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 "spread-filter.h"
22 #include <dali/public-api/animation/constraints.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/object/property-map.h>
25 #include <dali/public-api/render-tasks/render-task-list.h>
28 #include <dali-toolkit/public-api/visuals/visual-properties.h>
42 const char* const SPREAD_FRAGMENT_SOURCE =
44 "precision highp float;\n"
45 "varying mediump vec2 vTexCoord;\n"
46 "uniform sampler2D sTexture;\n"
47 "uniform int uSpread;\n"
48 "uniform vec2 uTexScale;\n"
51 " vec4 color = texture2D( sTexture, vTexCoord);\n"
52 " for( int i = 1; i <= uSpread; ++i )\n"
54 " vec2 offset = uTexScale * float(i);\n"
55 " color = max( texture2D( sTexture, vTexCoord + offset), color );\n"
56 " color = max( texture2D( sTexture, vTexCoord - offset), color );\n"
58 " gl_FragColor = color;\n"
62 const char* const SPREAD_UNIFORM_NAME( "uSpread" );
63 const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" );
68 SpreadFilter::SpreadFilter()
74 SpreadFilter::~SpreadFilter()
78 void SpreadFilter::SetSpread( float spread )
83 void SpreadFilter::Enable()
85 // create actor to render input with applied emboss effect
86 mActorForInput = Toolkit::ImageView::New( mInputImage );
87 mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
88 mActorForInput.SetSize(mTargetSize);
89 // register properties as shader uniforms
90 mActorForInput.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread );
91 mActorForInput.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 1.0f / mTargetSize.width, 0.0f ) );
93 // create internal offscreen for result of horizontal pass
94 mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
95 // create an actor to render mImageForHorz for vertical blur pass
96 mActorForHorz = Toolkit::ImageView::New( mImageForHorz );
97 mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
98 mActorForHorz.SetSize(mTargetSize);
99 // register properties as shader uniforms
100 mActorForHorz.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread );
101 mActorForHorz.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 0.0f, 1.0f / mTargetSize.height ) );
103 Property::Map customShader;
104 customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = SPREAD_FRAGMENT_SOURCE;
105 Property::Map visualMap;
106 visualMap.Insert( Toolkit::Visual::Property::SHADER, customShader );
108 // set SPREAD custom shader
109 mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
110 mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
112 mRootActor.Add( mActorForInput );
113 mRootActor.Add( mActorForHorz );
119 void SpreadFilter::Disable()
125 mRootActor.Remove( mCameraActor );
126 mCameraActor.Reset();
131 mRootActor.Remove( mActorForInput );
132 mActorForInput.Reset();
137 mRootActor.Remove( mActorForHorz );
138 mActorForHorz.Reset();
141 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
143 if( mRenderTaskForHorz )
145 taskList.RemoveTask(mRenderTaskForHorz);
147 if( mRenderTaskForVert )
149 taskList.RemoveTask(mRenderTaskForVert);
156 void SpreadFilter::Refresh()
158 if( mRenderTaskForHorz )
160 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
163 if( mRenderTaskForVert )
165 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
169 void SpreadFilter::SetSize( const Vector2& size )
174 mActorForInput.SetSize(mTargetSize);
178 mActorForHorz.SetSize(mTargetSize);
182 void SpreadFilter::CreateRenderTasks()
184 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
186 // perform a horizontal blur targeting the internal buffer
187 mRenderTaskForHorz = taskList.CreateTask();
188 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
189 mRenderTaskForHorz.SetSourceActor( mActorForInput );
190 mRenderTaskForHorz.SetExclusive(true);
191 mRenderTaskForHorz.SetInputEnabled( false );
192 mRenderTaskForHorz.SetClearEnabled( true );
193 mRenderTaskForHorz.SetClearColor( mBackgroundColor );
194 mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz );
195 mRenderTaskForHorz.SetCameraActor( mCameraActor );
197 // use the internal buffer and perform a horizontal blur targeting the output buffer
198 mRenderTaskForVert = taskList.CreateTask();
199 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
200 mRenderTaskForVert.SetSourceActor( mActorForHorz );
201 mRenderTaskForVert.SetExclusive(true);
202 mRenderTaskForVert.SetInputEnabled( false );
203 mRenderTaskForVert.SetClearEnabled( true );
204 mRenderTaskForVert.SetClearColor( mBackgroundColor );
205 mRenderTaskForVert.SetTargetFrameBuffer( mOutputImage );
206 mRenderTaskForVert.SetCameraActor( mCameraActor );
209 } // namespace Internal
211 } // namespace Toolkit