2 * Copyright (c) 2020 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/devel-api/common/stage.h>
25 #include <dali/public-api/object/property-map.h>
26 #include <dali/public-api/render-tasks/render-task-list.h>
27 #include <dali/public-api/rendering/renderer.h>
30 #include <dali-toolkit/internal/controls/control/control-renderers.h>
31 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
45 const float DEFAULT_KERNEL0[] = { 12.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f };
47 const float DEFAULT_KERNEL1[] = { 8.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.25f/16.0f,
50 const float DEFAULT_KERNEL2[] = { 5.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.75f/16.0f,
51 1.75f/16.0f, 1.5f/16.0f, 1.5f/16.0f };
53 const float DEFAULT_KERNEL3[] = { 3.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f,
54 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 0.5f/16.0f,
57 const float DEFAULT_KERNEL4[] = { 2.0f/16.0f, 1.5f/16.0f, 1.5f/16.0f, 1.5f/16.0f,
58 1.5f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f,
59 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 0.5f/16.0f,
60 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f };
62 std::string GetOffsetUniformName( int index )
64 std::ostringstream oss;
65 oss << "uSampleOffsets[" << index << "]";
69 std::string GetWeightUniformName( int index )
71 std::ostringstream oss;
72 oss << "uSampleWeights[" << index << "]";
76 const char* const BLUR_STRENGTH_UNIFORM_NAME( "uBlurStrength" );
77 const char* const EFFECT_IMAGE_NAME( "sEffect" );
82 BlurTwoPassFilter::BlurTwoPassFilter()
85 // create blending actor and register the property in constructor
86 // to make sure that GetBlurStrengthPropertyIndex() always returns a valid index
87 mActorForBlending = Actor::New();
88 mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty( BLUR_STRENGTH_UNIFORM_NAME, 1.f );
91 BlurTwoPassFilter::~BlurTwoPassFilter()
95 void BlurTwoPassFilter::Enable()
97 // create custom shader effect
98 if( !GetKernelSize() )
100 CreateKernel( DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4)/sizeof(DEFAULT_KERNEL4[0]) );
102 int kernelSize( static_cast< int >(GetKernelSize()) );
104 // Set up blur-two-pass custom shader
105 std::ostringstream sstream;
106 sstream << "#define NUM_SAMPLES " << kernelSize << "\n";
107 sstream << SHADER_BLUR_TWO_PASS_SHADER_FRAG;
108 std::string fragmentSource( sstream.str() );
110 // create actor to render input with applied emboss effect
111 mActorForInput = Actor::New();
112 mActorForInput.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
113 mActorForInput.SetProperty( Actor::Property::SIZE, mTargetSize );
114 Renderer rendererForInput = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
115 SetRendererTexture( rendererForInput, mInputTexture );
116 mActorForInput.AddRenderer( rendererForInput );
118 // create internal offscreen for result of horizontal pass
119 mFrameBufferForHorz = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE );
120 Texture textureForHorz = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) );
121 mFrameBufferForHorz.AttachColorTexture( textureForHorz );
123 // create an actor to render mImageForHorz for vertical blur pass
124 mActorForHorz = Actor::New();
125 mActorForHorz.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
126 mActorForHorz.SetProperty( Actor::Property::SIZE, mTargetSize );
127 Renderer rendererForHorz = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
128 SetRendererTexture( rendererForHorz, textureForHorz );
129 mActorForHorz.AddRenderer( rendererForHorz );
131 // create internal offscreen for result of the two pass blurred image
132 mBlurredFrameBuffer = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE );
133 Texture blurredTexture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) );
134 mBlurredFrameBuffer.AttachColorTexture( blurredTexture );
136 // create an actor to blend the blurred image and the input image with the given blur strength
137 Renderer rendererForBlending = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_BLUR_TWO_IMAGES_SHADER_FRAG );
138 TextureSet textureSetForBlending = rendererForBlending.GetTextures();
139 textureSetForBlending.SetTexture( 0u, blurredTexture );
140 textureSetForBlending.SetTexture( 1u, mInputTexture );
141 mActorForBlending.AddRenderer( rendererForBlending );
142 mActorForBlending.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
143 mActorForBlending.SetProperty( Actor::Property::SIZE, mTargetSize );
145 for( int i = 0; i < kernelSize; ++i )
147 const std::string offsetUniform( GetOffsetUniformName( i ) );
148 const std::string weightUniform( GetWeightUniformName( i ) );
150 mActorForInput.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS );
151 mActorForInput.RegisterProperty( weightUniform, mKernel[i].z );
153 mActorForHorz.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS );
154 mActorForHorz.RegisterProperty( weightUniform, mKernel[i].z );
157 mRootActor.Add( mActorForInput );
158 mRootActor.Add( mActorForHorz );
159 mRootActor.Add( mActorForBlending );
165 void BlurTwoPassFilter::Disable()
171 mRootActor.Remove( mCameraActor );
172 mCameraActor.Reset();
177 mRootActor.Remove( mActorForInput );
178 mActorForInput.Reset();
183 mRootActor.Remove( mActorForHorz );
184 mActorForHorz.Reset();
187 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
189 if( mRenderTaskForHorz )
191 taskList.RemoveTask(mRenderTaskForHorz);
193 if( mRenderTaskForVert )
195 taskList.RemoveTask(mRenderTaskForVert);
197 if( mRenderTaskForBlending )
199 taskList.RemoveTask(mRenderTaskForBlending);
206 void BlurTwoPassFilter::Refresh()
208 if( mRenderTaskForHorz )
210 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
213 if( mRenderTaskForVert )
215 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
218 if( mRenderTaskForBlending )
220 mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
224 void BlurTwoPassFilter::SetSize( const Vector2& size )
229 mActorForInput.SetProperty( Actor::Property::SIZE, mTargetSize);
233 mActorForHorz.SetProperty( Actor::Property::SIZE, mTargetSize);
235 if( mActorForBlending )
237 mActorForBlending.SetProperty( Actor::Property::SIZE, mTargetSize);
241 Handle BlurTwoPassFilter::GetHandleForAnimateBlurStrength()
243 return mActorForBlending;
246 void BlurTwoPassFilter::CreateRenderTasks()
248 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
250 // perform a horizontal blur targeting the internal buffer
251 mRenderTaskForHorz = taskList.CreateTask();
252 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
253 mRenderTaskForHorz.SetSourceActor( mActorForInput );
254 mRenderTaskForHorz.SetExclusive(true);
255 mRenderTaskForHorz.SetInputEnabled( false );
256 mRenderTaskForHorz.SetClearEnabled( true );
257 mRenderTaskForHorz.SetClearColor( mBackgroundColor );
258 mRenderTaskForHorz.SetFrameBuffer( mFrameBufferForHorz );
259 mRenderTaskForHorz.SetCameraActor( mCameraActor );
261 // use the internal buffer and perform a horizontal blur targeting the output buffer
262 mRenderTaskForVert = taskList.CreateTask();
263 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
264 mRenderTaskForVert.SetSourceActor( mActorForHorz );
265 mRenderTaskForVert.SetExclusive(true);
266 mRenderTaskForVert.SetInputEnabled( false );
267 mRenderTaskForVert.SetClearEnabled( true );
268 mRenderTaskForVert.SetClearColor( mBackgroundColor );
269 mRenderTaskForVert.SetFrameBuffer( mBlurredFrameBuffer );
270 mRenderTaskForVert.SetCameraActor( mCameraActor );
272 //Perform a blending between the blurred image and the input image
273 mRenderTaskForBlending = taskList.CreateTask();
274 mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
275 mRenderTaskForBlending.SetSourceActor( mActorForBlending );
276 mRenderTaskForBlending.SetExclusive(true);
277 mRenderTaskForBlending.SetInputEnabled( false );
278 mRenderTaskForBlending.SetClearEnabled( true );
279 mRenderTaskForBlending.SetClearColor( mBackgroundColor );
280 mRenderTaskForBlending.SetFrameBuffer( mOutputFrameBuffer );
281 mRenderTaskForBlending.SetCameraActor( mCameraActor );
284 } // namespace Internal
286 } // namespace Toolkit