vector3>( meshInfo, meshInfo.attribute.NORMAL, "aNormal", Property::VECTOR3 );
- SetAttributeBufferData<Vector4>( meshInfo, meshInfo.attribute.TANGENT, "aTangent", Property::VECTOR4 );
-
- for( unsigned int i = 0; i < meshInfo.attribute.TEXCOORD.size(); ++i )
- {
- int accessorIdx = meshInfo.attribute.TEXCOORD[i];
- std::ostringstream texCoordString;
- texCoordString << "aTexCoord" << i;
- SetAttributeBufferData<Vector2>( meshInfo, accessorIdx, texCoordString.str(), Property::VECTOR2 );
- }
-
- for( unsigned int i = 0; i < meshInfo.attribute.COLOR.size(); ++i )
- {
- int accessorIdx = meshInfo.attribute.COLOR[i];
- if( accessorIdx < 0 )
- {
- break;
- }
-
- if( mAccessorArray[accessorIdx].type == "VEC3" )
- {
- Dali::Vector<Vector3> inputBufferData;
- LoadDataFromAccessor( accessorIdx, inputBufferData );
-
- Dali::Vector<Vector4> bufferData;
- bufferData.Resize( inputBufferData.Size() );
- for( unsigned int i = 0; i<inputBufferData.Size(); ++i )
- {
- bufferData[i].x = inputBufferData[i].x;
- bufferData[i].y = inputBufferData[i].y;
- bufferData[i].z = inputBufferData[i].z;
- bufferData[i].w = 1.0;
- }
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector4>( bufferData, "aVertexColor", Property::VECTOR4 );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
- }
- else if( mAccessorArray[accessorIdx].type == "VEC4" )
- {
- SetAttributeBufferData<Vector4>( meshInfo, accessorIdx, "aVertexColor", Property::VECTOR4 );
- }
- }
- return true;
-}
-
-void GltfLoader::SetMeshInfoAndCanonize( MeshInfo& meshInfo, Dali::Vector<Dali::Vector3> &vertexBufferData )
-{
- Vector3 pointMin( std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max() );
- Vector3 pointMax( std::numeric_limits<float>::min(), std::numeric_limits<float>::min(), std::numeric_limits<float>::min() );
- unsigned int vertexSize = vertexBufferData.Size();
- for( unsigned int i = 0; i<vertexSize; ++i )
- {
- pointMin.x = std::min( vertexBufferData[i].x, pointMin.x );
- pointMin.y = std::min( vertexBufferData[i].y, pointMin.y );
- pointMin.z = std::min( vertexBufferData[i].z, pointMin.z );
-
- pointMax.x = std::max( vertexBufferData[i].x, pointMax.x );
- pointMax.y = std::max( vertexBufferData[i].y, pointMax.y );
- pointMax.z = std::max( vertexBufferData[i].z, pointMax.z );
- }
- meshInfo.size = pointMax - pointMin;
- meshInfo.pivot.x = ( -pointMin.x ) / ( pointMax.x - pointMin.x );
- meshInfo.pivot.y = ( -pointMin.y ) / ( pointMax.y - pointMin.y );
- meshInfo.pivot.z = ( -pointMin.z ) / ( pointMax.z - pointMin.z );
-
- Vector3 center = meshInfo.size * 0.5 + pointMin;
- for( unsigned int i = 0; i < vertexSize; ++i )
- {
- vertexBufferData[i] = vertexBufferData[i] - center;
- vertexBufferData[i].x = vertexBufferData[i].x / meshInfo.size.x;
- vertexBufferData[i].y = vertexBufferData[i].y / meshInfo.size.y;
- vertexBufferData[i].z = vertexBufferData[i].z / meshInfo.size.z;
- }
-}
-
-bool GltfLoader::CreateScene( Internal::Scene& scene )
-{
- scene.SetDefaultCamera( Dali::Camera::LOOK_AT_TARGET, 0.01, Vector3::ZERO );
- LoadCamera( scene );
-
- if( !LoadSceneNodes( scene ) )
- {
- return false;
- }
-
- if( !LoadAnimation( scene ) )
- {
- return false;
- }
-
- return true;
-}
-
-void GltfLoader::LoadCamera( Scene& scene )
-{
- const TreeNode* camerasNode = mRoot->GetChild( "cameras" );
- if( !camerasNode )
- {
- return;
- }
-
- for( TreeNode::ConstIterator cameraIter = ( *camerasNode ).CBegin(); cameraIter != ( *camerasNode ).CEnd(); ++cameraIter )
- {
- const TreeNode* tempNode = ( &( *cameraIter ).second )->GetChild( "name" );
- CameraInfo cameraInfo;
- if( tempNode )
- {
- ReadString( tempNode, cameraInfo.name );
- }
-
- tempNode = ( &( *cameraIter ).second )->GetChild( "type" );
- if( tempNode )
- {
- ReadString( tempNode, cameraInfo.type );
- }
-
- CameraActor cameraActor = CameraActor::New();
- cameraActor.SetParentOrigin( ParentOrigin::CENTER );
- cameraActor.SetAnchorPoint( AnchorPoint::CENTER );
-
- if( cameraInfo.type == "orthographic" )
- {
- LoadOrthoGraphic( ( *cameraIter ).second, cameraInfo );
- float xMag_2 = cameraInfo.orthographic.xmag / 2.0;
- float yMag_2 = cameraInfo.orthographic.ymag / 2.0;
- cameraActor.SetOrthographicProjection( -xMag_2, xMag_2, yMag_2, -yMag_2,
- cameraInfo.orthographic.znear, cameraInfo.orthographic.zfar );
- }
- else if( cameraInfo.type == "perspective" )
- {
- if( !LoadPerspective( ( *cameraIter ).second, cameraInfo ) )
- {
- return;
- }
- cameraActor.SetProjectionMode( Dali::Camera::PERSPECTIVE_PROJECTION );
- cameraActor.SetFieldOfView( cameraInfo.perspective.yfov );
- cameraActor.SetNearClippingPlane( cameraInfo.perspective.znear );
-
- if( cameraInfo.perspective.zfar > 0.0 )
- {
- cameraActor.SetFarClippingPlane( cameraInfo.perspective.zfar );
- }
- if( cameraInfo.perspective.aspectRatio > 0.0 )
- {
- cameraActor.SetAspectRatio( cameraInfo.perspective.aspectRatio );
- }
- }
-
- scene.AddCamera( cameraActor );
- }
-}
-
-bool GltfLoader::LoadOrthoGraphic( const TreeNode& camera, CameraInfo& cameraInfo )
-{
- const TreeNode* orthographicNode = camera.GetChild( "orthographic" );
- if( !orthographicNode )
- {
- return false;
- }
-
- const TreeNode* tempNode;
- tempNode = orthographicNode->GetChild( "xmag" );
- if( tempNode )
- {
- ReadFloat( tempNode, cameraInfo.orthographic.xmag );
- }
-
- tempNode = orthographicNode->GetChild( "ymag" );
- if( tempNode )
- {
- ReadFloat( tempNode, cameraInfo.orthographic.ymag );
- }
-
- tempNode = orthographicNode->GetChild( "zfar" );
- if( tempNode )
- {
- ReadFloat( tempNode, cameraInfo.orthographic.zfar );
- }
-
- tempNode = orthographicNode->GetChild( "znear" );
- if( tempNode )
- {
- ReadFloat( tempNode, cameraInfo.orthographic.znear );
- }
-
- return true;
-}
-
-bool GltfLoader::LoadPerspective( const TreeNode& camera, CameraInfo& cameraInfo )
-{
- const TreeNode* perspectiveNode = camera.GetChild( "perspective" );
- if( !perspectiveNode )
- {
- return false;
- }
-
- const TreeNode* tempNode;
- tempNode = perspectiveNode->GetChild( "aspectRatio" );
- if( tempNode )
- {
- ReadFloat( tempNode, cameraInfo.perspective.aspectRatio );
- }
-
- tempNode = perspectiveNode->GetChild( "yfov" );
- if( tempNode )
- {
- ReadFloat( tempNode, cameraInfo.perspective.yfov );
- }
-
- tempNode = perspectiveNode->GetChild( "zfar" );
- if( tempNode )
- {
- ReadFloat( tempNode, cameraInfo.perspective.zfar );
- }
-
- tempNode = perspectiveNode->GetChild( "znear" );
- if( tempNode )
- {
- ReadFloat( tempNode, cameraInfo.perspective.znear );
- }
-
- return true;
-}
-
-bool GltfLoader::LoadSceneNodes( Scene& scene )
-{
- const TreeNode* sceneNode = mRoot->GetChild( "scene" );
- int sceneNum = 0;
- if( sceneNode )
- {
- sceneNum = sceneNode->GetInteger();
- }
-
- const TreeNode* scenesNode = mRoot->GetChild( "scenes" );
- if( !( scenesNode && ( mNodes = mRoot->GetChild( "nodes" ) ) ) )
- {
- return false;
- }
-
- const TreeNode* tempNode = Tidx( scenesNode, sceneNum );
- if( !tempNode )
- {
- return false;
- }
-
- tempNode = tempNode->GetChild( "nodes" );
- if( !tempNode )
- {
- return false;
- }
-
- for( TreeNode::ConstIterator nodeIter = ( *tempNode ).CBegin(); nodeIter != ( *tempNode ).CEnd(); ++nodeIter )
- {
- Actor actor = AddNode( scene, ( ( *nodeIter ).second ).GetInteger() );
- actor.SetParentOrigin( ParentOrigin::CENTER );
- scene.GetRoot().Add( actor );
- }
-
- return true;
-}
-
-Actor GltfLoader::AddNode( Scene& scene, int index )
-{
- const TreeNode* node = Tidx( mNodes, index );
- Actor actor = Actor::New();
- Vector3 actorSize( Vector3::ONE );
-
- Vector3 translation = Vector3( 0.0, 0.0, 0.0 );
- Vector3 scale = Vector3( 1.0, 1.0, 1.0 );
- Quaternion orientation( Vector4( 0.0, 0.0, 0.0, 1.0 ) );
-
- Vector3 anchorPoint = AnchorPoint::CENTER;
-
- const TreeNode* tempNode = NULL;
- if( ( tempNode = node->GetChild( "translation" ) ) )
- {
- float floatVec[3] = { 0.0, 0.0, 0.0 };
- if( tempNode && ReadVector( tempNode, floatVec, 3 ) )
- {
- translation = Vector3( floatVec[0], floatVec[1], floatVec[2] );
- }
- }
-
- if( ( tempNode = node->GetChild( "scale" ) ) )
- {
- float floatVec[3] = { 1.0, 1.0, 1.0 };
- if( tempNode && ReadVector( tempNode, floatVec, 3 ) )
- {
- scale = Vector3( floatVec[0], floatVec[1], floatVec[2] );
- }
- }
-
- if( ( tempNode = node->GetChild( "rotation" ) ) )
- {
- float floatVec[4] = { 0.0, 0.0, 0.0, 1.0 };
- if( tempNode && ReadVector( tempNode, floatVec, 4 ) )
- {
- orientation = Quaternion( Vector4( floatVec[0], floatVec[1], floatVec[2], floatVec[3] ) );
- }
- }
-
- if( ( tempNode = node->GetChild( "matrix" ) ) )
- {
- float floatVec[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 };
- if( tempNode && ReadVector( tempNode, floatVec, 16 ) )
- {
- Matrix nodeMatrix = Matrix( floatVec );
- nodeMatrix.GetTransformComponents( translation, orientation, scale );
- }
- }
-
- if( ( tempNode = node->GetChild( "mesh" ) ) )
- {
- MeshInfo meshInfo = mMeshArray[tempNode->GetInteger()];
- GLTF::MaterialInfo materialInfo = mMaterialArray[meshInfo.materialsIdx];
- bool isMaterial = ( meshInfo.materialsIdx >= 0 );
-
- TextureSet textureSet;
- textureSet = TextureSet::New();
-
- int addIdx = 0;
- int shaderTypeIndex = 0;
- int maxMipmapLevel = 0;
- bool isBaseColorTexture = false;
- bool isMetallicRoughnessTexture = false;
- bool isNormalTexture = false;
- bool isOcclusionTexture = false;
- bool isEmissiveTexture = false;
-
- std::string VERTEX_SHADER, FRAGMENT_SHADER;
- VERTEX_SHADER = GLES_VERSION_300;
- VERTEX_SHADER += PHYSICALLY_BASED_VERTEX_SHADER;
- FRAGMENT_SHADER = GLES_VERSION_300;
-
- bool useIBL = ( scene.GetLightType() >= Toolkit::Scene::LightType::IMAGE_BASED_LIGHT );
- if( isMaterial )
- {
- if( SetTextureAndSampler( textureSet, materialInfo.baseColorTexture.index, FRAGMENT_SHADER, DEFINE_BASECOLOR_TEXTURE, addIdx ) )
- {
- shaderTypeIndex += static_cast<int>( ShaderType::BASECOLOR_SHADER );
- isBaseColorTexture = true;
- }
- if( SetTextureAndSampler( textureSet, materialInfo.metallicRoughnessTexture.index, FRAGMENT_SHADER, DEFINE_METALLICROUGHNESS_TEXTURE, addIdx ) )
- {
- shaderTypeIndex += static_cast<int>( ShaderType::METALLICROUGHNESS_SHADER );
- isMetallicRoughnessTexture = true;
- }
- if( SetTextureAndSampler( textureSet, materialInfo.normalTexture.index, FRAGMENT_SHADER, DEFINE_NORMAL_TEXTURE, addIdx ) )
- {
- shaderTypeIndex += static_cast<int>( ShaderType::NORMAL_SHADER );
- isNormalTexture = true;
- }
- if( SetTextureAndSampler( textureSet, materialInfo.occlusionTexture.index, FRAGMENT_SHADER, DEFINE_OCCLUSION_TEXTURE, addIdx ) )
- {
- shaderTypeIndex += static_cast<int>( ShaderType::OCCLUSION_SHADER );
- isOcclusionTexture = true;
- }
- if( SetTextureAndSampler( textureSet, materialInfo.emissiveTexture.index, FRAGMENT_SHADER, DEFINE_EMIT_TEXTURE, addIdx ) )
- {
- shaderTypeIndex += static_cast<int>( ShaderType::EMIT_SHADER );
- isEmissiveTexture = true;
- }
-
- if( useIBL )
- {
- shaderTypeIndex += static_cast<int>( ShaderType::IBL_SHADER );
- FRAGMENT_SHADER += DEFINE_IBL_TEXTURE;
-
- Sampler sampler = Sampler::New();
- sampler.SetFilterMode( FilterMode::DEFAULT, FilterMode::DEFAULT );
- sampler.SetWrapMode( WrapMode::REPEAT, WrapMode::REPEAT, WrapMode::REPEAT );
-
- textureSet.SetTexture( addIdx, scene.GetBRDFTexture() );
- textureSet.SetSampler( addIdx++, sampler );
- Sampler samplerIBL = Sampler::New();
- samplerIBL.SetFilterMode( FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR );
- samplerIBL.SetWrapMode( WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE );
- textureSet.SetTexture( addIdx, scene.GetDiffuseTexture() );
- textureSet.SetSampler( addIdx++, samplerIBL );
- Texture specularTexture = scene.GetSpecularTexture();
- textureSet.SetTexture( addIdx, specularTexture );
- textureSet.SetSampler( addIdx++, samplerIBL );
-
- int textureSize = std::min( specularTexture.GetWidth(), specularTexture.GetHeight() );
- maxMipmapLevel = 0;
- while( textureSize >= 1 )
- {
- maxMipmapLevel++;
- textureSize /= 2;
- }
- }
- }
-
- FRAGMENT_SHADER += PHYSICALLY_BASED_FRAGMENT_SHADER;
- if( !mShaderCache[shaderTypeIndex] )
- {
- mShaderCache[shaderTypeIndex] = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- scene.AddShader( mShaderCache[shaderTypeIndex] );
- }
- Shader shader = mShaderCache[shaderTypeIndex];
-
- Renderer renderer = Renderer::New( meshInfo.geometry, shader );
- renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
- renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
- renderer.SetTextures( textureSet );
-
- anchorPoint = meshInfo.pivot;
- actor.SetAnchorPoint( anchorPoint );
-
- actor.SetSize( Vector3( meshInfo.size.x, meshInfo.size.y, meshInfo.size.z ) );
- actor.AddRenderer( renderer );
-
- actor.SetScale( scale );
- actor.RotateBy( orientation );
- actor.SetPosition( translation );
-
- shader.RegisterProperty( "uLightType", ( scene.GetLightType() & ~Toolkit::Scene::LightType::IMAGE_BASED_LIGHT ) );
- shader.RegisterProperty( "uLightVector", scene.GetLightVector() );
- shader.RegisterProperty( "uLightColor", scene.GetLightColor() );
-
- actor.RegisterProperty( "uIsColor", meshInfo.attribute.COLOR.size() > 0 );
- if( isMaterial )
- {
- actor.RegisterProperty( "uBaseColorFactor", materialInfo.baseColorFactor );
- actor.RegisterProperty( "uMetallicRoughnessFactors", Vector2( materialInfo.metallicFactor, materialInfo.roughnessFactor ) );
-
- if( materialInfo.alphaMode == "OPAQUE" )
- {
- actor.RegisterProperty( "alphaMode", 0 );
- }
- else if( materialInfo.alphaMode == "MASK" )
- {
- actor.RegisterProperty( "alphaMode", 1 );
- }
- else
- {
- actor.RegisterProperty( "alphaMode", 2 );
- }
- actor.RegisterProperty( "alphaCutoff", materialInfo.alphaCutoff );
-
- if( isBaseColorTexture )
- {
- actor.RegisterProperty( "uBaseColorTexCoordIndex", materialInfo.baseColorTexture.texCoord );
- }
- if( isMetallicRoughnessTexture )
- {
- actor.RegisterProperty( "uMetallicRoughnessTexCoordIndex", materialInfo.metallicRoughnessTexture.texCoord );
- }
- if( isNormalTexture )
- {
- actor.RegisterProperty( "uNormalScale", materialInfo.normalTexture.value );
- actor.RegisterProperty( "uNormalTexCoordIndex", materialInfo.normalTexture.texCoord );
- }
- if( isOcclusionTexture )
- {
- actor.RegisterProperty( "uOcclusionTexCoordIndex", materialInfo.occlusionTexture.texCoord );
- actor.RegisterProperty( "uOcclusionStrength", materialInfo.occlusionTexture.value );
- }
- if( isEmissiveTexture )
- {
- actor.RegisterProperty( "uEmissiveTexCoordIndex", materialInfo.emissiveTexture.texCoord );
- actor.RegisterProperty( "uEmissiveFactor", materialInfo.emissiveFactor );
- }
- }
-
- if( isMaterial && useIBL )
- {
- actor.RegisterProperty( "uScaleIBLAmbient", scene.GetIBLScaleFactor() );
- actor.RegisterProperty( "uMipmapLevel", static_cast<float>( maxMipmapLevel ) );
- }
- }
- else
- {
- actor.SetAnchorPoint( AnchorPoint::CENTER );
- actor.SetPosition( translation );
- actor.RotateBy( orientation );
- actor.SetSize( actorSize );
- }
-
- tempNode = node->GetChild( "camera" );
- if( tempNode )
- {
- int cameraNum = tempNode->GetInteger();
- actor.Add( scene.GetCamera( cameraNum ) );
- }
-
- tempNode = node->GetChild( "name" );
- if( tempNode )
- {
- std::string nameString;
- ReadString( tempNode, nameString );
- actor.SetName( nameString );
- }
-
- SetActorCache( actor, index );
- if( ( tempNode = node->GetChild( "children" ) ) )
- {
- for( TreeNode::ConstIterator childIter = ( *tempNode ).CBegin(); childIter != ( *tempNode ).CEnd(); ++childIter )
- {
- Actor childActor = AddNode( scene, ( ( *childIter ).second ).GetInteger() );
- childActor.SetParentOrigin( anchorPoint );
- actor.Add( childActor );
- }
- }
-
- return actor;
-}
-
-void GltfLoader::SetActorCache( Actor& actor, const int index )
-{
- if( mActorCache.size() < static_cast<unsigned int>( index + 1 ) )
- {
- mActorCache.resize( index + 1 );
- }
- mActorCache[index] = actor;
-}
-
-bool GltfLoader::SetTextureAndSampler( TextureSet& textureSet, int textureIdx, std::string& toShader, std::string shader, int& addIdx )
-{
- if( textureIdx >= 0 )
- {
- toShader += shader;
- TextureInfo textureInfo = mTextureArray[textureIdx];
- if( textureInfo.sourceIdx >= 0 )
- {
- textureSet.SetTexture( addIdx, mSourceArray[textureInfo.sourceIdx] );
- }
- if( textureInfo.samplerIdx >= 0 )
- {
- textureSet.SetSampler( addIdx, mSamplerArray[textureInfo.samplerIdx] );
- }
- else
- {
- Sampler sampler = Sampler::New();
- sampler.SetFilterMode( FilterMode::DEFAULT, FilterMode::DEFAULT );
- sampler.SetWrapMode( WrapMode::REPEAT, WrapMode::REPEAT, WrapMode::REPEAT );
- textureSet.SetSampler( addIdx, sampler );
- }
- addIdx++;
- return true;
- }
- return false;
-}
-
-bool GltfLoader::LoadAnimation( Scene& scene )
-{
- const TreeNode* animationsNode = mRoot->GetChild( "animations" );
- if( !animationsNode )
- {
- return true;
- }
-
- for( TreeNode::ConstIterator animationIter = ( *animationsNode ).CBegin(); animationIter != ( *animationsNode ).CEnd(); ++animationIter )
- {
- const TreeNode* nameNode = ( &( *animationIter ).second )->GetChild( "name" );
- AnimationInfo animationInfo;
- if( nameNode )
- {
- ReadString( nameNode, animationInfo.name );
- }
-
- Property::Index propIndex = Property::INVALID_INDEX;
- LoadAnimationChannels( ( *animationIter ).second, animationInfo );
- if( animationInfo.channelArray.size() == 0 )
- {
- continue;
- }
-
- LoadAnimationSamplers( ( *animationIter ).second, animationInfo );
-
- int channelNum = animationInfo.channelArray.size();
- for( int i = 0; i < channelNum; i++ )
- {
- AnimationChannelInfo currentChannel = animationInfo.channelArray[i];
-
- if( currentChannel.path == "rotation" )
- {
- propIndex = Dali::Actor::Property::ORIENTATION;
- }
- else if( currentChannel.path == "translation" )
- {
- propIndex = Dali::Actor::Property::POSITION;
- }
- else if( currentChannel.path == "scale" )
- {
- propIndex = Dali::Actor::Property::SCALE;
- }
-
- float duration = 0.0f;
- KeyFrames keyframes = KeyFrames::New();
- if( propIndex == Dali::Actor::Property::ORIENTATION )
- {
- duration = LoadKeyFrames<Vector4>( animationInfo.samplerArray[currentChannel.sampler], propIndex, keyframes );
- }
- else
- {
- duration = LoadKeyFrames<Vector3>( animationInfo.samplerArray[currentChannel.sampler], propIndex, keyframes );
- }
-
- Animation animation = Animation::New( duration );
- Animation::Interpolation interpolation = Animation::Interpolation::Linear;
- if( animationInfo.samplerArray[currentChannel.sampler].interpolation == "CUBICSPLINE" )
- {
- interpolation = Animation::Interpolation::Cubic;
- }
- if( animationInfo.samplerArray[currentChannel.sampler].interpolation == "STEP" )
- {
- }
-
- animation.AnimateBetween( Property( mActorCache[currentChannel.targetNode], propIndex ), keyframes, interpolation );
-
- animation.SetLooping( false );
- scene.AddAnimation( animation );
- }
- }
-
- return true;
-}
-
-bool GltfLoader::LoadAnimationChannels( const TreeNode& animation, AnimationInfo& animationInfo )
-{
- const TreeNode* channelsNode = animation.GetChild( "channels" );
- if( !channelsNode )
- {
- return false;
- }
-
- for( TreeNode::ConstIterator channelIter = ( *channelsNode ).CBegin(); channelIter != ( *channelsNode ).CEnd(); ++channelIter )
- {
- AnimationChannelInfo animationChannelInfo;
- const TreeNode* channelNode = ( &( *channelIter ).second );
- const TreeNode* samplerNode = channelNode->GetChild( "sampler" );
- if( samplerNode )
- {
- animationChannelInfo.sampler = samplerNode->GetInteger();
- }
-
- const TreeNode* targetNode = channelNode->GetChild( "target" );
- if( targetNode )
- {
- const TreeNode* tempNode = targetNode->GetChild( "node" );
- if( tempNode )
- {
- animationChannelInfo.targetNode = tempNode->GetInteger();
- }
- else
- {
- continue;
- }
-
- tempNode = targetNode->GetChild( "path" );
- if( tempNode )
- {
- ReadString( tempNode, animationChannelInfo.path );
- }
- }
-
- animationInfo.channelArray.push_back( animationChannelInfo );
- }
- return true;
-}
-
-bool GltfLoader::LoadAnimationSamplers( const TreeNode& animation, AnimationInfo& animationInfo )
-{
- const TreeNode* samplersNode = animation.GetChild( "samplers" );
- if( !samplersNode )
- {
- return false;
- }
-
- for( TreeNode::ConstIterator sampler = ( *samplersNode ).CBegin(); sampler != ( *samplersNode ).CEnd(); ++sampler )
- {
- AnimationSamplerInfo animationSamplerInfo;
- const TreeNode* samplerNode = ( &( *sampler ).second );
- const TreeNode* tempNode = samplerNode->GetChild( "input" );
- if( tempNode )
- {
- animationSamplerInfo.input = tempNode->GetInteger();
- }
-
- tempNode = samplerNode->GetChild( "output" );
- if( tempNode )
- {
- animationSamplerInfo.output = tempNode->GetInteger();
- }
-
- tempNode = samplerNode->GetChild( "interpolation" );
- if( tempNode )
- {
- ReadString( tempNode, animationSamplerInfo.interpolation );
- }
-
- animationInfo.samplerArray.push_back( animationSamplerInfo );
- }
-
- return true;
-}
-
-// Template functions
-template <typename T>
-bool GltfLoader::ReadBinFile( Vector<T> &dataBuffer, std::string url, int offset, int count )
-{
- dataBuffer.Resize( count );
- FILE* fp = fopen( url.c_str(), "rb" );
- if( NULL == fp )
- {
- return false;
- }
- fseek( fp, offset, SEEK_SET );
- ssize_t result = fread( &dataBuffer[0], sizeof( T ), count, fp );
- fclose( fp );
-
- return ( result >= 0 );
-}
-
-template <typename T>
-float GltfLoader::IntToFloat( T element, bool normalize )
-{
- if( !normalize )
- {
- return static_cast<float>( element );
- }
-
- if( std::is_same<T, char>::value )
- {
- return std::max( static_cast<float>( element ) / 127.0, -1.0 );
- }
- if( std::is_same<T, unsigned char>::value )
- {
- return static_cast<float>( element ) / 255.0;
- }
- if( std::is_same<T, short>::value )
- {
- return std::max( static_cast<float>( element ) / 32767.0, -1.0 );
- }
- if( std::is_same<T, unsigned short>::value )
- {
- return static_cast<float>( element ) / 65535.0;
- }
- return -1.0;
-}
-
-template <typename Td, typename Ts>
-void GltfLoader::FitBuffer( Dali::Vector<Td>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize )
-{
- bufferDestiny.Resize( bufferSize );
- int count = bufferSource.Size() / elementNumOfByteStride;
- for( int i = 0; i<count; ++i )
- {
- bufferDestiny[i] = static_cast<Td>( bufferSource[i * elementNumOfByteStride] );
- }
-}
-
-template <typename T>
-void GltfLoader::FitBuffer( Dali::Vector<Vector2>& bufferDestiny, Dali::Vector<T>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize )
-{
- bufferDestiny.Resize( bufferSize );
- int count = bufferSource.Size() / elementNumOfByteStride;
- for( int i = 0; i<count; ++i )
- {
- bufferDestiny[i].x = IntToFloat( bufferSource[i * elementNumOfByteStride], normalize );
- bufferDestiny[i].y = IntToFloat( bufferSource[i * elementNumOfByteStride + 1], normalize );
- }
-}
-
-template <typename T>
-void GltfLoader::FitBuffer( Dali::Vector<Vector3>& bufferDestiny, Dali::Vector<T>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize )
-{
- bufferDestiny.Resize( bufferSize );
- int count = bufferSource.Size() / elementNumOfByteStride;
- for( int i = 0; i<count; ++i )
- {
- bufferDestiny[i].x = IntToFloat( bufferSource[i * elementNumOfByteStride], normalize );
- bufferDestiny[i].y = IntToFloat( bufferSource[i * elementNumOfByteStride + 1], normalize );
- bufferDestiny[i].z = IntToFloat( bufferSource[i * elementNumOfByteStride + 2], normalize );
- }
-}
-
-template <typename T>
-void GltfLoader::FitBuffer( Dali::Vector<Vector4>& bufferDestiny, Dali::Vector<T>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize )
-{
- bufferDestiny.Resize( bufferSize );
- int count = bufferSource.Size() / elementNumOfByteStride;
- for( int i = 0; i<count; ++i )
- {
- bufferDestiny[i].x = IntToFloat( bufferSource[i * elementNumOfByteStride], normalize );
- bufferDestiny[i].y = IntToFloat( bufferSource[i * elementNumOfByteStride + 1], normalize );
- bufferDestiny[i].z = IntToFloat( bufferSource[i * elementNumOfByteStride + 2], normalize );
- bufferDestiny[i].w = IntToFloat( bufferSource[i * elementNumOfByteStride + 3], normalize );
- }
-}
-
-template <typename T>
-void GltfLoader::LoadDataFromAccessor( int accessorIdx, Dali::Vector<T>& bufferData )
-{
- AccessorInfo accessor = mAccessorArray[accessorIdx];
- BufferViewInfo bufferView = mBufferViewArray[accessor.bufferView];
- BufferInfo buffer = mBufferArray[bufferView.buffer];
- std::string load_uri = buffer.uri;
-
- // In the glTF 2.0 Specification, 5121 is UNSIGNED BYTE, 5123 is UNSIGNED SHORT
- int elementByteSize = ( accessor.componentType <= 5121 ) ? 1 :
- ( ( accessor.componentType <= 5123 ) ? 2 : 4 );
- int elementNum = 1;
- if( accessor.type == "VEC2" )
- {
- elementNum = 2;
- }
- else if( accessor.type == "VEC3" )
- {
- elementNum = 3;
- }
- else if( accessor.type == "VEC4" || accessor.type == "MAT2" )
- {
- elementNum = 4;
- }
- else if( accessor.type == "MAT3" )
- {
- elementNum = 9;
- }
- else if( accessor.type == "MAT4" )
- {
- elementNum = 16;
- }
- else
- {
- elementNum = 1;
- }
- int elementNumOfByteStride = elementNum;
- if( bufferView.byteStride > 0 )
- {
- elementNumOfByteStride = bufferView.byteStride / elementByteSize;
- }
-
- /**
- * glTF 2.0 Specification
- * Component Type
- * 5120 : BYTE
- * 5121 : UNSIGNED_BYTE
- * 5122 : SHORT
- * 5123 : UNSIGNED_SHORT
- * 5125 : UNSIGNED_INT
- * 5126 : FLOAT
- */
- if( accessor.componentType == 5120 )
- {
- Dali::Vector<char> inputBufferData;
- ReadBinFile<char>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
- FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
- }
- else if( accessor.componentType == 5121 )
- {
- Dali::Vector<unsigned char> inputBufferData;
- ReadBinFile<unsigned char>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
- FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
- }
- else if( accessor.componentType == 5122 )
- {
- Dali::Vector<short> inputBufferData;
- ReadBinFile<short>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
- FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
- }
- else if( accessor.componentType == 5123 )
- {
- Dali::Vector<unsigned short> inputBufferData;
- ReadBinFile<unsigned short>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
- FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
- }
- else if( accessor.componentType == 5125 )
- {
- Dali::Vector<unsigned int> inputBufferData;
- ReadBinFile<unsigned int>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
- FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
- }
- else if( accessor.componentType == 5126 )
- {
- Dali::Vector<float> inputBufferData;
- ReadBinFile<float>( inputBufferData, mPath + load_uri, bufferView.byteOffset + accessor.byteOffset, elementNumOfByteStride * accessor.count );
- FitBuffer( bufferData, inputBufferData, accessor.count, elementNumOfByteStride, accessor.normalized );
- }
-}
-
-template <typename T>
-PropertyBuffer GltfLoader::CreatePropertyBuffer( Vector<T> bufferData, std::string map, int type )
-{
- Property::Map positionMap;
- positionMap[map] = type;
-
- PropertyBuffer propertyBuffer = PropertyBuffer::New( positionMap );
- propertyBuffer.SetData( bufferData.Begin(), bufferData.Count() );
- return propertyBuffer;
-}
-
-
-void GltfLoader::SetVertexBufferData( MeshInfo& meshInfo, int accessorIdx, std::string map, int type )
-{
- if( accessorIdx >= 0 )
- {
- Dali::Vector<Vector3> bufferData;
- LoadDataFromAccessor( accessorIdx, bufferData );
- SetMeshInfoAndCanonize( meshInfo, bufferData );
-
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<Vector3>( bufferData, map, type );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
- }
-}
-
-template <typename T>
-void GltfLoader::SetAttributeBufferData( MeshInfo& meshInfo, int accessorIdx, std::string map, int type )
-{
- if( accessorIdx >= 0 )
- {
- Dali::Vector<T> bufferData;
- LoadDataFromAccessor( accessorIdx, bufferData );
-
- PropertyBuffer propertyBuffer = CreatePropertyBuffer<T>( bufferData, map, type );
- meshInfo.geometry.AddVertexBuffer( propertyBuffer );
- }
-}
-
-void GltfLoader::SetIndexBuffersData( MeshInfo& meshInfo, int indexIdx )
-{
- Dali::Vector<unsigned short> indexBufferData;
- LoadDataFromAccessor( indexIdx, indexBufferData );
- meshInfo.geometry.SetIndexBuffer( &indexBufferData[0], indexBufferData.Size() );
-}
-
-template<typename T>
-float GltfLoader::LoadKeyFrames( const AnimationSamplerInfo& currentSampler, const Property::Index propIndex, KeyFrames& keyframes )
-{
- Dali::Vector<float> inputBufferData;
- Dali::Vector<T> outputBufferData;
-
- LoadDataFromAccessor<float>( currentSampler.input, inputBufferData );
- LoadDataFromAccessor<T>( currentSampler.output, outputBufferData );
-
- int keyframeNum = inputBufferData.Size();
- float lengthAnimation = inputBufferData[keyframeNum - 1];
- for( int i = 0; i < keyframeNum; i++ )
- {
- if( propIndex == Dali::Actor::Property::ORIENTATION )
- {
- Vector4 vectorOrientation( outputBufferData[i] );
- float vW = vectorOrientation.w;
- vW = ( vW < 0.0f ) ? std::max( vW, -1.0f ) : std::min( vW, 1.0f );
- vectorOrientation.w = vW;
- keyframes.Add( inputBufferData[i] / lengthAnimation, Quaternion( Vector4( vectorOrientation ) ) );
- }
- else if( propIndex == Dali::Actor::Property::POSITION )
- {
- keyframes.Add( inputBufferData[i] / lengthAnimation, Vector3( outputBufferData[i] ) );
- }
- else if( propIndex == Dali::Actor::Property::SCALE )
- {
- keyframes.Add( inputBufferData[i] / lengthAnimation, Vector3( outputBufferData[i] ) );
- }
- }
- return lengthAnimation;
-}
-
-// Utility functions
-const TreeNode* GltfLoader::Tidx( const TreeNode *node, int index )
-{
- int i = 0;
- for( TreeNode::ConstIterator it = ( *node ).CBegin(); it != ( *node ).CEnd(); ++it, ++i )
- {
- if( i == index )
- {
- return &( ( *it ).second );
- }
- }
- return NULL;
-}
-
-bool GltfLoader::ReadBool( const TreeNode* node, bool& num )
-{
- if( !node )
- {
- return false;
- }
- bool returnValue = false;
-
- if( node->GetType() == TreeNode::BOOLEAN )
- {
- num = node->GetBoolean();
- returnValue = true;
- }
-
- return returnValue;
-}
-
-bool GltfLoader::ReadInt( const TreeNode* node, int& num )
-{
- if( !node )
- {
- return false;
- }
- bool returnValue = false;
- if( node->GetType() == TreeNode::INTEGER )
- {
- num = node->GetInteger();
- returnValue = true;
- }
- else if( node->GetType() == TreeNode::FLOAT )
- {
- num = node->GetFloat();
- returnValue = true;
- }
-
- return returnValue;
-}
-
-bool GltfLoader::ReadFloat( const TreeNode* node, float& num )
-{
- if( !node )
- {
- return false;
- }
- bool returnValue = false;
-
- if( node->GetType() == TreeNode::FLOAT )
- {
- num = node->GetFloat();
- returnValue = true;
- }
- else if( node->GetType() == TreeNode::INTEGER )
- {
- int tempNum;
- ReadInt( node, tempNum );
- num = static_cast<float>( tempNum );
- returnValue = true;
- }
-
- return returnValue;
-}
-
-bool GltfLoader::ReadVector( const TreeNode* node, float* num, unsigned int size )
-{
- if( !node )
- {
- return false;
- }
- bool returnValue = false;
-
- if( ( node->Size() >= size ) && ( node->GetType() == TreeNode::ARRAY ) )
- {
- unsigned int offset = 0u;
- for( TreeNode::ConstIterator it = node->CBegin(); offset < size; ++it, ++offset )
- {
- const TreeNode& coord = ( *it ).second;
- if( !ReadFloat( &coord, *( num + offset ) ) )
- {
- return false;
- }
- }
- returnValue = true;
- }
-
- return returnValue;
-}
-
-bool GltfLoader::ReadString( const TreeNode* node, std::string& strValue )
-{
- if( !node )
- {
- return false;
- }
- bool returnValue = false;
- if( node->GetType() == TreeNode::STRING )
- {
- strValue = node->GetString();
- returnValue = true;
- }
- return returnValue;
-}
-
-}//namespace Internal
-
-}//namespace Toolkit
-
-}//namespace Dali
\ No newline at end of file
+++ /dev/null
-#ifndef DALI_TOOLKIT_INTERNAL_GLTF_LOADER_H\r
-#define DALI_TOOLKIT_INTERNAL_GLTF_LOADER_H\r
-\r
-/*\r
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.\r
- *\r
- * Licensed under the Apache License, Version 2.0 (the "License");\r
- * you may not use this file except in compliance with the License.\r
- * You may obtain a copy of the License at\r
- *\r
- * http://www.apache.org/licenses/LICENSE-2.0\r
- *\r
- * Unless required by applicable law or agreed to in writing, software\r
- * distributed under the License is distributed on an "AS IS" BASIS,\r
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
- * See the License for the specific language governing permissions and\r
- * limitations under the License.\r
- *\r
- */\r
-\r
-#include <dali/dali.h>\r
-#include <dali-toolkit/devel-api/builder/json-parser.h>\r
-#include <dali-toolkit/internal/controls/scene/scene-impl.h>\r
-\r
-using namespace Dali;\r
-using namespace Dali::Toolkit;\r
-\r
-namespace Dali\r
-{\r
-\r
-namespace Toolkit\r
-{\r
-\r
-namespace Internal\r
-{\r
-\r
-namespace GLTF\r
-{\r
-\r
-enum ShaderType\r
-{\r
- NO_TEXTURE_SHADER,\r
- BASECOLOR_SHADER,\r
- METALLICROUGHNESS_SHADER,\r
- BASECOLOR_METALLICROUGHNESS_SHADER,\r
- NORMAL_SHADER,\r
- BASECOLOR_NORMAL_SHADER,\r
- METALLICROUGHNESS_NORMAL_SHADER,\r
- BASECOLOR_METALLICROUGHNESS_NORMAL_SHADER,\r
- OCCLUSION_SHADER,\r
- BASECOLOR_OCCLUSION_SHADER,\r
- METALLICROUGHNESS_OCCLUSION_SHADER,\r
- BASECOLOR_METALLICROUGHNESS_OCCLUSION_SHADER,\r
- NORMAL_OCCLUSION_SHADER,\r
- BASECOLOR_NORMAL_OCCLUSION_SHADER,\r
- METALLICROUGHNESS_NORMAL_OCCLUSION_SHADER,\r
- BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_SHADER,\r
- EMIT_SHADER,\r
- BASECOLOR_EMIT_SHADER,\r
- METALLICROUGHNESS_EMIT_SHADER,\r
- BASECOLOR_METALLICROUGHNESS_EMIT_SHADER,\r
- NORMAL_EMIT_SHADER,\r
- BASECOLOR_NORMAL_EMIT_SHADER,\r
- METALLICROUGHNESS_NORMAL_EMIT_SHADER,\r
- BASECOLOR_METALLICROUGHNESS_NORMAL_EMIT_SHADER,\r
- OCCLUSION_EMIT_SHADER,\r
- BASECOLOR_OCCLUSION_EMIT_SHADER,\r
- METALLICROUGHNESS_OCCLUSION_EMIT_SHADER,\r
- BASECOLOR_METALLICROUGHNESS_OCCLUSION_EMIT_SHADER,\r
- NORMAL_OCCLUSION_EMIT_SHADER,\r
- BASECOLOR_NORMAL_OCCLUSION_EMIT_SHADER,\r
- METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER,\r
- BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER,\r
- IBL_SHADER,\r
- IBL_BASECOLOR_SHADER,\r
- IBL_METALLICROUGHNESS_SHADER,\r
- IBL_BASECOLOR_METALLICROUGHNESS_SHADER,\r
- IBL_NORMAL_SHADER,\r
- IBL_BASECOLOR_NORMAL_SHADER,\r
- IBL_METALLICROUGHNESS_NORMAL_SHADER,\r
- IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_SHADER,\r
- IBL_OCCLUSION_SHADER,\r
- IBL_BASECOLOR_OCCLUSION_SHADER,\r
- IBL_METALLICROUGHNESS_OCCLUSION_SHADER,\r
- IBL_BASECOLOR_METALLICROUGHNESS_OCCLUSION_SHADER,\r
- IBL_NORMAL_OCCLUSION_SHADER,\r
- IBL_BASECOLOR_NORMAL_OCCLUSION_SHADER,\r
- IBL_METALLICROUGHNESS_NORMAL_OCCLUSION_SHADER,\r
- IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_SHADER,\r
- IBL_EMIT_SHADER,\r
- IBL_BASECOLOR_EMIT_SHADER,\r
- IBL_METALLICROUGHNESS_EMIT_SHADER,\r
- IBL_BASECOLOR_METALLICROUGHNESS_EMIT_SHADER,\r
- IBL_NORMAL_EMIT_SHADER,\r
- IBL_BASECOLOR_NORMAL_EMIT_SHADER,\r
- IBL_METALLICROUGHNESS_NORMAL_EMIT_SHADER,\r
- IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_EMIT_SHADER,\r
- IBL_OCCLUSION_EMIT_SHADER,\r
- IBL_BASECOLOR_OCCLUSION_EMIT_SHADER,\r
- IBL_METALLICROUGHNESS_OCCLUSION_EMIT_SHADER,\r
- IBL_BASECOLOR_METALLICROUGHNESS_OCCLUSION_EMIT_SHADER,\r
- IBL_NORMAL_OCCLUSION_EMIT_SHADER,\r
- IBL_BASECOLOR_NORMAL_OCCLUSION_EMIT_SHADER,\r
- IBL_METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER,\r
- IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER,\r
- SHADER_TYPE_MAX = IBL_BASECOLOR_METALLICROUGHNESS_NORMAL_OCCLUSION_EMIT_SHADER\r
-};\r
-\r
-struct BufferInfo\r
-{\r
- BufferInfo()\r
- : byteLength( -1 ),\r
- uri( "" ),\r
- name( "" )\r
- {\r
- }\r
-\r
- ~BufferInfo()\r
- {\r
- }\r
-\r
- int byteLength;\r
- std::string uri;\r
- std::string name;\r
-};\r
-\r
-struct BufferViewInfo\r
-{\r
- BufferViewInfo()\r
- : buffer( -1 ),\r
- byteOffset( 0 ),\r
- byteLength( 0 ),\r
- byteStride( 0 ),\r
- target( 0 ),\r
- name( "" )\r
- {\r
- }\r
-\r
- ~BufferViewInfo()\r
- {\r
- }\r
-\r
- int buffer;\r
- int byteOffset;\r
- int byteLength;\r
- int byteStride;\r
- int target;\r
- std::string name;\r
-};\r
-\r
-struct TextureInfo\r
-{\r
- TextureInfo()\r
- : sourceIdx( -1 ),\r
- samplerIdx( -1 )\r
- {\r
- }\r
-\r
- ~TextureInfo()\r
- {\r
- }\r
- int sourceIdx;\r
- int samplerIdx;\r
-};\r
-\r
-struct PbrTextureInfo\r
-{\r
- PbrTextureInfo()\r
- : index( -1 ),\r
- texCoord( 0 ),\r
- value( 0.0 )\r
- {\r
- }\r
- ~PbrTextureInfo()\r
- {\r
- }\r
-\r
- int index;\r
- int texCoord;\r
- float value;\r
-};\r
-\r
-struct MaterialInfo\r
-{\r
- MaterialInfo()\r
- : baseColorFactor( 1, 1, 1, 1 ),\r
- metallicFactor( 1.0 ),\r
- roughnessFactor( 1.0 ),\r
- emissiveFactor( 0.0, 0.0, 0.0 ),\r
- alphaMode( "OPAQUE" ),\r
- alphaCutoff( 0.5 ),\r
- doubleSided( false ),\r
- name( "" )\r
- {\r
- }\r
-\r
- ~MaterialInfo()\r
- {\r
- }\r
-\r
- Vector4 baseColorFactor;\r
- float metallicFactor;\r
- float roughnessFactor;\r
- Vector3 emissiveFactor;\r
- std::string alphaMode;\r
- float alphaCutoff;\r
- bool doubleSided;\r
-\r
- PbrTextureInfo baseColorTexture;\r
- PbrTextureInfo metallicRoughnessTexture;\r
- PbrTextureInfo normalTexture;\r
- PbrTextureInfo occlusionTexture;\r
- PbrTextureInfo emissiveTexture;\r
-\r
- std::string name;\r
- //need to add max, min\r
-};\r
-\r
-struct AccessorInfo\r
-{\r
- AccessorInfo()\r
- : bufferView( -1 ),\r
- byteOffset( 0 ),\r
- componentType( -1 ),\r
- normalized( false ),\r
- count( 0 ),\r
- type( "" ),\r
- max( 0 ),\r
- min( 0 ),\r
- name( "" )\r
- {\r
- }\r
-\r
- ~AccessorInfo()\r
- {\r
- }\r
-\r
- int bufferView;\r
- int byteOffset;\r
- int componentType;\r
- bool normalized;\r
- int count;\r
- std::string type;\r
- int max;\r
- int min;\r
- std::string name;\r
- //need to add max, min\r
-};\r
-\r
-struct Attribute\r
-{\r
- Attribute()\r
- : POSITION( -1 ),\r
- NORMAL( -1 ),\r
- TANGENT( -1 )\r
- {\r
- }\r
-\r
- ~Attribute()\r
- {\r
- }\r
-\r
- int POSITION;\r
- int NORMAL;\r
- int TANGENT;\r
-\r
- std::vector<int> TEXCOORD;\r
- std::vector<int> COLOR;\r
-};\r
-\r
-struct MeshInfo\r
-{\r
- MeshInfo()\r
- : indicesIdx( -1 ),\r
- materialsIdx( -1 ),\r
- mode( 4 )\r
- {\r
- }\r
-\r
- ~MeshInfo()\r
- {\r
- }\r
- Geometry geometry;\r
- std::string name;\r
-\r
- int indicesIdx;\r
- int materialsIdx;\r
- int mode;\r
-\r
- Vector3 size;\r
- Vector3 pivot;\r
-\r
- Attribute attribute;\r
- //need to add max, min\r
-};\r
-\r
-struct AnimationChannelInfo\r
-{\r
- AnimationChannelInfo()\r
- : sampler( -1 ),\r
- targetNode( -1 ),\r
- path( "" )\r
- {\r
- }\r
-\r
- ~AnimationChannelInfo()\r
- {\r
- }\r
-\r
- int sampler;\r
- int targetNode;\r
- std::string path;\r
-\r
-};\r
-\r
-struct AnimationSamplerInfo\r
-{\r
- AnimationSamplerInfo()\r
- : input( -1 ),\r
- output( -1 ),\r
- interpolation( "" )\r
- {\r
- }\r
-\r
- ~AnimationSamplerInfo()\r
- {\r
- }\r
-\r
- int input;\r
- int output;\r
- std::string interpolation;\r
-};\r
-\r
-struct AnimationInfo\r
-{\r
- AnimationInfo()\r
- : name( "" )\r
- {\r
- }\r
-\r
- ~AnimationInfo()\r
- {\r
- }\r
-\r
- std::string name;\r
- std::vector<AnimationChannelInfo> channelArray;\r
- std::vector<AnimationSamplerInfo> samplerArray;\r
-};\r
-\r
-struct OrthographicInfo\r
-{\r
- OrthographicInfo()\r
- : xmag( 0.0f ),\r
- ymag( 0.0f ),\r
- zfar( 0.0f ),\r
- znear( 0.0f )\r
- {\r
- }\r
-\r
- ~OrthographicInfo()\r
- {\r
- }\r
-\r
- float xmag;\r
- float ymag;\r
- float zfar;\r
- float znear;\r
-};\r
-\r
-struct PerspectiveInfo\r
-{\r
- PerspectiveInfo()\r
- : aspectRatio( 0.0f ),\r
- yfov( 0.0f ),\r
- zfar( 0.0f ),\r
- znear( 0.0f )\r
- {\r
- }\r
-\r
- ~PerspectiveInfo()\r
- {\r
- }\r
-\r
- float aspectRatio;\r
- float yfov;\r
- float zfar;\r
- float znear;\r
-};\r
-\r
-struct CameraInfo\r
-{\r
- CameraInfo()\r
- : name( "" ),\r
- type( "" )\r
- {\r
- }\r
-\r
- ~CameraInfo()\r
- {\r
- }\r
-\r
- std::string name;\r
- std::string type;\r
- OrthographicInfo orthographic;\r
- PerspectiveInfo perspective;\r
-};\r
-\r
-} // namespace GLTF\r
-\r
-/**\r
- *\r
- * GltfLoader is a class to parse glTf, to load data from file, and to generate Scene.\r
- * This glTF loader supports glTF 2.0 features.\r
- *\r
- * @remarks glTF loader didn't support such features.\r
- * - Sparse accessor\r
- * - Morphing\r
- * - Skeletal Animation\r
- * These features will be supported soon.\r
- *\r
- */\r
-class GltfLoader\r
-{\r
-public:\r
-\r
- /**\r
- * @brief Create an uninitialized GltfLoader.\r
- */\r
- GltfLoader();\r
-\r
- /**\r
- * @brief Destructor\r
- */\r
- ~GltfLoader();\r
-\r
- /**\r
- * @brief Load Scene from scene format file(e.g., glTF).\r
- * @param[in] filePath Path of scene format file.\r
- * @param[in] scene Scene data loaded from file.\r
- * @return true if scene is successfully loaded\r
- */\r
- bool LoadScene( const std::string& filePath, Internal::Scene& scene );\r
-\r
-private:\r
- bool ParseGltf( const std::string& filePath );\r
- bool LoadAssets();\r
-\r
- bool LoadBinaryData( const TreeNode* root );\r
- bool LoadBuffer( const TreeNode& buffer );\r
- bool LoadBufferView( const TreeNode& buffer );\r
- bool LoadAccessor( const TreeNode& buffer );\r
-\r
- bool LoadTextureArray( const TreeNode* root );\r
- Texture LoadTexture( const char* imageUrl, bool generateMipmaps );\r
- Sampler LoadSampler( const TreeNode& samplerNode );\r
- FilterMode::Type GetFilterMode( int mode );\r
- WrapMode::Type GetWrapMode( int mode );\r
-\r
- bool LoadMaterialSetArray( const TreeNode* root );\r
- bool LoadPbrMetallicRoughness( const TreeNode& material, GLTF::MaterialInfo& materialInfo );\r
-\r
- bool LoadMeshArray( const TreeNode* root );\r
- bool LoadPrimitive( const TreeNode& mesh, GLTF::MeshInfo& meshInfo );\r
- bool LoadAttribute( const TreeNode* attribute, GLTF::MeshInfo& meshInfo );\r
- bool SetGeometry( GLTF::MeshInfo& meshInfo );\r
- void SetMeshInfoAndCanonize( GLTF::MeshInfo& meshInfo, Dali::Vector<Dali::Vector3> &vertexBufferData );\r
-\r
- bool CreateScene( Internal::Scene& scene );\r
-\r
- void LoadCamera( Scene& scene );\r
- bool LoadOrthoGraphic( const TreeNode& camera, GLTF::CameraInfo& cameraInfo );\r
- bool LoadPerspective( const TreeNode& camera, GLTF::CameraInfo& cameraInfo );\r
-\r
- bool LoadSceneNodes( Scene& scene );\r
- Actor AddNode( Scene& scene, int index );\r
- void SetActorCache( Actor& actor, const int index );\r
- bool SetTextureAndSampler( TextureSet& textureSet, int textureIdx, std::string& toShader, std::string shader, int& addIdx );\r
-\r
- bool LoadAnimation( Scene& scene );\r
- bool LoadAnimationChannels( const TreeNode& animation, GLTF::AnimationInfo& animationInfo );\r
- bool LoadAnimationSamplers( const TreeNode& animation, GLTF::AnimationInfo& animationInfo );\r
-\r
- // template functions\r
- template <typename T>\r
- bool ReadBinFile( Vector<T> &dataBuffer, std::string url, int offset, int count );\r
- template <typename T>\r
- float IntToFloat( T element, bool normalize );\r
- template <typename Td, typename Ts>\r
- void FitBuffer( Dali::Vector<Td>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize );\r
- template <typename Ts>\r
- void FitBuffer( Dali::Vector<Vector2>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize );\r
- template <typename Ts>\r
- void FitBuffer( Dali::Vector<Vector3>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize );\r
- template <typename Ts>\r
- void FitBuffer( Dali::Vector<Vector4>& bufferDestiny, Dali::Vector<Ts>& bufferSource, int bufferSize, int elementNumOfByteStride, bool normalize );\r
- template <typename T>\r
- void LoadDataFromAccessor( int accessorIdx, Dali::Vector<T>& bufferData );\r
- template <typename T>\r
- PropertyBuffer CreatePropertyBuffer( Vector<T> bufferData, std::string map, int type );\r
- template <typename T>\r
- void SetAttributeBufferData( GLTF::MeshInfo& meshInfo, int accessorIdx, std::string map, int type );\r
- template<typename T>\r
- float LoadKeyFrames( const GLTF::AnimationSamplerInfo& currentSampler, const Property::Index propIndex, KeyFrames& keyframes );\r
-\r
- void SetIndexBuffersData( GLTF::MeshInfo& meshInfo, int indexIdx );\r
- void SetVertexBufferData( GLTF::MeshInfo& meshInfo, int accessorIdx, std::string map, int type );\r
-\r
- // utility functions\r
- const TreeNode* Tidx( const TreeNode *node, int index );\r
- bool ReadBool( const TreeNode* node, bool& num );\r
- bool ReadInt( const TreeNode* node, int& num );\r
- bool ReadFloat( const TreeNode* node, float& num );\r
- bool ReadVector( const TreeNode* node, float* num, unsigned int size );\r
- bool ReadString( const TreeNode* node, std::string& strValue );\r
-\r
-public:\r
- void InitGltf();\r
-\r
-private:\r
- Dali::Toolkit::JsonParser mParser;\r
- const TreeNode* mNodes;\r
- const TreeNode* mRoot;\r
-\r
- std::string mPath;\r
-\r
- std::vector<Actor> mActorCache;\r
- Shader mShaderCache[GLTF::ShaderType::SHADER_TYPE_MAX + 1];\r
-\r
- std::vector<GLTF::BufferInfo> mBufferArray;\r
- std::vector<GLTF::BufferViewInfo> mBufferViewArray;\r
- std::vector<GLTF::AccessorInfo> mAccessorArray;\r
-\r
- std::vector<GLTF::MeshInfo> mMeshArray;\r
- std::vector<GLTF::MaterialInfo> mMaterialArray;\r
- std::vector<GLTF::TextureInfo> mTextureArray;\r
-\r
- std::vector<Texture> mSourceArray;\r
- std::vector<Sampler> mSamplerArray;\r
-};\r
-\r
-}//namespace Internal\r
-\r
-}//namespace Toolkit\r
-\r
-}//namespace Dali\r
-\r
-#endif // DALI_TOOLKIT_INTERNAL_GLTF_LOADER_H\r
+++ /dev/null
-#ifndef DALI_TOOLKIT_INTERNAL_GLTF_SHADER_H
-#define DALI_TOOLKIT_INTERNAL_GLTF_SHADER_H
-
-/*
- * Belows Vertex Shader and Fragment Shader code are based off glTF WebGL PBR.
- * https://github.com/KhronosGroup/glTF-WebGL-PBR/
- *
- * Copyright (c) 2016-2017 Mohamad Moneimne and Contributors
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- * SOFTWARE.
- */
-
-namespace Dali
-{
-
-namespace Toolkit
-{
-
-namespace Internal
-{
-
-const char* GLES_VERSION_300 = {
- "#version 300 es\n\n"
- "precision highp float;\n\n"
-};
-
-const char* DEFINE_BASECOLOR_TEXTURE = {
- "#define TEXTURE_BASECOLOR\n\n"
- "uniform sampler2D uBaseColorSampler;\n"
- "uniform int uBaseColorTexCoordIndex;\n\n"
-};
-
-const char* DEFINE_METALLICROUGHNESS_TEXTURE = {
- "#define TEXTURE_METALLICROUGHNESS\n\n"
- "uniform sampler2D uMetallicRoughnessSampler;\n"
- "uniform int uMetallicRoughnessTexCoordIndex;\n\n"
-};
-
-const char* DEFINE_NORMAL_TEXTURE = {
- "#define TEXTURE_NORMAL\n\n"
- "uniform sampler2D uNormalSampler;\n"
- "uniform float uNormalScale;\n"
- "uniform int uNormalTexCoordIndex;\n\n"
-};
-
-const char* DEFINE_OCCLUSION_TEXTURE = {
- "#define TEXTURE_OCCLUSION\n\n"
- "uniform sampler2D uOcclusionSampler;\n"
- "uniform int uOcclusionTexCoordIndex;\n"
- "uniform float uOcclusionStrength;\n\n"
-};
-
-const char* DEFINE_EMIT_TEXTURE = {
- "#define TEXTURE_EMIT\n\n"
- "uniform sampler2D uEmissiveSampler;\n"
- "uniform int uEmissiveTexCoordIndex;\n"
- "uniform vec3 uEmissiveFactor;\n\n"
-};
-
-const char* DEFINE_IBL_TEXTURE = {
- "#define TEXTURE_IBL\n\n"
- "uniform sampler2D ubrdfLUT;\n"
- "uniform samplerCube uDiffuseEnvSampler;\n"
- "uniform samplerCube uSpecularEnvSampler;\n"
- "uniform vec4 uScaleIBLAmbient;\n"
- "uniform highp float uMipmapLevel;\n"
-};
-
-const char* PHYSICALLY_BASED_VERTEX_SHADER = {
- "in highp vec3 aPosition;\n"
- "in highp vec2 aTexCoord0;\n"
- "in highp vec2 aTexCoord1;\n"
- "in highp vec3 aNormal;\n"
- "in highp vec4 aTangent;\n"
- "in highp vec4 aVertexColor;\n"
-
- "uniform mediump vec3 uSize;\n"
- "uniform mediump mat4 uModelMatrix;\n"
- "uniform mediump mat4 uViewMatrix;\n"
- "uniform mediump mat4 uProjection;\n"
- "uniform mediump mat4 uMvpMatrix;\n"
- "uniform mediump mat3 uNormalMatrix;\n"
- "uniform mediump int uLightType;\n"
- "uniform mediump vec3 uLightVector;\n"
- "uniform mediump int uIsColor;\n"
-
- "out vec2 vUV[2];\n"
- "out mat3 vTBN;\n"
- "out vec4 vColor;\n"
- "flat out int visLight;\n"
- "out vec3 vLightDirection;\n"
- "out vec3 vPositionToCamera;\n"
-
- "void main()\n"
- "{\n"
- " vec4 invY = vec4(1.0, -1.0, 1.0, 1.0);\n"
- " vec4 positionW = uModelMatrix * vec4( aPosition * uSize, 1.0 );\n"
- " vec4 positionV = uViewMatrix * ( invY * positionW );\n"
-
- " vPositionToCamera = transpose( mat3( uViewMatrix ) ) * ( -vec3( positionV.xyz / positionV.w ) );\n"
- " vPositionToCamera *= vec3( invY );\n"
-
- " vec3 bitangent = cross(aNormal, aTangent.xyz) * aTangent.w;\n"
- " vTBN = mat3( uModelMatrix ) * mat3(aTangent.xyz, bitangent, aNormal);\n"
-
- " vUV[0] = aTexCoord0;\n"
- " vUV[1] = aTexCoord1;\n"
-
- " visLight = 0;\n"
- " if( uLightType == 1 )\n"
- " {\n"
- " vLightDirection = ( invY.xyz * uLightVector ) - ( positionW.xyz / positionW.w );\n"
- " }\n"
- " else if( uLightType == 2 )\n"
- " {\n"
- " vLightDirection = -( invY.xyz * uLightVector );\n"
- " }\n"
- " else\n"
- " {\n"
- " visLight = 0;\n"
- " }\n"
-
- " vColor = vec4( 1.0 );\n"
- " if( uIsColor == 1 )\n"
- " {\n"
- " vColor = aVertexColor;\n"
- " }\n"
-
- " gl_Position = uProjection * positionV;\n" // needs w for proper perspective correction
- " gl_Position = gl_Position/gl_Position.w;\n"
- "}\n"
-};
-
-const char* PHYSICALLY_BASED_FRAGMENT_SHADER = {
- "uniform vec3 uLightColor;\n"
- "uniform vec4 uBaseColorFactor;\n"
- "uniform vec2 uMetallicRoughnessFactors;\n"
- "uniform int alphaMode;\n"
- "uniform float alphaCutoff;\n"
-
- "in vec2 vUV[2];\n"
- "in mat3 vTBN;\n"
- "in vec4 vColor;\n"
- "flat in int visLight;\n"
- "in vec3 vLightDirection;\n"
- "in vec3 vPositionToCamera;\n"
-
- "out vec4 FragColor;"
-
- "struct PBRInfo\n"
- "{\n"
- " float NdotL;\n" // cos angle between normal and light direction
- " float NdotV;\n" // cos angle between normal and view direction
- " float NdotH;\n" // cos angle between normal and half vector
- " float LdotH;\n" // cos angle between light direction and half vector
- " float VdotH;\n" // cos angle between view direction and half vector
- " float perceptualRoughness;\n" // roughness value, as authored by the model creator (input to shader)
- " float metalness;\n" // metallic value at the surface
- " vec3 reflectance0;\n" // full reflectance color (normal incidence angle)
- " vec3 reflectance90;\n" // reflectance color at grazing angle
- " float alphaRoughness;\n" // roughness mapped to a more linear change in the roughness (proposed by [2])
- " vec3 diffuseColor;\n" // color contribution from diffuse lighting
- " vec3 specularColor;\n" // color contribution from specular lighting
- "};\n"
-
- "const float M_PI = 3.141592653589793;\n"
- "const float c_MinRoughness = 0.04;\n"
-
- "vec3 getNormal()\n"
- "{\n"
- "#ifdef TEXTURE_NORMAL\n"
- " vec3 n = texture( uNormalSampler, vUV[uNormalTexCoordIndex] ).rgb;\n"
- " n = normalize( vTBN * ( ( 2.0 * n - 1.0 ) * vec3( uNormalScale, uNormalScale, 1.0 ) ) );\n"
- "#else\n"
- " vec3 n = normalize( vTBN[2].xyz );\n"
- "#endif\n"
- " return n;\n"
- "}\n"
-
- "vec3 specularReflection( PBRInfo pbrInputs )\n"
- "{\n"
- " return pbrInputs.reflectance0 + ( pbrInputs.reflectance90 - pbrInputs.reflectance0 ) * pow( clamp( 1.0 - pbrInputs.VdotH, 0.0, 1.0 ), 5.0 );\n"
- "}\n"
-
- "float geometricOcclusion( PBRInfo pbrInputs )\n"
- "{\n"
- " float NdotL = pbrInputs.NdotL;\n"
- " float NdotV = pbrInputs.NdotV;\n"
- " float r = pbrInputs.alphaRoughness;\n"
-
- " float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));\n"
- " float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));\n"
- " return attenuationL * attenuationV;\n"
- "}\n"
-
- "float microfacetDistribution(PBRInfo pbrInputs)\n"
- "{\n"
- " float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;\n"
- " float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;\n"
- " return roughnessSq / (M_PI * f * f);\n"
- "}\n"
-
- "vec3 linear( vec3 color )\n"
- "{\n"
- " return pow(color,vec3(2.2));\n"
- "}\n"
-
- "void main()\n"
- "{\n"
- // Metallic and Roughness material properties are packed together
- // In glTF, these factors can be specified by fixed scalar values
- // or from a metallic-roughness map
- " float metallic = uMetallicRoughnessFactors.x;\n"
- " float perceptualRoughness = uMetallicRoughnessFactors.y;\n"
-
- // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.
- // This layout intentionally reserves the 'r' channel for (optional) occlusion map data
- "#ifdef TEXTURE_METALLICROUGHNESS\n"
- " vec4 metrou = texture(uMetallicRoughnessSampler, vUV[uMetallicRoughnessTexCoordIndex]);\n"
- " metallic = metrou.b * metallic;\n"
- " perceptualRoughness = metrou.g * perceptualRoughness;\n"
- "#endif\n"
-
- " metallic = clamp(metallic, 0.0, 1.0);\n"
- " perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);\n"
- // Roughness is authored as perceptual roughness; as is convention,
- // convert to material roughness by squaring the perceptual roughness [2].
- " float alphaRoughness = perceptualRoughness * perceptualRoughness;\n"
-
- "#ifdef TEXTURE_BASECOLOR\n"
- // The albedo may be defined from a base texture or a flat color
- " vec4 baseColor = texture(uBaseColorSampler, vUV[uBaseColorTexCoordIndex]) * uBaseColorFactor;\n"
- " baseColor = vec4(linear(baseColor.rgb), baseColor.w);\n"
- "#else\n"
- " vec4 baseColor = vColor * uBaseColorFactor;\n"
- "#endif\n"
-
- " if( alphaMode == 0 )\n"
- " {\n"
- " baseColor.w = 1.0;\n"
- " }\n"
- " else if( alphaMode == 1 )\n"
- " {\n"
- " if( baseColor.w >= alphaCutoff )"
- " {\n"
- " baseColor.w = 1.0;\n"
- " }\n"
- " else\n"
- " {\n"
- " baseColor.w = 0.0;\n"
- " }\n"
- " }\n"
-
- " vec3 f0 = vec3(0.04);\n"
- " vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);\n"
- " diffuseColor *= ( 1.0 - metallic );\n"
- " vec3 specularColor = mix(f0, baseColor.rgb, metallic);\n"
-
- // Compute reflectance.
- " float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n"
-
- // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
- // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
- " float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n"
- " vec3 specularEnvironmentR0 = specularColor.rgb;\n"
- " vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;\n"
-
- " vec3 n = getNormal();\n" // normal at surface point
- " vec3 v = normalize(vPositionToCamera);\n" // Vector from surface point to camera
- " vec3 l = normalize(vLightDirection);\n" // Vector from light to surface point
- " vec3 h = normalize(l+v);\n" // Half vector between both l and v
- " vec3 reflection = -normalize(reflect(v, n));\n"
-
- " float NdotL = clamp(dot(n, l), 0.001, 1.0);\n"
- " float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);\n"
- " float NdotH = clamp(dot(n, h), 0.0, 1.0);\n"
- " float LdotH = clamp(dot(l, h), 0.0, 1.0);\n"
- " float VdotH = clamp(dot(v, h), 0.0, 1.0);\n"
-
- " PBRInfo pbrInputs = PBRInfo(\n"
- " NdotL,\n"
- " NdotV,\n"
- " NdotH,\n"
- " LdotH,\n"
- " VdotH,\n"
- " perceptualRoughness,\n"
- " metallic,\n"
- " specularEnvironmentR0,\n"
- " specularEnvironmentR90,\n"
- " alphaRoughness,\n"
- " diffuseColor,\n"
- " specularColor\n"
- " );\n"
-
- // Calculate the shading terms for the microfacet specular shading model
- " vec3 color = vec3(0.0);\n"
- " if( visLight == 1 )\n"
- " {\n"
- " vec3 F = specularReflection(pbrInputs);\n"
- " float G = geometricOcclusion(pbrInputs);\n"
- " float D = microfacetDistribution(pbrInputs);\n"
-
- // Calculation of analytical lighting contribution
- " vec3 diffuseContrib = (1.0 - F) * ( pbrInputs.diffuseColor / M_PI );\n"
- " vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);\n"
- // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
- " color = NdotL * uLightColor * (diffuseContrib + specContrib);\n"
- " }\n"
-
- "#ifdef TEXTURE_IBL\n"
- " float lod = (pbrInputs.perceptualRoughness * uMipmapLevel);\n"
- // retrieve a scale and bias to F0. See [1], Figure 3
- " vec3 brdf = linear(texture(ubrdfLUT, vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness)).rgb);\n"
- " vec3 diffuseLight = linear(texture(uDiffuseEnvSampler, n).rgb);\n"
- " vec3 specularLight = linear(textureLod(uSpecularEnvSampler, reflection, lod).rgb);\n"
-
- " vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;\n"
- " vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);\n"
- " diffuse *= uScaleIBLAmbient.x;\n"
- " specular *= uScaleIBLAmbient.y;\n"
- " color += (diffuse+specular);\n"
- "#endif\n"
-
- "#ifdef TEXTURE_OCCLUSION\n"
- " float ao = texture(uOcclusionSampler, vUV[uOcclusionTexCoordIndex]).r;\n"
- " color = mix(color, color * ao, uOcclusionStrength);\n"
- "#endif\n"
-
- "#ifdef TEXTURE_EMIT\n"
- " vec3 emissive = linear(texture(uEmissiveSampler, vUV[uEmissiveTexCoordIndex]).rgb) * uEmissiveFactor;\n"
- " color += emissive;\n"
- "#endif\n"
-
- " FragColor = vec4(pow(color,vec3(1.0/2.2)), baseColor.a);\n"
- "}\n"
-};
-
-} // namespace internal
-
-} // namespace Toolkit
-
-} // namespace Dali
-
-#endif // DALI_TOOLKIT_INTERNAL_GLTF_SHADER_H
\ No newline at end of file
+++ /dev/null
-/*
- * Copyright (c) 2018 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.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-// CLASS HEADER
-#include "scene-impl.h"
-
-// EXTERNAL INCLUDES
-#include <dali/integration-api/debug.h>
-
-namespace Dali
-{
-
-namespace Toolkit
-{
-
-namespace Internal
-{
-
-Scene::Scene()
- : Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
- mRoot( Actor::New() ),
- mDefaultCamera( CameraActor::New() ),
- mLightType( Toolkit::Scene::LightType::NONE ),
- mLightVector( Vector3::ONE ),
- mLightColor( Vector3::ONE )
-{
-}
-
-Scene::~Scene()
-{
-}
-
-Toolkit::Scene Scene::New( const std::string& filePath )
-{
- Scene* impl = new Scene();
-
- Dali::Toolkit::Scene handle = Dali::Toolkit::Scene( *impl );
-
- // Second-phase init of the implementation
- // This can only be done after the CustomActor connection has been made...
- impl->Initialize();
- impl->CreateScene( filePath );
-
- return handle;
-}
-
-Toolkit::Scene Scene::New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor )
-{
- Scene* impl = new Scene();
-
- Dali::Toolkit::Scene handle = Dali::Toolkit::Scene( *impl );
-
- // Second-phase init of the implementation
- // This can only be done after the CustomActor connection has been made...
- impl->Initialize();
- impl->SetCubeMap( diffuseTexturePath, specularTexturePath, ScaleFactor );
- impl->CreateScene( filePath );
-
- return handle;
-}
-
-bool Scene::CreateScene( const std::string& filePath )
-{
- if( std::string::npos != filePath.rfind( GLTF_EXT ) )
- {
- Internal::GltfLoader gltfloader;
- return( gltfloader.LoadScene( filePath, *this ) );
- }
-
- return false;
-}
-
-uint32_t Scene::GetAnimationCount()
-{
- return mAnimationArray.size();
-}
-
-bool Scene::PlayAnimation( uint32_t index )
-{
- if( GetAnimationCount() <= index )
- {
- return false;
- }
-
- mAnimationArray[index].Play();
- return true;
-}
-
-bool Scene::PlayAnimations()
-{
- if( GetAnimationCount() == 0 )
- {
- return false;
- }
-
- for( unsigned int i=0; i<mAnimationArray.size(); ++i )
- {
- PlayAnimation( i );
- }
-
- return true;
-}
-
-bool Scene::SetLight( Toolkit::Scene::LightType type, Vector3 lightVector, Vector3 lightColor )
-{
- if( type > Toolkit::Scene::LightType::DIRECTIONAL_LIGHT )
- {
- return false;
- }
-
- mLightType = static_cast<Toolkit::Scene::LightType>(
- ( mLightType >= Toolkit::Scene::LightType::IMAGE_BASED_LIGHT ) ?
- Toolkit::Scene::LightType::IMAGE_BASED_LIGHT + type :
- type );
-
- mLightVector = lightVector;
- mLightColor = lightColor;
-
- for( unsigned int i = 0; i<mShaderArray.size(); ++i )
- {
- mShaderArray[i].RegisterProperty( "uLightType", ( GetLightType() & ~Toolkit::Scene::LightType::IMAGE_BASED_LIGHT ) );
- mShaderArray[i].RegisterProperty( "uLightVector", lightVector );
- mShaderArray[i].RegisterProperty( "uLightColor", lightColor );
- }
-
- return true;
-}
-
-unsigned char* Scene::CropBuffer( unsigned char* sourceBuffer, unsigned int bytesPerPixel, unsigned int width, unsigned int height, unsigned int xOffset, unsigned int yOffset, unsigned int xFaceSize, unsigned int yFaceSize )
-{
- unsigned int byteSize = bytesPerPixel * xFaceSize * yFaceSize;
- unsigned char* destBuffer = reinterpret_cast<unsigned char*>( malloc( byteSize + 4u ) );
-
- int srcStride = width * bytesPerPixel;
- int destStride = xFaceSize * bytesPerPixel;
- int srcOffset = xOffset * bytesPerPixel + yOffset * srcStride;
- int destOffset = 0;
- for( uint16_t row = yOffset; row < yOffset + yFaceSize; ++row )
- {
- memcpy( destBuffer + destOffset, sourceBuffer + srcOffset, destStride );
- srcOffset += srcStride;
- destOffset += destStride;
- }
-
- return destBuffer;
-}
-
-void Scene::UploadTextureFace( Texture& texture, Devel::PixelBuffer pixelBuffer, int faceIndex )
-{
- unsigned char* imageBuffer = pixelBuffer.GetBuffer();
- unsigned int bytesPerPixel = Pixel::GetBytesPerPixel( pixelBuffer.GetPixelFormat() );
- unsigned int imageWidth = pixelBuffer.GetWidth();
- unsigned int imageHeight = pixelBuffer.GetHeight();
-
- CubeType cubeType = ( imageWidth / 4 == imageHeight / 3 ) ? CROSS_HORIZENTAL :
- ( ( imageWidth / 6 == imageHeight ) ? ARRAY_HORIZENTAL : NONE );
-
- int faceSize = 0;
- if( cubeType == CROSS_HORIZENTAL )
- {
- faceSize = imageWidth / 4;
- }
- else if( cubeType == ARRAY_HORIZENTAL )
- {
- faceSize = imageWidth / 6;
- }
-
- unsigned int xOffset = cubeMap_index_x[cubeType][faceIndex] * faceSize;
- unsigned int yOffset = cubeMap_index_y[cubeType][faceIndex] * faceSize;
-
- unsigned char* tempImageBuffer = CropBuffer( imageBuffer, bytesPerPixel, imageWidth, imageHeight, xOffset, yOffset, faceSize, faceSize );
- PixelData pixelData = PixelData::New( tempImageBuffer, faceSize * faceSize * bytesPerPixel, faceSize, faceSize, pixelBuffer.GetPixelFormat(), PixelData::FREE );
- texture.Upload( pixelData, CubeMapLayer::POSITIVE_X + faceIndex, 0, 0, 0, faceSize, faceSize );
-}
-
-void Scene::SetCubeMap( const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor )
-{
- mLightType = Toolkit::Scene::LightType::IMAGE_BASED_LIGHT;
-
- // BRDF texture
- std::string imageBrdfUrl = DALI_IMAGE_DIR "brdfLUT.png";
- mBRDFTexture = LoadTexture( imageBrdfUrl.c_str(), true );
- if( !mBRDFTexture )
- {
- return;
- }
-
- // Diffuse Cube Map
- Devel::PixelBuffer diffusePixelBuffer = LoadImageFromFile( diffuseTexturePath );
- int diffuseFaceSize = diffusePixelBuffer.GetWidth() / 4;
- mDiffuseTexture = Texture::New( TextureType::TEXTURE_CUBE, diffusePixelBuffer.GetPixelFormat(), diffuseFaceSize, diffuseFaceSize );
- for( int i = 0; i<6; ++i )
- {
- UploadTextureFace( mDiffuseTexture, diffusePixelBuffer, i );
- }
- mDiffuseTexture.GenerateMipmaps();
-
- // Specular Cube Map
- Devel::PixelBuffer specularPixelBuffer = LoadImageFromFile( specularTexturePath );
- int specularFaceSize = specularPixelBuffer.GetWidth() / 4;
- mSpecularTexture = Texture::New( TextureType::TEXTURE_CUBE, specularPixelBuffer.GetPixelFormat(), specularFaceSize, specularFaceSize );
- for( int i = 0; i<6; ++i )
- {
- UploadTextureFace( mSpecularTexture, specularPixelBuffer, i );
- }
- mSpecularTexture.GenerateMipmaps();
-
- mIBLScaleFactor = ScaleFactor;
-}
-
-bool Scene::SetDefaultCamera( const Dali::Camera::Type type, const float nearPlane, const Vector3 cameraPosition )
-{
- mDefaultCamera.SetParentOrigin( ParentOrigin::CENTER );
- mDefaultCamera.SetAnchorPoint( AnchorPoint::CENTER );
- mDefaultCamera.SetType( type );
- mDefaultCamera.SetNearClippingPlane( nearPlane );
- mDefaultCamera.SetPosition( cameraPosition );
- return true;
-}
-
-void Scene::AddCamera( CameraActor& cameraActor )
-{
- mCameraActorArray.push_back( cameraActor );
-}
-
-void Scene::AddAnimation( Animation& animation )
-{
- mAnimationArray.push_back( animation );
-}
-
-void Scene::AddShader( Shader shader )
-{
- mShaderArray.push_back( shader );
-}
-
-Actor Scene::GetRoot()
-{
- return mRoot;
-}
-
-CameraActor Scene::GetDefaultCamera()
-{
- return mDefaultCamera;
-}
-
-CameraActor Scene::GetCamera( const int cameraIndex )
-{
- if( cameraIndex < 0 )
- {
- return GetDefaultCamera();
- }
- return mCameraActorArray[cameraIndex];
-}
-
-Toolkit::Scene::LightType Scene::GetLightType()
-{
- return mLightType;
-}
-
-Vector3 Scene::GetLightVector()
-{
- return mLightVector;
-}
-
-Vector3 Scene::GetLightColor()
-{
- return mLightColor;
-}
-
-Vector4 Scene::GetIBLScaleFactor()
-{
- return mIBLScaleFactor;
-}
-
-Texture Scene::GetBRDFTexture()
-{
- return mBRDFTexture;
-}
-
-Texture Scene::GetSpecularTexture()
-{
- return mSpecularTexture;
-}
-
-Texture Scene::GetDiffuseTexture()
-{
- return mDiffuseTexture;
-}
-
-Texture Scene::LoadTexture( const char *imageUrl, bool generateMipmaps )
-{
- Texture texture;
-
- Devel::PixelBuffer pixelBuffer = LoadImageFromFile( imageUrl );
- if( pixelBuffer )
- {
- texture = Texture::New( TextureType::TEXTURE_2D, pixelBuffer.GetPixelFormat(), pixelBuffer.GetWidth(), pixelBuffer.GetHeight() );
- PixelData pixelData = Devel::PixelBuffer::Convert( pixelBuffer );
- texture.Upload( pixelData );
-
- if( generateMipmaps )
- {
- texture.GenerateMipmaps();
- }
- }
-
- return texture;
-}
-
-void Scene::OnInitialize()
-{
- mRoot.SetParentOrigin( ParentOrigin::CENTER );
- mRoot.SetAnchorPoint( AnchorPoint::CENTER );
-
- Layer layer = Layer::New();
- layer.SetBehavior( Layer::LAYER_3D );
- layer.SetParentOrigin( ParentOrigin::CENTER );
- layer.SetAnchorPoint( AnchorPoint::CENTER );
- layer.Add( mRoot );
-
- Actor self = Self();
- // Apply some default resizing rules.
- self.SetParentOrigin( ParentOrigin::CENTER );
- self.SetAnchorPoint( AnchorPoint::CENTER );
- self.Add( layer );
-
- mShaderArray.clear();
- mCameraActorArray.clear();
- mAnimationArray.clear();
-}
-
-}//namespace Internal
-
-}//namespace Toolkit
-
-}//namespace Dali
-
+++ /dev/null
-#ifndef DALI_TOOLKIT_INTERNAL_SCENE_H\r
-#define DALI_TOOLKIT_INTERNAL_SCENE_H\r
-\r
-/*\r
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.\r
- *\r
- * Licensed under the Apache License, Version 2.0 (the "License");\r
- * you may not use this file except in compliance with the License.\r
- * You may obtain a copy of the License at\r
- *\r
- * http://www.apache.org/licenses/LICENSE-2.0\r
- *\r
- * Unless required by applicable law or agreed to in writing, software\r
- * distributed under the License is distributed on an "AS IS" BASIS,\r
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
- * See the License for the specific language governing permissions and\r
- * limitations under the License.\r
- *\r
- */\r
-\r
-// EXTERNAL INCLUDES\r
-#include <cstring>\r
-#include <dali/public-api/object/base-object.h>\r
-#include <dali/devel-api/adaptor-framework/image-loading.h>\r
-#include <dali/devel-api/adaptor-framework/file-loader.h>\r
-\r
-// INTERNAL INCLUDES\r
-#include <dali-toolkit/devel-api/controls/scene/scene.h>\r
-#include <dali-toolkit/internal/controls/scene/gltf-loader.h>\r
-#include <dali-toolkit/public-api/controls/control-impl.h>\r
-\r
-namespace Dali\r
-{\r
-\r
-namespace Toolkit\r
-{\r
-\r
-class Scene;\r
-\r
-namespace Internal\r
-{\r
-\r
-class GltfLoader;\r
-\r
-namespace\r
-{\r
-\r
-// glTF file extension\r
-const std::string GLTF_EXT( ".gltf" );\r
-\r
-/**\r
- * cube map face index\r
- */\r
-const int cubeMap_index_x[2][6] = { { 2, 0, 1, 1, 1, 3 },{ 0, 1, 2, 3, 4, 5 } };\r
-const int cubeMap_index_y[2][6] = { { 1, 1, 0, 2, 1, 1 },{ 0, 0, 0, 0, 0, 0 } };\r
-\r
-} // namespace\r
-\r
-/**\r
- * Scene implementation class\r
- */\r
-class Scene : public Control\r
-{\r
-public:\r
-\r
- enum CubeType\r
- {\r
- CROSS_HORIZENTAL = 0, // Cross horizental style cube map\r
- ARRAY_HORIZENTAL, // array horizental style cube map\r
- NONE\r
- };\r
-\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::Scene\r
- */\r
- Scene();\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::~Scene\r
- */\r
- virtual ~Scene();\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::New( const std::string& filePath )\r
- */\r
- static Dali::Toolkit::Scene New( const std::string& filePath );\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor = Vector4( 1.0, 1.0, 1.0, 1.0 ) )\r
- */\r
- static Dali::Toolkit::Scene New( const std::string& filePath, const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor = Vector4( 1.0, 1.0, 1.0, 1.0 ) );\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::CreateScene( const std::string& filePath )\r
- */\r
- bool CreateScene( const std::string& filePath );\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::CreateScene( const std::string& filePath )\r
- */\r
- uint32_t GetAnimationCount();\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::PlayAnimation()\r
- */\r
- bool PlayAnimation( uint32_t index );\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::PlayAnimations()\r
- */\r
- bool PlayAnimations();\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::SetLight( Toolkit::Scene::LightType type, Vector3 lightVector, Vector3 lightColor = Vector3( 1.0, 1.0, 1.0 ) )\r
- */\r
- bool SetLight( Toolkit::Scene::LightType type, Vector3 lightVector, Vector3 lightColor = Vector3( 1.0, 1.0, 1.0 ) );\r
-\r
- /**\r
- * @brief Set default CameraActor.\r
- * with Dali::Camera::Type = Dali::Camera::LOOK_AT_TARGET,\r
- * near clipping plane = 0.1,\r
- * and camera position = Vector3( 0.0, 0.0, 0.0 ).\r
- */\r
- bool SetDefaultCamera( const Dali::Camera::Type type = Dali::Camera::LOOK_AT_TARGET, const float nearPlane = 0.1, const Vector3 cameraPosition = Vector3( 0.0, 0.0, 0.0 ) );\r
-\r
- /**\r
- * @brief Add CameraActor loaded from scene format file.\r
- */\r
- void AddCamera( CameraActor& cameraActor );\r
-\r
- /**\r
- * @brief Add Animation loaded from scene format file.\r
- */\r
- void AddAnimation( Animation& animation );\r
-\r
- /**\r
- * @brief Add new Shader.\r
- * Actors can share same Shader if they use same properties.\r
- * If a property changes in a shader, then the property of all actors that use the shader change.\r
- */\r
- void AddShader( Shader shader );\r
-\r
- /**\r
- * @brief Get Root Actor.\r
- */\r
- Actor GetRoot();\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::GetDefaultCamera()\r
- */\r
- CameraActor GetDefaultCamera();\r
-\r
- /**\r
- * @copydoc Dali::Toolkit::Scene::GetCamera( int cameraIndex = -1 )\r
- */\r
- CameraActor GetCamera( int cameraIndex = -1 );\r
-\r
- /**\r
- * @brief Get light type.\r
- */\r
- Toolkit::Scene::LightType GetLightType();\r
-\r
- /**\r
- * @brief Get light vector.\r
- * Return light position when light type is LightType::POINT_LIGHT\r
- * Return light direction when light type is LightType::DIRECTIONAL_LIGHT\r
- */\r
- Vector3 GetLightVector();\r
-\r
- /**\r
- * @brief Get light color.\r
- */\r
- Vector3 GetLightColor();\r
-\r
- /**\r
- * @brief Get Scaling factor of IBL.\r
- */\r
- Vector4 GetIBLScaleFactor();\r
-\r
- /**\r
- * @brief Get BRDF Texture.\r
- */\r
- Texture GetBRDFTexture();\r
-\r
- /**\r
- * @brief Get diffuse cube map texture.\r
- */\r
- Texture GetDiffuseTexture();\r
-\r
- /**\r
- * @brief Get specular cube map texture.\r
- */\r
- Texture GetSpecularTexture();\r
-\r
-private:\r
- /**\r
- * @brief Crop image buffer.\r
- * For each direction, Offset + faceSize must be width or height or less then them.\r
- */\r
- unsigned char* CropBuffer( unsigned char* sourceBuffer, unsigned int bytesPerPixel, unsigned int width, unsigned int height, unsigned int xOffset, unsigned int yOffset, unsigned int xFaceSize, unsigned int yFaceSize );\r
-\r
- /**\r
- * @brief Upload cube map texture.\r
- */\r
- void UploadTextureFace( Texture& texture, Devel::PixelBuffer pixelBuffer, int faceIndex );\r
-\r
- /**\r
- * @brief Set diffuse and specular cube map textures.\r
- */\r
- void SetCubeMap( const std::string& diffuseTexturePath, const std::string& specularTexturePath, Vector4 ScaleFactor = Vector4( 1.0, 1.0, 1.0, 1.0 ) );\r
-\r
- virtual void OnInitialize();\r
-\r
-\r
- /**\r
- * @brief Load 2D texture.\r
- * @param[in] imageUrl Image URL of the texture.\r
- * @param[in] generateMipmaps If generateMipmaps is true, then generate mipmap of this texture.\r
- * @return Texture loaded from imageUrl.\r
- */\r
- Texture LoadTexture( const char *imageUrl, bool generateMipmaps );\r
-\r
-private:\r
- Actor mRoot; // Root actor that contains scene graph\r
-\r
- std::vector<Shader> mShaderArray; // Shader Array to change properties of scene such as lighting.\r
-\r
- std::vector<CameraActor> mCameraActorArray; // CameraActer array loaded from scene format file.\r
- CameraActor mDefaultCamera; // Default CameraActor for the empty mCameraActorArray.\r
-\r
- std::vector<Animation> mAnimationArray; // Animation array loaded from scene format file.\r
-\r
- Toolkit::Scene::LightType mLightType; // Light type\r
- Vector3 mLightVector; // Light position when mLightType is LightType::POINT_LIGHT\r
- // Light direction when mLightType is LightType::DIRECTIONAL_LIGHT\r
- Vector3 mLightColor; // Light color\r
-\r
- Vector4 mIBLScaleFactor; // IBL scaling factor for the IBL rendering\r
- Texture mBRDFTexture; // BRDF texture for the PBR rendering\r
- Texture mSpecularTexture; // Specular cube map texture\r
- Texture mDiffuseTexture; // Diffuse cube map texture\r
-\r
-private:\r
-\r
- // Undefined copy constructor.\r
- Scene( const Scene& );\r
-\r
- // Undefined assignment operator.\r
- Scene& operator=( const Scene& );\r
-};\r
-\r
-} // namespace Internal\r
-\r
- // Helpers for public-api forwarding methods\r
-inline const Internal::Scene& GetImpl( const Toolkit::Scene& scene )\r
-{\r
- DALI_ASSERT_ALWAYS( scene && "Scene handle is empty" );\r
- const Dali::RefObject& handle = scene.GetImplementation();\r
-\r
- return static_cast<const Toolkit::Internal::Scene&>( handle );\r
-}\r
-\r
-inline Internal::Scene& GetImpl( Toolkit::Scene& scene )\r
-{\r
- DALI_ASSERT_ALWAYS( scene && "Scene handle is empty" );\r
-\r
- Dali::RefObject& handle = scene.GetImplementation();\r
-\r
- return static_cast<Toolkit::Internal::Scene&>( handle );\r
-}\r
-\r
-}//namespace Toolkit\r
-\r
-}//namespace Dali\r
-\r
-#endif // DALI_TOOLKIT_INTERNAL_SCENE_H\r
$(toolkit_src_dir)/controls/scrollable/scroll-view/scroll-view-effect-impl.cpp \
$(toolkit_src_dir)/controls/scrollable/scroll-view/scroll-view-impl.cpp \
$(toolkit_src_dir)/controls/scrollable/scroll-view/scroll-view-page-path-effect-impl.cpp \
- $(toolkit_src_dir)/controls/scene/scene-impl.cpp \
- $(toolkit_src_dir)/controls/scene/gltf-loader.cpp \
$(toolkit_src_dir)/controls/shadow-view/shadow-view-impl.cpp \
$(toolkit_src_dir)/controls/slider/slider-impl.cpp \
$(toolkit_src_dir)/controls/super-blur-view/super-blur-view-impl.cpp \