// EXTERNAL INCLUDES
#include <sstream>
#include <iomanip>
+#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/object/type-registry.h>
+#include <dali/devel-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/integration-api/debug.h>
// Manager object - re-use render targets if there are multiple GaussianBlurViews created
-
/////////////////////////////////////////////////////////
// IMPLEMENTATION NOTES
return Toolkit::GaussianBlurView::New();
}
-TypeRegistration mType( typeid(Toolkit::GaussianBlurView), typeid(Toolkit::Control), Create );
-
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::GaussianBlurView, Toolkit::Control, Create )
+DALI_TYPE_REGISTRATION_END()
const unsigned int GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
const Pixel::Format GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH = 1.0f; // default, fully blurred
-const std::string GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME("GaussianBlurStrengthPropertyName");
+const char* const GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME = "GaussianBlurStrengthPropertyName";
const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
GaussianBlurView::GaussianBlurView()
- : Control( CONTROL_BEHAVIOUR_NONE )
+ : Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION ) )
, mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
, mBlurBellCurveWidth( 0.001f )
, mPixelFormat(GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
GaussianBlurView::GaussianBlurView( const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
const float downsampleWidthScale, const float downsampleHeightScale,
bool blurUserImage)
- : Control( CONTROL_BEHAVIOUR_NONE )
+ : Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION ) )
, mNumSamples(numSamples)
, mBlurBellCurveWidth( 0.001f )
, mPixelFormat(renderTargetPixelFormat)
// Private methods
//
-/**
- * EqualToConstraintFloat
- *
- * f(current, property) = property
- */
-struct EqualToConstraintFloat
-{
- EqualToConstraintFloat(){}
-
- float operator()(const float current, const PropertyInput& property) {return property.GetFloat();}
-};
-
void GaussianBlurView::OnInitialize()
{
// root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
- Constraint blurStrengthConstraint = Constraint::New<float>( Actor::COLOR_ALPHA, ParentSource(mBlurStrengthPropertyIndex), EqualToConstraintFloat());
- mImageActorComposite.ApplyConstraint(blurStrengthConstraint);
+ Constraint blurStrengthConstraint = Constraint::New<float>( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
+ blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) );
+ blurStrengthConstraint.Apply();
// Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
mTargetActor = ImageActor::New();
float mScale;
};
-void GaussianBlurView::OnControlSizeSet(const Vector3& targetSize)
+void GaussianBlurView::OnSizeSet(const Vector3& targetSize)
{
mTargetSize = Vector2(targetSize);
mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- // Point the camera back into the scene
- mRenderDownsampledCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- // Point the camera back into the scene
- mRenderFullSizeCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
// create offscreen buffer of new size to render our child actors to
- mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::Unused );
+ mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
// Set ImageActor for performing a horizontal blur on the texture
mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren );
// Create offscreen buffer for vert blur pass
- mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::Unused );
+ mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
// use the completed blur in the first buffer and composite with the original child actors render
mImageActorComposite.SetImage( mRenderTarget1 );
}
// Create offscreen buffer for horiz blur pass
- mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::Unused );
+ mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
// size needs to match render target
mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
taskList.RemoveTask(mCompositeTask);
}
-void GaussianBlurView::OnStageDisconnection()
-{
- // TODO: can't call this here, since SetImage() calls fails similarly to above
- // 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()
- //Deactivate();
-}
-
-void GaussianBlurView::OnControlStageConnection()
-{
- // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
- // 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()
- //Activate();
-}
-
void GaussianBlurView::Activate()
{
// make sure resources are allocated and start the render tasks processing