/*
- * Copyright (c) 2017 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 <dali/public-api/rendering/shader.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/actors/actor-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/visual-properties.h>
void GaussianBlurView::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.SetParentOrigin(ParentOrigin::CENTER);
- mInternalRoot.SetParentOrigin(ParentOrigin::CENTER);
+ mChildrenRoot.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
+ mInternalRoot.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
//////////////////////////////////////////////////////
// Create shaders
// Create an actor for performing a horizontal blur on the texture
mHorizBlurActor = Actor::New();
- mHorizBlurActor.SetParentOrigin(ParentOrigin::CENTER);
+ mHorizBlurActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
Renderer renderer = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
mHorizBlurActor.AddRenderer( renderer );
// Create an actor for performing a vertical blur on the texture
mVertBlurActor = Actor::New();
- mVertBlurActor.SetParentOrigin(ParentOrigin::CENTER);
+ mVertBlurActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
renderer = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
mVertBlurActor.AddRenderer( renderer );
if(!mBlurUserImage)
{
mCompositingActor = Actor::New();
- mCompositingActor.SetParentOrigin(ParentOrigin::CENTER);
- mCompositingActor.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
+ mCompositingActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
+ mCompositingActor.SetProperty( DevelActor::Property::OPACITY,GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE );
mCompositingActor.AddRenderer( renderer );
// 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
mTargetActor = Actor::New();
- mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
+ mTargetActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE );
mTargetActor.AddRenderer( renderer );
// Create cameras for the renders corresponding to the view size
mRenderFullSizeCamera = CameraActor::New();
mRenderFullSizeCamera.SetInvertYAxis( true );
- mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
+ mRenderFullSizeCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
//////////////////////////////////////////////////////
// Connect to actor tree
// Create camera for the renders corresponding to the (potentially downsampled) render targets' size
mRenderDownsampledCamera = CameraActor::New();
mRenderDownsampledCamera.SetInvertYAxis( true );
- mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
+ mRenderDownsampledCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
//////////////////////////////////////////////////////
// Connect to actor tree
void GaussianBlurView::AllocateResources()
{
- // size of render targets etc is based on the size of this actor, ignoring z
- if(mTargetSize != mLastSize)
- {
- mLastSize = mTargetSize;
+ mLastSize = mTargetSize;
+
+ // get size of downsampled render targets
+ mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
+ mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
+
+ // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
+ mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
+ // TODO: how do we pick a reasonable value for near clip? Needs to relate to normal camera the user renders with, but we don't have a handle on it
+ mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
+ mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
+ mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- // get size of downsampled render targets
- mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
- mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
+ mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
- // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
- mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
+ // setup for normal operation
+ if(!mBlurUserImage)
+ {
+ // Create and place a camera for the children render, corresponding to its render target size
+ mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
// TODO: how do we pick a reasonable value for near clip? Needs to relate to normal camera the user renders with, but we don't have a handle on it
- mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
- mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
- mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
-
- mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
-
- // setup for normal operation
- if(!mBlurUserImage)
- {
- // Create and place a camera for the children render, corresponding to its render target size
- mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
- // TODO: how do we pick a reasonable value for near clip? Needs to relate to normal camera the user renders with, but we don't have a handle on it
- mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
- mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
- mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
-
- float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
- mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
-
- // create offscreen buffer of new size to render our child actors to
- mRenderTargetForRenderingChildren = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE );
- Texture texture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) );
- mRenderTargetForRenderingChildren.AttachColorTexture( texture );
-
- // Set actor for performing a horizontal blur
- SetRendererTexture( mHorizBlurActor.GetRendererAt(0), mRenderTargetForRenderingChildren );
-
- // Create offscreen buffer for vert blur pass
- mRenderTarget1 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE );
- texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight));
- mRenderTarget1.AttachColorTexture( texture );
-
- // use the completed blur in the first buffer and composite with the original child actors render
- SetRendererTexture( mCompositingActor.GetRendererAt(0), mRenderTarget1 );
-
- // set up target actor for rendering result, i.e. the blurred image
- SetRendererTexture( mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren );
- }
-
- // Create offscreen buffer for horiz blur pass
- mRenderTarget2 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE );
- Texture texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight));
- mRenderTarget2.AttachColorTexture( texture );
-
- // size needs to match render target
- mHorizBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight);
-
- // size needs to match render target
- mVertBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight);
- SetRendererTexture( mVertBlurActor.GetRendererAt(0), mRenderTarget2 );
-
- // set gaussian blur up for new sized render targets
- SetShaderConstants();
+ mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
+ mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
+ mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
+
+ float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
+ mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
+
+ // create offscreen buffer of new size to render our child actors to
+ mRenderTargetForRenderingChildren = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE );
+ Texture texture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) );
+ mRenderTargetForRenderingChildren.AttachColorTexture( texture );
+
+ // Set actor for performing a horizontal blur
+ SetRendererTexture( mHorizBlurActor.GetRendererAt(0), mRenderTargetForRenderingChildren );
+
+ // Create offscreen buffer for vert blur pass
+ mRenderTarget1 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE );
+ texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight));
+ mRenderTarget1.AttachColorTexture( texture );
+
+ // use the completed blur in the first buffer and composite with the original child actors render
+ SetRendererTexture( mCompositingActor.GetRendererAt(0), mRenderTarget1 );
+
+ // set up target actor for rendering result, i.e. the blurred image
+ SetRendererTexture( mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren );
}
+
+ // Create offscreen buffer for horiz blur pass
+ mRenderTarget2 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE );
+ Texture texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight));
+ mRenderTarget2.AttachColorTexture( texture );
+
+ // size needs to match render target
+ mHorizBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight);
+
+ // size needs to match render target
+ mVertBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight);
+ SetRendererTexture( mVertBlurActor.GetRendererAt(0), mRenderTarget2 );
+
+ // set gaussian blur up for new sized render targets
+ SetShaderConstants();
}
void GaussianBlurView::CreateRenderTasks()
void GaussianBlurView::Activate()
{
- // make sure resources are allocated and start the render tasks processing
- Self().Add( mInternalRoot );
- AllocateResources();
- CreateRenderTasks();
- mActivated = true;
+ if( !mActivated )
+ {
+ // make sure resources are allocated and start the render tasks processing
+ Self().Add( mInternalRoot );
+ AllocateResources();
+ CreateRenderTasks();
+ mActivated = true;
+ }
}
void GaussianBlurView::ActivateOnce()
void GaussianBlurView::Deactivate()
{
- // stop render tasks processing
- // Note: render target resources are automatically freed since we set the Image::Unused flag
- mInternalRoot.Unparent();
- RemoveRenderTasks();
- mRenderTargetForRenderingChildren.Reset();
- mRenderTarget1.Reset();
- mRenderTarget2.Reset();
- mRenderOnce = false;
- mActivated = false;
+ if( mActivated )
+ {
+ // stop render tasks processing
+ // Note: render target resources are automatically freed since we set the Image::Unused flag
+ mInternalRoot.Unparent();
+ mRenderTargetForRenderingChildren.Reset();
+ mRenderTarget1.Reset();
+ mRenderTarget2.Reset();
+ RemoveRenderTasks();
+ mRenderOnce = false;
+ mActivated = false;
+ }
}
void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth)