-/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-// CLASS HEADER
-#include <dali-toolkit/internal/visuals/text-visual-shader-factory.h>
-
-// INTERNAL INCLUDES
-#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
-#include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali/integration-api/debug.h>
-
-namespace Dali
-{
-namespace Toolkit
-{
-namespace Internal
-{
-namespace
-{
-// enum of required list when we select shader
-enum class TextVisualRequireFlag : uint32_t
-{
- DEFAULT = 0,
- STYLES = 1 << 0,
- OVERLAY = 1 << 1,
- EMOJI = 1 << 2,
- MULTI_COLOR = 1 << 3,
-};
-
-const VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[] =
- {
- VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT,
- VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE,
- VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_OVERLAY,
- VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_OVERLAY,
- VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI,
- VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI,
- VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_OVERLAY_AND_EMOJI,
- VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_OVERLAY_AND_EMOJI,
- VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT,
- VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE,
- VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_OVERLAY,
- VisualFactoryCache::TEXT_SHADER_MULTI_COLOR_TEXT_WITH_STYLE_AND_OVERLAY,
-};
-
-static constexpr auto SHADER_TYPE_COUNT = 1u;
-const std::string_view VertexPredefines[SHADER_TYPE_COUNT]
-{
- "", // VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT
-};
-const std::string_view FragmentPredefines[SHADER_TYPE_COUNT]
-{
- "", // VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT
-};
-
-} // unnamed namespace
-
-namespace TextVisualShaderFeature
-{
-FeatureBuilder& FeatureBuilder::EnableMultiColor(bool enableMultiColor)
-{
- mTextMultiColor = enableMultiColor ? TextMultiColor::MULTI_COLOR_TEXT : TextMultiColor::SINGLE_COLOR_TEXT;
- return *this;
-}
-FeatureBuilder& FeatureBuilder::EnableEmoji(bool enableEmoji)
-{
- mTextEmoji = enableEmoji ? TextEmoji::HAS_EMOJI : TextEmoji::NO_EMOJI;
- return *this;
-}
-FeatureBuilder& FeatureBuilder::EnableStyle(bool enableStyle)
-{
- mTextStyle = enableStyle ? TextStyle::HAS_STYLES : TextStyle::NO_STYLES;
- return *this;
-}
-FeatureBuilder& FeatureBuilder::EnableOverlay(bool enableOverlay)
-{
- mTextOverlay = enableOverlay ? TextOverlay::HAS_OVERLAY : TextOverlay::NO_OVERLAY;
- return *this;
-}
-} // namespace TextVisualShaderFeature
-
-TextVisualShaderFactory::TextVisualShaderFactory()
-{
-}
-
-TextVisualShaderFactory::~TextVisualShaderFactory()
-{
-}
-
-Shader TextVisualShaderFactory::GetShader(VisualFactoryCache& factoryCache, const TextVisualShaderFeature::FeatureBuilder& featureBuilder)
-{
- Shader shader;
- uint32_t shaderTypeFlag = static_cast<uint32_t>(TextVisualRequireFlag::DEFAULT);
- VisualFactoryCache::ShaderType shaderType = VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT;
-
- const auto& multiColor = featureBuilder.mTextMultiColor;
- const auto& emoji = featureBuilder.mTextEmoji;
- const auto& style = featureBuilder.mTextStyle;
- const auto& overlay = featureBuilder.mTextOverlay;
-
- if(style == TextVisualShaderFeature::TextStyle::HAS_STYLES)
- {
- shaderTypeFlag |= static_cast<uint32_t>(TextVisualRequireFlag::STYLES);
- }
- if(overlay == TextVisualShaderFeature::TextOverlay::HAS_OVERLAY)
- {
- shaderTypeFlag |= static_cast<uint32_t>(TextVisualRequireFlag::OVERLAY);
- }
- // multi color can also render emoji. If multi color text, dont consider emoji
- if(multiColor != TextVisualShaderFeature::TextMultiColor::MULTI_COLOR_TEXT && emoji == TextVisualShaderFeature::TextEmoji::HAS_EMOJI)
- {
- shaderTypeFlag |= static_cast<uint32_t>(TextVisualRequireFlag::EMOJI);
- }
- if(multiColor == TextVisualShaderFeature::TextMultiColor::MULTI_COLOR_TEXT)
- {
- shaderTypeFlag |= static_cast<uint32_t>(TextVisualRequireFlag::MULTI_COLOR);
- }
-
- shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
- shader = factoryCache.GetShader(shaderType);
-
- if(!shader)
- {
- std::string vertexShaderPrefixList;
- std::string fragmentShaderPrefixList;
-
- if(style == TextVisualShaderFeature::TextStyle::HAS_STYLES)
- {
- fragmentShaderPrefixList += "#define IS_REQUIRED_STYLE\n";
- }
- if(overlay == TextVisualShaderFeature::TextOverlay::HAS_OVERLAY)
- {
- fragmentShaderPrefixList += "#define IS_REQUIRED_OVERLAY\n";
- }
- // multi color can also render emoji. If multi color text, dont consider emoji
- if(multiColor != TextVisualShaderFeature::TextMultiColor::MULTI_COLOR_TEXT && emoji == TextVisualShaderFeature::TextEmoji::HAS_EMOJI)
- {
- fragmentShaderPrefixList += "#define IS_REQUIRED_EMOJI\n";
- }
- if(multiColor == TextVisualShaderFeature::TextMultiColor::MULTI_COLOR_TEXT)
- {
- fragmentShaderPrefixList += "#define IS_REQUIRED_MULTI_COLOR\n";
- }
-
- std::string vertexShader = std::string(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_TEXT_VISUAL_SHADER_VERT.data());
- std::string fragmentShader = std::string(Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_TEXT_VISUAL_SHADER_FRAG.data());
-
- shader = Shader::New(vertexShader, fragmentShader);
- factoryCache.SaveShader(shaderType, shader);
- }
- return shader;
-}
-
-void TextVisualShaderFactory::GetPreCompiledShader(RawShaderData& shaders)
-{
- std::vector<std::string_view> vertexPrefix;
- std::vector<std::string_view> fragmentPrefix;
- int shaderCount = 0;
- for(uint32_t i=0; i< SHADER_TYPE_COUNT; ++i)
- {
- vertexPrefix.push_back(VertexPredefines[i]);
- fragmentPrefix.push_back(FragmentPredefines[i]);
- shaderCount++;
- }
-
- shaders.vertexPrefix= vertexPrefix;
- shaders.fragmentPrefix = fragmentPrefix;
- shaders.vertexShader = SHADER_TEXT_VISUAL_SHADER_VERT;
- shaders.fragmentShader = SHADER_TEXT_VISUAL_SHADER_FRAG;
- shaders.shaderCount = shaderCount;
-}
-
-} // namespace Internal
-
-} // namespace Toolkit
-
-} // namespace Dali