#ifndef DALI_SCENE3D_LOADER_SHADER_DEFINITION_H
#define DALI_SCENE3D_LOADER_SHADER_DEFINITION_H
/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
-// INTERNAL INCLUDES
-#include "dali-scene3d/public-api/loader/renderer-state.h"
-
// EXTERNAL INCLUDES
+#include <dali/public-api/common/vector-wrapper.h>
+#include <dali/public-api/rendering/shader.h>
#include <memory>
-#include "dali/public-api/common/vector-wrapper.h"
-#include "dali/public-api/rendering/shader.h"
-namespace Dali
-{
-namespace Scene3D
-{
-namespace Loader
+// INTERNAL INCLUDES
+#include <dali-scene3d/public-api/loader/renderer-state.h>
+
+namespace Dali::Scene3D::Loader
{
/*
* @brief Defines a shader with paths to the files which define its
{
std::string mVertexShaderSource;
std::string mFragmentShaderSource;
+ std::string mShadowVertexShaderSource;
+ std::string mShadowFragmentShaderSource;
};
/*
ShaderDefinition(const ShaderDefinition& other);
ShaderDefinition& operator=(const ShaderDefinition& other);
- ShaderDefinition(ShaderDefinition&&) = default;
+ ShaderDefinition(ShaderDefinition&&) = default;
ShaderDefinition& operator=(ShaderDefinition&&) = default;
/*
Shader Load(RawData&& raw) const;
public: // DATA
- RendererState::Type mRendererState = RendererState::NONE;
+ std::shared_ptr<RawData> mRawData;
+ RendererState::Type mRendererState = RendererState::NONE;
std::string mVertexShaderPath;
std::string mFragmentShaderPath;
bool mUseBuiltInShader{false};
};
-} // namespace Loader
-} // namespace Scene3D
-} // namespace Dali
+} // namespace Dali::Scene3D::Loader
-#endif //DALI_SCENE3D_LOADER_SHADER_DEFINITION_H
+#endif // DALI_SCENE3D_LOADER_SHADER_DEFINITION_H