/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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 "gaussian-blur-view-impl.h"
// EXTERNAL INCLUDES
-#include <sstream>
-#include <iomanip>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/common/stage.h>
+#include <dali/integration-api/debug.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/public-api/object/type-registry.h>
+#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/public-api/rendering/geometry.h>
-#include <dali/public-api/rendering/property-buffer.h>
#include <dali/public-api/rendering/renderer.h>
#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>
+#include <iomanip>
+#include <sstream>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
#include <dali-toolkit/internal/controls/control/control-renderers.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
// TODO:
// pixel format / size - set from JSON
// default near clip value
// Manager object - re-use render targets if there are multiple GaussianBlurViews created
-
/////////////////////////////////////////////////////////
// IMPLEMENTATION NOTES
// to take account of the changed GaussianBlurView object size, projecting to the unchanged render target sizes. This is done relative to the fixed render target / actor sizes
// by using constraints relative to the GaussianBlurView actor size.
-
// 2 modes:
// 1st mode, this control has a tree of actors (use Add() to add children) that are rendered and blurred.
// mRenderChildrenTask renders children to FB mRenderTargetForRenderingChildren
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
-
using namespace Dali;
BaseHandle Create()
return Toolkit::GaussianBlurView::New();
}
-DALI_TYPE_REGISTRATION_BEGIN( Toolkit::GaussianBlurView, Toolkit::Control, Create )
+DALI_TYPE_REGISTRATION_BEGIN(Toolkit::GaussianBlurView, Toolkit::Control, Create)
DALI_TYPE_REGISTRATION_END()
-const unsigned int GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
-const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
+const unsigned int GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
+const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
const Pixel::Format GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
-const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH = 1.0f; // default, fully blurred
-const char* const GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME = "GaussianBlurStrengthPropertyName";
-const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
-const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
+const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH = 1.0f; // default, fully blurred
+const char* const GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME = "GaussianBlurStrengthPropertyName";
+const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
+const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
-const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n
- uniform mediump float uSampleWeights[NUM_SAMPLES];\n
-
- void main()\n
- {\n
- mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];\n
- for (int i=1; i<NUM_SAMPLES; ++i)\n
- {\n
- col += texture2D(sTexture, vTexCoord + uSampleOffsets[i]) * uSampleWeights[i];\n
- }\n
- gl_FragColor = col;\n
- }\n
-);
-
} // namespace
-
GaussianBlurView::GaussianBlurView()
-: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS ) ),
+: Control(ControlBehaviour(DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS)),
mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES),
- mBlurBellCurveWidth( 0.001f ),
+ mBlurBellCurveWidth(0.001f),
mPixelFormat(GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT),
mDownsampleWidthScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE),
mDownsampleHeightScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE),
- mDownsampledWidth( 0.0f ),
- mDownsampledHeight( 0.0f ),
- mBlurUserImage( false ),
- mRenderOnce( false ),
- mBackgroundColor( Color::BLACK ),
+ mDownsampledWidth(0.0f),
+ mDownsampledHeight(0.0f),
+ mBlurUserImage(false),
+ mRenderOnce(false),
+ mBackgroundColor(Color::BLACK),
mTargetSize(Vector2::ZERO),
mLastSize(Vector2::ZERO),
mChildrenRoot(Actor::New()),
mInternalRoot(Actor::New()),
mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
- mActivated( false )
+ mActivated(false)
{
SetBlurBellCurveWidth(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH);
}
-GaussianBlurView::GaussianBlurView( const unsigned int numSamples,
- const float blurBellCurveWidth,
- const Pixel::Format renderTargetPixelFormat,
- const float downsampleWidthScale,
- const float downsampleHeightScale,
- bool blurUserImage)
-: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS ) ),
+GaussianBlurView::GaussianBlurView(const unsigned int numSamples,
+ const float blurBellCurveWidth,
+ const Pixel::Format renderTargetPixelFormat,
+ const float downsampleWidthScale,
+ const float downsampleHeightScale,
+ bool blurUserImage)
+: Control(ControlBehaviour(DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS)),
mNumSamples(numSamples),
- mBlurBellCurveWidth( 0.001f ),
+ mBlurBellCurveWidth(0.001f),
mPixelFormat(renderTargetPixelFormat),
mDownsampleWidthScale(downsampleWidthScale),
mDownsampleHeightScale(downsampleHeightScale),
- mDownsampledWidth( 0.0f ),
- mDownsampledHeight( 0.0f ),
- mBlurUserImage( blurUserImage ),
- mRenderOnce( false ),
- mBackgroundColor( Color::BLACK ),
+ mDownsampledWidth(0.0f),
+ mDownsampledHeight(0.0f),
+ mBlurUserImage(blurUserImage),
+ mRenderOnce(false),
+ mBackgroundColor(Color::BLACK),
mTargetSize(Vector2::ZERO),
mLastSize(Vector2::ZERO),
mChildrenRoot(Actor::New()),
mInternalRoot(Actor::New()),
mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
- mActivated( false )
+ mActivated(false)
{
SetBlurBellCurveWidth(blurBellCurveWidth);
}
{
}
-
Toolkit::GaussianBlurView GaussianBlurView::New()
{
GaussianBlurView* impl = new GaussianBlurView();
- Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
+ Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView(*impl);
// Second-phase init of the implementation
// This can only be done after the CustomActor connection has been made...
return handle;
}
-Toolkit::GaussianBlurView GaussianBlurView::New(const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
- const float downsampleWidthScale, const float downsampleHeightScale,
- bool blurUserImage)
+Toolkit::GaussianBlurView GaussianBlurView::New(const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat, const float downsampleWidthScale, const float downsampleHeightScale, bool blurUserImage)
{
- GaussianBlurView* impl = new GaussianBlurView( numSamples, blurBellCurveWidth, renderTargetPixelFormat,
- downsampleWidthScale, downsampleHeightScale,
- blurUserImage);
+ GaussianBlurView* impl = new GaussianBlurView(numSamples, blurBellCurveWidth, renderTargetPixelFormat, downsampleWidthScale, downsampleHeightScale, blurUserImage);
- Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
+ Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView(*impl);
// Second-phase init of the implementation
// This can only be done after the CustomActor connection has been made...
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
-// DEPRECATED: 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 GaussianBlurView::Add(Actor child)
-{
- mChildrenRoot.Add(child);
-}
-
-void GaussianBlurView::Remove(Actor child)
-{
- mChildrenRoot.Remove(child);
-}
-
void GaussianBlurView::SetUserImageAndOutputRenderTarget(Texture inputImage, FrameBuffer outputRenderTarget)
{
// can only do this if the GaussianBlurView object was created with this parameter set
mUserInputImage = inputImage;
- SetRendererTexture( mHorizBlurActor.GetRendererAt(0), inputImage );
+ SetRendererTexture(mHorizBlurActor.GetRendererAt(0), inputImage);
mUserOutputRenderTarget = outputRenderTarget;
}
return mUserOutputRenderTarget;
}
-void GaussianBlurView::SetBackgroundColor( const Vector4& color )
+void GaussianBlurView::SetBackgroundColor(const Vector4& color)
{
mBackgroundColor = color;
}
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.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
- mInternalRoot.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
+ mChildrenRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mInternalRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Create shaders
std::ostringstream fragmentStringStream;
fragmentStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
- fragmentStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
+ fragmentStringStream << SHADER_GAUSSIAN_BLUR_VIEW_FRAG;
std::string fragmentSource(fragmentStringStream.str());
//////////////////////////////////////////////////////
// Create an actor for performing a horizontal blur on the texture
mHorizBlurActor = Actor::New();
- mHorizBlurActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
- Renderer renderer = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
- mHorizBlurActor.AddRenderer( renderer );
+ 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.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
- renderer = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
- mVertBlurActor.AddRenderer( renderer );
+ mVertBlurActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ renderer = CreateRenderer(BASIC_VERTEX_SOURCE, fragmentSource.c_str());
+ mVertBlurActor.AddRenderer(renderer);
// Register a property that the user can control to fade the blur in / out via the GaussianBlurView object
- Actor self = Self();
+ Actor self = Self();
mBlurStrengthPropertyIndex = self.RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
// Create an image view for compositing the blur and the original child actors render
if(!mBlurUserImage)
{
mCompositingActor = Actor::New();
- mCompositingActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
- mCompositingActor.SetProperty( Actor::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 );
+ mCompositingActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mCompositingActor.SetProperty(Actor::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);
- Constraint blurStrengthConstraint = Constraint::New<float>( mCompositingActor, Actor::Property::COLOR_ALPHA, EqualToConstraint());
- blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) );
+ Constraint blurStrengthConstraint = Constraint::New<float>(mCompositingActor, Actor::Property::COLOR_ALPHA, EqualToConstraint());
+ blurStrengthConstraint.AddSource(Source(self, mBlurStrengthPropertyIndex));
blurStrengthConstraint.Apply();
// 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.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
- renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE );
- mTargetActor.AddRenderer( renderer );
+ 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.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
+ mRenderFullSizeCamera.SetInvertYAxis(true);
+ mRenderFullSizeCamera.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Connect to actor tree
- mInternalRoot.Add( mCompositingActor );
- mInternalRoot.Add( mTargetActor );
- mInternalRoot.Add( mRenderFullSizeCamera );
+ mInternalRoot.Add(mCompositingActor);
+ mInternalRoot.Add(mTargetActor);
+ mInternalRoot.Add(mRenderFullSizeCamera);
}
//////////////////////////////////////////////////////
// Create camera for the renders corresponding to the (potentially downsampled) render targets' size
mRenderDownsampledCamera = CameraActor::New();
- mRenderDownsampledCamera.SetInvertYAxis( true );
- mRenderDownsampledCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
+ mRenderDownsampledCamera.SetInvertYAxis(true);
+ mRenderDownsampledCamera.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Connect to actor tree
- Self().Add( mChildrenRoot );
- mInternalRoot.Add( mHorizBlurActor );
- mInternalRoot.Add( mVertBlurActor );
- mInternalRoot.Add( mRenderDownsampledCamera );
+ Self().Add(mChildrenRoot);
+ mInternalRoot.Add(mHorizBlurActor);
+ mInternalRoot.Add(mVertBlurActor);
+ mInternalRoot.Add(mRenderDownsampledCamera);
+
+ DevelControl::SetAccessibilityConstructor(Self(), [](Dali::Actor actor) {
+ return std::unique_ptr<Dali::Accessibility::Accessible>(
+ new DevelControl::AccessibleImpl(actor, Dali::Accessibility::Role::FILLER));
+ });
}
-
void GaussianBlurView::OnSizeSet(const Vector3& targetSize)
{
mTargetSize = Vector2(targetSize);
- mChildrenRoot.SetProperty( Actor::Property::SIZE, targetSize);
+ mChildrenRoot.SetProperty(Actor::Property::SIZE, targetSize);
- if( !mBlurUserImage )
+ if(!mBlurUserImage)
{
- mCompositingActor.SetProperty( Actor::Property::SIZE, targetSize);
- mTargetActor.SetProperty( Actor::Property::SIZE, targetSize);
+ mCompositingActor.SetProperty(Actor::Property::SIZE, targetSize);
+ mTargetActor.SetProperty(Actor::Property::SIZE, targetSize);
// Children render camera must move when GaussianBlurView object is resized. This is since we cannot change render target size - so we need to remap the child actors' rendering
// accordingly so they still exactly fill the render target. Note that this means the effective resolution of the child render changes as the GaussianBlurView object changes
// size, this is the trade off for not being able to modify render target size
// Change camera z position based on GaussianBlurView actor height
float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
- mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale);
+ mRenderFullSizeCamera.SetProperty(Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale);
}
-
// if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor
if(mActivated)
{
Activate();
}
- Control::OnSizeSet( targetSize );
+ Control::OnSizeSet(targetSize);
}
-void GaussianBlurView::OnChildAdd( Actor& child )
+void GaussianBlurView::OnChildAdd(Actor& child)
{
- if( child != mChildrenRoot && child != mInternalRoot)
+ if(child != mChildrenRoot && child != mInternalRoot)
{
- mChildrenRoot.Add( child );
+ mChildrenRoot.Add(child);
}
- Control::OnChildAdd( child );
+ Control::OnChildAdd(child);
}
-void GaussianBlurView::OnChildRemove( Actor& child )
+void GaussianBlurView::OnChildRemove(Actor& child)
{
- mChildrenRoot.Remove( child );
+ mChildrenRoot.Remove(child);
- Control::OnChildRemove( child );
+ Control::OnChildRemove(child);
}
void GaussianBlurView::AllocateResources()
mLastSize = mTargetSize;
// get size of downsampled render targets
- mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
+ 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.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mRenderDownsampledCamera.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))));
+ mRenderDownsampledCamera.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))));
// setup for normal operation
if(!mBlurUserImage)
mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
- mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale));
+ mRenderFullSizeCamera.SetProperty(Actor::Property::POSITION, Vector3(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 );
+ 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 );
+ 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 );
+ 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 );
+ SetRendererTexture(mCompositingActor.GetRendererAt(0), mRenderTarget1);
// set up target actor for rendering result, i.e. the blurred image
- SetRendererTexture( mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren );
+ SetRendererTexture(mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren);
}
// Create offscreen buffer for horiz blur pass
- mRenderTarget2 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE );
+ mRenderTarget2 = FrameBuffer::New(mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE);
Texture texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight));
- mRenderTarget2.AttachColorTexture( texture );
+ mRenderTarget2.AttachColorTexture(texture);
// size needs to match render target
- mHorizBlurActor.SetProperty( Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight) );
+ mHorizBlurActor.SetProperty(Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight));
// size needs to match render target
- mVertBlurActor.SetProperty( Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight) );
- SetRendererTexture( mVertBlurActor.GetRendererAt(0), mRenderTarget2 );
+ mVertBlurActor.SetProperty(Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight));
+ SetRendererTexture(mVertBlurActor.GetRendererAt(0), mRenderTarget2);
// set gaussian blur up for new sized render targets
SetShaderConstants();
{
// create render task to render our child actors to offscreen buffer
mRenderChildrenTask = taskList.CreateTask();
- mRenderChildrenTask.SetSourceActor( mChildrenRoot );
+ mRenderChildrenTask.SetSourceActor(mChildrenRoot);
mRenderChildrenTask.SetExclusive(true);
- mRenderChildrenTask.SetInputEnabled( false );
- mRenderChildrenTask.SetClearEnabled( true );
- mRenderChildrenTask.SetClearColor( mBackgroundColor );
+ mRenderChildrenTask.SetInputEnabled(false);
+ mRenderChildrenTask.SetClearEnabled(true);
+ mRenderChildrenTask.SetClearColor(mBackgroundColor);
mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera);
- mRenderChildrenTask.SetFrameBuffer( mRenderTargetForRenderingChildren );
+ mRenderChildrenTask.SetFrameBuffer(mRenderTargetForRenderingChildren);
- if( mRenderOnce )
+ if(mRenderOnce)
{
mRenderChildrenTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
}
// perform a horizontal blur targeting the second buffer
mHorizBlurTask = taskList.CreateTask();
- mHorizBlurTask.SetSourceActor( mHorizBlurActor );
+ mHorizBlurTask.SetSourceActor(mHorizBlurActor);
mHorizBlurTask.SetExclusive(true);
- mHorizBlurTask.SetInputEnabled( false );
- mHorizBlurTask.SetClearEnabled( true );
- mHorizBlurTask.SetClearColor( mBackgroundColor );
+ mHorizBlurTask.SetInputEnabled(false);
+ mHorizBlurTask.SetClearEnabled(true);
+ mHorizBlurTask.SetClearColor(mBackgroundColor);
mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera);
- mHorizBlurTask.SetFrameBuffer( mRenderTarget2 );
- if( mRenderOnce || ( mRenderOnce && mBlurUserImage ) )
+ mHorizBlurTask.SetFrameBuffer(mRenderTarget2);
+ if(mRenderOnce || (mRenderOnce && mBlurUserImage))
{
mHorizBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
}
// use the second buffer and perform a horizontal blur targeting the first buffer
mVertBlurTask = taskList.CreateTask();
- mVertBlurTask.SetSourceActor( mVertBlurActor );
+ mVertBlurTask.SetSourceActor(mVertBlurActor);
mVertBlurTask.SetExclusive(true);
- mVertBlurTask.SetInputEnabled( false );
- mVertBlurTask.SetClearEnabled( true );
- mVertBlurTask.SetClearColor( mBackgroundColor );
+ mVertBlurTask.SetInputEnabled(false);
+ mVertBlurTask.SetClearEnabled(true);
+ mVertBlurTask.SetClearColor(mBackgroundColor);
mVertBlurTask.SetCameraActor(mRenderDownsampledCamera);
if(mUserOutputRenderTarget)
{
- mVertBlurTask.SetFrameBuffer( mUserOutputRenderTarget );
+ mVertBlurTask.SetFrameBuffer(mUserOutputRenderTarget);
}
else
{
- mVertBlurTask.SetFrameBuffer( mRenderTarget1 );
+ mVertBlurTask.SetFrameBuffer(mRenderTarget1);
}
- if( mRenderOnce || ( mRenderOnce && mBlurUserImage ) )
+ if(mRenderOnce || (mRenderOnce && mBlurUserImage))
{
mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
- mVertBlurTask.FinishedSignal().Connect( this, &GaussianBlurView::OnRenderTaskFinished );
+ mVertBlurTask.FinishedSignal().Connect(this, &GaussianBlurView::OnRenderTaskFinished);
}
// use the completed blur in the first buffer and composite with the original child actors render
if(!mBlurUserImage)
{
mCompositeTask = taskList.CreateTask();
- mCompositeTask.SetSourceActor( mCompositingActor );
+ mCompositeTask.SetSourceActor(mCompositingActor);
mCompositeTask.SetExclusive(true);
- mCompositeTask.SetInputEnabled( false );
+ mCompositeTask.SetInputEnabled(false);
mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
- mCompositeTask.SetFrameBuffer( mRenderTargetForRenderingChildren );
+ mCompositeTask.SetFrameBuffer(mRenderTargetForRenderingChildren);
- if( mRenderOnce )
+ if(mRenderOnce)
{
mCompositeTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
}
void GaussianBlurView::Activate()
{
- if( !mActivated )
+ if(!mActivated)
{
// make sure resources are allocated and start the render tasks processing
- Self().Add( mInternalRoot );
+ Self().Add(mInternalRoot);
AllocateResources();
CreateRenderTasks();
mActivated = true;
void GaussianBlurView::Deactivate()
{
- if( mActivated )
+ if(mActivated)
{
// stop render tasks processing
// Note: render target resources are automatically freed since we set the Image::Unused flag
mRenderTarget2.Reset();
RemoveRenderTasks();
mRenderOnce = false;
- mActivated = false;
+ mActivated = false;
}
}
void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth)
{
// a value of zero leads to undefined Gaussian weights, do not allow user to do this
- mBlurBellCurveWidth = std::max( blurBellCurveWidth, 0.001f );
+ mBlurBellCurveWidth = std::max(blurBellCurveWidth, 0.001f);
}
float GaussianBlurView::CalcGaussianWeight(float x)
void GaussianBlurView::SetShaderConstants()
{
- Vector2 *uvOffsets;
- float ofs;
- float *weights;
- float w, totalWeights;
+ Vector2* uvOffsets;
+ float ofs;
+ float* weights;
+ float w, totalWeights;
unsigned int i;
uvOffsets = new Vector2[mNumSamples + 1];
- weights = new float[mNumSamples + 1];
+ weights = new float[mNumSamples + 1];
totalWeights = weights[0] = CalcGaussianWeight(0);
- uvOffsets[0].x = 0.0f;
- uvOffsets[0].y = 0.0f;
+ uvOffsets[0].x = 0.0f;
+ uvOffsets[0].y = 0.0f;
- for(i=0; i<mNumSamples >> 1; i++)
+ for(i = 0; i<mNumSamples >> 1; i++)
{
- w = CalcGaussianWeight((float)(i + 1));
+ w = CalcGaussianWeight((float)(i + 1));
weights[(i << 1) + 1] = w;
weights[(i << 1) + 2] = w;
totalWeights += w * 2.0f;
ofs = ((float)(i << 1)) + 1.5f;
// get offsets from units of pixels into uv coordinates in [0..1]
- float ofsX = ofs / mDownsampledWidth;
- float ofsY = ofs / mDownsampledHeight;
+ float ofsX = ofs / mDownsampledWidth;
+ float ofsY = ofs / mDownsampledHeight;
uvOffsets[(i << 1) + 1].x = ofsX;
uvOffsets[(i << 1) + 1].y = ofsY;
uvOffsets[(i << 1) + 2].y = -ofsY;
}
- for(i=0; i<mNumSamples; i++)
+ for(i = 0; i < mNumSamples; i++)
{
weights[i] /= totalWeights;
}
// set shader constants
Vector2 xAxis(1.0f, 0.0f);
Vector2 yAxis(0.0f, 1.0f);
- for (i = 0; i < mNumSamples; ++i )
+ for(i = 0; i < mNumSamples; ++i)
{
- mHorizBlurActor.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
- mHorizBlurActor.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
+ mHorizBlurActor.RegisterProperty(GetSampleOffsetsPropertyName(i), uvOffsets[i] * xAxis);
+ mHorizBlurActor.RegisterProperty(GetSampleWeightsPropertyName(i), weights[i]);
- mVertBlurActor.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
- mVertBlurActor.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
+ mVertBlurActor.RegisterProperty(GetSampleOffsetsPropertyName(i), uvOffsets[i] * yAxis);
+ mVertBlurActor.RegisterProperty(GetSampleWeightsPropertyName(i), weights[i]);
}
delete[] uvOffsets;
delete[] weights;
}
-std::string GaussianBlurView::GetSampleOffsetsPropertyName( unsigned int index ) const
+std::string GaussianBlurView::GetSampleOffsetsPropertyName(unsigned int index) const
{
- DALI_ASSERT_ALWAYS( index < mNumSamples );
+ DALI_ASSERT_ALWAYS(index < mNumSamples);
std::ostringstream oss;
oss << "uSampleOffsets[" << index << "]";
return oss.str();
}
-std::string GaussianBlurView::GetSampleWeightsPropertyName( unsigned int index ) const
+std::string GaussianBlurView::GetSampleWeightsPropertyName(unsigned int index) const
{
- DALI_ASSERT_ALWAYS( index < mNumSamples );
+ DALI_ASSERT_ALWAYS(index < mNumSamples);
std::ostringstream oss;
oss << "uSampleWeights[" << index << "]";
void GaussianBlurView::OnRenderTaskFinished(Dali::RenderTask& renderTask)
{
- Toolkit::GaussianBlurView handle( GetOwner() );
- mFinishedSignal.Emit( handle );
+ Toolkit::GaussianBlurView handle(GetOwner());
+ mFinishedSignal.Emit(handle);
}
} // namespace Internal