model-skybox.cpp
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/*
* Copyright (c) 2021 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 "model-skybox.h"
// EXTERNAL INCLUDES
#include <dali/devel-api/adaptor-framework/file-loader.h>
#include <string.h>
#include <cstdio>
// INTERNAL INCLUDES
#include "generated/skybox-frag.h"
#include "generated/skybox-vert.h"
#include "obj-loader.h"
ModelSkybox::ModelSkybox()
{
}
ModelSkybox::~ModelSkybox()
{
}
void ModelSkybox::Init(const Vector3& size)
{
Geometry geometry = CreateGeometry();
Shader shader = Shader::New(SHADER_SKYBOX_VERT, SHADER_SKYBOX_FRAG);
Renderer renderer = Renderer::New(geometry, shader);
if(mTextureSet)
{
renderer.SetTextures(mTextureSet);
}
// Face culling is enabled to hide the backwards facing sides of the model
// This is sufficient to render a single object; for more complex scenes depth-testing might be required
renderer.SetProperty(Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON);
renderer.SetProperty(Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON);
renderer.SetProperty(Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS_EQUAL);
renderer.SetProperty(Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK);
mActor = Actor::New();
mActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
mActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
mActor.SetProperty(Actor::Property::SIZE, size);
mActor.AddRenderer(renderer);
}
/**
* Set texture and sampler
*/
void ModelSkybox::InitTexture(Texture texSkybox)
{
mTextureSet = TextureSet::New();
mTextureSet.SetTexture(0u, texSkybox);
Sampler sampler = Sampler::New();
sampler.SetWrapMode(WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE, WrapMode::CLAMP_TO_EDGE);
sampler.SetFilterMode(FilterMode::LINEAR_MIPMAP_LINEAR, FilterMode::LINEAR);
mTextureSet.SetSampler(0, sampler);
}
Actor& ModelSkybox::GetActor()
{
return mActor;
}
/**
* @brief CreateGeometry
* This function creates a cube geometry including texture coordinates.
*/
Geometry ModelSkybox::CreateGeometry()
{
Geometry geometry;
struct Vertex
{
Vector3 aPosition;
};
Vertex skyboxVertices[] = {
// back
{Vector3(-1.0f, 1.0f, -1.0f)},
{Vector3(-1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, 1.0f, -1.0f)},
{Vector3(-1.0f, 1.0f, -1.0f)},
// left
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(-1.0f, -1.0f, -1.0f)},
{Vector3(-1.0f, 1.0f, -1.0f)},
{Vector3(-1.0f, 1.0f, -1.0f)},
{Vector3(-1.0f, 1.0f, 1.0f)},
{Vector3(-1.0f, -1.0f, 1.0f)},
// right
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
// front
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(-1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, -1.0f, 1.0f)},
{Vector3(-1.0f, -1.0f, 1.0f)},
// botton
{Vector3(-1.0f, 1.0f, -1.0f)},
{Vector3(1.0f, 1.0f, -1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(1.0f, 1.0f, 1.0f)},
{Vector3(-1.0f, 1.0f, 1.0f)},
{Vector3(-1.0f, 1.0f, -1.0f)},
// top
{Vector3(-1.0f, -1.0f, -1.0f)},
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(1.0f, -1.0f, -1.0f)},
{Vector3(-1.0f, -1.0f, 1.0f)},
{Vector3(1.0f, -1.0f, 1.0f)}};
VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
.Add("aPosition", Property::VECTOR3));
vertexBuffer.SetData(skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex));
geometry = Geometry::New();
geometry.AddVertexBuffer(vertexBuffer);
geometry.SetType(Geometry::TRIANGLES);
return geometry;
}