/*
- * 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/common/stage.h>
#include <dali/public-api/object/property-map.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.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/devel-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
{
const char* const IMAGE_INTENSITY_PROPERTY_NAME = "uImageIntensity";
const char* const IMAGE_SATURATION_PROPERTY_NAME = "uImageSaturation";
-const char* const EFFECT_IMAGE_NAME( "sEffect" );
-
///////////////////////////////////////////////////////
//
// Bloom shaders
, mTargetSize(Vector2::ZERO)
, mLastSize(Vector2::ZERO)
, mChildrenRoot(Actor::New())
+ , mInternalRoot(Actor::New() )
, mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
, mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
, mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
, mTargetSize(Vector2::ZERO)
, mLastSize(Vector2::ZERO)
, mChildrenRoot(Actor::New())
+ , mInternalRoot(Actor::New())
, mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
, mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
, mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
return handle;
}
-/////////////////////////////////////////////////////////////
-// for creating a subtree for all user added child actors, so that we can have them exclusive to the mRenderChildrenTask and our other actors exclusive to our other tasks
-// TODO: overloading Actor::Add()/Remove() not nice since breaks polymorphism. Need another method to pass ownership of added child actors to our internal actor root.
-void BloomView::Add(Actor child)
-{
- mChildrenRoot.Add(child);
-}
-
-void BloomView::Remove(Actor child)
-{
- mChildrenRoot.Remove(child);
-}
-
-
-
-
-
-
///////////////////////////////////////////////////////////
//
// Private methods
void BloomView::OnInitialize()
{
// root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
- mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
+ mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
+ mInternalRoot.SetParentOrigin( ParentOrigin::CENTER );
//////////////////////////////////////////////////////
// Create actors
- // Create an ImageActor for rendering from the scene texture to the bloom texture
- mBloomExtractImageActor = Toolkit::ImageView::New();
- mBloomExtractImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
-
- // 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", "imageRenderer" );
- rendererMap.Insert( "shader", customShader );
- mBloomExtractImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
+ // Create an image view for rendering from the scene texture to the bloom texture
+ mBloomExtractImageView = Toolkit::ImageView::New();
+ mBloomExtractImageView.SetParentOrigin( ParentOrigin::CENTER );
- // Create an ImageActor for compositing the result (scene and bloom textures) to output
- mCompositeImageActor = Toolkit::ImageView::New();
- mCompositeImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
-
- // Create shader used to composite bloom and original image to output render target
- customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE;
- rendererMap[ "shader" ] = customShader;
- mCompositeImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
-
- // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
- mTargetImageActor = Toolkit::ImageView::New();
- mTargetImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
+ // Create an image view for compositing the result (scene and bloom textures) to output
+ mCompositeImageView = Toolkit::ImageView::New();
+ mCompositeImageView.SetParentOrigin( ParentOrigin::CENTER );
+ // 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 );
// Create the Gaussian Blur object + render tasks
// Note that we use mBloomExtractTarget as the source image and also re-use this as the gaussian blur final render target. This saves the gaussian blur code from creating it
// render targets etc internally, so we make better use of resources
// Note, this also internally creates the render tasks used by the Gaussian blur, this must occur after the bloom extraction and before the compositing
mGaussianBlurView = Dali::Toolkit::GaussianBlurView::New(mBlurNumSamples, mBlurBellCurveWidth, mPixelFormat, mDownsampleWidthScale, mDownsampleHeightScale, true);
- mGaussianBlurView.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
+ mGaussianBlurView.SetParentOrigin( ParentOrigin::CENTER );
//////////////////////////////////////////////////////
////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
- Self().Add( mBloomExtractImageActor );
- Self().Add( mGaussianBlurView );
- Self().Add( mCompositeImageActor );
- Self().Add( mTargetImageActor );
- Self().Add( mRenderDownsampledCamera );
- Self().Add( mRenderFullSizeCamera );
+ Self().Add( mInternalRoot );
+ mInternalRoot.Add( mBloomExtractImageView );
+ mInternalRoot.Add( mGaussianBlurView );
+ mInternalRoot.Add( mCompositeImageView );
+ mInternalRoot.Add( mTargetImageView );
+ mInternalRoot.Add( mRenderDownsampledCamera );
+ mInternalRoot.Add( mRenderFullSizeCamera );
// bind properties for / set shader constants to defaults
SetupProperties();
void BloomView::OnSizeSet(const Vector3& targetSize)
{
+ Control::OnSizeSet( targetSize );
+
mTargetSize = Vector2(targetSize);
mChildrenRoot.SetSize(targetSize);
- mCompositeImageActor.SetSize(targetSize);
- mTargetImageActor.SetSize(targetSize);
+ mCompositeImageView.SetSize(targetSize);
+ mTargetImageView.SetSize(targetSize);
// Children render camera must move when GaussianBlurView object is
// resized. This is since we cannot change render target size - so we need
}
}
+void BloomView::OnChildAdd( Actor& child )
+{
+ Control::OnChildAdd( child );
+
+ if( child != mChildrenRoot && child != mInternalRoot)
+ {
+ mChildrenRoot.Add( child );
+ }
+}
+
+void BloomView::OnChildRemove( Actor& child )
+{
+ mChildrenRoot.Remove( child );
+
+ Control::OnChildRemove( child );
+}
+
void BloomView::AllocateResources()
{
// size of render targets etc is based on the size of this actor, ignoring z
- if(mTargetSize != mLastSize)
+ if(mTargetSize != mLastSize || !mActivated)
{
mLastSize = mTargetSize;
// Create render targets
// create off screen buffer of new size to render our child actors to
- mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
- mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
- FrameBufferImage mBlurExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
- mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED);
+ mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
+ mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
+ FrameBufferImage mBlurExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
+ mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
//////////////////////////////////////////////////////
// Point actors and render tasks at new render targets
- mBloomExtractImageActor.SetImage( mRenderTargetForRenderingChildren );
- mBloomExtractImageActor.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target
+ 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[ 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
- mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren );
- Material material = mCompositeImageActor.GetRendererAt(0).GetMaterial();
- int textureIndex = material.GetTextureIndex( EFFECT_IMAGE_NAME );
- if( textureIndex == -1 )
- {
- material.AddTexture( mBlurExtractTarget, EFFECT_IMAGE_NAME );
- }
- else
- {
- material.SetTextureImage( textureIndex, mBlurExtractTarget );
- }
+ mCompositeImageView.SetImage( mRenderTargetForRenderingChildren );
+ // Create shader used to composite bloom and original image to output render target
+ 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 );
// set up target actor for rendering result, i.e. the blurred image
- mTargetImageActor.SetImage(mOutputRenderTarget);
+ mTargetImageView.SetImage(mOutputRenderTarget);
}
}
// Extract the bright part of the image and render to a new buffer. Downsampling also occurs at this stage to save pixel fill, if it is set up.
mBloomExtractTask = taskList.CreateTask();
- mBloomExtractTask.SetSourceActor( mBloomExtractImageActor );
+ mBloomExtractTask.SetSourceActor( mBloomExtractImageView );
mBloomExtractTask.SetExclusive(true);
mBloomExtractTask.SetInputEnabled( false );
mBloomExtractTask.SetClearEnabled( true );
// GaussianBlurView tasks must be created here, so they are executed in the correct order with respect to BloomView tasks
GetImpl(mGaussianBlurView).CreateRenderTasks();
- // Use an image actor displaying the children render and composite it with the blurred bloom buffer, targeting the output
+ // Use an image view displaying the children render and composite it with the blurred bloom buffer, targeting the output
mCompositeTask = taskList.CreateTask();
- mCompositeTask.SetSourceActor( mCompositeImageActor );
+ mCompositeTask.SetSourceActor( mCompositeImageView );
mCompositeTask.SetExclusive(true);
mCompositeTask.SetInputEnabled( false );
mCompositeTask.SetClearEnabled( true );
// stop render tasks processing
// Note: render target resources are automatically freed since we set the Image::Unused flag
RemoveRenderTasks();
+ mRenderTargetForRenderingChildren.Reset();
+ mBloomExtractTarget.Reset();
+ mOutputRenderTarget.Reset();
mActivated = false;
}
// bloom threshold
// set defaults, makes sure properties are registered with shader
- mBloomExtractImageActor.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT );
- mBloomExtractImageActor.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) );
+ mBloomExtractImageView.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT );
+ mBloomExtractImageView.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) );
// Register a property that the user can control to change the bloom threshold
mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT);
- Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractImageActor.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
- Constraint bloomThresholdConstraint = Constraint::New<float>( mBloomExtractImageActor, shaderBloomThresholdPropertyIndex, EqualToConstraint());
+ Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractImageView.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
+ Constraint bloomThresholdConstraint = Constraint::New<float>( mBloomExtractImageView, shaderBloomThresholdPropertyIndex, EqualToConstraint());
bloomThresholdConstraint.AddSource( Source(self, mBloomThresholdPropertyIndex) );
bloomThresholdConstraint.Apply();
// precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property
- Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractImageActor.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
- Constraint thresholdConstraint = Constraint::New<float>( mBloomExtractImageActor, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint());
+ Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractImageView.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
+ Constraint thresholdConstraint = Constraint::New<float>( mBloomExtractImageView, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint());
thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) );
thresholdConstraint.Apply();
// Register a property that the user can control to fade the bloom intensity via internally hidden shader
mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
- mCompositeImageActor.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT );
- Property::Index shaderBloomIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
- Constraint bloomIntensityConstraint = Constraint::New<float>( mCompositeImageActor, shaderBloomIntensityPropertyIndex, EqualToConstraint());
+ mCompositeImageView.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT );
+ Property::Index shaderBloomIntensityPropertyIndex = mCompositeImageView.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
+ Constraint bloomIntensityConstraint = Constraint::New<float>( mCompositeImageView, shaderBloomIntensityPropertyIndex, EqualToConstraint());
bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) );
bloomIntensityConstraint.Apply();
// Register a property that the user can control to fade the bloom saturation via internally hidden shader
mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
- mCompositeImageActor.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT );
- Property::Index shaderBloomSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
- Constraint bloomSaturationConstraint = Constraint::New<float>( mCompositeImageActor, shaderBloomSaturationPropertyIndex, EqualToConstraint());
+ mCompositeImageView.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT );
+ Property::Index shaderBloomSaturationPropertyIndex = mCompositeImageView.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
+ Constraint bloomSaturationConstraint = Constraint::New<float>( mCompositeImageView, shaderBloomSaturationPropertyIndex, EqualToConstraint());
bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) );
bloomSaturationConstraint.Apply();
// Register a property that the user can control to fade the image intensity via internally hidden shader
mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
- mCompositeImageActor.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT );
- Property::Index shaderImageIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
- Constraint imageIntensityConstraint = Constraint::New<float>( mCompositeImageActor, shaderImageIntensityPropertyIndex, EqualToConstraint());
+ mCompositeImageView.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT );
+ Property::Index shaderImageIntensityPropertyIndex = mCompositeImageView.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
+ Constraint imageIntensityConstraint = Constraint::New<float>( mCompositeImageView, shaderImageIntensityPropertyIndex, EqualToConstraint());
imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) );
imageIntensityConstraint.Apply();
// Register a property that the user can control to fade the image saturation via internally hidden shader
mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
- mCompositeImageActor.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT );
- Property::Index shaderImageSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
- Constraint imageSaturationConstraint = Constraint::New<float>( mCompositeImageActor, shaderImageSaturationPropertyIndex, EqualToConstraint());
+ mCompositeImageView.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT );
+ Property::Index shaderImageSaturationPropertyIndex = mCompositeImageView.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
+ Constraint imageSaturationConstraint = Constraint::New<float>( mCompositeImageView, shaderImageSaturationPropertyIndex, EqualToConstraint());
imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) );
imageSaturationConstraint.Apply();
}