#include "test-graphics-shader.h"
#include <dali/public-api/object/property-map.h>
-#include <vector>
#include <string>
+#include <vector>
namespace Dali
{
namespace
{
static const std::vector<UniformData> UNIFORMS =
-{
- UniformData("uRendererColor",Property::Type::FLOAT),
- UniformData("uCustom", Property::Type::INTEGER),
- UniformData("uCustom3", Property::Type::VECTOR3),
- UniformData("uFadeColor", Property::Type::VECTOR4),
- UniformData("uUniform1", Property::Type::VECTOR4),
- UniformData("uUniform2", Property::Type::VECTOR4),
- UniformData("uUniform3", Property::Type::VECTOR4),
- UniformData("uFadeProgress", Property::Type::FLOAT),
- UniformData("uANormalMatrix", Property::Type::MATRIX3),
- UniformData("sEffect", Property::Type::FLOAT),
- UniformData("sTexture", Property::Type::FLOAT),
- UniformData("sTextureRect", Property::Type::FLOAT),
- UniformData("sGloss", Property::Type::FLOAT),
- UniformData("uColor", Property::Type::VECTOR4),
- UniformData("uModelMatrix", Property::Type::MATRIX),
- UniformData("uModelView", Property::Type::MATRIX),
- UniformData("uMvpMatrix", Property::Type::MATRIX),
- UniformData("uNormalMatrix", Property::Type::MATRIX3),
- UniformData("uProjection", Property::Type::MATRIX),
- UniformData("uSize", Property::Type::VECTOR3),
- UniformData("uViewMatrix", Property::Type::MATRIX),
- UniformData("uLightCameraProjectionMatrix", Property::Type::MATRIX),
- UniformData("uLightCameraViewMatrix", Property::Type::MATRIX),
+ {
+ UniformData("uRendererColor", Property::Type::FLOAT),
+ UniformData("uCustom", Property::Type::INTEGER),
+ UniformData("uCustom3", Property::Type::VECTOR3),
+ UniformData("uFadeColor", Property::Type::VECTOR4),
+ UniformData("uUniform1", Property::Type::VECTOR4),
+ UniformData("uUniform2", Property::Type::VECTOR4),
+ UniformData("uUniform3", Property::Type::VECTOR4),
+ UniformData("uFadeProgress", Property::Type::FLOAT),
+ UniformData("uANormalMatrix", Property::Type::MATRIX3),
+ UniformData("sEffect", Property::Type::FLOAT),
+ UniformData("sTexture", Property::Type::FLOAT),
+ UniformData("sTextureRect", Property::Type::FLOAT),
+ UniformData("sGloss", Property::Type::FLOAT),
+ UniformData("uColor", Property::Type::VECTOR4),
+ UniformData("uModelMatrix", Property::Type::MATRIX),
+ UniformData("uModelView", Property::Type::MATRIX),
+ UniformData("uMvpMatrix", Property::Type::MATRIX),
+ UniformData("uNormalMatrix", Property::Type::MATRIX3),
+ UniformData("uProjection", Property::Type::MATRIX),
+ UniformData("uSize", Property::Type::VECTOR3),
+ UniformData("uViewMatrix", Property::Type::MATRIX),
+ UniformData("uLightCameraProjectionMatrix", Property::Type::MATRIX),
+ UniformData("uLightCameraViewMatrix", Property::Type::MATRIX),
};
}
TestGraphicsReflection::TestGraphicsReflection(TestGlAbstraction& gl, Property::Array& vfs, const Graphics::ProgramCreateInfo& createInfo, std::vector<UniformData>& customUniforms)
- : mGl(gl),
- mCustomUniforms(customUniforms)
+: mGl(gl),
+ mCustomUniforms(customUniforms)
{
for(Property::Array::SizeType i = 0; i < vfs.Count(); ++i)
{
}
}
- mDefaultUniformBlock.name = "";
- mDefaultUniformBlock.members = {};
- mDefaultUniformBlock.binding = 0;
- mDefaultUniformBlock.size = 64 * (UNIFORMS.size() + mCustomUniforms.size());
+ mDefaultUniformBlock.name = "";
+ mDefaultUniformBlock.members = {};
+ mDefaultUniformBlock.binding = 0;
+ mDefaultUniformBlock.size = 64 * (UNIFORMS.size() + mCustomUniforms.size());
mDefaultUniformBlock.descriptorSet = 0;
mDefaultUniformBlock.members.clear();
int loc = 0;
- for( const auto& data : UNIFORMS )
+ for(const auto& data : UNIFORMS)
{
mDefaultUniformBlock.members.emplace_back();
- auto& item = mDefaultUniformBlock.members.back();
- item.name = data.name;
- item.binding = 0;
- item.offset = loc*64;
- item.location = loc++;
- item.bufferIndex = 0;
+ auto& item = mDefaultUniformBlock.members.back();
+ item.name = data.name;
+ item.binding = 0;
+ item.offset = loc * 64;
+ item.location = loc++;
+ item.bufferIndex = 0;
item.uniformClass = Graphics::UniformClass::UNIFORM;
}
- for( const auto& data : mCustomUniforms )
+ for(const auto& data : mCustomUniforms)
{
fprintf(stderr, "\ncustom uniforms: %s\n", data.name.c_str());
mDefaultUniformBlock.members.emplace_back();
- auto& item = mDefaultUniformBlock.members.back();
- item.name = data.name;
- item.binding = 0;
- item.offset = loc*64;
- item.location = loc++;
- item.bufferIndex = 0;
+ auto& item = mDefaultUniformBlock.members.back();
+ item.name = data.name;
+ item.binding = 0;
+ item.offset = loc * 64;
+ item.location = loc++;
+ item.bufferIndex = 0;
item.uniformClass = Graphics::UniformClass::UNIFORM;
}
return Graphics::ShaderLanguage::GLSL_3_1;
}
-Dali::Property::Type TestGraphicsReflection::GetMemberType( int blockIndex, int location) const
+Dali::Property::Type TestGraphicsReflection::GetMemberType(int blockIndex, int location) const
{
return location < static_cast<int>(UNIFORMS.size()) ? UNIFORMS[location].type : mCustomUniforms[location - UNIFORMS.size()].type;
}