// EXTERNAL INCLUDES
#include <sstream>
#include <iomanip>
-#include <dali/public-api/animation/active-constraint.h>
#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/public-api/object/type-registry-helper.h>
+#include <dali/devel-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
-#include <dali-toolkit/public-api/controls/bloom-view/bloom-view.h>
+#include <dali-toolkit/devel-api/controls/bloom-view/bloom-view.h>
#include "../gaussian-blur-view/gaussian-blur-view-impl.h"
namespace Dali
BloomView::BloomView()
- : Control( CONTROL_BEHAVIOUR_NONE )
+ : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
, mBlurNumSamples(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
, mBlurBellCurveWidth(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH)
, mPixelFormat(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
BloomView::BloomView( const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
const float downsampleWidthScale, const float downsampleHeightScale)
- : Control( CONTROL_BEHAVIOUR_NONE )
+ : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
, mBlurNumSamples(blurNumSamples)
, mBlurBellCurveWidth(blurBellCurveWidth)
, mPixelFormat(renderTargetPixelFormat)
SetupProperties();
}
-void BloomView::OnControlSizeSet(const Vector3& targetSize)
+void BloomView::OnSizeSet(const Vector3& targetSize)
{
mTargetSize = Vector2(targetSize);
mChildrenRoot.SetSize(targetSize);
mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mRenderDownsampledCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); // Rotate to look at origin
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
- mRenderFullSizeCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); // Rotate to look at origin
float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
taskList.RemoveTask(mCompositeTask);
}
-void BloomView::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 BloomView::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 BloomView::Activate()
{
// make sure resources are allocated and start the render tasks processing
}
/**
- * EqualToConstraintFloat
- *
- * f(current, property) = property
- */
-struct EqualToConstraintFloat
-{
- EqualToConstraintFloat(){}
-
- float operator()(const float current, const PropertyInput& property) {return property.GetFloat();}
-};
-
-/**
* RecipOneMinusConstraint
*
* f(current, property) = property
{
RecipOneMinusConstraint(){}
- float operator()(const float current, const PropertyInput& property)
+ void operator()( float& current, const PropertyInputContainer& inputs )
{
- return 1.0f / (1.0f - property.GetFloat());
+ current = 1.0f / ( 1.0f - inputs[0]->GetFloat() );
}
};
// 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 = mBloomExtractShader.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
- Constraint bloomThresholdConstraint = Constraint::New<float>(shaderBloomThresholdPropertyIndex, Source(self, mBloomThresholdPropertyIndex), EqualToConstraintFloat());
- mBloomExtractShader.ApplyConstraint(bloomThresholdConstraint);
+ Constraint bloomThresholdConstraint = Constraint::New<float>( mBloomExtractShader, 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 = mBloomExtractShader.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
- Constraint thresholdConstraint = Constraint::New<float>( shaderRecipOneMinusBloomThresholdPropertyIndex, LocalSource(shaderBloomThresholdPropertyIndex), RecipOneMinusConstraint());
- mBloomExtractShader.ApplyConstraint(thresholdConstraint);
+ Constraint thresholdConstraint = Constraint::New<float>( mBloomExtractShader, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint());
+ thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) );
+ thresholdConstraint.Apply();
////////////////////////////////////////////
// Register a property that the user can control to fade the blur in / out via internal GaussianBlurView object
mBlurStrengthPropertyIndex = self.RegisterProperty(BLOOM_BLUR_STRENGTH_PROPERTY_NAME, BLOOM_BLUR_STRENGTH_DEFAULT);
- Constraint blurStrengthConstraint = Constraint::New<float>( mGaussianBlurView.GetBlurStrengthPropertyIndex(), Source(self, mBlurStrengthPropertyIndex), EqualToConstraintFloat());
- mGaussianBlurView.ApplyConstraint(blurStrengthConstraint);
+ Constraint blurStrengthConstraint = Constraint::New<float>( mGaussianBlurView, mGaussianBlurView.GetBlurStrengthPropertyIndex(), EqualToConstraint());
+ blurStrengthConstraint.AddSource( Source(self, mBlurStrengthPropertyIndex) );
+ blurStrengthConstraint.Apply();
////////////////////////////////////////////
mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
mCompositeShader.SetUniform( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT );
Property::Index shaderBloomIntensityPropertyIndex = mCompositeShader.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
- Constraint bloomIntensityConstraint = Constraint::New<float>( shaderBloomIntensityPropertyIndex, Source(self, mBloomIntensityPropertyIndex), EqualToConstraintFloat());
- mCompositeShader.ApplyConstraint(bloomIntensityConstraint);
+ Constraint bloomIntensityConstraint = Constraint::New<float>( mCompositeShader, shaderBloomIntensityPropertyIndex, EqualToConstraint());
+ bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) );
+ bloomIntensityConstraint.Apply();
////////////////////////////////////////////
mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
mCompositeShader.SetUniform( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT );
Property::Index shaderBloomSaturationPropertyIndex = mCompositeShader.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
- Constraint bloomSaturationConstraint = Constraint::New<float>( shaderBloomSaturationPropertyIndex, Source(self, mBloomSaturationPropertyIndex), EqualToConstraintFloat());
- mCompositeShader.ApplyConstraint(bloomSaturationConstraint);
+ Constraint bloomSaturationConstraint = Constraint::New<float>( mCompositeShader, shaderBloomSaturationPropertyIndex, EqualToConstraint());
+ bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) );
+ bloomSaturationConstraint.Apply();
////////////////////////////////////////////
mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
mCompositeShader.SetUniform( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT );
Property::Index shaderImageIntensityPropertyIndex = mCompositeShader.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
- Constraint imageIntensityConstraint = Constraint::New<float>( shaderImageIntensityPropertyIndex, Source(self, mImageIntensityPropertyIndex), EqualToConstraintFloat());
- mCompositeShader.ApplyConstraint(imageIntensityConstraint);
+ Constraint imageIntensityConstraint = Constraint::New<float>( mCompositeShader, shaderImageIntensityPropertyIndex, EqualToConstraint());
+ imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) );
+ imageIntensityConstraint.Apply();
////////////////////////////////////////////
mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
mCompositeShader.SetUniform( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT );
Property::Index shaderImageSaturationPropertyIndex = mCompositeShader.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
- Constraint imageSaturationConstraint = Constraint::New<float>( shaderImageSaturationPropertyIndex, Source(self, mImageSaturationPropertyIndex), EqualToConstraintFloat());
- mCompositeShader.ApplyConstraint(imageSaturationConstraint);
+ Constraint imageSaturationConstraint = Constraint::New<float>( mCompositeShader, shaderImageSaturationPropertyIndex, EqualToConstraint());
+ imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) );
+ imageSaturationConstraint.Apply();
}
} // namespace Internal