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 "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>
41 const char* const SPREAD_FRAGMENT_SOURCE =
43 "precision highp float;\n"
44 "varying mediump vec2 vTexCoord;\n"
45 "uniform sampler2D sTexture;\n"
46 "uniform int uSpread;\n"
47 "uniform vec2 uTexScale;\n"
50 " vec4 color = texture2D( sTexture, vTexCoord);\n"
51 " for( int i = 1; i <= uSpread; ++i )\n"
53 " vec2 offset = uTexScale * float(i);\n"
54 " color = max( texture2D( sTexture, vTexCoord + offset), color );\n"
55 " color = max( texture2D( sTexture, vTexCoord - offset), color );\n"
57 " gl_FragColor = color;\n"
61 const char* const SPREAD_UNIFORM_NAME( "uSpread" );
62 const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" );
67 SpreadFilter::SpreadFilter()
73 SpreadFilter::~SpreadFilter()
77 void SpreadFilter::SetSpread( float spread )
82 void SpreadFilter::Enable()
84 // create actor to render input with applied emboss effect
85 mActorForInput = Toolkit::ImageView::New( mInputImage );
86 mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
87 mActorForInput.SetSize(mTargetSize);
88 // register properties as shader uniforms
89 mActorForInput.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread );
90 mActorForInput.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 1.0f / mTargetSize.width, 0.0f ) );
92 // create internal offscreen for result of horizontal pass
93 mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
94 // create an actor to render mImageForHorz for vertical blur pass
95 mActorForHorz = Toolkit::ImageView::New( mImageForHorz );
96 mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
97 mActorForHorz.SetSize(mTargetSize);
98 // register properties as shader uniforms
99 mActorForHorz.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread );
100 mActorForHorz.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 0.0f, 1.0f / mTargetSize.height ) );
102 Property::Map customShader;
103 customShader[ "fragmentShader" ] = SPREAD_FRAGMENT_SOURCE;
104 Property::Map rendererMap;
105 rendererMap.Insert( "shader", customShader );
107 // set SPREAD custom shader
108 mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
109 mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
111 mRootActor.Add( mActorForInput );
112 mRootActor.Add( mActorForHorz );
118 void SpreadFilter::Disable()
124 mRootActor.Remove( mCameraActor );
125 mCameraActor.Reset();
130 mRootActor.Remove( mActorForInput );
131 mActorForInput.Reset();
136 mRootActor.Remove( mActorForHorz );
137 mActorForHorz.Reset();
140 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
142 if( mRenderTaskForHorz )
144 taskList.RemoveTask(mRenderTaskForHorz);
146 if( mRenderTaskForVert )
148 taskList.RemoveTask(mRenderTaskForVert);
155 void SpreadFilter::Refresh()
157 if( mRenderTaskForHorz )
159 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
162 if( mRenderTaskForVert )
164 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
168 void SpreadFilter::SetSize( const Vector2& size )
173 mActorForInput.SetSize(mTargetSize);
177 mActorForHorz.SetSize(mTargetSize);
181 void SpreadFilter::CreateRenderTasks()
183 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
185 // perform a horizontal blur targeting the internal buffer
186 mRenderTaskForHorz = taskList.CreateTask();
187 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
188 mRenderTaskForHorz.SetSourceActor( mActorForInput );
189 mRenderTaskForHorz.SetExclusive(true);
190 mRenderTaskForHorz.SetInputEnabled( false );
191 mRenderTaskForHorz.SetClearEnabled( true );
192 mRenderTaskForHorz.SetClearColor( mBackgroundColor );
193 mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz );
194 mRenderTaskForHorz.SetCameraActor( mCameraActor );
196 // use the internal buffer and perform a horizontal blur targeting the output buffer
197 mRenderTaskForVert = taskList.CreateTask();
198 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
199 mRenderTaskForVert.SetSourceActor( mActorForHorz );
200 mRenderTaskForVert.SetExclusive(true);
201 mRenderTaskForVert.SetInputEnabled( false );
202 mRenderTaskForVert.SetClearEnabled( true );
203 mRenderTaskForVert.SetClearColor( mBackgroundColor );
204 mRenderTaskForVert.SetTargetFrameBuffer( mOutputImage );
205 mRenderTaskForVert.SetCameraActor( mCameraActor );
208 } // namespace Internal
210 } // namespace Toolkit