// create actor to render input with applied emboss effect
mActorForInput = ImageActor::New( mInputImage );
mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
// create actor to render input with applied emboss effect
mActorForInput = ImageActor::New( mInputImage );
mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// create internal offscreen for result of horizontal pass
mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// create internal offscreen for result of horizontal pass
// create an actor to render mImageForHorz for vertical blur pass
mActorForHorz = ImageActor::New( mImageForHorz );
mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
// create an actor to render mImageForHorz for vertical blur pass
mActorForHorz = ImageActor::New( mImageForHorz );
mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// create internal offscreen for result of the two pass blurred image
mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// create internal offscreen for result of the two pass blurred image
// create an actor to blend the blurred image and the input image with the given blur strength
mActorForBlending = ImageActor::New( mBlurredImage );
mActorForBlending.SetParentOrigin( ParentOrigin::CENTER );
// create an actor to blend the blurred image and the input image with the given blur strength
mActorForBlending = ImageActor::New( mBlurredImage );
mActorForBlending.SetParentOrigin( ParentOrigin::CENTER );
mActorForBlending.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
mRootActor.Add( mActorForInput );
mActorForBlending.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
mRootActor.Add( mActorForInput );
mCameraForBlur.SetNearClippingPlane(1.0f);
mCameraForBlur.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mCameraForBlur.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
mCameraForBlur.SetNearClippingPlane(1.0f);
mCameraForBlur.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mCameraForBlur.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
mCameraForBlur.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
}
mCameraForBlur.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
}