5 * Copyright (c) 2016 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.
22 #include <string> // std::string
25 #include <dali/public-api/object/handle.h> // Dali::Handle
26 #include <dali/public-api/object/property-index-ranges.h> // DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX
29 * @brief DALI_COMPOSE_SHADER macro provides a convenient way to write shader source code.
31 * We normally use double quotation marks to write a string such as "Hello World".
32 * However many symbols are needed to add multiple lines of string.
33 * We don't need to write quotation marks using this macro at every line.
35 * [An example of double quotation marks usage]
37 * const string FRAGMENT_SHADER_SOURCE = \
40 * " gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n"
43 * [An example of DALI_COMPOSE_SHADER usage]
45 * const string VERTEX_SHADER_SOURCE = DALI_COMPOSE_SHADER (
48 * gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
49 * vTexCoord = aTexCoord;
56 #define DALI_COMPOSE_SHADER(STR) #STR
61 namespace Internal DALI_INTERNAL
67 * @brief Shaders allows custom vertex and color transformations in the GPU.
71 class DALI_IMPORT_API Shader : public Handle
76 * @brief Hints for rendering.
87 NONE = 0x00, ///< No hints @SINCE_1_1.45
88 OUTPUT_IS_TRANSPARENT = 0x01, ///< Might generate transparent alpha from opaque inputs @SINCE_1_1.45
89 MODIFIES_GEOMETRY = 0x02, ///< Might change position of vertices, this option disables any culling optimizations @SINCE_1_1.45
94 * @brief An enumeration of properties belonging to the Shader class.
102 * @brief Name: "program", Type: MAP
103 * @note The default value is empty
104 * @note Format: {"vertex":"","fragment":"",hints:"","vertexPrefix":"","fragmentPrefix":""}
107 PROGRAM = DEFAULT_OBJECT_PROPERTY_START_INDEX
112 * @brief Create Shader.
115 * @param[in] vertexShader Vertex shader code for the effect. If you pass in an empty string, the default version will be used
116 * @param[in] fragmentShader fragment shader code for the effect. If you pass in an empty string, the default version will be used
117 * @param[in] hints GeometryHints to define the geometry of the rendered object
118 * @return A handle to a shader effect
120 static Shader New( const std::string& vertexShader,
121 const std::string& fragmentShader,
122 Hint::Value hints = Hint::NONE );
125 * @brief Default constructor, creates an empty handle
133 * This is non-virtual since derived Handle types must not contain data or virtual methods.
140 * @brief Copy constructor
143 * @param[in] handle A handle to a Shader object
145 Shader( const Shader& handle );
148 * @brief Downcast to a shader handle.
149 * If not a shader the returned shader handle is left uninitialized.
152 * @param[in] handle Handle to an object
153 * @return Shader handle or an uninitialized handle
155 static Shader DownCast( BaseHandle handle );
158 * @brief Assignment operator, changes this handle to point at the same object
161 * @param[in] handle Handle to an object
162 * @return Reference to the assigned object
164 Shader& operator=( const Shader& handle );
169 * @brief This constructor is used by Dali New() methods.
170 * @note Not intended for application developers.
172 * @param[in] effect A pointer to a newly allocated Dali resource.
174 explicit DALI_INTERNAL Shader( Internal::Shader* effect );
179 #endif // DALI_SHADER_H