1 #ifndef DALI_SCENE_LOADER_RESOURCE_BUNDLE_H_
2 #define DALI_SCENE_LOADER_RESOURCE_BUNDLE_H_
4 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
10 * http://www.apache.org/licenses/LICENSE-2.0
12 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
21 #include "dali-scene-loader/public-api/environment-definition.h"
22 #include "dali-scene-loader/public-api/material-definition.h"
23 #include "dali-scene-loader/public-api/mesh-definition.h"
24 #include "dali-scene-loader/public-api/shader-definition.h"
25 #include "dali-scene-loader/public-api/skeleton-definition.h"
30 #include "dali/public-api/common/vector-wrapper.h"
31 #include "dali/public-api/rendering/shader.h"
32 #include "dali/public-api/rendering/texture-set.h"
39 * @brief The types of resources that .dli may define.
41 struct DALI_SCENE_LOADER_API ResourceType
51 ResourceType() = delete;
55 * @return The string value corresponding to the given resource @a type.
57 DALI_SCENE_LOADER_API const char* GetResourceTypeName(ResourceType::Value type);
59 using ResourceRefCounts = std::vector<Vector<uint32_t>>;
62 * @brief Stores all resource definitions along with the DALi resources that
63 * could be created from them, directly indexible into with values from a dli
66 class DALI_SCENE_LOADER_API ResourceBundle
76 ForceReload = NthBit(0), ///< Load resources [again] even if they were already loaded.
77 KeepUnused = NthBit(1) ///<s Don't reset handles to resources that had a 0 reference count.
81 using PathProvider = std::function<std::string(ResourceType::Value)>;
83 ResourceBundle() = default;
85 ResourceBundle(const ResourceBundle&) = delete;
86 ResourceBundle& operator=(const ResourceBundle&) = delete;
88 ResourceBundle(ResourceBundle&&) = default;
89 ResourceBundle& operator=(ResourceBundle&&) = default;
92 * @return A ResourceRefCounts object with the correct number of entries for
93 * all resource types (based on the various resource definition vectors),
94 * with all reference counts set to 0.
96 ResourceRefCounts CreateRefCounter() const;
99 * @brief Based on a ResourceRefCounts, and more specifically the reference
100 * count of materials therein, it will calculate the reference count of
103 void CountEnvironmentReferences(ResourceRefCounts& refCounts) const;
106 * @brief Performs the loading of all resources based on their respective
107 * reference count in @a refCounts. Resources that had a non-zero ref count will be
108 * loaded unless we already have a handle to them (OR the ForceReload option was specified).
109 * Any handles we have to resources that come in with a zero ref count will be reset,
110 * UNLESS the KeepUnused option was specified.
112 void LoadResources(const ResourceRefCounts& refCounts,
113 PathProvider pathProvider,
114 Options::Type options = Options::None);
117 EnvironmentDefinition::Vector mEnvironmentMaps;
118 ShaderDefinition::Vector mShaders;
119 MeshDefinition::Vector mMeshes;
120 MaterialDefinition::Vector mMaterials;
122 SkeletonDefinition::Vector mSkeletons;
125 } // namespace SceneLoader
128 #endif //DALI_SCENE_LOADER_RESOURCE_BUNDLE_H_