Move glyphy shaders into separate files
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / rendering / vector-based / glyphy-shader / glyphy-shader.cpp
index 4be2524..6ff571a 100644 (file)
 #include <sstream>
 
 // INTERNAL INCLUDES
 #include <sstream>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/internal/text/rendering/vector-based/glyphy-shader/glyphy-common-glsl.h>
-#include <dali-toolkit/internal/text/rendering/vector-based/glyphy-shader/glyphy-sdf-glsl.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
 
 using namespace Dali;
 
 
 using namespace Dali;
 
-namespace
-{
-const char* const ENABLE_EXTENSION_PREFIX =
-  "#extension GL_OES_standard_derivatives : enable\n"
-  "precision highp float;\n"
-  "precision highp int;\n";
-
-const char* const VERTEX_SHADER_MAIN =
-  "uniform   mediump mat4    uProjection;\n"
-  "uniform   mediump mat4    uModelView;\n"
-  "uniform   mediump mat4    uMvpMatrix;\n"
-  "uniform           bool    uTextureMapped;\n"
-  "uniform   mediump vec4    uCustomTextureCoords;\n"
-  "attribute highp   vec2    aTexCoord;\n"
-  "varying   mediump vec2    vTexCoord;\n"
-  "uniform   mat3            uModelViewIT;\n"
-  "attribute mediump vec3    aNormal;\n"
-  "varying   mediump vec3    vNormal;\n"
-  "attribute mediump vec2    aPosition;\n"
-  "varying   mediump vec4    vVertex;\n"
-  "attribute mediump vec4    aColor;\n"
-  "varying   mediump vec4    vColor;\n"
-  "varying vec4 v_glyph;\n"
-  "\n"
-  "vec4\n"
-  "glyph_vertex_transcode (vec2 v)\n"
-  "{\n"
-  "  ivec2 g = ivec2 (v);\n"
-  "  ivec2 corner = ivec2 (mod (v, 2.));\n"
-  "  g /= 2;\n"
-  "  ivec2 nominal_size = ivec2 (mod (vec2(g), 64.));\n"
-  "  return vec4 (corner * nominal_size, g * 4);\n"
-  "}\n"
-  "\n"
-  "void\n"
-  "main()\n"
-  "{\n"
-  "  gl_Position = uMvpMatrix * vec4 (aPosition, 0.0, 1.0);\n"
-  "  v_glyph = glyph_vertex_transcode (aTexCoord);\n"
-  "  vColor = aColor;\n"
-  "}\n";
-
-const char* const FRAGMENT_SHADER_PREFIX =
-  "struct Material\n"
-  "{\n"
-  "  mediump float mOpacity;\n"
-  "  mediump float mShininess;\n"
-  "  lowp    vec4  mAmbient;\n"
-  "  lowp    vec4  mDiffuse;\n"
-  "  lowp    vec4  mSpecular;\n"
-  "  lowp    vec4  mEmissive;\n"
-  "};\n"
-  "uniform sampler2D     sTexture;\n"
-  "uniform sampler2D     sOpacityTexture;\n"
-  "uniform sampler2D     sNormalMapTexture;\n"
-  "uniform sampler2D     sEffect;\n"
-  "varying mediump vec2 vTexCoord;\n"
-  "uniform Material      uMaterial;\n"
-  "uniform lowp  vec4    uColor;\n"
-  "varying highp vec4    vVertex;\n"
-  "varying highp vec3    vNormal;\n"
-  "varying mediump vec4  vColor;\n"
-  "uniform vec4 u_atlas_info;\n"
-  "\n"
-  "#define GLYPHY_TEXTURE1D_EXTRA_DECLS , sampler2D _tex, ivec4 _atlas_info, ivec2 _atlas_pos\n"
-  "#define GLYPHY_TEXTURE1D_EXTRA_ARGS , _tex, _atlas_info, _atlas_pos\n"
-  "#define GLYPHY_DEMO_EXTRA_ARGS , sTexture, uu_atlas_info, gi.atlas_pos\n"
-  "\n"
-  "vec4\n"
-  "glyphy_texture1D_func (int offset GLYPHY_TEXTURE1D_EXTRA_DECLS)\n"
-  "{\n"
-  "  ivec2 item_geom = _atlas_info.zw;\n"
-  "  vec2 pos = (vec2 (_atlas_pos.xy * item_geom +\n"
-  "                    ivec2 (mod (float (offset), float (item_geom.x)), offset / item_geom.x)) +\n"
-  "             + vec2 (.5, .5)) / vec2(_atlas_info.xy);\n"
-  "  return texture2D (_tex, pos);\n"
-  "}\n";
-
-static const char* FRAGMENT_SHADER_MAIN =
-  "uniform float u_contrast;\n"
-  "uniform float u_gamma_adjust;\n"
-  "uniform float u_outline_thickness;\n"
-  "uniform float u_outline;\n"
-  "uniform float u_boldness;\n"
-  "\n"
-  "varying vec4 v_glyph;\n"
-  "\n"
-  "\n"
-  "#define SQRT2_2 0.70711 /* 1 / sqrt(2.) */\n"
-  "#define SQRT2   1.41421\n"
-  "\n"
-  "struct glyph_info_t {\n"
-  "  ivec2 nominal_size;\n"
-  "  ivec2 atlas_pos;\n"
-  "};\n"
-  "\n"
-  "glyph_info_t\n"
-  "glyph_info_decode (vec4 v)\n"
-  "{\n"
-  "  glyph_info_t gi;\n"
-  "  gi.nominal_size = (ivec2 (mod (v.zw, 256.)) + 2) / 4;\n"
-  "  gi.atlas_pos = ivec2 (v_glyph.zw) / 256;\n"
-  "  return gi;\n"
-  "}\n"
-  "\n"
-  "\n"
-  "float\n"
-  "antialias (float d)\n"
-  "{\n"
-  "  return smoothstep (-.75, +.75, d);\n"
-  "}\n"
-  "\n"
-  "vec4\n"
-  "source_over (const vec4 src, const vec4 dst)\n"
-  "{\n"
-  "  // http://dev.w3.org/fxtf/compositing-1/#porterduffcompositingoperators_srcover\n"
-  "  float alpha = src.a + (dst.a * (1. - src.a));\n"
-  "  return vec4 (((src.rgb * src.a) + (dst.rgb * dst.a * (1. - src.a))) / alpha, alpha);\n"
-  "}\n"
-  "\n"
-  "void\n"
-  "main()\n"
-  "{\n"
-  "  vec2 p = v_glyph.xy;\n"
-  "  glyph_info_t gi = glyph_info_decode (v_glyph);\n"
-  "\n"
-  "  /* isotropic antialiasing */\n"
-  "  vec2 dpdx = dFdx (p);\n"
-  "  vec2 dpdy = dFdy (p);\n"
-  "  float m = length (vec2 (length (dpdx), length (dpdy))) * SQRT2_2;\n"
-  "\n"
-  "  vec4 color = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a );\n"
-  "\n"
-  "  ivec4 uu_atlas_info = ivec4( u_atlas_info );"
-  "  float gsdist = glyphy_sdf (p, gi.nominal_size GLYPHY_DEMO_EXTRA_ARGS);\n"
-  "  float sdist = gsdist / m * u_contrast;\n"
-  "\n"
-  "    sdist -= u_boldness * 10.;\n"
-  "    if ( glyphy_iszero( u_outline ) )\n"
-  "      sdist = abs (sdist) - u_outline_thickness * .5;\n"
-  "    if (sdist > 1.)\n"
-  "      discard;\n"
-  "    float alpha = antialias (-sdist);\n"
-  "    if (u_gamma_adjust != 1.)\n"
-  "      alpha = pow (alpha, 1./u_gamma_adjust);\n"
-  "    color = vec4 (color.rgb,color.a * alpha);\n"
-  "\n"
-  "  gl_FragColor = color;\n"
-  "}\n";
-
-} // namespace
-
 namespace Dali
 {
 namespace Toolkit
 namespace Dali
 {
 namespace Toolkit
@@ -203,14 +50,14 @@ GlyphyShader GlyphyShader::New(const Dali::Vector4& atlasInfo)
   std::ostringstream vertexShaderStringStream;
   std::ostringstream fragmentShaderStringStream;
 
   std::ostringstream vertexShaderStringStream;
   std::ostringstream fragmentShaderStringStream;
 
-  vertexShaderStringStream << ENABLE_EXTENSION_PREFIX << VERTEX_SHADER_MAIN;
+  vertexShaderStringStream << SHADER_GLYPHY_SHADER_EXTENTION_PREFIX_DEF.data() << SHADER_GLYPHY_SHADER_MAIN_VERT.data();
 
 
-  fragmentShaderStringStream << ENABLE_EXTENSION_PREFIX
-                             << FRAGMENT_SHADER_PREFIX
-                             << glyphy_common_glsl
+  fragmentShaderStringStream << SHADER_GLYPHY_SHADER_EXTENTION_PREFIX_DEF.data()
+                             << SHADER_GLYPHY_SHADER_FRAGMENT_PREFIX_FRAG.data()
+                             << SHADER_GLYPHY_COMMON_GLSL_SHADER_DEF.data()
                              << "#define GLYPHY_SDF_PSEUDO_DISTANCE 1\n"
                              << "#define GLYPHY_SDF_PSEUDO_DISTANCE 1\n"
-                             << glyphy_sdf_glsl
-                             << FRAGMENT_SHADER_MAIN;
+                             << SHADER_GLYPHY_SDF_GLSL_SHADER_DEF.data()
+                             << SHADER_GLYPHY_SHADER_MAIN_FRAG.data();
 
   Shader shaderEffectCustom = Shader::New(vertexShaderStringStream.str(),
                                           fragmentShaderStringStream.str(),
 
   Shader shaderEffectCustom = Shader::New(vertexShaderStringStream.str(),
                                           fragmentShaderStringStream.str(),