1 /*
2  * Copyright (c) 2022 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #ifndef FOUNDATION_ACE_FRAMEWORKS_CORE_COMPONENTS_NG_PATTERN_MODEL_MODEL_VIEW_NG_H
17 #define FOUNDATION_ACE_FRAMEWORKS_CORE_COMPONENTS_NG_PATTERN_MODEL_MODEL_VIEW_NG_H
18 
19 #include "core/components_ng/pattern/model/model_light.h"
20 #include "core/components_ng/pattern/model/model_paint_property.h"
21 #include "core/components_ng/pattern/model/model_position.h"
22 #include "core/components_ng/pattern/model/model_view.h"
23 
24 namespace OHOS::Ace::NG {
25 
26 class ACE_EXPORT ModelViewNG : public ModelView {
27 public:
28     void Create(const ModelViewContext& context) override;
29     void SetBackground(const std::string& value) override;
30     void SetModelSource(const std::string& value) override;
31     void SetHandleCameraMove(bool value) override;
32     void AddCustomRender(const std::shared_ptr<Render3D::CustomRenderDescriptor>& customRender) override;
33     void SetRenderWidth(Dimension& width) override;
34     void SetRenderHeight(Dimension& height) override;
35     void SetRenderFrameRate(float rate) override;
36     void SetShader(const std::string& path) override;
37     void AddShaderImageTexture(const std::string& path) override;
38     void AddShaderInputBuffer(const std::shared_ptr<Render3D::ShaderInputBuffer>& buffer) override;
39     std::optional<std::shared_ptr<Render3D::ShaderInputBuffer>> GetShaderInputBuffer() override;
40 
41     static void AddShaderInputBuffer(FrameNode* frameNode, const std::shared_ptr<Render3D::ShaderInputBuffer>& buffer);
42 private:
43     // Camera and lights animations are done from the frontend with Animatable types.
44     WeakPtr<FrameNode> frameNode_;
45     ModelPosition cameraPosition_;
46     std::vector<RefPtr<ModelLight>> lights_;
47 };
48 
49 } // namespace OHOS::Ace::NG
50 #endif // FOUNDATION_ACE_FRAMEWORKS_CORE_COMPONENTS_NG_PATTERN_MODEL_MODEL_VIEW_NG_H
51