1 #ifndef DALI_INTERNAL_SHADER_H
2 #define DALI_INTERNAL_SHADER_H
5 * Copyright (c) 2024 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/internal/common/shader-data.h> // ShaderPtr
23 #include <dali/internal/event/common/object-connector.h> // Dali::Internal::ObjectConnector
24 #include <dali/internal/event/common/object-impl.h> // Dali::Internal::Object
25 #include <dali/public-api/common/dali-common.h> // DALI_ASSERT_ALWAYS
26 #include <dali/public-api/common/intrusive-ptr.h> // Dali::IntrusivePtr
27 #include <dali/public-api/rendering/shader.h> // Dali::Shader
39 using ShaderPtr = IntrusivePtr<Shader>;
42 * Shader is an object that contains an array of structures of values that
43 * can be accessed as properties.
45 class Shader : public Object
49 * @copydoc Dali::Shader::New()
51 static ShaderPtr New(std::string_view vertexShader,
52 std::string_view fragmentShader,
53 Dali::Shader::Hint::Value hints,
54 std::string_view shaderName);
57 * @copydoc Dali::Shader::New()
59 static ShaderPtr New(Dali::Property::Value shaderMap);
62 * Retrieve the scene-graph shader added by this object.
63 * @return A pointer to the shader.
65 const SceneGraph::Shader& GetShaderSceneObject() const;
67 public: // Default property extensions from Object
69 * @copydoc Dali::Internal::Object::SetDefaultProperty()
71 void SetDefaultProperty(Property::Index index, const Property::Value& propertyValue) override;
74 * @copydoc Dali::Internal::Object::GetDefaultProperty()
76 Property::Value GetDefaultProperty(Property::Index index) const override;
79 * @copydoc Dali::Internal::Object::GetDefaultPropertyCurrentValue()
81 Property::Value GetDefaultPropertyCurrentValue(Property::Index index) const override;
83 private: // implementation
87 * @param[in] sceneObject the scene object
89 Shader(const SceneGraph::Shader* sceneObject);
92 * @brief Update Shader Data
93 * If a ShaderData of the same renderPassTag is already exist, it is replaced,
94 * if not, new ShaderData is added.
95 * @param[in] vertexShader Vertex shader code for the effect.
96 * @param[in] fragmentShader Fragment Shader code for the effect.
97 * @param[in] renderPassTag render pass tag of this shader data
98 * @param[in] hints Hints to define the geometry of the rendered object
99 * @param[in] name The name of shader data.
101 void UpdateShaderData(std::string_view vertexShader, std::string_view fragmentShader, uint32_t renderPassTag, Dali::Shader::Hint::Value hints, std::string_view name);
104 * @brief Sets shader data from shaderMap.
105 * The shaderMap should be Property::Map or Property::Array.
106 * @param[in] shaderMap shader property map.
108 void SetShaderProperty(const Dali::Property::Value& shaderMap);
112 * A reference counted object may only be deleted by calling Unreference()
116 private: // unimplemented methods
118 Shader(const Shader&) = delete;
119 Shader& operator=(const Shader&) = delete;
122 std::vector<Internal::ShaderDataPtr> mShaderDataList;
126 * @copydoc Dali::Shader::GetShaderVersionPrefix()
128 static std::string GetShaderVersionPrefix();
131 * @copydoc Dali::Shader::GetVertexShaderPrefix()
133 static std::string GetVertexShaderPrefix();
136 * @copydoc Dali::Shader::GetFragmentShaderPrefix()
138 static std::string GetFragmentShaderPrefix();
141 } // namespace Internal
143 // Helpers for public-api forwarding methods
144 inline Internal::Shader& GetImplementation(Dali::Shader& handle)
146 DALI_ASSERT_ALWAYS(handle && "Shader handle is empty");
148 BaseObject& object = handle.GetBaseObject();
150 return static_cast<Internal::Shader&>(object);
153 inline const Internal::Shader& GetImplementation(const Dali::Shader& handle)
155 DALI_ASSERT_ALWAYS(handle && "Shader handle is empty");
157 const BaseObject& object = handle.GetBaseObject();
159 return static_cast<const Internal::Shader&>(object);
164 #endif // DALI_INTERNAL_SHADER_H