2 * Copyright (c) 2014 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.
19 #include "bloom-view-impl.h"
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/animation/constraints.h>
26 #include <dali/public-api/common/stage.h>
27 #include <dali/public-api/object/type-registry.h>
28 #include <dali/devel-api/object/type-registry-helper.h>
29 #include <dali/public-api/render-tasks/render-task-list.h>
32 #include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
33 #include <dali-toolkit/devel-api/controls/bloom-view/bloom-view.h>
34 #include "../gaussian-blur-view/gaussian-blur-view-impl.h"
52 return Toolkit::BloomView::New();
55 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::BloomView, Toolkit::Control, Create )
56 DALI_TYPE_REGISTRATION_END()
59 const float BLOOM_THRESHOLD_DEFAULT = 0.25f;
60 const float BLOOM_BLUR_STRENGTH_DEFAULT = 1.0f;
61 const float BLOOM_INTENSITY_DEFAULT = 1.0f;
62 const float IMAGE_INTENSITY_DEFAULT = 1.0f;
63 const float BLOOM_SATURATION_DEFAULT = 1.0f;
64 const float IMAGE_SATURATION_DEFAULT = 1.0f;
67 const unsigned int BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
68 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
69 const Pixel::Format BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
70 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_FADE_IN = 1.0f; // default, fully blurred
71 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
72 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
74 const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
76 const char* const BLOOM_BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty";
77 const char* const BLOOM_THRESHOLD_PROPERTY_NAME = "uBloomThreshold";
78 const char* const RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME = "uRecipOneMinusBloomThreshold";
79 const char* const BLOOM_INTENSITY_PROPERTY_NAME = "uBloomIntensity";
80 const char* const BLOOM_SATURATION_PROPERTY_NAME = "uBloomSaturation";
81 const char* const IMAGE_INTENSITY_PROPERTY_NAME = "uImageIntensity";
82 const char* const IMAGE_SATURATION_PROPERTY_NAME = "uImageSaturation";
84 ///////////////////////////////////////////////////////
89 const char* const BLOOM_EXTRACT_FRAGMENT_SOURCE =
90 "uniform float uBloomThreshold;\n"
91 "uniform float uRecipOneMinusBloomThreshold;\n"
94 " mediump vec4 col;\n"
95 " col = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y));\n"
96 " col = (col - uBloomThreshold) * uRecipOneMinusBloomThreshold;\n" // remove intensities lower than the thresold and remap intensities above the threshold to [0..1]
97 " gl_FragColor = clamp(col, 0.0, 1.0);\n"
100 const char* const COMPOSITE_FRAGMENT_SOURCE =
101 "uniform float uBloomIntensity;\n"
102 "uniform float uImageIntensity;\n"
103 "uniform float uBloomSaturation;\n"
104 "uniform float uImageSaturation;\n"
106 "vec4 ChangeSaturation(vec4 col, float sat)\n"
108 " float grey = dot(col.rgb, vec3(0.3, 0.6, 0.1));\n"
109 " return mix(vec4(grey, grey, grey, 1.0), col, sat);\n"
114 " mediump vec4 image;\n"
115 " mediump vec4 bloom;\n"
116 " image = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y));\n"
117 " bloom = texture2D(sEffect, vec2(vTexCoord.x, vTexCoord.y));\n"
118 " image = ChangeSaturation(image, uImageSaturation) * uImageIntensity;\n"
119 " bloom = ChangeSaturation(bloom, uBloomSaturation) * uBloomIntensity;\n"
120 " image *= 1.0 - clamp(bloom, 0.0, 1.0);\n" // darken base where bloom is strong, to prevent excessive burn-out of result
121 " gl_FragColor = image + bloom;\n"
128 BloomView::BloomView()
129 : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
130 , mBlurNumSamples(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
131 , mBlurBellCurveWidth(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH)
132 , mPixelFormat(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
133 , mDownsampleWidthScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE)
134 , mDownsampleHeightScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE)
135 , mDownsampledWidth( 0.0f )
136 , mDownsampledHeight( 0.0f )
137 , mTargetSize(Vector2::ZERO)
138 , mLastSize(Vector2::ZERO)
139 , mChildrenRoot(Actor::New())
140 , mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
141 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
142 , mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
143 , mBloomSaturationPropertyIndex(Property::INVALID_INDEX)
144 , mImageIntensityPropertyIndex(Property::INVALID_INDEX)
145 , mImageSaturationPropertyIndex(Property::INVALID_INDEX)
149 BloomView::BloomView( const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
150 const float downsampleWidthScale, const float downsampleHeightScale)
151 : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
152 , mBlurNumSamples(blurNumSamples)
153 , mBlurBellCurveWidth(blurBellCurveWidth)
154 , mPixelFormat(renderTargetPixelFormat)
155 , mDownsampleWidthScale(downsampleWidthScale)
156 , mDownsampleHeightScale(downsampleHeightScale)
157 , mDownsampledWidth( 0.0f )
158 , mDownsampledHeight( 0.0f )
159 , mTargetSize(Vector2::ZERO)
160 , mLastSize(Vector2::ZERO)
161 , mChildrenRoot(Actor::New())
162 , mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
163 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
164 , mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
165 , mBloomSaturationPropertyIndex(Property::INVALID_INDEX)
166 , mImageIntensityPropertyIndex(Property::INVALID_INDEX)
167 , mImageSaturationPropertyIndex(Property::INVALID_INDEX)
171 BloomView::~BloomView()
175 Toolkit::BloomView BloomView::New()
177 BloomView* impl = new BloomView();
179 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView( *impl );
181 // Second-phase init of the implementation
182 // This can only be done after the CustomActor connection has been made...
188 Toolkit::BloomView BloomView::New(const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
189 const float downsampleWidthScale, const float downsampleHeightScale)
191 BloomView* impl = new BloomView( blurNumSamples, blurBellCurveWidth, renderTargetPixelFormat, downsampleWidthScale, downsampleHeightScale);
193 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView( *impl );
195 // Second-phase init of the implementation
196 // This can only be done after the CustomActor connection has been made...
202 /////////////////////////////////////////////////////////////
203 // for creating a subtree for all user added child actors, so that we can have them exclusive to the mRenderChildrenTask and our other actors exclusive to our other tasks
204 // TODO: overloading Actor::Add()/Remove() not nice since breaks polymorphism. Need another method to pass ownership of added child actors to our internal actor root.
205 void BloomView::Add(Actor child)
207 mChildrenRoot.Add(child);
210 void BloomView::Remove(Actor child)
212 mChildrenRoot.Remove(child);
220 ///////////////////////////////////////////////////////////
225 void BloomView::OnInitialize()
227 // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
228 mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
230 //////////////////////////////////////////////////////
233 // Create shader used for extracting the bright parts of an image
234 mBloomExtractShader = ShaderEffect::New( "", BLOOM_EXTRACT_FRAGMENT_SOURCE );
236 // Create shader used to composite bloom and original image to output render target
237 mCompositeShader = ShaderEffect::New( "", COMPOSITE_FRAGMENT_SOURCE );
240 //////////////////////////////////////////////////////
243 // Create an ImageActor for rendering from the scene texture to the bloom texture
244 mBloomExtractImageActor = ImageActor::New();
245 mBloomExtractImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
246 mBloomExtractImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
247 mBloomExtractImageActor.SetShaderEffect( mBloomExtractShader );
249 // Create an ImageActor for compositing the result (scene and bloom textures) to output
250 mCompositeImageActor = ImageActor::New();
251 mCompositeImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
252 mCompositeImageActor.SetShaderEffect( mCompositeShader );
253 mCompositeImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
255 // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
256 mTargetImageActor = ImageActor::New();
257 mTargetImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
258 mTargetImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
261 // Create the Gaussian Blur object + render tasks
262 // Note that we use mBloomExtractTarget as the source image and also re-use this as the gaussian blur final render target. This saves the gaussian blur code from creating it
263 // render targets etc internally, so we make better use of resources
264 // Note, this also internally creates the render tasks used by the Gaussian blur, this must occur after the bloom extraction and before the compositing
265 mGaussianBlurView = Dali::Toolkit::GaussianBlurView::New(mBlurNumSamples, mBlurBellCurveWidth, mPixelFormat, mDownsampleWidthScale, mDownsampleHeightScale, true);
266 mGaussianBlurView.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
269 //////////////////////////////////////////////////////
270 // Create cameras for the renders corresponding to the (potentially downsampled) render targets' size
271 mRenderDownsampledCamera = CameraActor::New();
272 mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
274 mRenderFullSizeCamera = CameraActor::New();
275 mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
278 ////////////////////////////////
279 // Connect to actor tree
280 Self().Add( mChildrenRoot );
281 Self().Add( mBloomExtractImageActor );
282 Self().Add( mGaussianBlurView );
283 Self().Add( mCompositeImageActor );
284 Self().Add( mTargetImageActor );
285 Self().Add( mRenderDownsampledCamera );
286 Self().Add( mRenderFullSizeCamera );
288 // bind properties for / set shader constants to defaults
292 void BloomView::OnControlSizeSet(const Vector3& targetSize)
294 mTargetSize = Vector2(targetSize);
295 mChildrenRoot.SetSize(targetSize);
296 mCompositeImageActor.SetSize(targetSize);
297 mTargetImageActor.SetSize(targetSize);
299 // Children render camera must move when GaussianBlurView object is
300 // resized. This is since we cannot change render target size - so we need
301 // to remap the child actors' rendering accordingly so they still exactly
302 // fill the render target. Note that this means the effective resolution of
303 // the child render changes as the GaussianBlurView object changes size,
304 // this is the trade off for not being able to modify render target size
305 // Change camera z position based on GaussianBlurView actor height
306 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
307 mRenderFullSizeCamera.SetZ( mTargetSize.height * cameraPosConstraintScale);
309 // if we are already on stage, need to update render target sizes now to reflect the new size of this actor
316 void BloomView::AllocateResources()
318 // size of render targets etc is based on the size of this actor, ignoring z
319 if(mTargetSize != mLastSize)
321 mLastSize = mTargetSize;
323 // get size of downsampled render targets
324 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
325 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
328 //////////////////////////////////////////////////////
331 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
332 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
333 // TODO: how do we pick a reasonable value for near clip? Needs to relate to normal camera the user renders with, but we don't have a handle on it
334 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
335 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
336 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
338 mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
340 // Create and place a camera for the children render, corresponding to its render target size
341 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
342 // TODO: how do we pick a reasonable value for near clip? Needs to relate to normal camera the user renders with, but we don't have a handle on it
343 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
344 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
345 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
347 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
348 mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
350 //////////////////////////////////////////////////////
351 // Pass size change onto GaussianBlurView, so it matches
352 mGaussianBlurView.SetSize(mTargetSize);
353 GetImpl(mGaussianBlurView).AllocateResources();
356 //////////////////////////////////////////////////////
357 // Create render targets
359 // create off screen buffer of new size to render our child actors to
360 mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
361 mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
362 mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED);
365 //////////////////////////////////////////////////////
366 // Point actors and render tasks at new render targets
368 mBloomExtractImageActor.SetImage( mRenderTargetForRenderingChildren );
369 mBloomExtractImageActor.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target
371 // set GaussianBlurView to blur our extracted bloom
372 mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBloomExtractTarget);
374 // use the completed blur in the first buffer and composite with the original child actors render
375 mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren );
376 mCompositeShader.SetEffectImage( mBloomExtractTarget );
378 // set up target actor for rendering result, i.e. the blurred image
379 mTargetImageActor.SetImage(mOutputRenderTarget);
383 void BloomView::CreateRenderTasks()
385 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
387 // create render task to render our child actors to offscreen buffer
388 mRenderChildrenTask = taskList.CreateTask();
389 mRenderChildrenTask.SetSourceActor( mChildrenRoot );
390 mRenderChildrenTask.SetExclusive(true);
391 mRenderChildrenTask.SetInputEnabled( false );
392 mRenderChildrenTask.SetClearEnabled( true );
394 // Extract the bright part of the image and render to a new buffer. Downsampling also occurs at this stage to save pixel fill, if it is set up.
395 mBloomExtractTask = taskList.CreateTask();
396 mBloomExtractTask.SetSourceActor( mBloomExtractImageActor );
397 mBloomExtractTask.SetExclusive(true);
398 mBloomExtractTask.SetInputEnabled( false );
399 mBloomExtractTask.SetClearEnabled( true );
401 // GaussianBlurView tasks must be created here, so they are executed in the correct order with respect to BloomView tasks
402 GetImpl(mGaussianBlurView).CreateRenderTasks();
404 // Use an image actor displaying the children render and composite it with the blurred bloom buffer, targeting the output
405 mCompositeTask = taskList.CreateTask();
406 mCompositeTask.SetSourceActor( mCompositeImageActor );
407 mCompositeTask.SetExclusive(true);
408 mCompositeTask.SetInputEnabled( false );
409 mCompositeTask.SetClearEnabled( true );
411 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); // use camera that covers render target exactly
412 mBloomExtractTask.SetCameraActor(mRenderDownsampledCamera);
413 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
415 mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
416 mBloomExtractTask.SetTargetFrameBuffer( mBloomExtractTarget );
417 mCompositeTask.SetTargetFrameBuffer( mOutputRenderTarget );
420 void BloomView::RemoveRenderTasks()
422 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
424 taskList.RemoveTask(mRenderChildrenTask);
425 taskList.RemoveTask(mBloomExtractTask);
427 GetImpl(mGaussianBlurView).RemoveRenderTasks();
429 taskList.RemoveTask(mCompositeTask);
432 void BloomView::OnStageDisconnection()
434 // TODO: can't call this here, since SetImage() calls fails similarly to above
435 // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate()
439 void BloomView::OnControlStageConnection()
441 // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
442 // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate()
446 void BloomView::Activate()
448 // make sure resources are allocated and start the render tasks processing
453 void BloomView::Deactivate()
455 // stop render tasks processing
456 // Note: render target resources are automatically freed since we set the Image::Unused flag
461 * RecipOneMinusConstraint
463 * f(current, property) = property
465 struct RecipOneMinusConstraint
467 RecipOneMinusConstraint(){}
469 void operator()( float& current, const PropertyInputContainer& inputs )
471 current = 1.0f / ( 1.0f - inputs[0]->GetFloat() );
475 // create properties and constraints to tie internal shader etc settings to BloomView object. User can therefore animate / set them via BloomView object without knowing about
476 // internal implementation classes
477 void BloomView::SetupProperties()
479 CustomActor self = Self();
482 ///////////////////////////////////////////
485 // set defaults, makes sure properties are registered with shader
486 mBloomExtractShader.SetUniform( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT );
487 mBloomExtractShader.SetUniform( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) );
489 // Register a property that the user can control to change the bloom threshold
490 mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT);
491 Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractShader.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
492 Constraint bloomThresholdConstraint = Constraint::New<float>( mBloomExtractShader, shaderBloomThresholdPropertyIndex, EqualToConstraint());
493 bloomThresholdConstraint.AddSource( Source(self, mBloomThresholdPropertyIndex) );
494 bloomThresholdConstraint.Apply();
496 // precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property
497 Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractShader.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
498 Constraint thresholdConstraint = Constraint::New<float>( mBloomExtractShader, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint());
499 thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) );
500 thresholdConstraint.Apply();
503 ////////////////////////////////////////////
506 // Register a property that the user can control to fade the blur in / out via internal GaussianBlurView object
507 mBlurStrengthPropertyIndex = self.RegisterProperty(BLOOM_BLUR_STRENGTH_PROPERTY_NAME, BLOOM_BLUR_STRENGTH_DEFAULT);
508 Constraint blurStrengthConstraint = Constraint::New<float>( mGaussianBlurView, mGaussianBlurView.GetBlurStrengthPropertyIndex(), EqualToConstraint());
509 blurStrengthConstraint.AddSource( Source(self, mBlurStrengthPropertyIndex) );
510 blurStrengthConstraint.Apply();
513 ////////////////////////////////////////////
516 // Register a property that the user can control to fade the bloom intensity via internally hidden shader
517 mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
518 mCompositeShader.SetUniform( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT );
519 Property::Index shaderBloomIntensityPropertyIndex = mCompositeShader.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
520 Constraint bloomIntensityConstraint = Constraint::New<float>( mCompositeShader, shaderBloomIntensityPropertyIndex, EqualToConstraint());
521 bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) );
522 bloomIntensityConstraint.Apply();
525 ////////////////////////////////////////////
528 // Register a property that the user can control to fade the bloom saturation via internally hidden shader
529 mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
530 mCompositeShader.SetUniform( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT );
531 Property::Index shaderBloomSaturationPropertyIndex = mCompositeShader.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
532 Constraint bloomSaturationConstraint = Constraint::New<float>( mCompositeShader, shaderBloomSaturationPropertyIndex, EqualToConstraint());
533 bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) );
534 bloomSaturationConstraint.Apply();
537 ////////////////////////////////////////////
540 // Register a property that the user can control to fade the image intensity via internally hidden shader
541 mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
542 mCompositeShader.SetUniform( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT );
543 Property::Index shaderImageIntensityPropertyIndex = mCompositeShader.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
544 Constraint imageIntensityConstraint = Constraint::New<float>( mCompositeShader, shaderImageIntensityPropertyIndex, EqualToConstraint());
545 imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) );
546 imageIntensityConstraint.Apply();
549 ////////////////////////////////////////////
552 // Register a property that the user can control to fade the image saturation via internally hidden shader
553 mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
554 mCompositeShader.SetUniform( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT );
555 Property::Index shaderImageSaturationPropertyIndex = mCompositeShader.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
556 Constraint imageSaturationConstraint = Constraint::New<float>( mCompositeShader, shaderImageSaturationPropertyIndex, EqualToConstraint());
557 imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) );
558 imageSaturationConstraint.Apply();
561 } // namespace Internal
563 } // namespace Toolkit