Added image renderer clip space culling
[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, ShaderEffect::FIXED );
117
118   mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXT, SHADER_DEFAULT, DistanceFieldFontVertex, DistanceFieldFontFragment, ShaderEffect::FIXED );
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                               ShaderEffect::FIXED );
128
129   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_EVENLY_LIT,
130                              "", // Vertex shader defs
131                              "", // fragment shader defs
132                              MeshColorNoTextureVertex, MeshColorNoTextureFragment,
133                              ShaderEffect::FIXED );
134
135   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_LIT,
136                              SHADER_DEF_USE_BONES,    // vertex shader defs
137                              SHADER_DEF_USE_LIGHTING, // fragment shader defs
138                              MeshColorNoTextureVertex, MeshColorNoTextureFragment,
139                              ShaderEffect::FLEXIBLE);
140
141   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
142                              SHADER_DEF_USE_BONES, // Vertex shader defs
143                              "",                   // Fragment shader defs
144                              MeshColorNoTextureVertex, MeshColorNoTextureFragment,
145                              ShaderEffect::FLEXIBLE);
146
147   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_RIGGED_AND_VERTEX_COLOR,
148                              (SHADER_DEF_USE_BONES SHADER_DEF_USE_COLOR), // Vertex shader defs
149                              SHADER_DEF_USE_COLOR,                        // Fragment shader defs
150                              MeshColorNoTextureVertex, MeshColorNoTextureFragment,
151                              ShaderEffect::FLEXIBLE);
152
153   mDefaultShader->SetProgram(GEOMETRY_TYPE_MESH, SHADER_VERTEX_COLOR,
154                              SHADER_DEF_USE_COLOR,  // Vertex shader defs
155                              SHADER_DEF_USE_COLOR,  // Fragment shader defs
156                              MeshColorNoTextureVertex, MeshColorNoTextureFragment,
157                              ShaderEffect::FIXED);
158
159   // Textured meshes
160   mDefaultShader->SetProgram( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_DEFAULT,
161                               "",                      // Vertex shader defs
162                               SHADER_DEF_USE_LIGHTING, // fragment shader defs
163                               MeshVertex, MeshFragment,
164                               ShaderEffect::FIXED);
165
166
167   mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_EVENLY_LIT,
168                              "",                      // Vertex shader defs
169                              "",                      // Fragment shader defs
170                              MeshVertex, MeshFragment,
171                              ShaderEffect::FIXED);
172
173   mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_LIT,
174                              SHADER_DEF_USE_BONES,    // Vertex shader defs
175                              SHADER_DEF_USE_LIGHTING, // Fragment shader defs
176                              MeshVertex, MeshFragment,
177                              ShaderEffect::FLEXIBLE);
178
179   mDefaultShader->SetProgram(GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
180                              SHADER_DEF_USE_BONES, // Vertex shader defs
181                              "",                   // Fragment shader defs
182                              MeshVertex, MeshFragment,
183                              ShaderEffect::FLEXIBLE);
184 }
185
186 void ShaderFactory::LoadTextSubtypeShaders(ShaderEffectPtr shaderEffect)
187 {
188   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT,
189                              SHADER_DEF_USE_GRADIENT,
190                              SHADER_DEF_USE_GRADIENT,
191                              DistanceFieldFontVertex, DistanceFieldFontFragment);
192
193   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_GLOW, DistanceFieldFontGlowVertex, DistanceFieldFontGlowFragment, ShaderEffect::FIXED);
194
195   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_SHADOW, DistanceFieldFontShadowVertex, DistanceFieldFontShadowFragment, ShaderEffect::FIXED);
196
197   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE, DistanceFieldFontOutlineVertex, DistanceFieldFontOutlineFragment, ShaderEffect::FIXED);
198
199   shaderEffect->SetProgram(GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE_GLOW, DistanceFieldFontOutlineGlowVertex, DistanceFieldFontOutlineGlowFragment, ShaderEffect::FIXED);
200 }
201
202
203 size_t ShaderFactory::HashShaderSource(const std::string& vertexSource, const std::string& fragmentSource) const
204 {
205   std::string source = vertexSource + fragmentSource;
206
207   // remove all white spaces, tabs and new lines
208   source.erase(std::remove(source.begin(), source.end(), ' '), source.end());
209   source.erase(std::remove(source.begin(), source.end(), '\n'), source.end());
210   source.erase(std::remove(source.begin(), source.end(), '\t'), source.end());
211
212   return boost::hash_value( source );
213 }
214
215 } // namespace Internal
216
217 } // namespace Dali