1 /*
2  * Copyright (c) 2024 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 #include "core/interfaces/native/node/node_component3d_modifier.h"
16 
17 #include "bridge/common/utils/utils.h"
18 #include "core/components/common/layout/constants.h"
19 #include "core/components_ng/base/frame_node.h"
20 #include "core/components_ng/base/view_abstract.h"
21 #include "core/interfaces/native/node/node_api.h"
22 #include "core/pipeline/base/element_register.h"
23 #include "frameworks/core/components/common/layout/constants.h"
24 #include "frameworks/core/components_ng/pattern/model/model_view_ng.h"
25 
26 namespace OHOS::Ace::NG {
27 namespace {
SetShaderInputBuffer(ArkUINodeHandle node,ArkUI_Float32 * buffer,ArkUI_Int32 size)28 void SetShaderInputBuffer(ArkUINodeHandle node, ArkUI_Float32* buffer, ArkUI_Int32 size)
29 {
30     auto* frameNode = reinterpret_cast<FrameNode*>(node);
31     CHECK_NULL_VOID(frameNode);
32     if (size <= 0) {
33         return;
34     }
35     std::shared_ptr<OHOS::Render3D::ShaderInputBuffer> bufferArray = nullptr;
36     // same shader input buffer would be rejected to update for nearEqual check
37     bufferArray = std::make_shared<OHOS::Render3D::ShaderInputBuffer>();
38     if (!bufferArray->Alloc(size)) {
39         return;
40     }
41     for (int32_t i = 0; i < size; i++) {
42         bufferArray->Update(buffer[i], i);
43     }
44     ModelViewNG::AddShaderInputBuffer(frameNode, bufferArray);
45 }
46 
ResetShaderInputBuffer(ArkUINodeHandle node)47 void ResetShaderInputBuffer(ArkUINodeHandle node)
48 {
49     auto* frameNode = reinterpret_cast<FrameNode*>(node);
50     CHECK_NULL_VOID(frameNode);
51     std::shared_ptr<OHOS::Render3D::ShaderInputBuffer> bufferArray = nullptr;
52     // same shader input buffer would be rejected to update for nearEqual check
53     bufferArray = std::make_shared<OHOS::Render3D::ShaderInputBuffer>();
54     ModelViewNG::AddShaderInputBuffer(frameNode, bufferArray);
55 }
56 } // namespace
57 
58 namespace NodeModifier {
GetComponent3DModifier()59 const ArkUIComponent3DModifier* GetComponent3DModifier()
60 {
61     static const ArkUIComponent3DModifier modifier = {
62         SetShaderInputBuffer,
63         ResetShaderInputBuffer,
64     };
65 
66     return &modifier;
67 }
68 
GetCJUIComponent3DModifier()69 const CJUIComponent3DModifier* GetCJUIComponent3DModifier()
70 {
71     static const CJUIComponent3DModifier modifier = {
72         SetShaderInputBuffer,
73         ResetShaderInputBuffer,
74     };
75 
76     return &modifier;
77 }
78 } // namespace NodeModifier
79 } // namespace OHOS::Ace::NG