1 #ifndef DALI_INTERNAL_SCENE_GRAPH_UNIFORM_MAP_H
2 #define DALI_INTERNAL_SCENE_GRAPH_UNIFORM_MAP_H
5 * Copyright (c) 2021 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.
21 #include <cstdint> // uint32_t
25 #include <dali/devel-api/common/hash.h>
26 #include <dali/devel-api/common/owner-container.h>
27 #include <dali/internal/common/const-string.h>
33 class PropertyInputImpl;
38 * The uniform map is used to map a uniform name to a property value.
40 class UniformPropertyMapping
43 using Hash = unsigned long;
48 UniformPropertyMapping(ConstString theUniformName, const PropertyInputImpl* thePropertyPtr)
49 : propertyPtr(thePropertyPtr),
50 uniformName(theUniformName),
52 uniformNameHashNoArray(0u),
55 // Look for array index closing bracket
56 auto pos = theUniformName.GetStringView().rfind("]");
58 // If found, extract the array index and store it
59 if(pos != std::string::npos)
61 auto pos0 = theUniformName.GetStringView().rfind("[", pos);
62 arrayIndex = atoi(theUniformName.GetCString() + pos0 + 1);
63 // Calculate hash from name without array index
64 uniformNameHashNoArray = Dali::CalculateHash(theUniformName.GetStringView().substr(0, pos0).data());
66 uniformName = theUniformName;
67 uniformNameHash = Dali::CalculateHash(theUniformName.GetCString());
70 UniformPropertyMapping() = default;
72 const PropertyInputImpl* propertyPtr{nullptr};
73 ConstString uniformName{};
74 Hash uniformNameHash{0u};
75 Hash uniformNameHashNoArray{0u};
76 int32_t arrayIndex{0u};
80 * The UniformMap class is used to map uniform names to property values. It is available
81 * in all of the classes responsible for rendering:
82 * Actor, Renderer, Geometry, TextureSet, Shader.
84 * It can be observed for changes to the mapping table.
89 using SizeType = uint32_t;
95 * Inform observer that uniform mappings have been changed
98 virtual void UniformMappingsChanged(const UniformMap& mappings) = 0;
102 * Virtual destructor, no deletion through this interface
104 virtual ~Observer() = default;
108 * Add an observer that watches for changes in the mappings
110 void AddObserver(Observer& observer);
115 void RemoveObserver(Observer& observer);
118 * Add a map to the mappings table.
120 void Add(UniformPropertyMapping map);
123 * Remove a map from the mappings table
125 void Remove(ConstString uniformName);
128 * Find a property given the uniform name.
129 * @return The address of the property if it's in the map, or NULL otherwise.
131 const PropertyInputImpl* Find(ConstString uniformName);
134 * Get the count of uniforms in the map
135 * @return The number of uniform mappings
137 SizeType Count() const;
140 * @pre index must be in the range 0 :: Count()-1
141 * @param[in] index The index of the element to fetch
142 * @return reference to the element in the map
144 const UniformPropertyMapping& operator[](SizeType index) const;
148 * Helper to call the observers when the mappings have changed
150 void MappingChanged();
153 using UniformMapContainer = Dali::Vector<UniformPropertyMapping>;
154 using UniformMapIter = UniformMapContainer::Iterator;
155 using Observers = Dali::Vector<Observer*>;
156 using ObserversIter = Observers::Iterator;
158 UniformMapContainer mUniformMaps; // Owner container of uniform maps
160 Observers mObservers;
163 } // namespace SceneGraph
164 } // namespace Internal
167 #endif // DALI_INTERNAL_SCENE_GRAPH_UNIFORM_MAP_H