--- /dev/null
+#ifndef GRAPHICS_BUILTIN_SHADER_EXTERN_GEN_H
+#define GRAPHICS_BUILTIN_SHADER_EXTERN_GEN_H
+#include <cstdint>
+#include <vector>
+#include <string>
+
+extern std::vector<uint32_t> SHADER_BASIC_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_BASIC_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_BORDER_VISUAL_ANTI_ALIASING_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_BORDER_VISUAL_ANTI_ALIASING_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_BORDER_VISUAL_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_BORDER_VISUAL_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_COLOR_VISUAL_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_COLOR_VISUAL_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_EXPERIMENTAL_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_IMAGE_VISUAL_ATLAS_CLAMP_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_IMAGE_VISUAL_ATLAS_VARIOUS_WRAP_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_IMAGE_VISUAL_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_IMAGE_VISUAL_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_MESH_VISUAL_NORMAL_MAP_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_MESH_VISUAL_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_MESH_VISUAL_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_MESH_VISUAL_SIMPLE_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_MESH_VISUAL_SIMPLE_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_NPATCH_VISUAL_3X3_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_NPATCH_VISUAL_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_NPATCH_VISUAL_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_TEXT_VISUAL_MULTI_COLOR_TEXT_WITH_STYLE_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_TEXT_VISUAL_SHADER_VERT;
+extern std::vector<uint32_t> SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_EMOJI_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_STYLE_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_WIREFRAME_VISUAL_SHADER_FRAG;
+extern std::vector<uint32_t> SHADER_WIREFRAME_VISUAL_SHADER_VERT;
+
+extern "C"
+{
+std::vector<uint32_t> GraphicsGetBuiltinShader( const std::string& tag );
+}
+
+#endif // GRAPHICS_BUILTIN_SHADER_EXTERN_GEN_H
#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
+#include <dali/devel-api/rendering/shader-devel.h>
#include <dali/integration-api/debug.h>
// INTERNAL HEADERS
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-url.h>
+#include <dali-toolkit/devel-api/graphics/builtin-shader-extern-gen.h>
+
namespace Dali
{
}
else
{
- shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader,
- mImpl->mCustomShader->mFragmentShader.empty() ? FRAGMENT_SHADER_NO_ATLAS : mImpl->mCustomShader->mFragmentShader,
- mImpl->mCustomShader->mHints );
+ //shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? VERTEX_SHADER : mImpl->mCustomShader->mVertexShader,
+ // mImpl->mCustomShader->mFragmentShader.empty() ? FRAGMENT_SHADER_NO_ATLAS : mImpl->mCustomShader->mFragmentShader,
+ // mImpl->mCustomShader->mHints );
+ shader = DevelShader::New<uint32_t>(
+ GraphicsGetBuiltinShader( "SHADER_IMAGE_VISUAL_SHADER_VERT"),
+ GraphicsGetBuiltinShader( "SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG" ),
+ DevelShader::ShaderLanguage::SPIRV_1_0, Property::Map() );
if( mImpl->mCustomShader->mVertexShader.empty() )
{
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
shader = factoryCache.GetShader( VisualFactoryCache::IMAGE_SHADER );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader = DevelShader::New<uint32_t>(
+ GraphicsGetBuiltinShader( "SHADER_IMAGE_VISUAL_SHADER_VERT" ),
+ GraphicsGetBuiltinShader( "SHADER_IMAGE_VISUAL_NO_ATLAS_SHADER_FRAG" ),
+ DevelShader::ShaderLanguage::SPIRV_1_0, Property::Map() );
+
+ //shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
}
// CLASS HEADER
#include <dali-toolkit/internal/visuals/text/text-visual.h>
+// @todo: using generated file in the dali-core!!!!
+#include <dali-toolkit/devel-api/graphics/builtin-shader-extern-gen.h>
+#include <dali/devel-api/rendering/shader-devel.h>
+
// EXTERNAL INCLUDES
#include <dali/public-api/animation/constraints.h>
#include <dali/devel-api/text-abstraction/text-abstraction-definitions.h>
gl_Position = vertexPosition;\n
}\n
);
-
+#if 0
const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
gl_FragColor = uTextColorAnimatable * textTexture * uColor * visualMixColor();
}\n
);
-
+#endif
const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
gl_FragColor = ( textTexture + styleTexture * ( 1.0 - textTexture.a ) ) * uColor * visualMixColor();\n
}\n
);
-
+/*
const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
gl_FragColor = textTexture * uColor * visualMixColor();\n
}\n
);
-
+*/
const char* FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_STYLE_AND_EMOJI = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT );
+ //shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT );
+ shader = DevelShader::New(
+ GraphicsGetBuiltinShader( "SHADER_TEXT_VISUAL_SHADER_VERT" ),
+ GraphicsGetBuiltinShader( "SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_SHADER_FRAG" ),
+ DevelShader::ShaderLanguage::SPIRV_1_0,
+ Property::Map()
+ );
+
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT, shader );
}
shader = factoryCache.GetShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
if( !shader )
{
- shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
+ //shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI );
+
+
+ shader = DevelShader::New(
+ GraphicsGetBuiltinShader( "SHADER_TEXT_VISUAL_SHADER_VERT" ),
+ GraphicsGetBuiltinShader( "SHADER_TEXT_VISUAL_SINGLE_COLOR_TEXT_WITH_EMOJI_SHADER_FRAG" ),
+ DevelShader::ShaderLanguage::SPIRV_1_0,
+ Property::Map()
+ );
shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER_SINGLE_COLOR_TEXT_WITH_EMOJI, shader );
}