2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/event/effects/shader-factory.h>
24 #include <boost/functional/hash.hpp>
27 #include <dali/public-api/common/dali-common.h>
28 #include <dali/integration-api/debug.h>
29 #include <dali/internal/event/resources/resource-client.h>
30 #include <dali/internal/event/effects/shader-effect-impl.h>
31 #include <dali/internal/event/effects/shader-declarations.h>
33 // the generated shader strings
34 #include "dali-shaders.h"
37 // Use pre-compiler constants in order to utilize string concatenation
38 #define SHADER_DEF_USE_BONES "#define USE_BONES\n"
39 #define SHADER_DEF_USE_LIGHTING "#define USE_LIGHTING\n"
40 #define SHADER_DEF_USE_COLOR "#define USE_COLOR\n"
41 #define SHADER_DEF_USE_GRADIENT "#define USE_GRADIENT\n"
43 using namespace Dali::Integration;
51 ShaderFactory::ShaderFactory(ResourceClient& resourceClient)
52 : mResourceClient(resourceClient)
56 ShaderFactory::~ShaderFactory()
60 ResourceTicketPtr ShaderFactory::Load(const std::string& vertexSource, const std::string& fragmentSource, size_t& shaderHash)
62 ResourceTicketPtr ticket;
64 shaderHash = HashShaderSource(vertexSource, fragmentSource);
65 std::stringstream stringHash;
66 stringHash << shaderHash;
67 std::string filename = DALI_SHADERBIN_DIR;
68 filename += stringHash.str();
69 filename += ".dali-bin";
71 ShaderResourceType resourceType(shaderHash, vertexSource, fragmentSource);
72 ResourceTypePath typePath(resourceType, filename);
74 // Search for a matching resource
75 ResourceTypePathIdIter iter = mResourceTypePathIdMap.end();
76 if ( !mResourceTypePathIdMap.empty() )
78 iter = mResourceTypePathIdMap.find( typePath );
81 if ( mResourceTypePathIdMap.end() != iter )
83 // The resource was previously requested
84 unsigned int resourceId = iter->second;
86 // The ticket may still be alive, request another copy
87 ticket = mResourceClient.RequestResourceTicket( resourceId );
89 // Clean-up the map of resource IDs, if the ticket has been discarded
92 mResourceTypePathIdMap.erase( iter );
96 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ShaderFactory::Load filename= %s already requested to Load\n", filename.c_str());
102 // Load a shader (loaded in Update thread)
103 ticket = mResourceClient.LoadShader(resourceType, filename);
104 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ShaderFactory::Load Ticket ID:%d, path: \"%s\"\n", ticket->GetId(), filename.c_str());
106 mResourceTypePathIdMap.insert( ResourceTypePathIdPair( typePath, ticket->GetId() ) );
112 void ShaderFactory::LoadDefaultShaders()
114 mDefaultShader = ShaderEffect::New();
116 mDefaultShader->SetProgram( GEOMETRY_TYPE_IMAGE, SHADER_DEFAULT, FlatColorTextureVertex, FlatColorTextureFragment, ShaderEffect::FIXED );
118 mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXT, SHADER_DEFAULT, DistanceFieldFontVertex, DistanceFieldFontFragment, ShaderEffect::FIXED );
120 LoadTextSubtypeShaders(mDefaultShader); // TODO: Remove when applications no longer need these shaders
123 mDefaultShader->SetProgram( GEOMETRY_TYPE_MESH, SHADER_DEFAULT,
124 "", // Vertex shader defs
125 SHADER_DEF_USE_LIGHTING, // fragment shader defs
126 MeshColorNoTextureVertex, MeshColorNoTextureFragment,
127 ShaderEffect::FIXED );
129 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_EVENLY_LIT,
130 "", // Vertex shader defs
131 "", // fragment shader defs
132 MeshColorNoTextureVertex, MeshColorNoTextureFragment,
133 ShaderEffect::FIXED );
135 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_LIT,
136 SHADER_DEF_USE_BONES, // vertex shader defs
137 SHADER_DEF_USE_LIGHTING, // fragment shader defs
138 MeshColorNoTextureVertex, MeshColorNoTextureFragment,
139 ShaderEffect::FLEXIBLE);
141 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
142 SHADER_DEF_USE_BONES, // Vertex shader defs
143 "", // Fragment shader defs
144 MeshColorNoTextureVertex, MeshColorNoTextureFragment,
145 ShaderEffect::FLEXIBLE);
147 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_VERTEX_COLOR,
148 (SHADER_DEF_USE_BONES SHADER_DEF_USE_COLOR), // Vertex shader defs
149 SHADER_DEF_USE_COLOR, // Fragment shader defs
150 MeshColorNoTextureVertex, MeshColorNoTextureFragment,
151 ShaderEffect::FLEXIBLE);
153 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_VERTEX_COLOR,
154 SHADER_DEF_USE_COLOR, // Vertex shader defs
155 SHADER_DEF_USE_COLOR, // Fragment shader defs
156 MeshColorNoTextureVertex, MeshColorNoTextureFragment,
157 ShaderEffect::FIXED);
160 mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_DEFAULT,
161 "", // Vertex shader defs
162 SHADER_DEF_USE_LIGHTING, // fragment shader defs
163 MeshVertex, MeshFragment,
164 ShaderEffect::FIXED);
167 mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_EVENLY_LIT,
168 "", // Vertex shader defs
169 "", // Fragment shader defs
170 MeshVertex, MeshFragment,
171 ShaderEffect::FIXED);
173 mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_LIT,
174 SHADER_DEF_USE_BONES, // Vertex shader defs
175 SHADER_DEF_USE_LIGHTING, // Fragment shader defs
176 MeshVertex, MeshFragment,
177 ShaderEffect::FLEXIBLE);
179 mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
180 SHADER_DEF_USE_BONES, // Vertex shader defs
181 "", // Fragment shader defs
182 MeshVertex, MeshFragment,
183 ShaderEffect::FLEXIBLE);
186 void ShaderFactory::LoadTextSubtypeShaders(ShaderEffectPtr shaderEffect)
188 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT,
189 SHADER_DEF_USE_GRADIENT,
190 SHADER_DEF_USE_GRADIENT,
191 DistanceFieldFontVertex, DistanceFieldFontFragment);
193 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_GLOW, DistanceFieldFontGlowVertex, DistanceFieldFontGlowFragment, ShaderEffect::FIXED);
195 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_SHADOW, DistanceFieldFontShadowVertex, DistanceFieldFontShadowFragment, ShaderEffect::FIXED);
197 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE, DistanceFieldFontOutlineVertex, DistanceFieldFontOutlineFragment, ShaderEffect::FIXED);
199 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE_GLOW, DistanceFieldFontOutlineGlowVertex, DistanceFieldFontOutlineGlowFragment, ShaderEffect::FIXED);
203 size_t ShaderFactory::HashShaderSource(const std::string& vertexSource, const std::string& fragmentSource) const
205 std::string source = vertexSource + fragmentSource;
207 // remove all white spaces, tabs and new lines
208 source.erase(std::remove(source.begin(), source.end(), ' '), source.end());
209 source.erase(std::remove(source.begin(), source.end(), '\n'), source.end());
210 source.erase(std::remove(source.begin(), source.end(), '\t'), source.end());
212 return boost::hash_value( source );
215 } // namespace Internal