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"
26 #include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
27 #include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
28 #include <dali/integration-api/debug.h>
31 // pixel format / size - set from JSON
32 // aspect ratio property needs to be able to be constrained also for cameras. (now do-able)
33 // default near clip value
34 // mChildrenRoot Add()/Remove() overloads - better solution
37 /////////////////////////////////////////////////////////
38 // IMPLEMENTATION NOTES
40 // As the ShadowView actor changes size, the amount of pixels we need to blur changes. Therefore we need some way of doing this. However:-
41 // OnSetSize() does not get called when ShadowView object size is modified using a Constraint.
42 // 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
43 // OnSizeAnimation() to alter render target sizes.
44 // 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
45 // 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
46 // by using constraints relative to the ShadowView actor size.
64 return Toolkit::ShadowView::New();
67 TypeRegistration mType( typeid(Toolkit::ShadowView), typeid(Toolkit::Control), Create );
70 const float BLUR_STRENGTH_DEFAULT = 1.0f;
72 const Vector3 DEFAULT_LIGHT_POSITION(300.0f, 250.0f, 600.0f);
73 const float DEFAULT_FIELD_OF_VIEW_RADIANS = Math::PI / 4.0f; // 45 degrees
75 const Vector4 DEFAULT_SHADOW_COLOR = Vector4(0.2f, 0.2f, 0.2f, 0.8f);
77 const std::string SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME( "uLightCameraProjectionMatrix" );
78 const std::string SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME( "uLightCameraViewMatrix" );
79 const std::string SHADER_SHADOW_COLOR_PROPERTY_NAME( "uShadowColor" );
81 const std::string BLUR_STRENGTH_PROPERTY_NAME( "BlurStrengthProperty" );
82 const std::string SHADOW_COLOR_PROPERTY_NAME( "ShadowColorProperty" );
84 const char* const RENDER_SHADOW_VERTEX_SOURCE =
85 " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
86 " uniform mediump mat4 uLightCameraViewMatrix;\n"
90 " gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
91 " vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix * vec4(aPosition,1.0);\n"
92 " vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
95 const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
96 "uniform lowp vec4 uShadowColor;\n"
99 " lowp float alpha;\n"
100 " alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
101 " gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
104 // TODO: Add this to dali-core constraints.h
106 * EqualToConstraintMatrix
108 * f(current, property) = property
110 struct EqualToConstraintMatrix
112 EqualToConstraintMatrix(){}
114 Dali::Matrix operator()(const Dali::Matrix& current, const PropertyInput& property) {return property.GetMatrix();}
119 ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale )
120 : Control( CONTROL_BEHAVIOUR_NONE ),
121 mChildrenRoot(Actor::New()),
122 mCachedShadowColor(DEFAULT_SHADOW_COLOR),
123 mCachedBackgroundColor(DEFAULT_SHADOW_COLOR.r, DEFAULT_SHADOW_COLOR.g, DEFAULT_SHADOW_COLOR.b, 0.0f),
124 mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
125 mShadowColorPropertyIndex(Property::INVALID_INDEX),
126 mDownsampleWidthScale(downsampleWidthScale),
127 mDownsampleHeightScale(downsampleHeightScale)
131 ShadowView::~ShadowView()
135 Toolkit::ShadowView ShadowView::New(float downsampleWidthScale, float downsampleHeightScale)
137 ShadowView* impl = new ShadowView(downsampleWidthScale, downsampleHeightScale);
139 Dali::Toolkit::ShadowView handle = Dali::Toolkit::ShadowView( *impl );
141 // Second-phase init of the implementation
142 // This can only be done after the CustomActor connection has been made...
148 /////////////////////////////////////////////////////////////
149 // for creating a subtree for all user added child actors.
150 // 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.
151 void ShadowView::Add(Actor child)
153 mChildrenRoot.Add(child);
156 void ShadowView::Remove(Actor child)
158 mChildrenRoot.Remove(child);
161 void ShadowView::SetShadowPlane(Actor shadowPlane)
163 mShadowPlaneBg = shadowPlane;
165 mShadowPlane = ImageActor::New();
166 mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
167 mShadowPlane.SetAnchorPoint(AnchorPoint::CENTER);
169 mShadowPlane.SetImage(mOutputImage);
170 mShadowPlane.SetShaderEffect(mShadowRenderShader);
172 // Rather than parent the shadow plane drawable and have constraints to move it to the same
173 // position, instead parent the shadow plane drawable on the shadow plane passed in.
174 mShadowPlaneBg.Add(mShadowPlane);
175 mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
176 mShadowPlane.SetZ(1.0f);
180 mShadowPlane.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, Source( mShadowPlaneBg, Actor::SIZE ), EqualToConstraint() ) );
182 mBlurRootActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, Source( mShadowPlane, Actor::SIZE ), EqualToConstraint() ) );
185 void ShadowView::SetPointLight(Actor pointLight)
187 mPointLight = pointLight;
192 void ShadowView::SetPointLightFieldOfView(float fieldOfView)
194 mCameraActor.SetFieldOfView(fieldOfView);
197 void ShadowView::SetShadowColor(Vector4 color)
199 mCachedShadowColor = color;
200 mCachedBackgroundColor.r = color.r;
201 mCachedBackgroundColor.g = color.g;
202 mCachedBackgroundColor.b = color.b;
204 Self().SetProperty( mShadowColorPropertyIndex, mCachedShadowColor );
207 mRenderSceneTask.SetClearColor( mCachedBackgroundColor );
211 void ShadowView::Activate()
213 DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" );
215 // make sure resources are allocated and start the render tasks processing
219 void ShadowView::Deactivate()
221 DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" )
223 // stop render tasks processing
224 // Note: render target resources are automatically freed since we set the Image::Unused flag
228 ///////////////////////////////////////////////////////////
233 void ShadowView::OnInitialize()
235 // root actor to parent all user added actors. Used as source actor for shadow render task.
236 mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
237 mChildrenRoot.ApplyConstraint(Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ));
239 Vector2 stageSize = Stage::GetCurrent().GetSize();
240 mCameraActor = CameraActor::New(stageSize);
242 mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
244 // Target is constrained to point at the shadow plane origin
245 mCameraActor.SetNearClippingPlane( 1.0f );
246 mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
247 mCameraActor.SetRotation(Radian(Degree(180)), Vector3::YAXIS);
248 mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
250 mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
251 Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
252 ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ));
254 // Create render targets needed for rendering from light's point of view
255 mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
257 mOutputImage = FrameBufferImage::New( stageSize.width * 0.5f, stageSize.height * 0.5f, Pixel::RGBA8888 );
259 //////////////////////////////////////////////////////
260 // Connect to actor tree
262 Self().Add( mChildrenRoot );
263 Stage::GetCurrent().Add( mCameraActor );
265 mBlurFilter.SetRefreshOnDemand(false);
266 mBlurFilter.SetInputImage(mSceneFromLightRenderTarget);
267 mBlurFilter.SetOutputImage(mOutputImage);
268 mBlurFilter.SetSize(stageSize * 0.5f);
269 mBlurFilter.SetPixelFormat(Pixel::RGBA8888);
271 mBlurRootActor = Actor::New();
273 // Turn off inheritance to ensure filter renders properly
274 mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
275 mBlurRootActor.SetInheritRotation(false);
276 mBlurRootActor.SetInheritScale(false);
277 mBlurRootActor.SetColorMode(USE_OWN_COLOR);
279 Self().Add(mBlurRootActor);
281 mBlurFilter.SetRootActor(mBlurRootActor);
282 mBlurFilter.SetBackgroundColor(Vector4::ZERO);
284 SetShaderConstants();
287 void ShadowView::OnSizeSet(const Vector3& targetSize)
291 void ShadowView::OnStageConnection()
293 // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
294 // 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()
298 void ShadowView::OnStageDisconnection()
300 // TODO: can't call this here, since SetImage() calls fails similarly to above
301 // 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()
305 void ShadowView::ConstrainCamera()
307 if( mPointLight && mShadowPlane )
309 // Constrain camera to look directly at center of shadow plane. (mPointLight position
310 // is under control of application, can't use transform inheritance)
312 Constraint cameraOrientationConstraint =
313 Constraint::New<Quaternion> ( Actor::ROTATION,
314 Source( mShadowPlane, Actor::WORLD_POSITION ),
315 Source( mPointLight, Actor::WORLD_POSITION ),
316 Source( mShadowPlane, Actor::WORLD_ROTATION ),
319 mCameraActor.ApplyConstraint( cameraOrientationConstraint );
321 Constraint pointLightPositionConstraint = Constraint::New<Vector3>( Actor::POSITION, Source( mPointLight, Actor::WORLD_POSITION ), EqualToConstraint() );
323 mCameraActor.ApplyConstraint( pointLightPositionConstraint );
327 void ShadowView::CreateRenderTasks()
329 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
331 // We want the first task to render the scene from the light
332 mRenderSceneTask = taskList.CreateTask();
334 mRenderSceneTask.SetCameraActor( mCameraActor );
335 mRenderSceneTask.SetSourceActor( mChildrenRoot );
336 mRenderSceneTask.SetTargetFrameBuffer( mSceneFromLightRenderTarget );
337 mRenderSceneTask.SetInputEnabled( false );
338 mRenderSceneTask.SetClearEnabled( true );
340 // background color for render task should be the shadow color, but with alpha 0
341 // we don't want to blend the edges of the content with a BLACK at alpha 0, but
342 // the same shadow color at alpha 0.
343 mRenderSceneTask.SetClearColor( mCachedBackgroundColor );
345 mBlurFilter.Enable();
348 void ShadowView::RemoveRenderTasks()
350 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
352 taskList.RemoveTask(mRenderSceneTask);
353 mRenderSceneTask.Reset();
355 mBlurFilter.Disable();
358 void ShadowView::SetShaderConstants()
360 CustomActor self = Self();
362 mShadowRenderShader.SetUniform( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
363 mShadowRenderShader.SetUniform( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
364 mShadowRenderShader.SetUniform( SHADER_SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor );
366 Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME);
367 Property::Index lightCameraViewMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME);
369 Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::PROJECTION_MATRIX ), EqualToConstraintMatrix());
370 Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::VIEW_MATRIX ), EqualToConstraintMatrix());
372 mShadowRenderShader.ApplyConstraint(projectionMatrixConstraint);
373 mShadowRenderShader.ApplyConstraint(viewMatrixConstraint);
375 // Register a property that the user can use to control the blur in the internal object
376 mBlurStrengthPropertyIndex = self.RegisterProperty(BLUR_STRENGTH_PROPERTY_NAME, BLUR_STRENGTH_DEFAULT);
377 mBlurFilter.GetHandleForAnimateBlurStrength().ApplyConstraint( Constraint::New<float>( mBlurFilter.GetBlurStrengthPropertyIndex() ,
378 Source( self, mBlurStrengthPropertyIndex),
379 EqualToConstraint()) );
381 // Register a property that the user can use to control the color of the shadow.
382 Property::Index index = mShadowRenderShader.GetPropertyIndex(SHADER_SHADOW_COLOR_PROPERTY_NAME);
383 mShadowColorPropertyIndex = self.RegisterProperty(SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor);
385 mShadowRenderShader.ApplyConstraint(Constraint::New<Dali::Vector4>( index, Source( self, mShadowColorPropertyIndex ), EqualToConstraint()) );
388 } // namespace Internal
390 } // namespace Toolkit