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/property-map.h>
28 #include <dali/public-api/object/type-registry.h>
29 #include <dali/devel-api/object/type-registry-helper.h>
30 #include <dali/public-api/render-tasks/render-task-list.h>
31 #include <dali/integration-api/debug.h>
34 #include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
37 // pixel format / size - set from JSON
38 // 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
39 // default near clip value
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 "varying mediump vec2 vTexCoord;\n"
102 "uniform sampler2D sTexture;\n"
103 "uniform lowp vec4 uColor;\n"
104 "uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n"
105 "uniform mediump float uSampleWeights[NUM_SAMPLES];\n"
109 " mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];\n"
110 " for (int i=1; i<NUM_SAMPLES; ++i)\n"
112 " col += texture2D(sTexture, vTexCoord + uSampleOffsets[i]) * uSampleWeights[i];\n"
114 " gl_FragColor = col;\n"
120 GaussianBlurView::GaussianBlurView()
121 : Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION ) )
122 , mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
123 , mBlurBellCurveWidth( 0.001f )
124 , mPixelFormat(GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
125 , mDownsampleWidthScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE)
126 , mDownsampleHeightScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE)
127 , mDownsampledWidth( 0.0f )
128 , mDownsampledHeight( 0.0f )
129 , mBlurUserImage( false )
130 , mRenderOnce( false )
131 , mBackgroundColor( Color::BLACK )
132 , mTargetSize(Vector2::ZERO)
133 , mLastSize(Vector2::ZERO)
134 , mChildrenRoot(Actor::New())
135 , mInternalRoot(Actor::New())
136 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
137 , mActivated( false )
139 SetBlurBellCurveWidth(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH);
142 GaussianBlurView::GaussianBlurView( const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
143 const float downsampleWidthScale, const float downsampleHeightScale,
145 : Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION ) )
146 , mNumSamples(numSamples)
147 , mBlurBellCurveWidth( 0.001f )
148 , mPixelFormat(renderTargetPixelFormat)
149 , mDownsampleWidthScale(downsampleWidthScale)
150 , mDownsampleHeightScale(downsampleHeightScale)
151 , mDownsampledWidth( 0.0f )
152 , mDownsampledHeight( 0.0f )
153 , mBlurUserImage( blurUserImage )
154 , mRenderOnce( false )
155 , mBackgroundColor( Color::BLACK )
156 , mTargetSize(Vector2::ZERO)
157 , mLastSize(Vector2::ZERO)
158 , mChildrenRoot(Actor::New())
159 , mInternalRoot(Actor::New())
160 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
161 , mActivated( false )
163 SetBlurBellCurveWidth(blurBellCurveWidth);
166 GaussianBlurView::~GaussianBlurView()
171 Toolkit::GaussianBlurView GaussianBlurView::New()
173 GaussianBlurView* impl = new GaussianBlurView();
175 Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
177 // Second-phase init of the implementation
178 // This can only be done after the CustomActor connection has been made...
184 Toolkit::GaussianBlurView GaussianBlurView::New(const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
185 const float downsampleWidthScale, const float downsampleHeightScale,
188 GaussianBlurView* impl = new GaussianBlurView( numSamples, blurBellCurveWidth, renderTargetPixelFormat,
189 downsampleWidthScale, downsampleHeightScale,
192 Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
194 // Second-phase init of the implementation
195 // This can only be done after the CustomActor connection has been made...
201 /////////////////////////////////////////////////////////////
202 // 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
203 // DEPRECATED: overloading Actor::Add()/Remove() not nice since breaks polymorphism. Need another method to pass ownership of added child actors to our internal actor root.
204 void GaussianBlurView::Add(Actor child)
206 mChildrenRoot.Add(child);
209 void GaussianBlurView::Remove(Actor child)
211 mChildrenRoot.Remove(child);
214 void GaussianBlurView::SetUserImageAndOutputRenderTarget(Image inputImage, FrameBufferImage outputRenderTarget)
216 // can only do this if the GaussianBlurView object was created with this parameter set
217 DALI_ASSERT_ALWAYS(mBlurUserImage);
219 mUserInputImage = inputImage;
220 mImageActorHorizBlur.SetImage( mUserInputImage );
222 mUserOutputRenderTarget = outputRenderTarget;
225 FrameBufferImage GaussianBlurView::GetBlurredRenderTarget() const
227 if(!mUserOutputRenderTarget)
229 return mRenderTargetForRenderingChildren;
232 return mUserOutputRenderTarget;
235 void GaussianBlurView::SetBackgroundColor( const Vector4& color )
237 mBackgroundColor = color;
240 Vector4 GaussianBlurView::GetBackgroundColor() const
242 return mBackgroundColor;
245 ///////////////////////////////////////////////////////////
250 void GaussianBlurView::OnInitialize()
252 // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
253 mChildrenRoot.SetParentOrigin(ParentOrigin::CENTER);
254 mInternalRoot.SetParentOrigin(ParentOrigin::CENTER);
256 //////////////////////////////////////////////////////
259 std::ostringstream horizFragmentShaderStringStream;
260 horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
261 horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
262 Property::Map customShader;
263 customShader[ "fragmentShader" ] = horizFragmentShaderStringStream.str();
264 Property::Map rendererMap;
265 rendererMap.Insert( "rendererType", "image" );
266 rendererMap.Insert( "shader", customShader );
268 //////////////////////////////////////////////////////
271 // Create an ImageActor for performing a horizontal blur on the texture
272 mImageActorHorizBlur = Toolkit::ImageView::New();
273 mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
274 mImageActorHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
276 // Create an ImageActor for performing a vertical blur on the texture
277 mImageActorVertBlur = Toolkit::ImageView::New();
278 mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER);
279 mImageActorVertBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
281 // Register a property that the user can control to fade the blur in / out via the GaussianBlurView object
283 mBlurStrengthPropertyIndex = self.RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
285 // Create an ImageActor for compositing the blur and the original child actors render
288 mImageActorComposite = Toolkit::ImageView::New();
289 mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER);
290 mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
292 Constraint blurStrengthConstraint = Constraint::New<float>( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
293 blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) );
294 blurStrengthConstraint.Apply();
296 // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
297 mTargetActor = Toolkit::ImageView::New();
298 mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
300 //////////////////////////////////////////////////////
301 // Create cameras for the renders corresponding to the view size
302 mRenderFullSizeCamera = CameraActor::New();
303 mRenderFullSizeCamera.SetInvertYAxis( true );
304 mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
307 //////////////////////////////////////////////////////
308 // Connect to actor tree
309 mInternalRoot.Add( mImageActorComposite );
310 mInternalRoot.Add( mTargetActor );
311 mInternalRoot.Add( mRenderFullSizeCamera );
315 //////////////////////////////////////////////////////
316 // Create camera for the renders corresponding to the (potentially downsampled) render targets' size
317 mRenderDownsampledCamera = CameraActor::New();
318 mRenderDownsampledCamera.SetInvertYAxis( true );
319 mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
322 //////////////////////////////////////////////////////
323 // Connect to actor tree
324 Self().Add( mChildrenRoot );
325 Self().Add( mInternalRoot );
326 mInternalRoot.Add( mImageActorHorizBlur );
327 mInternalRoot.Add( mImageActorVertBlur );
328 mInternalRoot.Add( mRenderDownsampledCamera );
332 void GaussianBlurView::OnSizeSet(const Vector3& targetSize)
334 mTargetSize = Vector2(targetSize);
336 mChildrenRoot.SetSize(targetSize);
338 if( !mBlurUserImage )
340 mImageActorComposite.SetSize(targetSize);
341 mTargetActor.SetSize(targetSize);
343 // 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
344 // 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
345 // size, this is the trade off for not being able to modify render target size
346 // Change camera z position based on GaussianBlurView actor height
347 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
348 mRenderFullSizeCamera.SetZ(mTargetSize.height * cameraPosConstraintScale);
352 // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor
360 void GaussianBlurView::OnControlChildAdd( Actor& child )
362 if( child != mChildrenRoot && child != mInternalRoot)
364 mChildrenRoot.Add( child );
368 void GaussianBlurView::OnControlChildRemove( Actor& child )
370 mChildrenRoot.Remove( child );
373 void GaussianBlurView::AllocateResources()
375 // size of render targets etc is based on the size of this actor, ignoring z
376 if(mTargetSize != mLastSize)
378 mLastSize = mTargetSize;
380 // get size of downsampled render targets
381 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
382 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
384 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
385 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
386 // 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
387 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
388 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
389 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
391 mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
393 // setup for normal operation
396 // Create and place a camera for the children render, corresponding to its render target size
397 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
398 // 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
399 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
400 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
401 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
403 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
404 mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
406 // create offscreen buffer of new size to render our child actors to
407 mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
409 // Set ImageActor for performing a horizontal blur on the texture
410 mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren );
412 // Create offscreen buffer for vert blur pass
413 mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
415 // use the completed blur in the first buffer and composite with the original child actors render
416 mImageActorComposite.SetImage( mRenderTarget1 );
418 // set up target actor for rendering result, i.e. the blurred image
419 mTargetActor.SetImage(mRenderTargetForRenderingChildren);
422 // Create offscreen buffer for horiz blur pass
423 mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
425 // size needs to match render target
426 mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
428 // size needs to match render target
429 mImageActorVertBlur.SetImage( mRenderTarget2 );
430 mImageActorVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
432 // set gaussian blur up for new sized render targets
433 SetShaderConstants();
437 void GaussianBlurView::CreateRenderTasks()
439 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
443 // create render task to render our child actors to offscreen buffer
444 mRenderChildrenTask = taskList.CreateTask();
445 mRenderChildrenTask.SetSourceActor( mChildrenRoot );
446 mRenderChildrenTask.SetExclusive(true);
447 mRenderChildrenTask.SetInputEnabled( false );
448 mRenderChildrenTask.SetClearEnabled( true );
449 mRenderChildrenTask.SetClearColor( mBackgroundColor );
451 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera);
452 mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
455 // perform a horizontal blur targeting the second buffer
456 mHorizBlurTask = taskList.CreateTask();
457 mHorizBlurTask.SetSourceActor( mImageActorHorizBlur );
458 mHorizBlurTask.SetExclusive(true);
459 mHorizBlurTask.SetInputEnabled( false );
460 mHorizBlurTask.SetClearEnabled( true );
461 mHorizBlurTask.SetClearColor( mBackgroundColor );
462 mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera);
463 mHorizBlurTask.SetTargetFrameBuffer( mRenderTarget2 );
464 if( mRenderOnce && mBlurUserImage )
466 mHorizBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
469 // use the second buffer and perform a horizontal blur targeting the first buffer
470 mVertBlurTask = taskList.CreateTask();
471 mVertBlurTask.SetSourceActor( mImageActorVertBlur );
472 mVertBlurTask.SetExclusive(true);
473 mVertBlurTask.SetInputEnabled( false );
474 mVertBlurTask.SetClearEnabled( true );
475 mVertBlurTask.SetClearColor( mBackgroundColor );
476 mVertBlurTask.SetCameraActor(mRenderDownsampledCamera);
477 if(mUserOutputRenderTarget)
479 mVertBlurTask.SetTargetFrameBuffer( mUserOutputRenderTarget );
483 mVertBlurTask.SetTargetFrameBuffer( mRenderTarget1 );
485 if( mRenderOnce && mBlurUserImage )
487 mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
488 mVertBlurTask.FinishedSignal().Connect( this, &GaussianBlurView::OnRenderTaskFinished );
491 // use the completed blur in the first buffer and composite with the original child actors render
494 mCompositeTask = taskList.CreateTask();
495 mCompositeTask.SetSourceActor( mImageActorComposite );
496 mCompositeTask.SetExclusive(true);
497 mCompositeTask.SetInputEnabled( false );
499 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
500 mCompositeTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
504 void GaussianBlurView::RemoveRenderTasks()
506 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
508 taskList.RemoveTask(mRenderChildrenTask);
509 taskList.RemoveTask(mHorizBlurTask);
510 taskList.RemoveTask(mVertBlurTask);
511 taskList.RemoveTask(mCompositeTask);
514 void GaussianBlurView::Activate()
516 // make sure resources are allocated and start the render tasks processing
522 void GaussianBlurView::ActivateOnce()
524 DALI_ASSERT_ALWAYS(mBlurUserImage); // Only works with blurring image mode.
529 void GaussianBlurView::Deactivate()
531 // stop render tasks processing
532 // Note: render target resources are automatically freed since we set the Image::Unused flag
534 mRenderTargetForRenderingChildren.Reset();
535 mRenderTarget1.Reset();
536 mRenderTarget2.Reset();
541 void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth)
543 // a value of zero leads to undefined Gaussian weights, do not allow user to do this
544 mBlurBellCurveWidth = std::max( blurBellCurveWidth, 0.001f );
547 float GaussianBlurView::CalcGaussianWeight(float x)
549 return (1.0f / sqrt(2.0f * Math::PI * mBlurBellCurveWidth)) * exp(-(x * x) / (2.0f * mBlurBellCurveWidth * mBlurBellCurveWidth));
552 void GaussianBlurView::SetShaderConstants()
557 float w, totalWeights;
560 uvOffsets = new Vector2[mNumSamples + 1];
561 weights = new float[mNumSamples + 1];
563 totalWeights = weights[0] = CalcGaussianWeight(0);
564 uvOffsets[0].x = 0.0f;
565 uvOffsets[0].y = 0.0f;
567 for(i=0; i<mNumSamples >> 1; i++)
569 w = CalcGaussianWeight((float)(i + 1));
570 weights[(i << 1) + 1] = w;
571 weights[(i << 1) + 2] = w;
572 totalWeights += w * 2.0f;
574 // offset texture lookup to between texels, that way the bilinear filter in the texture hardware will average two samples with one lookup
575 ofs = ((float)(i << 1)) + 1.5f;
577 // get offsets from units of pixels into uv coordinates in [0..1]
578 float ofsX = ofs / mDownsampledWidth;
579 float ofsY = ofs / mDownsampledHeight;
580 uvOffsets[(i << 1) + 1].x = ofsX;
581 uvOffsets[(i << 1) + 1].y = ofsY;
583 uvOffsets[(i << 1) + 2].x = -ofsX;
584 uvOffsets[(i << 1) + 2].y = -ofsY;
587 for(i=0; i<mNumSamples; i++)
589 weights[i] /= totalWeights;
592 // set shader constants
593 Vector2 xAxis(1.0f, 0.0f);
594 Vector2 yAxis(0.0f, 1.0f);
595 for (i = 0; i < mNumSamples; ++i )
597 mImageActorHorizBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
598 mImageActorHorizBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
600 mImageActorVertBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
601 mImageActorVertBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
608 std::string GaussianBlurView::GetSampleOffsetsPropertyName( unsigned int index ) const
610 DALI_ASSERT_ALWAYS( index < mNumSamples );
612 std::ostringstream oss;
613 oss << "uSampleOffsets[" << index << "]";
617 std::string GaussianBlurView::GetSampleWeightsPropertyName( unsigned int index ) const
619 DALI_ASSERT_ALWAYS( index < mNumSamples );
621 std::ostringstream oss;
622 oss << "uSampleWeights[" << index << "]";
626 Dali::Toolkit::GaussianBlurView::GaussianBlurViewSignal& GaussianBlurView::FinishedSignal()
628 return mFinishedSignal;
631 void GaussianBlurView::OnRenderTaskFinished(Dali::RenderTask& renderTask)
633 Toolkit::GaussianBlurView handle( GetOwner() );
634 mFinishedSignal.Emit( handle );
637 } // namespace Internal
638 } // namespace Toolkit