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 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 <algorithm>
23 #include <sstream>
24 #include <boost/functional/hash.hpp>
25
26 // INTERNAL INCLUDES
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>
32
33 // the generated shader strings
34 #include "dali-shaders.h"
35
36
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"
42
43 using namespace Dali::Integration;
44
45 namespace Dali
46 {
47
48 namespace Internal
49 {
50
51 ShaderFactory::ShaderFactory(ResourceClient& resourceClient)
52 : mResourceClient(resourceClient)
53 {
54 }
55
56 ShaderFactory::~ShaderFactory()
57 {
58 }
59
60 ResourceTicketPtr ShaderFactory::Load(const std::string& vertexSource, const std::string& fragmentSource, size_t& shaderHash)
61 {
62   ResourceTicketPtr ticket;
63
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";
70
71   ShaderResourceType resourceType(shaderHash, vertexSource, fragmentSource);
72   ResourceTypePath typePath(resourceType, filename);
73
74   // Search for a matching resource
75   ResourceTypePathIdIter iter = mResourceTypePathIdMap.end();
76   if ( !mResourceTypePathIdMap.empty() )
77   {
78     iter = mResourceTypePathIdMap.find( typePath );
79   }
80
81   if ( mResourceTypePathIdMap.end() != iter )
82   {
83     // The resource was previously requested
84     unsigned int resourceId = iter->second;
85
86     // The ticket may still be alive, request another copy
87     ticket = mResourceClient.RequestResourceTicket( resourceId );
88
89     // Clean-up the map of resource IDs, if the ticket has been discarded
90     if ( !ticket )
91     {
92       mResourceTypePathIdMap.erase( iter );
93     }
94     else
95     {
96       DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ShaderFactory::Load filename= %s already requested to Load\n", filename.c_str());
97     }
98   }
99
100   if ( !ticket )
101   {
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());
105
106     mResourceTypePathIdMap.insert( ResourceTypePathIdPair( typePath, ticket->GetId() ) );
107   }
108
109   return ticket;
110 }
111
112 void ShaderFactory::LoadDefaultShaders()
113 {
114   mDefaultShader = ShaderEffect::New();
115
116   mDefaultShader->SetProgram( GEOMETRY_TYPE_IMAGE, SHADER_DEFAULT, FlatColorTextureVertex, FlatColorTextureFragment );
117
118   mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXT, SHADER_DEFAULT, DistanceFieldFontVertex, DistanceFieldFontFragment );
119
120   LoadTextSubtypeShaders(mDefaultShader); // TODO: Remove when applications no longer need these shaders
121
122   // Untextured meshes
123   mDefaultShader->SetProgram( GEOMETRY_TYPE_MESH, SHADER_DEFAULT,
124                               "", // Vertex shader defs
125                               SHADER_DEF_USE_LIGHTING, // fragment shader defs
126                               MeshColorNoTextureVertex, MeshColorNoTextureFragment );
127
128   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_EVENLY_LIT,
129                              "", // Vertex shader defs
130                              "", // fragment shader defs
131                              MeshColorNoTextureVertex, MeshColorNoTextureFragment);
132
133   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_LIT,
134                              SHADER_DEF_USE_BONES,    // vertex shader defs
135                              SHADER_DEF_USE_LIGHTING, // fragment shader defs
136                              MeshColorNoTextureVertex, MeshColorNoTextureFragment);
137
138   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
139                              SHADER_DEF_USE_BONES, // Vertex shader defs
140                              "",                   // Fragment shader defs
141                              MeshColorNoTextureVertex, MeshColorNoTextureFragment);
142
143   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_VERTEX_COLOR,
144                              (SHADER_DEF_USE_BONES SHADER_DEF_USE_COLOR), // Vertex shader defs
145                              SHADER_DEF_USE_COLOR,                        // Fragment shader defs
146                              MeshColorNoTextureVertex, MeshColorNoTextureFragment);
147
148   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_VERTEX_COLOR,
149                              SHADER_DEF_USE_COLOR,  // Vertex shader defs
150                              SHADER_DEF_USE_COLOR,  // Fragment shader defs
151                              MeshColorNoTextureVertex, MeshColorNoTextureFragment);
152
153   // Textured meshes
154   mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_DEFAULT,
155                               "",                      // Vertex shader defs
156                               SHADER_DEF_USE_LIGHTING, // fragment shader defs
157                               MeshVertex, MeshFragment );
158
159
160   mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_EVENLY_LIT,
161                              "",                      // Vertex shader defs
162                              "",                      // Fragment shader defs
163                              MeshVertex, MeshFragment);
164
165   mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_LIT,
166                              SHADER_DEF_USE_BONES,    // Vertex shader defs
167                              SHADER_DEF_USE_LIGHTING, // Fragment shader defs
168                              MeshVertex, MeshFragment);
169
170   mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
171                              SHADER_DEF_USE_BONES, // Vertex shader defs
172                              "",                   // Fragment shader defs
173                              MeshVertex, MeshFragment);
174 }
175
176 void ShaderFactory::LoadTextSubtypeShaders(ShaderEffectPtr shaderEffect)
177 {
178   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT,
179                              SHADER_DEF_USE_GRADIENT,
180                              SHADER_DEF_USE_GRADIENT,
181                              DistanceFieldFontVertex, DistanceFieldFontFragment);
182
183   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_GLOW, DistanceFieldFontGlowVertex, DistanceFieldFontGlowFragment);
184
185   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_SHADOW, DistanceFieldFontShadowVertex, DistanceFieldFontShadowFragment);
186
187   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE, DistanceFieldFontOutlineVertex, DistanceFieldFontOutlineFragment);
188
189   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE_GLOW, DistanceFieldFontOutlineGlowVertex, DistanceFieldFontOutlineGlowFragment);
190 }
191
192
193 size_t ShaderFactory::HashShaderSource(const std::string& vertexSource, const std::string& fragmentSource) const
194 {
195   std::string source = vertexSource + fragmentSource;
196
197   // remove all white spaces, tabs and new lines
198   source.erase(std::remove(source.begin(), source.end(), ' '), source.end());
199   source.erase(std::remove(source.begin(), source.end(), '\n'), source.end());
200   source.erase(std::remove(source.begin(), source.end(), '\t'), source.end());
201
202   return boost::hash_value( source );
203 }
204
205 } // namespace Internal
206
207 } // namespace Dali