1 #ifndef DALI_SCENE3D_LOADERERERERER_RESOURCE_BUNDLE_H_
2 #define DALI_SCENE3D_LOADERERERERER_RESOURCE_BUNDLE_H_
4 * Copyright (c) 2022 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-scene3d/public-api/loader/environment-definition.h"
22 #include "dali-scene3d/public-api/loader/material-definition.h"
23 #include "dali-scene3d/public-api/loader/mesh-definition.h"
24 #include "dali-scene3d/public-api/loader/shader-definition.h"
25 #include "dali-scene3d/public-api/loader/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"
41 * @brief The types of resources that .dli may define.
43 struct DALI_SCENE3D_API ResourceType
53 ResourceType() = delete;
57 * @return The string value corresponding to the given resource @a type.
59 DALI_SCENE3D_API const char* GetResourceTypeName(ResourceType::Value type);
61 using ResourceRefCounts = std::vector<Vector<uint32_t>>;
64 * @brief Stores all resource definitions along with the DALi resources that
65 * could be created from them, directly indexible into with values from a dli
68 class DALI_SCENE3D_API ResourceBundle
78 ForceReload = NthBit(0), ///< Load resources [again] even if they were already loaded.
79 KeepUnused = NthBit(1) ///<s Don't reset handles to resources that had a 0 reference count.
83 using PathProvider = std::function<std::string(ResourceType::Value)>;
85 ResourceBundle() = default;
87 ResourceBundle(const ResourceBundle&) = delete;
88 ResourceBundle& operator=(const ResourceBundle&) = delete;
90 ResourceBundle(ResourceBundle&&) = default;
91 ResourceBundle& operator=(ResourceBundle&&) = default;
94 * @return A ResourceRefCounts object with the correct number of entries for
95 * all resource types (based on the various resource definition vectors),
96 * with all reference counts set to 0.
98 ResourceRefCounts CreateRefCounter() const;
101 * @brief Based on a ResourceRefCounts, and more specifically the reference
102 * count of materials therein, it will calculate the reference count of
105 void CountEnvironmentReferences(ResourceRefCounts& refCounts) const;
108 * @brief Performs the loading of all resources based on their respective
109 * reference count in @a refCounts. Resources that had a non-zero ref count will be
110 * loaded unless we already have a handle to them (OR the ForceReload option was specified).
111 * Any handles we have to resources that come in with a zero ref count will be reset,
112 * UNLESS the KeepUnused option was specified.
114 void LoadResources(const ResourceRefCounts& refCounts,
115 PathProvider pathProvider,
116 Options::Type options = Options::None);
119 EnvironmentDefinition::Vector mEnvironmentMaps;
120 ShaderDefinition::Vector mShaders;
121 MeshDefinition::Vector mMeshes;
122 MaterialDefinition::Vector mMaterials;
124 SkeletonDefinition::Vector mSkeletons;
127 } // namespace Loader
128 } // namespace Scene3D
131 #endif //DALI_SCENE3D_LOADERERERERER_RESOURCE_BUNDLE_H_