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>
25 #include <dali/internal/common/dali-hash.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/integration-api/debug.h>
28 #include <dali/internal/event/resources/resource-client.h>
29 #include <dali/internal/event/effects/shader-effect-impl.h>
30 #include <dali/internal/event/effects/shader-declarations.h>
32 // the generated shader strings
33 #include "dali-shaders.h"
35 // Use pre-compiler constants in order to utilize string concatenation
36 #define SHADER_DEF_USE_BONES "#define USE_BONES\n"
37 #define SHADER_DEF_USE_COLOR "#define USE_COLOR\n"
38 #define SHADER_DEF_USE_GRADIENT "#define USE_GRADIENT\n"
40 using namespace Dali::Integration;
48 ShaderFactory::ShaderFactory(ResourceClient& resourceClient)
49 : mResourceClient(resourceClient)
53 ShaderFactory::~ShaderFactory()
57 ResourceTicketPtr ShaderFactory::Load(const std::string& vertexSource, const std::string& fragmentSource, size_t& shaderHash)
59 ResourceTicketPtr ticket;
61 shaderHash = CalculateHash(vertexSource, fragmentSource);
62 std::stringstream stringHash;
63 stringHash << shaderHash;
64 std::string filename = DALI_SHADERBIN_DIR;
65 filename += stringHash.str();
66 filename += ".dali-bin";
68 ShaderResourceType resourceType(shaderHash, vertexSource, fragmentSource);
69 ResourceTypePath typePath(resourceType, filename);
71 // Search for a matching resource
72 ResourceTypePathIdIter iter = mResourceTypePathIdMap.end();
73 if ( !mResourceTypePathIdMap.empty() )
75 iter = mResourceTypePathIdMap.find( typePath );
78 if ( mResourceTypePathIdMap.end() != iter )
80 // The resource was previously requested
81 unsigned int resourceId = iter->second;
83 // The ticket may still be alive, request another copy
84 ticket = mResourceClient.RequestResourceTicket( resourceId );
86 // Clean-up the map of resource IDs, if the ticket has been discarded
89 mResourceTypePathIdMap.erase( iter );
93 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ShaderFactory::Load filename= %s already requested to Load\n", filename.c_str());
99 // Load the shader (loaded synchronously in Update thread so its ready by the time the set shader message is processed)
100 ticket = mResourceClient.LoadShader(resourceType, filename);
101 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ShaderFactory::Load Ticket ID:%d, path: \"%s\"\n", ticket->GetId(), filename.c_str());
103 mResourceTypePathIdMap.insert( ResourceTypePathIdPair( typePath, ticket->GetId() ) );
109 void ShaderFactory::LoadDefaultShaders()
111 mDefaultShader = ShaderEffect::New();
113 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_IMAGE, SHADER_DEFAULT, ImageVertex, ImageFragment, false );
115 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXT, SHADER_DEFAULT, TextDistanceFieldVertex, TextDistanceFieldFragment, false );
117 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXT, SHADER_GRADIENT,
118 std::string( SHADER_DEF_USE_GRADIENT ) + TextDistanceFieldVertex,
119 std::string( SHADER_DEF_USE_GRADIENT ) + TextDistanceFieldFragment,
122 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_GLOW, TextDistanceFieldGlowVertex, TextDistanceFieldGlowFragment, false );
124 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_SHADOW, TextDistanceFieldShadowVertex, TextDistanceFieldShadowFragment, false );
126 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE, TextDistanceFieldOutlineVertex, TextDistanceFieldOutlineFragment, false );
128 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE_GLOW, TextDistanceFieldOutlineGlowVertex, TextDistanceFieldOutlineGlowFragment, false );
131 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_EVENLY_LIT,
132 UntexturedMeshVertex,
133 UntexturedMeshFragment,
136 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
137 std::string( SHADER_DEF_USE_BONES ) + UntexturedMeshVertex,
138 UntexturedMeshFragment,
141 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_RIGGED_AND_VERTEX_COLOR,
142 std::string( SHADER_DEF_USE_BONES SHADER_DEF_USE_COLOR ) + UntexturedMeshVertex,
143 std::string( SHADER_DEF_USE_COLOR ) + UntexturedMeshFragment,
146 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_VERTEX_COLOR,
147 std::string( SHADER_DEF_USE_COLOR ) + UntexturedMeshVertex,
148 std::string( SHADER_DEF_USE_COLOR ) + UntexturedMeshFragment,
152 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_EVENLY_LIT,
154 TexturedMeshFragment,
157 mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
158 std::string( SHADER_DEF_USE_BONES ) + TexturedMeshVertex,
159 TexturedMeshFragment,
163 } // namespace Internal