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>
24 #include <boost/functional/hash.hpp>
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>
33 // the generated shader strings
34 #include "dali-shaders.h"
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"
43 using namespace Dali::Integration;
51 ShaderFactory::ShaderFactory(ResourceClient& resourceClient)
52 : mResourceClient(resourceClient)
56 ShaderFactory::~ShaderFactory()
60 ResourceTicketPtr ShaderFactory::Load(const std::string& vertexSource, const std::string& fragmentSource, size_t& shaderHash)
62 ResourceTicketPtr ticket;
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";
71 ShaderResourceType resourceType(shaderHash, vertexSource, fragmentSource);
72 ResourceTypePath typePath(resourceType, filename);
74 // Search for a matching resource
75 ResourceTypePathIdIter iter = mResourceTypePathIdMap.end();
76 if ( !mResourceTypePathIdMap.empty() )
78 iter = mResourceTypePathIdMap.find( typePath );
81 if ( mResourceTypePathIdMap.end() != iter )
83 // The resource was previously requested
84 unsigned int resourceId = iter->second;
86 // The ticket may still be alive, request another copy
87 ticket = mResourceClient.RequestResourceTicket( resourceId );
89 // Clean-up the map of resource IDs, if the ticket has been discarded
92 mResourceTypePathIdMap.erase( iter );
96 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ShaderFactory::Load filename= %s already requested to Load\n", filename.c_str());
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());
106 mResourceTypePathIdMap.insert( ResourceTypePathIdPair( typePath, ticket->GetId() ) );
112 void ShaderFactory::LoadDefaultShaders()
114 mDefaultShader = ShaderEffect::New();
116 mDefaultShader->SetProgram( GEOMETRY_TYPE_IMAGE, SHADER_DEFAULT, FlatColorTextureVertex, FlatColorTextureFragment );
118 mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXT, SHADER_DEFAULT, DistanceFieldFontVertex, DistanceFieldFontFragment );
120 LoadTextSubtypeShaders(mDefaultShader); // TODO: Remove when applications no longer need these shaders
123 mDefaultShader->SetProgram( GEOMETRY_TYPE_MESH, SHADER_DEFAULT,
124 "", // Vertex shader defs
125 SHADER_DEF_USE_LIGHTING, // fragment shader defs
126 MeshColorNoTextureVertex, MeshColorNoTextureFragment );
128 mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_EVENLY_LIT,
129 "", // Vertex shader defs
130 "", // fragment shader defs
131 MeshColorNoTextureVertex, MeshColorNoTextureFragment);
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);
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);
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);
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);
154 mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_DEFAULT,
155 "", // Vertex shader defs
156 SHADER_DEF_USE_LIGHTING, // fragment shader defs
157 MeshVertex, MeshFragment );
160 mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_EVENLY_LIT,
161 "", // Vertex shader defs
162 "", // Fragment shader defs
163 MeshVertex, MeshFragment);
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);
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);
176 void ShaderFactory::LoadTextSubtypeShaders(ShaderEffectPtr shaderEffect)
178 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT,
179 SHADER_DEF_USE_GRADIENT,
180 SHADER_DEF_USE_GRADIENT,
181 DistanceFieldFontVertex, DistanceFieldFontFragment);
183 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_GLOW, DistanceFieldFontGlowVertex, DistanceFieldFontGlowFragment);
185 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_SHADOW, DistanceFieldFontShadowVertex, DistanceFieldFontShadowFragment);
187 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE, DistanceFieldFontOutlineVertex, DistanceFieldFontOutlineFragment);
189 shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE_GLOW, DistanceFieldFontOutlineGlowVertex, DistanceFieldFontOutlineGlowFragment);
193 size_t ShaderFactory::HashShaderSource(const std::string& vertexSource, const std::string& fragmentSource) const
195 std::string source = vertexSource + fragmentSource;
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());
202 return boost::hash_value( source );
205 } // namespace Internal