2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (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://floralicense.org/license/
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.
18 #include <dali/internal/event/effects/shader-factory.h>
23 #include <boost/functional/hash.hpp>
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"
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"
42 using namespace Dali::Integration;
50 ShaderFactory::ShaderFactory(ResourceClient& resourceClient)
51 : mResourceClient(resourceClient)
55 ShaderFactory::~ShaderFactory()
59 ResourceTicketPtr ShaderFactory::Load(const std::string& vertexSource, const std::string& fragmentSource, size_t& shaderHash)
61 ResourceTicketPtr ticket;
63 shaderHash = HashShaderSource(vertexSource, fragmentSource);
64 std::stringstream stringHash;
65 stringHash << shaderHash;
66 std::string filename = DALI_SHADERBIN_DIR;
67 filename += stringHash.str();
68 filename += ".dali-bin";
70 ShaderResourceType resourceType(shaderHash, vertexSource, fragmentSource);
71 ResourceTypePath typePath(resourceType, filename);
73 // Search for a matching resource
74 ResourceTypePathIdIter iter = mResourceTypePathIdMap.end();
75 if ( !mResourceTypePathIdMap.empty() )
77 iter = mResourceTypePathIdMap.find( typePath );
80 if ( mResourceTypePathIdMap.end() != iter )
82 // The resource was previously requested
83 unsigned int resourceId = iter->second;
85 // The ticket may still be alive, request another copy
86 ticket = mResourceClient.RequestResourceTicket( resourceId );
88 // Clean-up the map of resource IDs, if the ticket has been discarded
91 mResourceTypePathIdMap.erase( iter );
95 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ShaderFactory::Load filename= %s already requested to Load\n", filename.c_str());
101 // Load a shader (loaded in Update thread)
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());
105 mResourceTypePathIdMap.insert( ResourceTypePathIdPair( typePath, ticket->GetId() ) );
111 void ShaderFactory::LoadDefaultShaders()
113 mDefaultShader = ShaderEffect::New();
115 mDefaultShader->SetProgram( GEOMETRY_TYPE_IMAGE, SHADER_DEFAULT, FlatColorTextureVertex, FlatColorTextureFragment );
117 mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXT, SHADER_DEFAULT, DistanceFieldFontVertex, DistanceFieldFontFragment );
119 LoadTextSubtypeShaders(mDefaultShader); // TODO: Remove when applications no longer need these shaders
122 mDefaultShader->SetProgram( GEOMETRY_TYPE_MESH, SHADER_DEFAULT,
123 "", // Vertex shader defs
124 SHADER_DEF_USE_LIGHTING, // fragment shader defs
125 MeshColorNoTextureVertex, MeshColorNoTextureFragment );
127 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_EVENLY_LIT,
128 "", // Vertex shader defs
129 "", // fragment shader defs
130 MeshColorNoTextureVertex, MeshColorNoTextureFragment);
132 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_LIT,
133 SHADER_DEF_USE_BONES, // vertex shader defs
134 SHADER_DEF_USE_LIGHTING, // fragment shader defs
135 MeshColorNoTextureVertex, MeshColorNoTextureFragment);
137 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
138 SHADER_DEF_USE_BONES, // Vertex shader defs
139 "", // Fragment shader defs
140 MeshColorNoTextureVertex, MeshColorNoTextureFragment);
142 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_VERTEX_COLOR,
143 (SHADER_DEF_USE_BONES SHADER_DEF_USE_COLOR), // Vertex shader defs
144 SHADER_DEF_USE_COLOR, // Fragment shader defs
145 MeshColorNoTextureVertex, MeshColorNoTextureFragment);
147 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_VERTEX_COLOR,
148 SHADER_DEF_USE_COLOR, // Vertex shader defs
149 SHADER_DEF_USE_COLOR, // Fragment shader defs
150 MeshColorNoTextureVertex, MeshColorNoTextureFragment);
153 mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_DEFAULT,
154 "", // Vertex shader defs
155 SHADER_DEF_USE_LIGHTING, // fragment shader defs
156 MeshVertex, MeshFragment );
159 mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_EVENLY_LIT,
160 "", // Vertex shader defs
161 "", // Fragment shader defs
162 MeshVertex, MeshFragment);
164 mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_LIT,
165 SHADER_DEF_USE_BONES, // Vertex shader defs
166 SHADER_DEF_USE_LIGHTING, // Fragment shader defs
167 MeshVertex, MeshFragment);
169 mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
170 SHADER_DEF_USE_BONES, // Vertex shader defs
171 "", // Fragment shader defs
172 MeshVertex, MeshFragment);
175 void ShaderFactory::LoadTextSubtypeShaders(ShaderEffectPtr shaderEffect)
177 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT,
178 SHADER_DEF_USE_GRADIENT,
179 SHADER_DEF_USE_GRADIENT,
180 DistanceFieldFontVertex, DistanceFieldFontFragment);
182 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_GLOW, DistanceFieldFontGlowVertex, DistanceFieldFontGlowFragment);
184 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_SHADOW, DistanceFieldFontShadowVertex, DistanceFieldFontShadowFragment);
186 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE, DistanceFieldFontOutlineVertex, DistanceFieldFontOutlineFragment);
188 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE_GLOW, DistanceFieldFontOutlineGlowVertex, DistanceFieldFontOutlineGlowFragment);
192 size_t ShaderFactory::HashShaderSource(const std::string& vertexSource, const std::string& fragmentSource) const
194 std::string source = vertexSource + fragmentSource;
196 // remove all white spaces, tabs and new lines
197 source.erase(std::remove(source.begin(), source.end(), ' '), source.end());
198 source.erase(std::remove(source.begin(), source.end(), '\n'), source.end());
199 source.erase(std::remove(source.begin(), source.end(), '\t'), source.end());
201 return boost::hash_value( source );
204 } // namespace Internal