1 #ifndef DALI_SCENE3D_LOADER_SHADER_DEFINITION_H
2 #define DALI_SCENE3D_LOADER_SHADER_DEFINITION_H
4 * Copyright (c) 2023 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/public-api/common/vector-wrapper.h>
22 #include <dali/public-api/rendering/shader.h>
26 #include <dali-scene3d/public-api/loader/renderer-state.h>
28 namespace Dali::Scene3D::Loader
31 * @brief Defines a shader with paths to the files which define its
32 * vertex and fragment components, and a mapping of uniform names (which are
33 * used to refer to them in GLSL) to data.
35 struct DALI_SCENE3D_API ShaderDefinition
37 using Vector = std::vector<std::pair<ShaderDefinition, Shader>>;
41 std::string mVertexShaderSource;
42 std::string mFragmentShaderSource;
43 std::string mShadowVertexShaderSource;
44 std::string mShadowFragmentShaderSource;
48 * @brief Apply the defines values to shader.
50 static void ApplyDefine(std::string& shaderCode, const std::string& definevar);
52 ShaderDefinition() = default;
54 ShaderDefinition(const ShaderDefinition& other);
55 ShaderDefinition& operator=(const ShaderDefinition& other);
57 ShaderDefinition(ShaderDefinition&&) = default;
58 ShaderDefinition& operator=(ShaderDefinition&&) = default;
61 * @brief Attempts to load the source of the vertex and fragment shaders,
62 * then performs pre-processing of defines.
63 * @note This may be called from any thread.
65 RawData LoadRaw(const std::string& shadersPath) const;
68 * @brief Creates a DALi Shader from the sources in @a raw, traverses
69 * uniforms to get them to register their data against their name,
70 * then returns the Shader.
71 * @note This must be called from the event thread.
73 Shader Load(RawData&& raw) const;
76 std::shared_ptr<RawData> mRawData;
77 RendererState::Type mRendererState = RendererState::NONE;
79 std::string mVertexShaderPath;
80 std::string mFragmentShaderPath;
81 std::vector<std::string> mDefines;
82 std::vector<std::string> mHints;
83 Property::Map mUniforms;
84 bool mUseBuiltInShader{false};
87 } // namespace Dali::Scene3D::Loader
89 #endif // DALI_SCENE3D_LOADER_SHADER_DEFINITION_H