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 "gaussian-blur-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/public-api/object/type-registry-helper.h>
29 #include <dali/public-api/render-tasks/render-task-list.h>
30 #include <dali/integration-api/debug.h>
33 #include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
36 // pixel format / size - set from JSON
37 // aspect ratio property needs to be able to be constrained also for cameras, not possible currently. Therefore changing aspect ratio of GaussianBlurView won't currently work
38 // default near clip value
39 // mChildrenRoot Add()/Remove() overloads - better solution
40 // Manager object - re-use render targets if there are multiple GaussianBlurViews created
43 /////////////////////////////////////////////////////////
44 // IMPLEMENTATION NOTES
46 // As the GaussianBlurView actor changes size, the amount of pixels we need to blur changes. Therefore we need some way of doing this. However:-
47 // OnSetSize() does not get called when GaussianBlurView object size is modified using a Constraint.
48 // OnSizeAnimation() only gets called once per AnimateTo/By() and if an Animation has N such calls then only the final one will end up being used. Therefore we can't use
49 // OnSizeAnimation() to alter render target sizes.
50 // To get around the above problems, we use fixed sized render targets, from the last SetSize() call (which calls OnSetSize()), then we adjust the internal cameras / actors
51 // to take account of the changed GaussianBlurView object size, projecting to the unchanged render target sizes. This is done relative to the fixed render target / actor sizes
52 // by using constraints relative to the GaussianBlurView actor size.
56 // 1st mode, this control has a tree of actors (use Add() to add children) that are rendered and blurred.
57 // mRenderChildrenTask renders children to FB mRenderTargetForRenderingChildren
58 // mHorizBlurTask renders mImageActorHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2
59 // mVertBlurTask renders mImageActorVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1
60 // mCompositeTask renders mImageActorComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren
62 // 2nd mode, an image is blurred and rendered to a supplied target framebuffer
63 // mHorizBlurTask renders mImageActorHorizBlur Actor showing mUserInputImage into FB mRenderTarget2
64 // mVertBlurTask renders mImageActorVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget
66 // Only this 2nd mode handles ActivateOnce
84 return Toolkit::GaussianBlurView::New();
87 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::GaussianBlurView, Toolkit::Control, Create )
88 DALI_TYPE_REGISTRATION_END()
90 const unsigned int GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
91 const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
92 const Pixel::Format GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
93 const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH = 1.0f; // default, fully blurred
94 const char* const GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME = "GaussianBlurStrengthPropertyName";
95 const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
96 const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
98 const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
100 const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE =
101 "uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n"
102 "uniform mediump float uSampleWeights[NUM_SAMPLES];\n"
106 " mediump vec4 col;\n"
107 " col = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y) + uSampleOffsets[0]) * uSampleWeights[0]; \n"
108 " for (int i=1; i<NUM_SAMPLES; ++i) \n"
110 " col += texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y) + uSampleOffsets[i]) * uSampleWeights[i]; \n"
112 " gl_FragColor = col;\n"
118 GaussianBlurView::GaussianBlurView()
119 : Control( CONTROL_BEHAVIOUR_NONE )
120 , mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
121 , mBlurBellCurveWidth( 0.001f )
122 , mPixelFormat(GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
123 , mDownsampleWidthScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE)
124 , mDownsampleHeightScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE)
125 , mDownsampledWidth( 0.0f )
126 , mDownsampledHeight( 0.0f )
127 , mBlurUserImage( false )
128 , mRenderOnce( false )
129 , mBackgroundColor( Color::BLACK )
130 , mTargetSize(Vector2::ZERO)
131 , mLastSize(Vector2::ZERO)
132 , mChildrenRoot(Actor::New())
133 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
135 SetBlurBellCurveWidth(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH);
138 GaussianBlurView::GaussianBlurView( const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
139 const float downsampleWidthScale, const float downsampleHeightScale,
141 : Control( NO_SIZE_NEGOTIATION )
142 , mNumSamples(numSamples)
143 , mBlurBellCurveWidth( 0.001f )
144 , mPixelFormat(renderTargetPixelFormat)
145 , mDownsampleWidthScale(downsampleWidthScale)
146 , mDownsampleHeightScale(downsampleHeightScale)
147 , mDownsampledWidth( 0.0f )
148 , mDownsampledHeight( 0.0f )
149 , mBlurUserImage( blurUserImage )
150 , mRenderOnce( false )
151 , mBackgroundColor( Color::BLACK )
152 , mTargetSize(Vector2::ZERO)
153 , mLastSize(Vector2::ZERO)
154 , mChildrenRoot(Actor::New())
155 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
157 SetBlurBellCurveWidth(blurBellCurveWidth);
160 GaussianBlurView::~GaussianBlurView()
165 Toolkit::GaussianBlurView GaussianBlurView::New()
167 GaussianBlurView* impl = new GaussianBlurView();
169 Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
171 // Second-phase init of the implementation
172 // This can only be done after the CustomActor connection has been made...
178 Toolkit::GaussianBlurView GaussianBlurView::New(const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
179 const float downsampleWidthScale, const float downsampleHeightScale,
182 GaussianBlurView* impl = new GaussianBlurView( numSamples, blurBellCurveWidth, renderTargetPixelFormat,
183 downsampleWidthScale, downsampleHeightScale,
186 Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
188 // Second-phase init of the implementation
189 // This can only be done after the CustomActor connection has been made...
195 /////////////////////////////////////////////////////////////
196 // 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
197 // 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.
198 void GaussianBlurView::Add(Actor child)
200 mChildrenRoot.Add(child);
203 void GaussianBlurView::Remove(Actor child)
205 mChildrenRoot.Remove(child);
208 void GaussianBlurView::SetUserImageAndOutputRenderTarget(Image inputImage, FrameBufferImage outputRenderTarget)
210 // can only do this if the GaussianBlurView object was created with this parameter set
211 DALI_ASSERT_ALWAYS(mBlurUserImage);
213 mUserInputImage = inputImage;
214 mImageActorHorizBlur.SetImage( mUserInputImage );
216 mUserOutputRenderTarget = outputRenderTarget;
219 FrameBufferImage GaussianBlurView::GetBlurredRenderTarget() const
221 if(!mUserOutputRenderTarget)
223 return mRenderTargetForRenderingChildren;
226 return mUserOutputRenderTarget;
229 void GaussianBlurView::SetBackgroundColor( const Vector4& color )
231 mBackgroundColor = color;
234 Vector4 GaussianBlurView::GetBackgroundColor() const
236 return mBackgroundColor;
239 ///////////////////////////////////////////////////////////
244 void GaussianBlurView::OnInitialize()
246 // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
247 mChildrenRoot.SetParentOrigin(ParentOrigin::CENTER);
249 //////////////////////////////////////////////////////
253 std::ostringstream horizFragmentShaderStringStream;
254 horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
255 horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
256 mHorizBlurShader = ShaderEffect::New( "", horizFragmentShaderStringStream.str() );
258 std::ostringstream vertFragmentShaderStringStream;
259 vertFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
260 vertFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
261 mVertBlurShader = ShaderEffect::New( "", vertFragmentShaderStringStream.str() );
264 //////////////////////////////////////////////////////
267 // Create an ImageActor for performing a horizontal blur on the texture
268 mImageActorHorizBlur = ImageActor::New();
269 mImageActorHorizBlur.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
270 mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
271 mImageActorHorizBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
272 mImageActorHorizBlur.SetShaderEffect( mHorizBlurShader );
274 // Create an ImageActor for performing a vertical blur on the texture
275 mImageActorVertBlur = ImageActor::New();
276 mImageActorVertBlur.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
277 mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER);
278 mImageActorVertBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
279 mImageActorVertBlur.SetShaderEffect( mVertBlurShader );
281 // Register a property that the user can control to fade the blur in / out via the GaussianBlurView object
282 mBlurStrengthPropertyIndex = Self().RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
284 // Create an ImageActor for compositing the blur and the original child actors render
287 mImageActorComposite = ImageActor::New();
288 mImageActorComposite.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
289 mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER);
290 mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
291 mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
293 Constraint blurStrengthConstraint = Constraint::New<float>( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
294 blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) );
295 blurStrengthConstraint.Apply();
297 // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
298 mTargetActor = ImageActor::New();
299 mTargetActor.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
300 mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
301 mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
304 //////////////////////////////////////////////////////
305 // Create cameras for the renders corresponding to the view size
306 mRenderFullSizeCamera = CameraActor::New();
307 mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
310 //////////////////////////////////////////////////////
311 // Connect to actor tree
312 Self().Add( mImageActorComposite );
313 Self().Add( mTargetActor );
314 Self().Add( mRenderFullSizeCamera );
318 //////////////////////////////////////////////////////
319 // Create camera for the renders corresponding to the (potentially downsampled) render targets' size
320 mRenderDownsampledCamera = CameraActor::New();
321 mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
324 //////////////////////////////////////////////////////
325 // Connect to actor tree
326 Self().Add( mChildrenRoot );
327 Self().Add( mImageActorHorizBlur );
328 Self().Add( mImageActorVertBlur );
329 Self().Add( mRenderDownsampledCamera );
334 * ZrelativeToYconstraint
336 * f(current, property, scale) = Vector3(current.x, current.y, property.y * scale)
338 struct ZrelativeToYconstraint
340 ZrelativeToYconstraint( float scale )
344 Vector3 operator()(const Vector3& current,
345 const PropertyInput& property)
351 v.z = property.GetVector3().y * mScale;
359 void GaussianBlurView::OnControlSizeSet(const Vector3& targetSize)
361 mTargetSize = Vector2(targetSize);
363 mChildrenRoot.SetSize(targetSize);
365 if( !mBlurUserImage )
367 mImageActorComposite.SetSize(targetSize);
368 mTargetActor.SetSize(targetSize);
370 // Children render camera must move when GaussianBlurView object is resized. This is since we cannot change render target size - so we need to remap the child actors' rendering
371 // accordingly so they still exactly fill the render target. Note that this means the effective resolution of the child render changes as the GaussianBlurView object changes
372 // size, this is the trade off for not being able to modify render target size
373 // Change camera z position based on GaussianBlurView actor height
374 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
375 mRenderFullSizeCamera.SetZ(mTargetSize.height * cameraPosConstraintScale);
379 // if we are already on stage, need to update render target sizes now to reflect the new size of this actor
386 void GaussianBlurView::AllocateResources()
388 // size of render targets etc is based on the size of this actor, ignoring z
389 if(mTargetSize != mLastSize)
391 mLastSize = mTargetSize;
393 // get size of downsampled render targets
394 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
395 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
397 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
398 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
399 // 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
400 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
401 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
402 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
404 mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
406 // setup for normal operation
409 // Create and place a camera for the children render, corresponding to its render target size
410 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
411 // 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
412 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
413 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
414 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
416 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
417 mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
419 // create offscreen buffer of new size to render our child actors to
420 mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
422 // Set ImageActor for performing a horizontal blur on the texture
423 mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren );
425 // Create offscreen buffer for vert blur pass
426 mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
428 // use the completed blur in the first buffer and composite with the original child actors render
429 mImageActorComposite.SetImage( mRenderTarget1 );
431 // set up target actor for rendering result, i.e. the blurred image
432 mTargetActor.SetImage(mRenderTargetForRenderingChildren);
435 // Create offscreen buffer for horiz blur pass
436 mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
438 // size needs to match render target
439 mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
441 // size needs to match render target
442 mImageActorVertBlur.SetImage( mRenderTarget2 );
443 mImageActorVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
445 // set gaussian blur up for new sized render targets
446 SetShaderConstants();
450 void GaussianBlurView::CreateRenderTasks()
452 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
456 // create render task to render our child actors to offscreen buffer
457 mRenderChildrenTask = taskList.CreateTask();
458 mRenderChildrenTask.SetSourceActor( mChildrenRoot );
459 mRenderChildrenTask.SetExclusive(true);
460 mRenderChildrenTask.SetInputEnabled( false );
461 mRenderChildrenTask.SetClearEnabled( true );
462 mRenderChildrenTask.SetClearColor( mBackgroundColor );
464 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera);
465 mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
468 // perform a horizontal blur targeting the second buffer
469 mHorizBlurTask = taskList.CreateTask();
470 mHorizBlurTask.SetSourceActor( mImageActorHorizBlur );
471 mHorizBlurTask.SetExclusive(true);
472 mHorizBlurTask.SetInputEnabled( false );
473 mHorizBlurTask.SetClearEnabled( true );
474 mHorizBlurTask.SetClearColor( mBackgroundColor );
475 if( mRenderOnce && mBlurUserImage )
477 mHorizBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
480 // use the second buffer and perform a horizontal blur targeting the first buffer
481 mVertBlurTask = taskList.CreateTask();
482 mVertBlurTask.SetSourceActor( mImageActorVertBlur );
483 mVertBlurTask.SetExclusive(true);
484 mVertBlurTask.SetInputEnabled( false );
485 mVertBlurTask.SetClearEnabled( true );
486 mVertBlurTask.SetClearColor( mBackgroundColor );
487 if( mRenderOnce && mBlurUserImage )
489 mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
490 mVertBlurTask.FinishedSignal().Connect( this, &GaussianBlurView::OnRenderTaskFinished );
493 // use the completed blur in the first buffer and composite with the original child actors render
496 mCompositeTask = taskList.CreateTask();
497 mCompositeTask.SetSourceActor( mImageActorComposite );
498 mCompositeTask.SetExclusive(true);
499 mCompositeTask.SetInputEnabled( false );
501 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
502 mCompositeTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
505 mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera);
506 mVertBlurTask.SetCameraActor(mRenderDownsampledCamera);
508 mHorizBlurTask.SetTargetFrameBuffer( mRenderTarget2 );
509 if(mUserOutputRenderTarget)
511 mVertBlurTask.SetTargetFrameBuffer( mUserOutputRenderTarget );
515 mVertBlurTask.SetTargetFrameBuffer( mRenderTarget1 );
519 void GaussianBlurView::RemoveRenderTasks()
521 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
523 taskList.RemoveTask(mRenderChildrenTask);
524 taskList.RemoveTask(mHorizBlurTask);
525 taskList.RemoveTask(mVertBlurTask);
526 taskList.RemoveTask(mCompositeTask);
529 void GaussianBlurView::OnStageDisconnection()
531 // TODO: can't call this here, since SetImage() calls fails similarly to above
532 // 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()
536 void GaussianBlurView::OnControlStageConnection()
538 // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
539 // 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()
543 void GaussianBlurView::Activate()
545 // make sure resources are allocated and start the render tasks processing
550 void GaussianBlurView::ActivateOnce()
552 DALI_ASSERT_ALWAYS(mBlurUserImage); // Only works with blurring image mode.
557 void GaussianBlurView::Deactivate()
559 // stop render tasks processing
560 // Note: render target resources are automatically freed since we set the Image::Unused flag
565 void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth)
567 // a value of zero leads to undefined Gaussian weights, do not allow user to do this
568 mBlurBellCurveWidth = std::max( blurBellCurveWidth, 0.001f );
571 float GaussianBlurView::CalcGaussianWeight(float x)
573 return (1.0f / sqrt(2.0f * Math::PI * mBlurBellCurveWidth)) * exp(-(x * x) / (2.0f * mBlurBellCurveWidth * mBlurBellCurveWidth));
576 void GaussianBlurView::SetShaderConstants()
581 float w, totalWeights;
584 uvOffsets = new Vector2[mNumSamples + 1];
585 weights = new float[mNumSamples + 1];
587 totalWeights = weights[0] = CalcGaussianWeight(0);
588 uvOffsets[0].x = 0.0f;
589 uvOffsets[0].y = 0.0f;
591 for(i=0; i<mNumSamples >> 1; i++)
593 w = CalcGaussianWeight((float)(i + 1));
594 weights[(i << 1) + 1] = w;
595 weights[(i << 1) + 2] = w;
596 totalWeights += w * 2.0f;
598 // offset texture lookup to between texels, that way the bilinear filter in the texture hardware will average two samples with one lookup
599 ofs = ((float)(i << 1)) + 1.5f;
601 // get offsets from units of pixels into uv coordinates in [0..1]
602 float ofsX = ofs / mDownsampledWidth;
603 float ofsY = ofs / mDownsampledHeight;
604 uvOffsets[(i << 1) + 1].x = ofsX;
605 uvOffsets[(i << 1) + 1].y = ofsY;
607 uvOffsets[(i << 1) + 2].x = -ofsX;
608 uvOffsets[(i << 1) + 2].y = -ofsY;
611 for(i=0; i<mNumSamples; i++)
613 weights[i] /= totalWeights;
616 // set shader constants
617 Vector2 xAxis(1.0f, 0.0f);
618 Vector2 yAxis(0.0f, 1.0f);
619 for (i = 0; i < mNumSamples; ++i )
621 mHorizBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
622 mHorizBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] );
624 mVertBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
625 mVertBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] );
632 std::string GaussianBlurView::GetSampleOffsetsPropertyName( unsigned int index ) const
634 DALI_ASSERT_ALWAYS( index < mNumSamples );
636 std::ostringstream oss;
637 oss << "uSampleOffsets[" << index << "]";
641 std::string GaussianBlurView::GetSampleWeightsPropertyName( unsigned int index ) const
643 DALI_ASSERT_ALWAYS( index < mNumSamples );
645 std::ostringstream oss;
646 oss << "uSampleWeights[" << index << "]";
650 Dali::Toolkit::GaussianBlurView::GaussianBlurViewSignal& GaussianBlurView::FinishedSignal()
652 return mFinishedSignal;
655 void GaussianBlurView::OnRenderTaskFinished(Dali::RenderTask& renderTask)
657 Toolkit::GaussianBlurView handle( GetOwner() );
658 mFinishedSignal.Emit( handle );
661 } // namespace Internal
662 } // namespace Toolkit