2 * Copyright (c) 2017 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 "shadow-view-impl.h"
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/object/type-registry.h>
27 #include <dali/public-api/object/type-registry-helper.h>
28 #include <dali/public-api/render-tasks/render-task-list.h>
29 #include <dali/public-api/rendering/shader.h>
30 #include <dali/integration-api/debug.h>
33 #include <dali-toolkit/public-api/visuals/visual-properties.h>
34 #include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
35 #include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
38 // pixel format / size - set from JSON
39 // aspect ratio property needs to be able to be constrained also for cameras. (now do-able)
40 // default near clip value
43 /////////////////////////////////////////////////////////
44 // IMPLEMENTATION NOTES
46 // As the ShadowView 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 ShadowView 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 ShadowView 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 ShadowView actor size.
70 return Toolkit::ShadowView::New();
73 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ShadowView, Toolkit::Control, Create )
74 DALI_TYPE_REGISTRATION_END()
76 const float BLUR_STRENGTH_DEFAULT = 1.0f;
78 const Vector3 DEFAULT_LIGHT_POSITION(300.0f, 250.0f, 600.0f);
79 const float DEFAULT_FIELD_OF_VIEW_RADIANS = Math::PI / 4.0f; // 45 degrees
81 const Vector4 DEFAULT_SHADOW_COLOR = Vector4(0.2f, 0.2f, 0.2f, 0.8f);
83 const char* const SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME = "uLightCameraProjectionMatrix";
84 const char* const SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME = "uLightCameraViewMatrix";
85 const char* const SHADER_SHADOW_COLOR_PROPERTY_NAME = "uShadowColor";
86 const char* const BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty";
87 const char* const SHADOW_COLOR_PROPERTY_NAME = "ShadowColorProperty";
89 const char* const RENDER_SHADOW_VERTEX_SOURCE =
91 " attribute mediump vec2 aPosition;\n"
92 " uniform mediump mat4 uMvpMatrix;\n"
93 " uniform mediump mat4 uModelMatrix;\n"
94 " uniform vec3 uSize;\n"
95 " varying vec2 vTexCoord;\n"
97 " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
98 " uniform mediump mat4 uLightCameraViewMatrix;\n"
102 " mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n"
103 " vertexPosition.xyz *= uSize;\n"
104 " gl_Position = uMvpMatrix * vertexPosition;\n"
105 " vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix * vertexPosition;\n"
106 " vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
109 const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
110 "varying mediump vec2 vTexCoord;\n"
111 "uniform lowp vec4 uShadowColor;\n"
112 "uniform sampler2D sTexture;\n"
116 " lowp float alpha;\n"
117 " alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
118 " gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
123 ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale )
124 : Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
125 mChildrenRoot(Actor::New()),
126 mCachedShadowColor(DEFAULT_SHADOW_COLOR),
127 mCachedBackgroundColor(DEFAULT_SHADOW_COLOR.r, DEFAULT_SHADOW_COLOR.g, DEFAULT_SHADOW_COLOR.b, 0.0f),
128 mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
129 mShadowColorPropertyIndex(Property::INVALID_INDEX),
130 mDownsampleWidthScale(downsampleWidthScale),
131 mDownsampleHeightScale(downsampleHeightScale)
135 ShadowView::~ShadowView()
139 Toolkit::ShadowView ShadowView::New(float downsampleWidthScale, float downsampleHeightScale)
141 ShadowView* impl = new ShadowView(downsampleWidthScale, downsampleHeightScale);
143 Dali::Toolkit::ShadowView handle = Dali::Toolkit::ShadowView( *impl );
145 // Second-phase init of the implementation
146 // This can only be done after the CustomActor connection has been made...
152 void ShadowView::SetShadowPlaneBackground(Actor shadowPlaneBackground)
154 mShadowPlaneBg = shadowPlaneBackground;
156 mShadowPlane = Toolkit::ImageView::New( mOutputImage );
157 mShadowPlane.SetName( "SHADOW_PLANE" );
158 mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
159 mShadowPlane.SetAnchorPoint(AnchorPoint::CENTER);
161 mShadowPlane.SetProperty( Toolkit::ImageView::Property::IMAGE, mShadowVisualMap );
162 SetShaderConstants();
164 // Rather than parent the shadow plane drawable and have constraints to move it to the same
165 // position, instead parent the shadow plane drawable on the shadow plane passed in.
166 mShadowPlaneBg.Add(mShadowPlane);
167 mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
168 mShadowPlane.SetZ(1.0f);
172 mShadowPlane.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
174 mBlurRootActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
177 void ShadowView::SetPointLight(Actor pointLight)
179 mPointLight = pointLight;
184 void ShadowView::SetPointLightFieldOfView(float fieldOfView)
186 mCameraActor.SetFieldOfView(fieldOfView);
189 void ShadowView::SetShadowColor(Vector4 color)
191 mCachedShadowColor = color;
192 mCachedBackgroundColor.r = color.r;
193 mCachedBackgroundColor.g = color.g;
194 mCachedBackgroundColor.b = color.b;
198 mShadowPlane.SetProperty( mShadowColorPropertyIndex, mCachedShadowColor );
202 mRenderSceneTask.SetClearColor( mCachedBackgroundColor );
206 void ShadowView::Activate()
208 DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" );
210 // make sure resources are allocated and start the render tasks processing
214 void ShadowView::Deactivate()
216 DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" )
218 // stop render tasks processing
219 // Note: render target resources are automatically freed since we set the Image::Unused flag
223 ///////////////////////////////////////////////////////////
228 void ShadowView::OnInitialize()
230 // root actor to parent all user added actors. Used as source actor for shadow render task.
231 mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
232 mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
234 Vector2 stageSize = Stage::GetCurrent().GetSize();
235 mCameraActor = CameraActor::New(stageSize);
237 mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
239 // Target is constrained to point at the shadow plane origin
240 mCameraActor.SetNearClippingPlane( 1.0f );
241 mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
242 mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
243 mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
246 Property::Map customShader;
247 customShader[ Toolkit::Visual::Shader::Property::VERTEX_SHADER ] = RENDER_SHADOW_VERTEX_SOURCE;
248 customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = RENDER_SHADOW_FRAGMENT_SOURCE;
250 customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 20;
251 customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 20;
253 customShader[ Toolkit::Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
255 mShadowVisualMap[ Toolkit::Visual::Property::SHADER ] = customShader;
257 // Create render targets needed for rendering from light's point of view
258 mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
260 mOutputImage = FrameBufferImage::New( stageSize.width * 0.5f, stageSize.height * 0.5f, Pixel::RGBA8888 );
262 //////////////////////////////////////////////////////
263 // Connect to actor tree
265 Self().Add( mChildrenRoot );
266 Stage::GetCurrent().Add( mCameraActor );
268 mBlurFilter.SetRefreshOnDemand(false);
269 mBlurFilter.SetInputImage(mSceneFromLightRenderTarget);
270 mBlurFilter.SetOutputImage(mOutputImage);
271 mBlurFilter.SetSize(stageSize * 0.5f);
272 mBlurFilter.SetPixelFormat(Pixel::RGBA8888);
274 mBlurRootActor = Actor::New();
275 mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
277 // Turn off inheritance to ensure filter renders properly
278 mBlurRootActor.SetParentOrigin( ParentOrigin::CENTER );
279 mBlurRootActor.SetInheritPosition(false);
280 mBlurRootActor.SetInheritOrientation(false);
281 mBlurRootActor.SetInheritScale(false);
282 mBlurRootActor.SetColorMode(USE_OWN_COLOR);
284 Self().Add(mBlurRootActor);
286 mBlurFilter.SetRootActor(mBlurRootActor);
287 mBlurFilter.SetBackgroundColor(Vector4::ZERO);
289 CustomActor self = Self();
290 // Register a property that the user can use to control the blur in the internal object
291 mBlurStrengthPropertyIndex = self.RegisterProperty(BLUR_STRENGTH_PROPERTY_NAME, BLUR_STRENGTH_DEFAULT);
293 Constraint blurStrengthConstraint = Constraint::New<float>( mBlurFilter.GetHandleForAnimateBlurStrength(), mBlurFilter.GetBlurStrengthPropertyIndex(), EqualToConstraint() );
294 blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) );
295 blurStrengthConstraint.Apply();
298 void ShadowView::OnChildAdd( Actor& child )
300 if( child != mChildrenRoot && child != mBlurRootActor)
302 mChildrenRoot.Add( child );
305 Control::OnChildAdd( child );
308 void ShadowView::OnChildRemove( Actor& child )
310 mChildrenRoot.Remove( child );
312 Control::OnChildRemove( child );
315 void ShadowView::ConstrainCamera()
317 if( mPointLight && mShadowPlane )
319 // Constrain camera to look directly at center of shadow plane. (mPointLight position
320 // is under control of application, can't use transform inheritance)
322 Constraint cameraOrientationConstraint = Constraint::New<Quaternion> ( mCameraActor, Actor::Property::ORIENTATION, &LookAt );
323 cameraOrientationConstraint.AddSource( Source( mShadowPlane, Actor::Property::WORLD_POSITION ) );
324 cameraOrientationConstraint.AddSource( Source( mPointLight, Actor::Property::WORLD_POSITION ) );
325 cameraOrientationConstraint.AddSource( Source( mShadowPlane, Actor::Property::WORLD_ORIENTATION ) );
326 cameraOrientationConstraint.Apply();
328 Constraint pointLightPositionConstraint = Constraint::New<Vector3>( mCameraActor, Actor::Property::POSITION, EqualToConstraint() );
329 pointLightPositionConstraint.AddSource( Source( mPointLight, Actor::Property::WORLD_POSITION ) );
330 pointLightPositionConstraint.Apply();
334 void ShadowView::CreateRenderTasks()
336 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
338 // We want the first task to render the scene from the light
339 mRenderSceneTask = taskList.CreateTask();
341 mRenderSceneTask.SetCameraActor( mCameraActor );
342 mRenderSceneTask.SetSourceActor( mChildrenRoot );
343 mRenderSceneTask.SetTargetFrameBuffer( mSceneFromLightRenderTarget );
344 mRenderSceneTask.SetInputEnabled( false );
345 mRenderSceneTask.SetClearEnabled( true );
347 // background color for render task should be the shadow color, but with alpha 0
348 // we don't want to blend the edges of the content with a BLACK at alpha 0, but
349 // the same shadow color at alpha 0.
350 mRenderSceneTask.SetClearColor( mCachedBackgroundColor );
352 mBlurFilter.Enable();
355 void ShadowView::RemoveRenderTasks()
357 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
359 taskList.RemoveTask(mRenderSceneTask);
360 mRenderSceneTask.Reset();
362 mBlurFilter.Disable();
365 void ShadowView::SetShaderConstants()
367 Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
368 Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraProjectionMatrixPropertyIndex, EqualToConstraint() );
369 projectionMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::PROJECTION_MATRIX ) );
370 projectionMatrixConstraint.Apply();
372 Property::Index lightCameraViewMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
373 Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraViewMatrixPropertyIndex, EqualToConstraint() );
374 viewMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::VIEW_MATRIX ) );
375 viewMatrixConstraint.Apply();
377 mShadowColorPropertyIndex = mShadowPlane.RegisterProperty( SHADER_SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor );
380 } // namespace Internal
382 } // namespace Toolkit