Revert "License conversion from Flora to Apache 2.0"
[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 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
7 //
8 //     http://floralicense.org/license/
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 // CLASS HEADER
18 #include <dali/internal/event/effects/shader-factory.h>
19
20 // EXTERNAL INCLUDES
21 #include <algorithm>
22 #include <sstream>
23 #include <boost/functional/hash.hpp>
24
25 // INTERNAL INCLUDES
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 = 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";
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 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());
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->SetProgram( GEOMETRY_TYPE_IMAGE, SHADER_DEFAULT, FlatColorTextureVertex, FlatColorTextureFragment );
116
117   mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXT, SHADER_DEFAULT, DistanceFieldFontVertex, DistanceFieldFontFragment );
118
119   LoadTextSubtypeShaders(mDefaultShader); // TODO: Remove when applications no longer need these shaders
120
121   // Untextured meshes
122   mDefaultShader->SetProgram( GEOMETRY_TYPE_MESH, SHADER_DEFAULT,
123                               "", // Vertex shader defs
124                               SHADER_DEF_USE_LIGHTING, // fragment shader defs
125                               MeshColorNoTextureVertex, MeshColorNoTextureFragment );
126
127   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_EVENLY_LIT,
128                              "", // Vertex shader defs
129                              "", // fragment shader defs
130                              MeshColorNoTextureVertex, MeshColorNoTextureFragment);
131
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);
136
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);
141
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);
146
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);
151
152   // Textured meshes
153   mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_DEFAULT,
154                               "",                      // Vertex shader defs
155                               SHADER_DEF_USE_LIGHTING, // fragment shader defs
156                               MeshVertex, MeshFragment );
157
158
159   mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_EVENLY_LIT,
160                              "",                      // Vertex shader defs
161                              "",                      // Fragment shader defs
162                              MeshVertex, MeshFragment);
163
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);
168
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);
173 }
174
175 void ShaderFactory::LoadTextSubtypeShaders(ShaderEffectPtr shaderEffect)
176 {
177   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT,
178                              SHADER_DEF_USE_GRADIENT,
179                              SHADER_DEF_USE_GRADIENT,
180                              DistanceFieldFontVertex, DistanceFieldFontFragment);
181
182   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_GLOW, DistanceFieldFontGlowVertex, DistanceFieldFontGlowFragment);
183
184   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_SHADOW, DistanceFieldFontShadowVertex, DistanceFieldFontShadowFragment);
185
186   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE, DistanceFieldFontOutlineVertex, DistanceFieldFontOutlineFragment);
187
188   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE_GLOW, DistanceFieldFontOutlineGlowVertex, DistanceFieldFontOutlineGlowFragment);
189 }
190
191
192 size_t ShaderFactory::HashShaderSource(const std::string& vertexSource, const std::string& fragmentSource) const
193 {
194   std::string source = vertexSource + fragmentSource;
195
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());
200
201   return boost::hash_value( source );
202 }
203
204 } // namespace Internal
205
206 } // namespace Dali