2 * Copyright (c) 2022 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-scene3d/public-api/loader/shader-definition-factory.h"
19 #include "dali-scene3d/internal/loader/hash.h"
20 #include "dali-scene3d/public-api/loader/blend-shape-details.h"
21 #include "dali-scene3d/public-api/loader/node-definition.h"
22 #include "dali/devel-api/common/map-wrapper.h"
32 struct ResourceReceiver : IResourceReceiver
34 const ResourceBundle& mResources;
35 const MeshDefinition* mMeshDef = nullptr;
36 const MaterialDefinition* mMaterialDef = nullptr;
38 ResourceReceiver(const ResourceBundle& resources)
39 : mResources(resources)
43 void Register(ResourceType::Value type, Index id) override
47 case ResourceType::Mesh:
48 mMeshDef = &mResources.mMeshes[id].first;
51 case ResourceType::Material:
52 mMaterialDef = &mResources.mMaterials[id].first;
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 MaterialDefinition& materialDef, const MeshDefinition& meshDef)
75 const bool hasTransparency = MaskMatch(materialDef.mFlags, MaterialDefinition::TRANSPARENCY);
76 hash.Add(hasTransparency);
79 materialDef.CheckTextures(MaterialDefinition::ALBEDO) ||
80 materialDef.CheckTextures(MaterialDefinition::METALLIC | MaterialDefinition::ROUGHNESS) ||
81 materialDef.CheckTextures(MaterialDefinition::NORMAL))
86 if(materialDef.GetAlphaCutoff() > 0.f)
88 hash.Add("ALPH" /*A_TEST*/);
91 if(MaskMatch(materialDef.mFlags, MaterialDefinition::SUBSURFACE))
96 if(MaskMatch(materialDef.mFlags, MaterialDefinition::OCCLUSION))
98 hash.Add("OCCL" /*USION*/);
101 if(MaskMatch(materialDef.mFlags, MaterialDefinition::EMISSIVE))
103 hash.Add("EMIS" /*SIVE*/);
106 if(MaskMatch(materialDef.mFlags, MaterialDefinition::GLTF_CHANNELS))
108 hash.Add("GLTF" /*_CHANNELS*/);
111 if(meshDef.IsSkinned())
113 hash.Add("SKIN" /*NING*/);
116 if(MaskMatch(meshDef.mFlags, MeshDefinition::FLIP_UVS_VERTICAL))
118 hash.Add("FLIP" /*_V*/);
121 if(meshDef.HasBlendShapes())
123 bool hasPositions = false;
124 bool hasNormals = false;
125 bool hasTangents = false;
126 RetrieveBlendShapeComponents(meshDef.mBlendShapes, hasPositions, hasNormals, hasTangents);
129 hash.Add("MORPHPOS");
134 hash.Add("MORPHNOR");
139 hash.Add("MORPHTAN");
142 if(hasPositions || hasNormals || hasTangents)
146 if(BlendShapes::Version::VERSION_2_0 == meshDef.mBlendShapeVersion)
157 struct ShaderDefinitionFactory::Impl
159 ResourceBundle* mResources; // no ownership
160 std::map<uint64_t, Index> mShaderMap;
163 ShaderDefinitionFactory::ShaderDefinitionFactory()
168 ShaderDefinitionFactory::~ShaderDefinitionFactory() = default;
170 void ShaderDefinitionFactory::SetResources(ResourceBundle& resources)
172 mImpl->mResources = &resources;
173 mImpl->mShaderMap.clear();
176 Index ShaderDefinitionFactory::ProduceShader(NodeDefinition::Renderable& renderable)
178 auto& resources = *mImpl->mResources;
180 ResourceReceiver receiver{resources};
181 renderable.RegisterResources(receiver);
183 if(!(receiver.mMeshDef && receiver.mMaterialDef))
185 renderable.mShaderIdx = INVALID_INDEX;
186 return INVALID_INDEX;
189 auto& shaderMap = mImpl->mShaderMap;
190 uint64_t hash = HashNode(*receiver.mMaterialDef, *receiver.mMeshDef);
191 auto iFind = shaderMap.find(hash);
192 if(iFind != shaderMap.end())
194 renderable.mShaderIdx = iFind->second;
198 ShaderDefinition shaderDef;
199 shaderDef.mUseBuiltInShader = true;
200 shaderDef.mRendererState = RendererState::DEPTH_TEST | RendererState::DEPTH_WRITE;
202 auto& materialDef = *receiver.mMaterialDef;
203 if(!materialDef.mDoubleSided)
205 shaderDef.mRendererState |= RendererState::CULL_BACK;
208 const bool hasTransparency = MaskMatch(materialDef.mFlags, MaterialDefinition::TRANSPARENCY);
211 // TODO: this requires more granularity
212 shaderDef.mRendererState = (shaderDef.mRendererState | RendererState::ALPHA_BLEND) & ~RendererState::DEPTH_WRITE;
215 if(hasTransparency ||
216 !materialDef.CheckTextures(MaterialDefinition::ALBEDO | MaterialDefinition::METALLIC) ||
217 !materialDef.CheckTextures(MaterialDefinition::NORMAL | MaterialDefinition::ROUGHNESS))
220 shaderDef.mDefines.push_back("THREE_TEX");
222 // For the glTF, each of basecolor, metallic_roughness, normal texture is not essential.
223 if(MaskMatch(materialDef.mFlags, MaterialDefinition::ALBEDO))
225 shaderDef.mDefines.push_back("BASECOLOR_TEX");
228 if(materialDef.CheckTextures(MaterialDefinition::METALLIC | MaterialDefinition::ROUGHNESS))
230 shaderDef.mDefines.push_back("METALLIC_ROUGHNESS_TEX");
233 if(MaskMatch(materialDef.mFlags, MaterialDefinition::NORMAL))
235 shaderDef.mDefines.push_back("NORMAL_TEX");
239 if(materialDef.GetAlphaCutoff() > 0.f)
241 shaderDef.mDefines.push_back("ALPHA_TEST");
244 if(MaskMatch(materialDef.mFlags, MaterialDefinition::SUBSURFACE))
246 shaderDef.mDefines.push_back("SSS");
249 if(MaskMatch(materialDef.mFlags, MaterialDefinition::OCCLUSION))
251 shaderDef.mDefines.push_back("OCCLUSION");
254 if(MaskMatch(materialDef.mFlags, MaterialDefinition::EMISSIVE))
256 shaderDef.mDefines.push_back("EMISSIVE");
259 if(MaskMatch(materialDef.mFlags, MaterialDefinition::GLTF_CHANNELS))
261 shaderDef.mDefines.push_back("GLTF_CHANNELS");
264 const auto& meshDef = *receiver.mMeshDef;
265 if(meshDef.IsSkinned())
267 shaderDef.mDefines.push_back("SKINNING");
270 if(MaskMatch(meshDef.mFlags, MeshDefinition::FLIP_UVS_VERTICAL))
272 shaderDef.mDefines.push_back("FLIP_V");
275 if(meshDef.HasBlendShapes())
277 bool hasPositions = false;
278 bool hasNormals = false;
279 bool hasTangents = false;
280 RetrieveBlendShapeComponents(meshDef.mBlendShapes, hasPositions, hasNormals, hasTangents);
284 shaderDef.mDefines.push_back("MORPH_POSITION");
289 shaderDef.mDefines.push_back("MORPH_NORMAL");
294 shaderDef.mDefines.push_back("MORPH_TANGENT");
297 if(hasPositions || hasNormals || hasTangents)
299 shaderDef.mDefines.push_back("MORPH");
301 if(BlendShapes::Version::VERSION_2_0 == meshDef.mBlendShapeVersion)
303 shaderDef.mDefines.push_back("MORPH_VERSION_2_0");
308 if(meshDef.mTangentType == Property::VECTOR4)
310 shaderDef.mDefines.push_back("VEC4_TANGENT");
313 shaderDef.mUniforms["uMaxLOD"] = 6.f;
314 shaderDef.mUniforms["uCubeMatrix"] = Matrix::IDENTITY;
316 Index result = resources.mShaders.size();
317 shaderMap[hash] = result;
319 resources.mShaders.emplace_back(std::move(shaderDef), Shader());
321 renderable.mShaderIdx = result;
324 return renderable.mShaderIdx;
327 } // namespace Loader
328 } // namespace Scene3D