/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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 <sstream>
#include <iomanip>
#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/stage.h>
+#include <dali/devel-api/common/stage.h>
#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>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
#include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
#include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
{
mShadowPlaneBg = shadowPlaneBackground;
- mShadowPlane = Toolkit::ImageView::New( mOutputImage );
- mShadowPlane.SetName( "SHADOW_PLANE" );
- mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
- mShadowPlane.SetAnchorPoint(AnchorPoint::CENTER);
+ mShadowPlane = Actor::New();
+ mShadowPlane.SetProperty( Actor::Property::NAME, "SHADOW_PLANE" );
+ mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mShadowPlane.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ Renderer shadowRenderer = CreateRenderer( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE, Shader::Hint::OUTPUT_IS_TRANSPARENT, Uint16Pair(20,20) );
+ TextureSet textureSet = shadowRenderer.GetTextures();
+ textureSet.SetTexture( 0u, mOutputFrameBuffer.GetColorTexture() );
+ mShadowPlane.AddRenderer( shadowRenderer );
- mShadowPlane.SetProperty( Toolkit::ImageView::Property::IMAGE, mShadowVisualMap );
SetShaderConstants();
// Rather than parent the shadow plane drawable and have constraints to move it to the same
// position, instead parent the shadow plane drawable on the shadow plane passed in.
- mShadowPlaneBg.Add(mShadowPlane);
- mShadowPlane.SetParentOrigin(ParentOrigin::CENTER);
- mShadowPlane.SetZ(1.0f);
+ mShadowPlaneBg.Add( mShadowPlane );
+ mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mShadowPlane.SetProperty( Actor::Property::POSITION_Z, 1.0f );
ConstrainCamera();
void ShadowView::Activate()
{
- DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" );
+ DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Activate()\n" );
// make sure resources are allocated and start the render tasks processing
CreateRenderTasks();
void ShadowView::Deactivate()
{
- DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" )
+ DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Deactivate()\n" )
// stop render tasks processing
// Note: render target resources are automatically freed since we set the Image::Unused flag
void ShadowView::OnInitialize()
{
// root actor to parent all user added actors. Used as source actor for shadow render task.
- mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
+ mChildrenRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
Vector2 stageSize = Stage::GetCurrent().GetSize();
mCameraActor = CameraActor::New(stageSize);
- mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
+ mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
- mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
- mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
-
-
- Property::Map customShader;
- customShader[ Toolkit::Visual::Shader::Property::VERTEX_SHADER ] = RENDER_SHADOW_VERTEX_SOURCE;
- customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = RENDER_SHADOW_FRAGMENT_SOURCE;
-
- customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 20;
- customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 20;
-
- customShader[ Toolkit::Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
-
- mShadowVisualMap[ Toolkit::Visual::Property::SHADER ] = customShader;
+ mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) );
+ mCameraActor.SetProperty( Actor::Property::POSITION, DEFAULT_LIGHT_POSITION );
// Create render targets needed for rendering from light's point of view
- mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
+ mSceneFromLightRenderTarget = FrameBuffer::New( stageSize.width, stageSize.height, FrameBuffer::Attachment::NONE );
+ Texture textureFromLight = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(stageSize.width), unsigned(stageSize.height) );
+ mSceneFromLightRenderTarget.AttachColorTexture( textureFromLight );
- mOutputImage = FrameBufferImage::New( stageSize.width * 0.5f, stageSize.height * 0.5f, Pixel::RGBA8888 );
+ mOutputFrameBuffer = FrameBuffer::New( stageSize.width * 0.5f, stageSize.height * 0.5f, FrameBuffer::Attachment::NONE );
+ Texture outputTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(stageSize.width * 0.5f), unsigned(stageSize.height * 0.5f) );
+ mOutputFrameBuffer.AttachColorTexture( outputTexture );
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
Stage::GetCurrent().Add( mCameraActor );
- mBlurFilter.SetRefreshOnDemand(false);
- mBlurFilter.SetInputImage(mSceneFromLightRenderTarget);
- mBlurFilter.SetOutputImage(mOutputImage);
- mBlurFilter.SetSize(stageSize * 0.5f);
- mBlurFilter.SetPixelFormat(Pixel::RGBA8888);
+ mBlurFilter.SetRefreshOnDemand( false );
+ mBlurFilter.SetInputTexture( mSceneFromLightRenderTarget.GetColorTexture() );
+ mBlurFilter.SetOutputFrameBuffer( mOutputFrameBuffer );
+ mBlurFilter.SetSize( stageSize * 0.5f );
+ mBlurFilter.SetPixelFormat( Pixel::RGBA8888 );
mBlurRootActor = Actor::New();
- mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
+ mBlurRootActor.SetProperty( Actor::Property::NAME, "BLUR_ROOT_ACTOR" );
// Turn off inheritance to ensure filter renders properly
- mBlurRootActor.SetParentOrigin( ParentOrigin::CENTER );
- mBlurRootActor.SetInheritPosition(false);
- mBlurRootActor.SetInheritOrientation(false);
- mBlurRootActor.SetInheritScale(false);
- mBlurRootActor.SetColorMode(USE_OWN_COLOR);
+ mBlurRootActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mBlurRootActor.SetProperty( Actor::Property::INHERIT_POSITION, false );
+ mBlurRootActor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
+ mBlurRootActor.SetProperty( Actor::Property::INHERIT_SCALE, false );
+ mBlurRootActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
- Self().Add(mBlurRootActor);
+ Self().Add( mBlurRootActor );
mBlurFilter.SetRootActor(mBlurRootActor);
mBlurFilter.SetBackgroundColor(Vector4::ZERO);
void ShadowView::OnChildAdd( Actor& child )
{
- Control::OnChildAdd( child );
-
if( child != mChildrenRoot && child != mBlurRootActor)
{
mChildrenRoot.Add( child );
}
+
+ Control::OnChildAdd( child );
}
void ShadowView::OnChildRemove( Actor& child )
mRenderSceneTask.SetCameraActor( mCameraActor );
mRenderSceneTask.SetSourceActor( mChildrenRoot );
- mRenderSceneTask.SetTargetFrameBuffer( mSceneFromLightRenderTarget );
+ mRenderSceneTask.SetFrameBuffer( mSceneFromLightRenderTarget );
mRenderSceneTask.SetInputEnabled( false );
mRenderSceneTask.SetClearEnabled( true );