reflection-example.cpp
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/*
* Copyright (c) 2020 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 <dali-toolkit/dali-toolkit.h>
#include <dali/devel-api/actors/camera-actor-devel.h>
#include <dali/devel-api/adaptor-framework/file-stream.h>
#include <map>
#include "gltf-scene.h"
#include "generated/reflection-vert.h"
#include "generated/reflection-frag.h"
#include "generated/reflection-simple-frag.h"
#include "generated/reflection-textured-frag.h"
#include "generated/reflection-plasma-frag.h"
#include "generated/reflection-tex-frag.h"
using namespace Dali;
namespace
{
struct Model
{
Shader shader;
Geometry geometry;
};
using ModelPtr = std::unique_ptr<Model>;
using ActorContainer = std::vector<Actor>;
using CameraContainer = std::vector<CameraActor>;
using ModelContainer = std::vector<ModelPtr>;
using TextureSetContainer = std::vector<TextureSet>;
const Vector3 DEFAULT_LIGHT_DIRECTION(0.5, 0.5, -1);
template<class T>
bool LoadFile(const std::string& filename, std::vector<T>& bytes)
{
Dali::FileStream fileStream(filename, Dali::FileStream::READ | Dali::FileStream::BINARY);
FILE* fin = fileStream.GetFile();
if(fin)
{
if(fseek(fin, 0, SEEK_END))
{
return false;
}
bytes.resize(uint32_t(ftell(fin)));
std::fill(bytes.begin(), bytes.end(), 0);
if(fseek(fin, 0, SEEK_SET))
{
return false;
}
size_t result = fread(bytes.data(), 1, bytes.size(), fin);
return (result != 0);
}
return false;
}
Shader CreateShader(const std::string& vsh, const std::string& fsh)
{
std::vector<char> vshShaderSource;
std::vector<char> fshShaderSource;
// VSH
if(vsh[0] == '/')
{
std::string vshPath(DEMO_GAME_DIR);
vshPath += '/';
vshPath += vsh;
LoadFile(vshPath, vshShaderSource);
}
else
{
vshShaderSource.insert(vshShaderSource.end(), vsh.begin(), vsh.end());
}
// FSH
if(fsh[0] == '/')
{
std::string fshPath(DEMO_GAME_DIR);
fshPath += '/';
fshPath += fsh;
LoadFile(fshPath, fshShaderSource);
}
else
{
fshShaderSource.insert(fshShaderSource.end(), fsh.begin(), fsh.end());
}
vshShaderSource.emplace_back(0);
fshShaderSource.emplace_back(0);
return Shader::New(std::string(vshShaderSource.data()), std::string(fshShaderSource.data()));
}
ModelPtr CreateModel(
glTF& gltf,
const glTF_Mesh* mesh,
const std::string& vertexShaderSource,
const std::string& fragmentShaderSource)
{
/*
* Obtain interleaved buffer for first mesh with position and normal attributes
*/
auto positionBuffer = gltf.GetMeshAttributeBuffer(*mesh,
{glTFAttributeType::POSITION,
glTFAttributeType::NORMAL,
glTFAttributeType::TEXCOORD_0});
auto attributeCount = gltf.GetMeshAttributeCount(mesh);
/**
* Create matching property buffer
*/
auto vertexBuffer = VertexBuffer::New(Property::Map()
.Add("aPosition", Property::VECTOR3)
.Add("aNormal", Property::VECTOR3)
.Add("aTexCoord", Property::VECTOR2));
// set vertex data
vertexBuffer.SetData(positionBuffer.data(), attributeCount);
auto geometry = Geometry::New();
geometry.AddVertexBuffer(vertexBuffer);
auto indexBuffer = gltf.GetMeshIndexBuffer(mesh);
geometry.SetIndexBuffer(indexBuffer.data(), indexBuffer.size());
geometry.SetType(Geometry::Type::TRIANGLES);
ModelPtr retval(new Model());
retval->shader = CreateShader(vertexShaderSource, fragmentShaderSource);
retval->geometry = geometry;
return retval;
}
void ReplaceShader(Actor& actor, const std::string& vsh, const std::string& fsh)
{
auto renderer = actor.GetRendererAt(0);
auto shader = CreateShader(vsh, fsh);
renderer.SetShader(shader);
}
void CreateTextureSetsFromGLTF(glTF* gltf, const std::string& basePath, TextureSetContainer& textureSets)
{
const auto& materials = gltf->GetMaterials();
const auto& textures = gltf->GetTextures();
std::map<std::string, Texture> textureCache{};
for(const auto& material : materials)
{
TextureSet textureSet;
if(material.pbrMetallicRoughness.enabled)
{
textureSet = TextureSet::New();
std::string filename(basePath);
filename += '/';
filename += textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
Dali::PixelData pixelData = Dali::Toolkit::SyncImageLoader::Load(filename);
auto cacheKey = textures[material.pbrMetallicRoughness.baseTextureColor.index].uri;
auto iter = textureCache.find(cacheKey);
Texture texture;
if(iter == textureCache.end())
{
texture = Texture::New(TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(), pixelData.GetHeight());
texture.Upload(pixelData);
texture.GenerateMipmaps();
textureCache[cacheKey] = texture;
}
else
{
texture = iter->second;
}
textureSet.SetTexture(0, texture);
Dali::Sampler sampler = Dali::Sampler::New();
sampler.SetWrapMode(Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT);
sampler.SetFilterMode(Dali::FilterMode::LINEAR_MIPMAP_LINEAR, Dali::FilterMode::LINEAR);
textureSet.SetSampler(0, sampler);
}
textureSets.emplace_back(textureSet);
}
}
/**
* Creates models from glTF
*/
void CreateModelsFromGLTF(glTF* gltf, ModelContainer& models)
{
const auto& meshes = gltf->GetMeshes();
for(const auto& mesh : meshes)
{
// change shader to use texture if material indicates that
if(mesh->material != 0xffffffff && gltf->GetMaterials()[mesh->material].pbrMetallicRoughness.enabled)
{
models.emplace_back(CreateModel(*gltf, mesh, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_TEXTURED_FRAG.data()));
}
else
{
models.emplace_back(CreateModel(*gltf, mesh, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_FRAG.data()));
}
}
}
Actor CreateSceneFromGLTF(
Window window,
glTF* gltf,
ModelContainer& models,
ActorContainer& actors,
CameraContainer& cameras,
TextureSetContainer& textureSets)
{
const auto& nodes = gltf->GetNodes();
Vector3 cameraPosition;
// for each node create nodes and children
// resolve parents later
actors.reserve(nodes.size());
for(const auto& node : nodes)
{
auto actor = node.cameraId != 0xffffffff ? CameraActor::New(window.GetSize()) : Actor::New();
actor.SetProperty(Actor::Property::SIZE, Vector3(1, 1, 1));
actor.SetProperty(Dali::Actor::Property::NAME, node.name);
actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
actor.SetProperty(Actor::Property::POSITION, Vector3(node.translation[0], node.translation[1], node.translation[2]));
actor.SetProperty(Actor::Property::SCALE, Vector3(node.scale[0], node.scale[1], node.scale[2]));
actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3], node.rotationQuaternion[0], node.rotationQuaternion[1], node.rotationQuaternion[2]));
actors.emplace_back(actor);
// Initially add each actor to the very first one
if(actors.size() > 1)
{
actors[0].Add(actor);
}
// If mesh, create and add renderer
if(node.meshId != 0xffffffff)
{
const auto& model = models[node.meshId].get();
auto renderer = Renderer::New(model->geometry, model->shader);
// if textured, add texture set
auto materialId = gltf->GetMeshes()[node.meshId]->material;
if(materialId != 0xffffffff)
{
if(gltf->GetMaterials()[materialId].pbrMetallicRoughness.enabled)
{
renderer.SetTextures(textureSets[materialId]);
}
}
actor.AddRenderer(renderer);
}
// Reset and attach main camera
if(node.cameraId != 0xffffffff)
{
cameraPosition = Vector3(node.translation[0], node.translation[1], node.translation[2]);
auto quatY = Quaternion(Degree(180.0f), Vector3(0.0, 1.0, 0.0));
auto cameraActor = CameraActor::DownCast(actor);
cameraActor.SetProperty(Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3], node.rotationQuaternion[0], node.rotationQuaternion[1], node.rotationQuaternion[2]) * quatY);
cameraActor.SetProjectionMode(Camera::PERSPECTIVE_PROJECTION);
const auto camera = gltf->GetCameras()[node.cameraId];
cameraActor.SetNearClippingPlane(camera->znear);
cameraActor.SetFarClippingPlane(camera->zfar);
cameraActor.SetFieldOfView(camera->yfov);
cameraActor.SetProperty(CameraActor::Property::INVERT_Y_AXIS, true);
cameraActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
cameraActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
cameras.emplace_back(cameraActor);
}
}
// Resolve hierarchy dependencies
auto i = 0u;
for(const auto& node : nodes)
{
if(!node.children.empty())
{
for(const auto& childId : node.children)
{
actors[i].Add(actors[childId + 1]);
}
}
++i;
}
for(auto& actor : actors)
{
actor.RegisterProperty("lightDir", DEFAULT_LIGHT_DIRECTION);
actor.RegisterProperty("eyePos", cameraPosition);
}
return actors[0];
}
} // unnamed namespace
// This example shows how to create and display mirrored reflection using CameraActor
//
class ReflectionExample : public ConnectionTracker
{
public:
ReflectionExample(Application& application)
: mApplication(application)
{
// Connect to the Application's Init signal
mApplication.InitSignal().Connect(this, &ReflectionExample::Create);
}
~ReflectionExample() = default;
private:
// The Init signal is received once (only) during the Application lifetime
void Create(Application& application)
{
// Get a handle to the window
Window window = application.GetWindow();
uint32_t windowWidth = uint32_t(window.GetSize().GetWidth());
uint32_t windowHeight = uint32_t(window.GetSize().GetHeight());
window.GetRenderTaskList().GetTask(0).SetClearEnabled(false);
mLayer3D = Layer::New();
mLayer3D.SetProperty(Actor::Property::SIZE, Vector2(windowWidth, windowHeight));
window.Add(mLayer3D);
mLayer3D.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mLayer3D.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mLayer3D.SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
mLayer3D.SetProperty(Layer::Property::DEPTH_TEST, true);
auto gltf = glTF(DEMO_GAME_DIR "/reflection");
// Define direction of light
/**
* Instantiate texture sets
*/
CreateTextureSetsFromGLTF(&gltf, DEMO_GAME_DIR, mTextureSets);
/**
* Create models
*/
CreateModelsFromGLTF(&gltf, mModels);
/**
* Create scene nodes & add to 3D Layer
*/
mLayer3D.Add(CreateSceneFromGLTF(window, &gltf, mModels, mActors, mCameras, mTextureSets));
auto planeActor = mLayer3D.FindChildByName("Plane");
auto solarActor = mLayer3D.FindChildByName("solar_root");
auto backgroundActor = mLayer3D.FindChildByName("background");
ReplaceShader(backgroundActor, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_SIMPLE_FRAG.data());
mCenterActor = mLayer3D.FindChildByName("center");
mCenterHorizActor = mLayer3D.FindChildByName("center2");
// Prepare Sun
auto sun = mLayer3D.FindChildByName("sun");
ReplaceShader(sun, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_PLASMA_FRAG.data());
mSunTimeUniformIndex = sun.RegisterProperty("uTime", 0.0f);
mSunKFactorUniformIndex = sun.RegisterProperty("uKFactor", 0.0f);
mTickTimer = Timer::New(16);
mTickTimer.TickSignal().Connect(this, &ReflectionExample::TickTimerSignal);
// Milkyway
auto milkyway = mLayer3D.FindChildByName("milkyway");
ReplaceShader(milkyway, SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_FRAG.data());
auto renderTaskSourceActor = mLayer3D.FindChildByName("RenderTaskSource");
/**
* Access camera (it's a child of "Camera" node)
*/
auto camera = mLayer3D.FindChildByName("Camera_Orientation");
auto cameraRef = mLayer3D.FindChildByName("CameraReflection_Orientation");
auto cameraActor = CameraActor::DownCast(camera);
mCamera3D = cameraActor;
auto cameraRefActor = CameraActor::DownCast(cameraRef);
cameraRefActor.SetProperty(DevelCameraActor::Property::REFLECTION_PLANE, Vector4(0.0f, -1.0f, 0.0f, 0.0f));
mReflectionCamera3D = cameraRefActor;
auto task3D = window.GetRenderTaskList().CreateTask();
task3D.SetSourceActor(mLayer3D);
task3D.SetViewport(Rect<int>(0, 0, windowWidth, windowHeight));
task3D.SetCameraActor(cameraActor);
task3D.SetClearColor(Color::BLACK);
task3D.SetClearEnabled(true);
task3D.SetExclusive(false);
task3D.SetCameraActor(cameraActor);
/**
* Change shader to textured
*/
Shader texShader = CreateShader(SHADER_REFLECTION_VERT.data(), SHADER_REFLECTION_TEX_FRAG.data());
planeActor.RegisterProperty("uScreenSize", Vector2(windowWidth, windowHeight));
auto renderer = planeActor.GetRendererAt(0);
auto textureSet = renderer.GetTextures();
renderer.SetShader(texShader);
Texture fbTexture = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, windowWidth, windowHeight);
textureSet.SetTexture(1u, fbTexture);
auto fb = FrameBuffer::New(windowWidth, windowHeight, FrameBuffer::Attachment::DEPTH);
fb.AttachColorTexture(fbTexture);
auto renderTask = window.GetRenderTaskList().CreateTask();
renderTask.SetFrameBuffer(fb);
renderTask.SetSourceActor(renderTaskSourceActor);
renderTask.SetViewport(Rect<int>(0, 0, windowWidth, windowHeight));
renderTask.SetCameraActor(cameraRefActor);
renderTask.SetClearColor(Color::BLACK);
renderTask.SetClearEnabled(true);
renderTask.SetExclusive(false);
mAnimation = Animation::New(30.0f);
mAnimation.AnimateBy(Property(solarActor, Actor::Property::ORIENTATION),
Quaternion(Degree(359), Vector3(0.0, 1.0, 0.0)));
mAnimation.AnimateBy(Property(milkyway, Actor::Property::ORIENTATION),
Quaternion(Degree(-359), Vector3(0.0, 1.0, 0.0)));
mAnimation.SetLooping(true);
mAnimation.Play();
Actor panScreen = Actor::New();
Vector2 windowSize = window.GetSize();
panScreen.SetProperty(Actor::Property::SIZE, windowSize);
panScreen.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
panScreen.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
auto camera2d = window.GetRenderTaskList().GetTask(0).GetCameraActor();
panScreen.SetProperty(Actor::Property::POSITION, Vector3(0, 0, camera2d.GetNearClippingPlane()));
camera2d.Add(panScreen);
camera2d.RotateBy(Degree(180.0f), Vector3(0.0, 1.0, 0.0));
mPanGestureDetector = PanGestureDetector::New();
mPanGestureDetector.Attach(panScreen);
mPanGestureDetector.DetectedSignal().Connect(this, &ReflectionExample::OnPan);
// Respond to key events
window.KeyEventSignal().Connect(this, &ReflectionExample::OnKeyEvent);
mTickTimer.Start();
}
void OnPan(Actor actor, const PanGesture& panGesture)
{
Vector2 displacement = panGesture.GetScreenDisplacement();
Vector2 rotation{
displacement.y * -0.1f,
displacement.x * 0.1f
};
Quaternion q(Degree(0.f), Degree(rotation.y), Degree(rotation.x));
Quaternion q0 = mCenterActor.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>();
mCenterActor.SetProperty(Actor::Property::ORIENTATION, q * q0);
Matrix m = Matrix::IDENTITY;
m.SetTransformComponents(Vector3::ONE, q0, Vector3::ZERO);
auto yAxis = m.GetYAxis() * -1.0f;
yAxis.Normalize();
mReflectionCamera3D.SetProperty(DevelCameraActor::Property::REFLECTION_PLANE, Vector4(yAxis.x, yAxis.y, yAxis.z, 0.0f));
}
void OnKeyEvent(const KeyEvent& event)
{
if(event.GetState() == KeyEvent::DOWN)
{
if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
}
}
bool TickTimerSignal()
{
auto root = mLayer3D;
static float rotationAngle = 0.0f;
const auto ROTATION_ANGLE_STEP = 0.05f;
const auto FRAME_DELTA_TIME = 0.016f;
const auto PLASMA_K_FACTOR = 12.0f; // 'granularity' of plasma effect
rotationAngle += ROTATION_ANGLE_STEP;
mMockTime += FRAME_DELTA_TIME;
mKFactor = PLASMA_K_FACTOR;
auto sun = root.FindChildByName("sun");
sun.SetProperty(mSunTimeUniformIndex, mMockTime);
sun.SetProperty(mSunKFactorUniformIndex, mKFactor);
sun.SetProperty(Actor::Property::ORIENTATION, Quaternion(Radian(Degree(rotationAngle)), Vector3(0.0, 1.0, 0.0)));
return true;
}
private:
Application& mApplication;
Layer mLayer3D{};
ActorContainer mActors{};
CameraContainer mCameras{};
ModelContainer mModels{};
TextureSetContainer mTextureSets{};
Animation mAnimation{};
float mMockTime{0.0f};
float mKFactor{0.0f};
Property::Index mSunTimeUniformIndex{};
Property::Index mSunKFactorUniformIndex{};
PanGestureDetector mPanGestureDetector{};
Timer mTickTimer{};
CameraActor mCamera3D{};
CameraActor mReflectionCamera3D{};
Actor mCenterActor{};
Actor mCenterHorizActor{};
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv);
ReflectionExample test(application);
application.MainLoop();
return 0;
}