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 "blur-two-pass-filter.h"
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/render-tasks/render-task-list.h>
41 const float DEFAULT_KERNEL0[] = { 12.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f };
43 const float DEFAULT_KERNEL1[] = { 8.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.25f/16.0f,
46 const float DEFAULT_KERNEL2[] = { 5.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.75f/16.0f,
47 1.75f/16.0f, 1.5f/16.0f, 1.5f/16.0f };
49 const float DEFAULT_KERNEL3[] = { 3.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f,
50 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 0.5f/16.0f,
53 const float DEFAULT_KERNEL4[] = { 2.0f/16.0f, 1.5f/16.0f, 1.5f/16.0f, 1.5f/16.0f,
54 1.5f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f,
55 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 0.5f/16.0f,
56 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f };
59 const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
61 const char* BLUR_TWO_PASS_FRAGMENT_SOURCE =
63 "precision highp float;\n"
64 "uniform vec2 uSampleOffsets[NUM_SAMPLES];\n"
65 "uniform float uSampleWeights[NUM_SAMPLES];\n"
68 " vec4 color = vec4(0.0);\n"
69 "# ifdef DEBUG_RENDER\n"
70 " if( vTexCoord.s < 0.495 )\n"
72 "# endif //def DEBUG_RENDER\n"
73 " for( int i = 0; i < NUM_SAMPLES; ++i )\n"
75 " color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];\n"
77 "# ifdef DEBUG_RENDER\n"
79 " else if( vTexCoord.s > 0.505 )\n"
81 " color = texture2D( sTexture, vTexCoord );\n"
85 " color = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
87 "# endif //def DEBUG_RENDER\n"
88 " gl_FragColor = color;\n"
92 std::string GetOffsetUniformName( int index )
94 std::ostringstream oss;
95 oss << "uSampleOffsets[" << index << "]";
99 std::string GetWeightUniformName( int index )
101 std::ostringstream oss;
102 oss << "uSampleWeights[" << index << "]";
106 const char* BLEND_TWO_IMAGES_FRAGMENT_SOURCE =
108 "precision highp float;\n"
109 "uniform float uBlurStrength; \n "
112 " gl_FragColor = texture2D( sTexture, vTexCoord ) * uBlurStrength"
113 " + texture2D( sEffect, vTexCoord )*(1.0-uBlurStrength); \n"
117 std::string GetBlurStrengthUniformName()
119 return "uBlurStrength";
125 BlurTwoPassFilter::BlurTwoPassFilter()
128 mShaderForBlending = ShaderEffect::New( "", BLEND_TWO_IMAGES_FRAGMENT_SOURCE );
129 mShaderForBlending.SetUniform( GetBlurStrengthUniformName(), 1.f );
130 mBlurStrengthPropertyIndex = mShaderForBlending.GetPropertyIndex( GetBlurStrengthUniformName() );
133 BlurTwoPassFilter::~BlurTwoPassFilter()
137 void BlurTwoPassFilter::Enable()
139 mCameraForBlur = CameraActor::New();
140 mCameraForBlur.SetParentOrigin(ParentOrigin::CENTER);
142 // create actor to render input with applied emboss effect
143 mActorForInput = ImageActor::New( mInputImage );
144 mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
145 mActorForInput.SetSize(mTargetSize);
146 mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
148 // create internal offscreen for result of horizontal pass
149 mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
151 // create an actor to render mImageForHorz for vertical blur pass
152 mActorForHorz = ImageActor::New( mImageForHorz );
153 mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
154 mActorForHorz.SetSize(mTargetSize);
155 mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
157 // create internal offscreen for result of the two pass blurred image
158 mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED);
160 // create an actor to blend the blurred image and the input image with the given blur strength
161 mActorForBlending = ImageActor::New( mBlurredImage );
162 mActorForBlending.SetParentOrigin( ParentOrigin::CENTER );
163 mActorForBlending.SetSize(mTargetSize);
164 mActorForBlending.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
166 mRootActor.Add( mActorForInput );
167 mRootActor.Add( mActorForHorz );
168 mRootActor.Add( mActorForBlending );
169 mRootActor.Add( mCameraForBlur );
171 // create custom shader effect
172 if( !GetKernelSize() )
174 CreateKernel( DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4)/sizeof(DEFAULT_KERNEL4[0]) );
176 int kernelSize( static_cast< int >(GetKernelSize()) );
178 std::ostringstream fragmentSource;
181 fragmentSource << "#define DEBUG_RENDER\n";
183 fragmentSource << "#define NUM_SAMPLES " << kernelSize << "\n";
184 fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE;
185 mShaderForHorz = ShaderEffect::New( "", fragmentSource.str() );
186 mActorForInput.SetShaderEffect( mShaderForHorz );
187 mShaderForVert = ShaderEffect::New( "", fragmentSource.str() );
188 mActorForHorz.SetShaderEffect( mShaderForVert );
190 for( int i = 0; i < kernelSize; ++i )
192 const std::string offsetUniform( GetOffsetUniformName( i ) );
193 const std::string weightUniform( GetWeightUniformName( i ) );
195 mShaderForHorz.SetUniform( offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS );
196 mShaderForHorz.SetUniform( weightUniform, mKernel[i].z );
198 mShaderForVert.SetUniform( offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS );
199 mShaderForVert.SetUniform( weightUniform, mKernel[i].z );
202 mActorForBlending.SetShaderEffect( mShaderForBlending );
203 mShaderForBlending.SetEffectImage( mInputImage );
209 void BlurTwoPassFilter::Disable()
215 mRootActor.Remove( mCameraForBlur );
216 mCameraForBlur.Reset();
221 mRootActor.Remove( mActorForInput );
222 mActorForInput.Reset();
227 mRootActor.Remove( mActorForHorz );
228 mActorForHorz.Reset();
231 if( mActorForBlending )
233 mRootActor.Remove( mActorForBlending );
234 mActorForBlending.Reset();
237 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
239 if( mRenderTaskForHorz )
241 taskList.RemoveTask(mRenderTaskForHorz);
243 if( mRenderTaskForVert )
245 taskList.RemoveTask(mRenderTaskForVert);
247 if( mRenderTaskForBlending )
249 taskList.RemoveTask(mRenderTaskForBlending);
256 void BlurTwoPassFilter::Refresh()
258 if( mRenderTaskForHorz )
260 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
263 if( mRenderTaskForVert )
265 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
268 if( mRenderTaskForBlending )
270 mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
274 void BlurTwoPassFilter::SetSize( const Vector2& size )
279 mActorForInput.SetSize(mTargetSize);
283 mActorForHorz.SetSize(mTargetSize);
285 if( mActorForBlending )
287 mActorForBlending.SetSize(mTargetSize);
291 Handle BlurTwoPassFilter::GetHandleForAnimateBlurStrength()
293 return mShaderForBlending;
296 void BlurTwoPassFilter::SetupCamera()
298 // Create and place a camera for the embossing render, corresponding to its render target size
299 mCameraForBlur.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
300 mCameraForBlur.SetNearClippingPlane(1.0f);
301 mCameraForBlur.SetAspectRatio(mTargetSize.width / mTargetSize.height);
302 mCameraForBlur.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
303 mCameraForBlur.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
306 void BlurTwoPassFilter::CreateRenderTasks()
308 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
310 // perform a horizontal blur targeting the internal buffer
311 mRenderTaskForHorz = taskList.CreateTask();
312 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
313 mRenderTaskForHorz.SetSourceActor( mActorForInput );
314 mRenderTaskForHorz.SetExclusive(true);
315 mRenderTaskForHorz.SetInputEnabled( false );
316 mRenderTaskForHorz.SetClearEnabled( true );
317 mRenderTaskForHorz.SetClearColor( mBackgroundColor );
318 mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz );
319 mRenderTaskForHorz.SetCameraActor( mCameraForBlur );
321 // use the internal buffer and perform a horizontal blur targeting the output buffer
322 mRenderTaskForVert = taskList.CreateTask();
323 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
324 mRenderTaskForVert.SetSourceActor( mActorForHorz );
325 mRenderTaskForVert.SetExclusive(true);
326 mRenderTaskForVert.SetInputEnabled( false );
327 mRenderTaskForVert.SetClearEnabled( true );
328 mRenderTaskForVert.SetClearColor( mBackgroundColor );
329 mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage );
330 mRenderTaskForVert.SetCameraActor( mCameraForBlur );
332 //Perform a blending between the blurred image and the input image
333 mRenderTaskForBlending = taskList.CreateTask();
334 mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
335 mRenderTaskForBlending.SetSourceActor( mActorForBlending );
336 mRenderTaskForBlending.SetExclusive(true);
337 mRenderTaskForBlending.SetInputEnabled( false );
338 mRenderTaskForBlending.SetClearEnabled( true );
339 mRenderTaskForBlending.SetClearColor( mBackgroundColor );
340 mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage );
341 mRenderTaskForBlending.SetCameraActor( mCameraForBlur );
344 } // namespace Internal
346 } // namespace Toolkit