#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;
-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
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"
- << 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(),