#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>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/controls/bloom-view/bloom-view.h>
-#include "../gaussian-blur-view/gaussian-blur-view-impl.h"
+#include <dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.h>
namespace Dali
{
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 );
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = BLOOM_EXTRACT_FRAGMENT_SOURCE;
+ Property::Map visualMap;
+ visualMap.Insert( Toolkit::Visual::Property::SHADER, customShader );
+ mBloomExtractImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
// 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 );
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = COMPOSITE_FRAGMENT_SOURCE;
+ visualMap[ Toolkit::Visual::Property::SHADER ] = customShader;
+ mCompositeImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
TextureSet textureSet = mCompositeImageView.GetRendererAt(0).GetTextures();
TextureSetImage( textureSet, 1u, mBlurExtractTarget );