/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
-#include <dali/devel-api/rendering/renderer.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/devel-api/images/texture-set-image.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
mBloomExtractImageView = Toolkit::ImageView::New();
mBloomExtractImageView.SetParentOrigin( ParentOrigin::CENTER );
- // Create shader used for extracting the bright parts of an image
- Property::Map customShader;
- customShader[ "fragmentShader" ] = BLOOM_EXTRACT_FRAGMENT_SOURCE;
- Property::Map rendererMap;
- rendererMap.Insert( "rendererType", "image" );
- rendererMap.Insert( "shader", customShader );
- mBloomExtractImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
-
// Create an image view for compositing the result (scene and bloom textures) to output
mCompositeImageView = Toolkit::ImageView::New();
mCompositeImageView.SetParentOrigin( ParentOrigin::CENTER );
- // Create shader used to composite bloom and original image to output render target
- customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE;
- rendererMap[ "shader" ] = customShader;
- mCompositeImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
-
// Create an image view for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
mTargetImageView = Toolkit::ImageView::New();
mTargetImageView.SetParentOrigin( ParentOrigin::CENTER );
mBloomExtractImageView.SetImage( mRenderTargetForRenderingChildren );
mBloomExtractImageView.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target
+ // Create shader used for extracting the bright parts of an image
+ Property::Map customShader;
+ customShader[ "fragmentShader" ] = BLOOM_EXTRACT_FRAGMENT_SOURCE;
+ Property::Map rendererMap;
+ rendererMap.Insert( "shader", customShader );
+ mBloomExtractImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
// set GaussianBlurView to blur our extracted bloom
mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBlurExtractTarget);
// use the completed blur in the first buffer and composite with the original child actors render
mCompositeImageView.SetImage( mRenderTargetForRenderingChildren );
+ // Create shader used to composite bloom and original image to output render target
+ customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE;
+ rendererMap[ "shader" ] = customShader;
+ mCompositeImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
TextureSet textureSet = mCompositeImageView.GetRendererAt(0).GetTextures();
- textureSet.SetImage( 1u, mBlurExtractTarget );
+ TextureSetImage( textureSet, 1u, mBlurExtractTarget );
// set up target actor for rendering result, i.e. the blurred image
mTargetImageView.SetImage(mOutputRenderTarget);