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 "shadow-view-impl.h"
24 #include <dali/public-api/animation/active-constraint.h>
25 #include <dali/public-api/animation/constraint.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/internal/controls/shadow-view/shadow-view-impl.h>
34 #include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
37 // pixel format / size - set from JSON
38 // aspect ratio property needs to be able to be constrained also for cameras. (now do-able)
39 // default near clip value
40 // mChildrenRoot Add()/Remove() overloads - better solution
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 =
90 " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
91 " uniform mediump mat4 uLightCameraViewMatrix;\n"
95 " gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
96 " vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix * vec4(aPosition,1.0);\n"
97 " vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
100 const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
101 "uniform lowp vec4 uShadowColor;\n"
104 " lowp float alpha;\n"
105 " alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
106 " gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
109 // TODO: Add this to dali-core constraints.h
111 * EqualToConstraintMatrix
113 * f(current, property) = property
115 struct EqualToConstraintMatrix
117 EqualToConstraintMatrix(){}
119 Dali::Matrix operator()(const Dali::Matrix& current, const PropertyInput& property) {return property.GetMatrix();}
124 ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale )
125 : Control( CONTROL_BEHAVIOUR_NONE ),
126 mChildrenRoot(Actor::New()),
127 mCachedShadowColor(DEFAULT_SHADOW_COLOR),
128 mCachedBackgroundColor(DEFAULT_SHADOW_COLOR.r, DEFAULT_SHADOW_COLOR.g, DEFAULT_SHADOW_COLOR.b, 0.0f),
129 mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
130 mShadowColorPropertyIndex(Property::INVALID_INDEX),
131 mDownsampleWidthScale(downsampleWidthScale),
132 mDownsampleHeightScale(downsampleHeightScale)
136 ShadowView::~ShadowView()
140 Toolkit::ShadowView ShadowView::New(float downsampleWidthScale, float downsampleHeightScale)
142 ShadowView* impl = new ShadowView(downsampleWidthScale, downsampleHeightScale);
144 Dali::Toolkit::ShadowView handle = Dali::Toolkit::ShadowView( *impl );
146 // Second-phase init of the implementation
147 // This can only be done after the CustomActor connection has been made...
153 /////////////////////////////////////////////////////////////
154 // for creating a subtree for all user added child actors.
155 // 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.
156 void ShadowView::Add(Actor child)
158 mChildrenRoot.Add(child);
161 void ShadowView::Remove(Actor child)
163 mChildrenRoot.Remove(child);
166 void ShadowView::SetShadowPlane(Actor shadowPlane)
168 mShadowPlaneBg = shadowPlane;
170 mShadowPlane = ImageActor::New();
171 mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
172 mShadowPlane.SetAnchorPoint(AnchorPoint::CENTER);
174 mShadowPlane.SetImage(mOutputImage);
175 mShadowPlane.SetShaderEffect(mShadowRenderShader);
177 // Rather than parent the shadow plane drawable and have constraints to move it to the same
178 // position, instead parent the shadow plane drawable on the shadow plane passed in.
179 mShadowPlaneBg.Add(mShadowPlane);
180 mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
181 mShadowPlane.SetZ(1.0f);
185 mShadowPlane.SetSizeMode( SIZE_EQUAL_TO_PARENT );
187 mBlurRootActor.SetSizeMode( SIZE_EQUAL_TO_PARENT );
190 void ShadowView::SetPointLight(Actor pointLight)
192 mPointLight = pointLight;
197 void ShadowView::SetPointLightFieldOfView(float fieldOfView)
199 mCameraActor.SetFieldOfView(fieldOfView);
202 void ShadowView::SetShadowColor(Vector4 color)
204 mCachedShadowColor = color;
205 mCachedBackgroundColor.r = color.r;
206 mCachedBackgroundColor.g = color.g;
207 mCachedBackgroundColor.b = color.b;
209 Self().SetProperty( mShadowColorPropertyIndex, mCachedShadowColor );
212 mRenderSceneTask.SetClearColor( mCachedBackgroundColor );
216 void ShadowView::Activate()
218 DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" );
220 // make sure resources are allocated and start the render tasks processing
224 void ShadowView::Deactivate()
226 DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" )
228 // stop render tasks processing
229 // Note: render target resources are automatically freed since we set the Image::Unused flag
233 ///////////////////////////////////////////////////////////
238 void ShadowView::OnInitialize()
240 // root actor to parent all user added actors. Used as source actor for shadow render task.
241 mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
242 mChildrenRoot.SetSizeMode( SIZE_EQUAL_TO_PARENT );
244 Vector2 stageSize = Stage::GetCurrent().GetSize();
245 mCameraActor = CameraActor::New(stageSize);
247 mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
249 // Target is constrained to point at the shadow plane origin
250 mCameraActor.SetNearClippingPlane( 1.0f );
251 mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
252 mCameraActor.SetRotation(Radian(Degree(180)), Vector3::YAXIS);
253 mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
255 mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
256 Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
257 ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ));
259 // Create render targets needed for rendering from light's point of view
260 mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
262 mOutputImage = FrameBufferImage::New( stageSize.width * 0.5f, stageSize.height * 0.5f, Pixel::RGBA8888 );
264 //////////////////////////////////////////////////////
265 // Connect to actor tree
267 Self().Add( mChildrenRoot );
268 Stage::GetCurrent().Add( mCameraActor );
270 mBlurFilter.SetRefreshOnDemand(false);
271 mBlurFilter.SetInputImage(mSceneFromLightRenderTarget);
272 mBlurFilter.SetOutputImage(mOutputImage);
273 mBlurFilter.SetSize(stageSize * 0.5f);
274 mBlurFilter.SetPixelFormat(Pixel::RGBA8888);
276 mBlurRootActor = Actor::New();
278 // Turn off inheritance to ensure filter renders properly
279 mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
280 mBlurRootActor.SetInheritRotation(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 SetShaderConstants();
292 void ShadowView::OnSizeSet(const Vector3& targetSize)
296 void ShadowView::OnStageConnection()
298 // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
299 // 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()
303 void ShadowView::OnStageDisconnection()
305 // TODO: can't call this here, since SetImage() calls fails similarly to above
306 // 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()
310 void ShadowView::ConstrainCamera()
312 if( mPointLight && mShadowPlane )
314 // Constrain camera to look directly at center of shadow plane. (mPointLight position
315 // is under control of application, can't use transform inheritance)
317 Constraint cameraOrientationConstraint =
318 Constraint::New<Quaternion> ( Actor::Property::ROTATION,
319 Source( mShadowPlane, Actor::Property::WORLD_POSITION ),
320 Source( mPointLight, Actor::Property::WORLD_POSITION ),
321 Source( mShadowPlane, Actor::Property::WORLD_ROTATION ),
324 mCameraActor.ApplyConstraint( cameraOrientationConstraint );
326 Constraint pointLightPositionConstraint = Constraint::New<Vector3>( Actor::Property::POSITION, Source( mPointLight, Actor::Property::WORLD_POSITION ), EqualToConstraint() );
328 mCameraActor.ApplyConstraint( pointLightPositionConstraint );
332 void ShadowView::CreateRenderTasks()
334 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
336 // We want the first task to render the scene from the light
337 mRenderSceneTask = taskList.CreateTask();
339 mRenderSceneTask.SetCameraActor( mCameraActor );
340 mRenderSceneTask.SetSourceActor( mChildrenRoot );
341 mRenderSceneTask.SetTargetFrameBuffer( mSceneFromLightRenderTarget );
342 mRenderSceneTask.SetInputEnabled( false );
343 mRenderSceneTask.SetClearEnabled( true );
345 // background color for render task should be the shadow color, but with alpha 0
346 // we don't want to blend the edges of the content with a BLACK at alpha 0, but
347 // the same shadow color at alpha 0.
348 mRenderSceneTask.SetClearColor( mCachedBackgroundColor );
350 mBlurFilter.Enable();
353 void ShadowView::RemoveRenderTasks()
355 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
357 taskList.RemoveTask(mRenderSceneTask);
358 mRenderSceneTask.Reset();
360 mBlurFilter.Disable();
363 void ShadowView::SetShaderConstants()
365 CustomActor self = Self();
367 mShadowRenderShader.SetUniform( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
368 mShadowRenderShader.SetUniform( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
369 mShadowRenderShader.SetUniform( SHADER_SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor );
371 Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME);
372 Property::Index lightCameraViewMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME);
374 Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::PROJECTION_MATRIX ), EqualToConstraintMatrix());
375 Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::VIEW_MATRIX ), EqualToConstraintMatrix());
377 mShadowRenderShader.ApplyConstraint(projectionMatrixConstraint);
378 mShadowRenderShader.ApplyConstraint(viewMatrixConstraint);
380 // Register a property that the user can use to control the blur in the internal object
381 mBlurStrengthPropertyIndex = self.RegisterProperty(BLUR_STRENGTH_PROPERTY_NAME, BLUR_STRENGTH_DEFAULT);
382 mBlurFilter.GetHandleForAnimateBlurStrength().ApplyConstraint( Constraint::New<float>( mBlurFilter.GetBlurStrengthPropertyIndex() ,
383 Source( self, mBlurStrengthPropertyIndex),
384 EqualToConstraint()) );
386 // Register a property that the user can use to control the color of the shadow.
387 Property::Index index = mShadowRenderShader.GetPropertyIndex(SHADER_SHADOW_COLOR_PROPERTY_NAME);
388 mShadowColorPropertyIndex = self.RegisterProperty(SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor);
390 mShadowRenderShader.ApplyConstraint(Constraint::New<Dali::Vector4>( index, Source( self, mShadowColorPropertyIndex ), EqualToConstraint()) );
393 } // namespace Internal
395 } // namespace Toolkit