#include <dali-scene3d/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-scene3d/public-api/loader/utils.h>
+#include <dali/integration-api/debug.h>
+
+namespace
+{
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_MODEL_SHADER_DEFINITION");
+#endif
+} // namespace
+
namespace Dali::Scene3D::Loader
{
namespace
void RedefineMacro(std::string& shaderCode, const std::string& macro, const std::string& value)
{
- std::string definition = "#define " + macro;
- std::size_t found = shaderCode.find(definition);
- if(found != std::string::npos)
+ if(!value.empty())
{
- std::size_t insertionPoint = found + definition.length();
+ std::string definition = "#define " + macro;
+ std::size_t found = shaderCode.find(definition);
+ if(found != std::string::npos)
+ {
+ std::size_t insertionPoint = found + definition.length();
- // Automatically insert line-continuation character into value
- std::regex re("\n");
- std::sregex_token_iterator first{value.begin(), value.end(), re, -1}, last;
- for(auto i = first; i != last; ++i)
+ // Automatically insert line-continuation character into value
+ std::regex re("\n");
+ std::sregex_token_iterator first{value.begin(), value.end(), re, -1}, last;
+ for(auto i = first; i != last; ++i)
+ {
+ std::string line = std::string(" \\\n") + (*i).str();
+ shaderCode.insert(insertionPoint, line);
+ insertionPoint += line.length();
+ }
+ }
+ }
+ else
+ {
+ std::size_t invocation = shaderCode.rfind(macro);
+ if(invocation != std::string::npos)
{
- std::string line = std::string("\\\n") + (*i).str();
- shaderCode.insert(insertionPoint, line);
- insertionPoint += line.length();
+ std::size_t start = shaderCode.rfind("\n", invocation);
+ std::size_t end = shaderCode.find("\n", invocation);
+ shaderCode.erase(start, end - start);
}
}
}
array.PushBack(map[0]);
array.PushBack(map[1]);
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Vert Shader src: \n%s\n", raw.mVertexShaderSource.c_str());
Shader shader = Shader::New(array);
for(Property::Map::SizeType i0 = 0, i1 = mUniforms.Count(); i0 != i1; ++i0)
{