2 * Copyright (c) 2021 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.
17 #include "dali-scene-loader/public-api/shader-definition-factory.h"
19 #include "dali-scene-loader/internal/hash.h"
20 #include "dali-scene-loader/public-api/blend-shape-details.h"
21 #include "dali-scene-loader/public-api/node-definition.h"
22 #include "dali/devel-api/common/map-wrapper.h"
30 struct ResourceReceiver : IResourceReceiver
32 const ResourceBundle& mResources;
33 const MeshDefinition* mMeshDef = nullptr;
34 const MaterialDefinition* mMaterialDef = nullptr;
36 ResourceReceiver(const ResourceBundle& resources)
37 : mResources(resources)
41 void Register(ResourceType::Value type, Index id) override
45 case ResourceType::Mesh:
46 mMeshDef = &mResources.mMeshes[id].first;
49 case ResourceType::Material:
50 mMaterialDef = &mResources.mMaterials[id].first;
59 const std::string PBR_SHADER_NAME = "dli_pbr";
61 void RetrieveBlendShapeComponents(const std::vector<MeshDefinition::BlendShape>& blendShapes, bool& hasPositions, bool& hasNormals, bool& hasTangents)
63 for(const auto& blendShape : blendShapes)
65 hasPositions = hasPositions || blendShape.deltas.IsDefined();
66 hasNormals = hasNormals || blendShape.normals.IsDefined();
67 hasTangents = hasTangents || blendShape.tangents.IsDefined();
71 uint64_t HashNode(const NodeDefinition& nodeDef, const MaterialDefinition& materialDef, const MeshDefinition& meshDef)
75 // note: could be per vertex / fragment component - in WatchViewer, these have the same name.
76 hash.Add(PBR_SHADER_NAME);
78 const bool hasTransparency = MaskMatch(materialDef.mFlags, MaterialDefinition::TRANSPARENCY);
79 hash.Add(hasTransparency);
82 materialDef.CheckTextures(MaterialDefinition::ALBEDO) ||
83 materialDef.CheckTextures(MaterialDefinition::METALLIC | MaterialDefinition::ROUGHNESS) ||
84 materialDef.CheckTextures(MaterialDefinition::NORMAL))
89 if(materialDef.GetAlphaCutoff() > 0.f)
91 hash.Add("ALPH" /*A_TEST*/);
94 if(MaskMatch(materialDef.mFlags, MaterialDefinition::SUBSURFACE))
99 if(MaskMatch(materialDef.mFlags, MaterialDefinition::GLTF_CHANNELS))
101 hash.Add("GLTF" /*_CHANNELS*/);
104 if(meshDef.IsSkinned())
106 hash.Add("SKIN" /*NING*/);
109 if(MaskMatch(meshDef.mFlags, MeshDefinition::FLIP_UVS_VERTICAL))
111 hash.Add("FLIP" /*_V*/);
114 if(meshDef.HasBlendShapes())
116 bool hasPositions = false;
117 bool hasNormals = false;
118 bool hasTangents = false;
119 RetrieveBlendShapeComponents(meshDef.mBlendShapes, hasPositions, hasNormals, hasTangents);
122 hash.Add("MORPHPOS");
127 hash.Add("MORPHNOR");
132 hash.Add("MORPHTAN");
135 if(hasPositions || hasNormals || hasTangents)
139 if(BlendShapes::Version::VERSION_2_0 == meshDef.mBlendShapeVersion)
150 struct ShaderDefinitionFactory::Impl
152 ResourceBundle* mResources; // no ownership
153 std::map<uint64_t, Index> mShaderMap;
156 ShaderDefinitionFactory::ShaderDefinitionFactory()
161 ShaderDefinitionFactory::~ShaderDefinitionFactory() = default;
163 void ShaderDefinitionFactory::SetResources(ResourceBundle& resources)
165 mImpl->mResources = &resources;
166 mImpl->mShaderMap.clear();
169 Index ShaderDefinitionFactory::ProduceShader(const NodeDefinition& nodeDef)
171 DALI_ASSERT_DEBUG(nodeDef.mRenderable);
173 auto& resources = *mImpl->mResources;
174 ResourceReceiver receiver{resources};
175 nodeDef.mRenderable->RegisterResources(receiver);
176 if(!(receiver.mMeshDef && receiver.mMaterialDef))
178 return INVALID_INDEX;
181 auto& shaderMap = mImpl->mShaderMap;
182 uint64_t hash = HashNode(nodeDef, *receiver.mMaterialDef, *receiver.mMeshDef);
183 auto iFind = shaderMap.find(hash);
184 if(iFind != shaderMap.end())
186 return iFind->second;
189 ShaderDefinition shaderDef;
190 shaderDef.mVertexShaderPath = PBR_SHADER_NAME + ".vsh";
191 shaderDef.mFragmentShaderPath = PBR_SHADER_NAME + ".fsh";
192 shaderDef.mRendererState = RendererState::DEPTH_TEST | RendererState::DEPTH_WRITE | RendererState::CULL_BACK;
194 auto& materialDef = *receiver.mMaterialDef;
195 const bool hasTransparency = MaskMatch(materialDef.mFlags, MaterialDefinition::TRANSPARENCY);
198 // TODO: this requires more granularity
199 shaderDef.mRendererState = (shaderDef.mRendererState | RendererState::ALPHA_BLEND) & ~RendererState::DEPTH_WRITE;
202 if(hasTransparency ||
203 materialDef.CheckTextures(MaterialDefinition::ALBEDO) ||
204 materialDef.CheckTextures(MaterialDefinition::METALLIC | MaterialDefinition::ROUGHNESS) ||
205 materialDef.CheckTextures(MaterialDefinition::NORMAL))
207 shaderDef.mDefines.push_back("THREE_TEX");
210 if(materialDef.GetAlphaCutoff() > 0.f)
212 shaderDef.mDefines.push_back("ALPHA_TEST");
215 if(MaskMatch(materialDef.mFlags, MaterialDefinition::SUBSURFACE))
217 shaderDef.mDefines.push_back("SSS");
220 if(MaskMatch(receiver.mMaterialDef->mFlags, MaterialDefinition::GLTF_CHANNELS))
222 shaderDef.mDefines.push_back("GLTF_CHANNELS");
225 const auto& meshDef = *receiver.mMeshDef;
226 if(meshDef.IsSkinned())
228 shaderDef.mDefines.push_back("SKINNING");
231 if(MaskMatch(meshDef.mFlags, MeshDefinition::FLIP_UVS_VERTICAL))
233 shaderDef.mDefines.push_back("FLIP_V");
236 if(meshDef.HasBlendShapes())
238 bool hasPositions = false;
239 bool hasNormals = false;
240 bool hasTangents = false;
241 RetrieveBlendShapeComponents(meshDef.mBlendShapes, hasPositions, hasNormals, hasTangents);
245 shaderDef.mDefines.push_back("MORPH_POSITION");
250 shaderDef.mDefines.push_back("MORPH_NORMAL");
255 shaderDef.mDefines.push_back("MORPH_TANGENT");
258 if(hasPositions || hasNormals || hasTangents)
260 shaderDef.mDefines.push_back("MORPH");
262 if(BlendShapes::Version::VERSION_2_0 == meshDef.mBlendShapeVersion)
264 shaderDef.mDefines.push_back("MORPH_VERSION_2_0");
269 shaderDef.mUniforms["uMaxLOD"] = 6.f;
270 shaderDef.mUniforms["uCubeMatrix"] = Matrix::IDENTITY;
272 Index result = resources.mShaders.size();
273 shaderMap[hash] = result;
275 resources.mShaders.emplace_back(std::move(shaderDef), Shader());
280 } // namespace SceneLoader