Merge remote-tracking branch 'origin/tizen' into new_text
[platform/core/uifw/dali-core.git] / dali / internal / event / effects / shader-factory.cpp
1 /*
2  * Copyright (c) 2014 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/event/effects/shader-factory.h>
20
21 // EXTERNAL INCLUDES
22 #include <sstream>
23
24 // INTERNAL INCLUDES
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>
31
32 // the generated shader strings
33 #include "dali-shaders.h"
34
35
36 // Use pre-compiler constants in order to utilize string concatenation
37 #define SHADER_DEF_USE_BONES    "#define USE_BONES\n"
38 #define SHADER_DEF_USE_LIGHTING "#define USE_LIGHTING\n"
39 #define SHADER_DEF_USE_COLOR    "#define USE_COLOR\n"
40 #define SHADER_DEF_USE_GRADIENT "#define USE_GRADIENT\n"
41
42 using namespace Dali::Integration;
43
44 namespace Dali
45 {
46
47 namespace Internal
48 {
49
50 ShaderFactory::ShaderFactory(ResourceClient& resourceClient)
51 : mResourceClient(resourceClient)
52 {
53 }
54
55 ShaderFactory::~ShaderFactory()
56 {
57 }
58
59 ResourceTicketPtr ShaderFactory::Load(const std::string& vertexSource, const std::string& fragmentSource, size_t& shaderHash)
60 {
61   ResourceTicketPtr ticket;
62
63   shaderHash = CalculateHash(vertexSource, fragmentSource);
64   std::stringstream stringHash;
65   stringHash << shaderHash;
66   std::string filename = DALI_SHADERBIN_DIR;
67   filename += stringHash.str();
68   filename += ".dali-bin";
69
70   ShaderResourceType resourceType(shaderHash, vertexSource, fragmentSource);
71   ResourceTypePath typePath(resourceType, filename);
72
73   // Search for a matching resource
74   ResourceTypePathIdIter iter = mResourceTypePathIdMap.end();
75   if ( !mResourceTypePathIdMap.empty() )
76   {
77     iter = mResourceTypePathIdMap.find( typePath );
78   }
79
80   if ( mResourceTypePathIdMap.end() != iter )
81   {
82     // The resource was previously requested
83     unsigned int resourceId = iter->second;
84
85     // The ticket may still be alive, request another copy
86     ticket = mResourceClient.RequestResourceTicket( resourceId );
87
88     // Clean-up the map of resource IDs, if the ticket has been discarded
89     if ( !ticket )
90     {
91       mResourceTypePathIdMap.erase( iter );
92     }
93     else
94     {
95       DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ShaderFactory::Load filename= %s already requested to Load\n", filename.c_str());
96     }
97   }
98
99   if ( !ticket )
100   {
101     // Load the shader (loaded synchronously in Update thread so its ready by the time the set shader message is processed)
102     ticket = mResourceClient.LoadShader(resourceType, filename);
103     DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ShaderFactory::Load Ticket ID:%d, path: \"%s\"\n", ticket->GetId(), filename.c_str());
104
105     mResourceTypePathIdMap.insert( ResourceTypePathIdPair( typePath, ticket->GetId() ) );
106   }
107
108   return ticket;
109 }
110
111 void ShaderFactory::LoadDefaultShaders()
112 {
113   mDefaultShader = ShaderEffect::New();
114
115   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_IMAGE, SHADER_DEFAULT, ImageVertex, ImageFragment, false );
116
117   // Untextured meshes
118   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_DEFAULT,
119                                       UntexturedMeshVertex,
120                                       std::string( SHADER_DEF_USE_LIGHTING ) + UntexturedMeshFragment,
121                                       false );
122
123   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_EVENLY_LIT,
124                                       UntexturedMeshVertex,
125                                       UntexturedMeshFragment,
126                                       false );
127
128   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_RIGGED_AND_LIT,
129                                       std::string( SHADER_DEF_USE_BONES ) + UntexturedMeshVertex,
130                                       std::string( SHADER_DEF_USE_LIGHTING ) + UntexturedMeshFragment,
131                                       true );
132
133   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
134                                       std::string( SHADER_DEF_USE_BONES ) + UntexturedMeshVertex,
135                                       UntexturedMeshFragment,
136                                       true );
137
138   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_RIGGED_AND_VERTEX_COLOR,
139                                       std::string( SHADER_DEF_USE_BONES SHADER_DEF_USE_COLOR ) + UntexturedMeshVertex,
140                                       std::string( SHADER_DEF_USE_COLOR ) + UntexturedMeshFragment,
141                                       true );
142
143   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_VERTEX_COLOR,
144                                       std::string( SHADER_DEF_USE_COLOR ) + UntexturedMeshVertex,
145                                       std::string( SHADER_DEF_USE_COLOR ) + UntexturedMeshFragment,
146                                       false );
147
148   // Textured meshes
149   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_DEFAULT,
150                                       TexturedMeshVertex,
151                                       std::string( SHADER_DEF_USE_LIGHTING ) + TexturedMeshFragment,
152                                       false );
153
154   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_EVENLY_LIT,
155                                       TexturedMeshVertex,
156                                       TexturedMeshFragment,
157                                       false );
158
159   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_LIT,
160                                       std::string( SHADER_DEF_USE_BONES ) + TexturedMeshVertex,
161                                       std::string( SHADER_DEF_USE_LIGHTING ) + TexturedMeshFragment,
162                                       true );
163
164   mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
165                                       std::string( SHADER_DEF_USE_BONES ) + TexturedMeshVertex,
166                                       TexturedMeshFragment,
167                                       true );
168 }
169
170 } // namespace Internal
171
172 } // namespace Dali