/*
- * Copyright (c) 2016 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 <iomanip>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/common/stage.h>
+#include <dali/devel-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/rendering/geometry.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>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
// TODO:
// pixel format / size - set from JSON
// 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
-// mHorizBlurTask renders mImageViewHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2
-// mVertBlurTask renders mImageViewVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1
-// mCompositeTask renders mImageViewComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren
+// mHorizBlurTask renders mHorizBlurActor Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2
+// mVertBlurTask renders mVertBlurActor Actor showing FB mRenderTarget2 into FB mRenderTarget1
+// mCompositeTask renders mCompositingActor Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren
//
// 2nd mode, an image is blurred and rendered to a supplied target framebuffer
-// mHorizBlurTask renders mImageViewHorizBlur Actor showing mUserInputImage into FB mRenderTarget2
-// mVertBlurTask renders mImageViewVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget
+// mHorizBlurTask renders mHorizBlurActor Actor showing mUserInputImage into FB mRenderTarget2
+// mVertBlurTask renders mVertBlurActor Actor showing mRenderTarget2 into FB mUserOutputRenderTarget
//
// Only this 2nd mode handles ActivateOnce
const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
-const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE =
- "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";
+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
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(Image inputImage, FrameBufferImage outputRenderTarget)
+void GaussianBlurView::SetUserImageAndOutputRenderTarget(Texture inputImage, FrameBuffer outputRenderTarget)
{
// can only do this if the GaussianBlurView object was created with this parameter set
DALI_ASSERT_ALWAYS(mBlurUserImage);
mUserInputImage = inputImage;
- mImageViewHorizBlur.SetImage( mUserInputImage );
- mImageViewHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader );
+
+ SetRendererTexture( mHorizBlurActor.GetRendererAt(0), inputImage );
mUserOutputRenderTarget = outputRenderTarget;
}
-FrameBufferImage GaussianBlurView::GetBlurredRenderTarget() const
+FrameBuffer GaussianBlurView::GetBlurredRenderTarget() const
{
if(!mUserOutputRenderTarget)
{
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
- std::ostringstream horizFragmentShaderStringStream;
- horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
- horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
- Property::Map source;
- source[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = horizFragmentShaderStringStream.str();
- mCustomShader[ Toolkit::Visual::Property::SHADER ] = source;
+ std::ostringstream fragmentStringStream;
+ fragmentStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
+ fragmentStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
+ std::string fragmentSource(fragmentStringStream.str());
//////////////////////////////////////////////////////
// Create actors
- // Create an image view for performing a horizontal blur on the texture
- mImageViewHorizBlur = Toolkit::ImageView::New();
- mImageViewHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
+ // 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 );
- // Create an image view for performing a vertical blur on the texture
- mImageViewVertBlur = Toolkit::ImageView::New();
- mImageViewVertBlur.SetParentOrigin(ParentOrigin::CENTER);
+ // 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 );
// Register a property that the user can control to fade the blur in / out via the GaussianBlurView object
Actor self = Self();
// Create an image view for compositing the blur and the original child actors render
if(!mBlurUserImage)
{
- mImageViewComposite = Toolkit::ImageView::New();
- mImageViewComposite.SetParentOrigin(ParentOrigin::CENTER);
- mImageViewComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
+ 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 );
- Constraint blurStrengthConstraint = Constraint::New<float>( mImageViewComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
+ 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 = Toolkit::ImageView::New();
- mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
+ mTargetActor = Actor::New();
+ 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
- mInternalRoot.Add( mImageViewComposite );
+ 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.SetParentOrigin(ParentOrigin::CENTER);
-
+ mRenderDownsampledCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
- Self().Add( mInternalRoot );
- mInternalRoot.Add( mImageViewHorizBlur );
- mInternalRoot.Add( mImageViewVertBlur );
+ mInternalRoot.Add( mHorizBlurActor );
+ mInternalRoot.Add( mVertBlurActor );
mInternalRoot.Add( mRenderDownsampledCamera );
+
+ DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) {
+ return std::unique_ptr< Dali::Accessibility::Accessible >(
+ new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::FILLER ) );
+ } );
}
void GaussianBlurView::OnSizeSet(const Vector3& targetSize)
{
- Control::OnSizeSet( targetSize );
-
mTargetSize = Vector2(targetSize);
- mChildrenRoot.SetSize(targetSize);
+ mChildrenRoot.SetProperty( Actor::Property::SIZE, targetSize);
if( !mBlurUserImage )
{
- mImageViewComposite.SetSize(targetSize);
- mTargetActor.SetSize(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.SetZ(mTargetSize.height * cameraPosConstraintScale);
+ mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale);
}
Deactivate();
Activate();
}
+
+ Control::OnSizeSet( targetSize );
}
void GaussianBlurView::OnChildAdd( Actor& child )
{
- Control::OnChildAdd( child );
-
if( child != mChildrenRoot && child != mInternalRoot)
{
mChildrenRoot.Add( child );
}
+
+ Control::OnChildAdd( child );
}
void GaussianBlurView::OnChildRemove( Actor& child )
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;
+ // 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
+ // 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
- mRenderDownsampledCamera.SetPosition(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)
- {
- // 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
+ // 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);
+ float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
+ 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 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
+ // 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 image view for performing a horizontal blur on the texture
- mImageViewHorizBlur.SetImage( mRenderTargetForRenderingChildren );
- mImageViewHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader );
+ // Set actor for performing a horizontal blur
+ SetRendererTexture( mHorizBlurActor.GetRendererAt(0), mRenderTargetForRenderingChildren );
- // Create offscreen buffer for vert blur pass
- mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
+ // 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
- mImageViewComposite.SetImage( mRenderTarget1 );
+ // 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
- mTargetActor.SetImage(mRenderTargetForRenderingChildren);
- }
+ // 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 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
+ // 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
- mImageViewHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
+ // size needs to match render target
+ mHorizBlurActor.SetProperty( Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight) );
- // size needs to match render target
- mImageViewVertBlur.SetImage( mRenderTarget2 );
- mImageViewVertBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader );
- mImageViewVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
+ // size needs to match render target
+ mVertBlurActor.SetProperty( Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight) );
+ SetRendererTexture( mVertBlurActor.GetRendererAt(0), mRenderTarget2 );
- // set gaussian blur up for new sized render targets
- SetShaderConstants();
- }
+ // set gaussian blur up for new sized render targets
+ SetShaderConstants();
}
void GaussianBlurView::CreateRenderTasks()
mRenderChildrenTask.SetClearColor( mBackgroundColor );
mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera);
- mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
+ mRenderChildrenTask.SetFrameBuffer( mRenderTargetForRenderingChildren );
+
+ if( mRenderOnce )
+ {
+ mRenderChildrenTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
+ }
}
// perform a horizontal blur targeting the second buffer
mHorizBlurTask = taskList.CreateTask();
- mHorizBlurTask.SetSourceActor( mImageViewHorizBlur );
+ mHorizBlurTask.SetSourceActor( mHorizBlurActor );
mHorizBlurTask.SetExclusive(true);
mHorizBlurTask.SetInputEnabled( false );
mHorizBlurTask.SetClearEnabled( true );
mHorizBlurTask.SetClearColor( mBackgroundColor );
mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera);
- mHorizBlurTask.SetTargetFrameBuffer( mRenderTarget2 );
- if( 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( mImageViewVertBlur );
+ mVertBlurTask.SetSourceActor( mVertBlurActor );
mVertBlurTask.SetExclusive(true);
mVertBlurTask.SetInputEnabled( false );
mVertBlurTask.SetClearEnabled( true );
mVertBlurTask.SetCameraActor(mRenderDownsampledCamera);
if(mUserOutputRenderTarget)
{
- mVertBlurTask.SetTargetFrameBuffer( mUserOutputRenderTarget );
+ mVertBlurTask.SetFrameBuffer( mUserOutputRenderTarget );
}
else
{
- mVertBlurTask.SetTargetFrameBuffer( mRenderTarget1 );
+ mVertBlurTask.SetFrameBuffer( mRenderTarget1 );
}
- if( mRenderOnce && mBlurUserImage )
+ if( mRenderOnce || ( mRenderOnce && mBlurUserImage ) )
{
mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
mVertBlurTask.FinishedSignal().Connect( this, &GaussianBlurView::OnRenderTaskFinished );
if(!mBlurUserImage)
{
mCompositeTask = taskList.CreateTask();
- mCompositeTask.SetSourceActor( mImageViewComposite );
+ mCompositeTask.SetSourceActor( mCompositingActor );
mCompositeTask.SetExclusive(true);
mCompositeTask.SetInputEnabled( false );
mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
- mCompositeTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
+ mCompositeTask.SetFrameBuffer( mRenderTargetForRenderingChildren );
+
+ if( mRenderOnce )
+ {
+ mCompositeTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
+ }
}
}
void GaussianBlurView::Activate()
{
- // make sure resources are allocated and start the render tasks processing
- 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()
{
- DALI_ASSERT_ALWAYS(mBlurUserImage); // Only works with blurring image mode.
+ Deactivate();
mRenderOnce = true;
Activate();
}
void GaussianBlurView::Deactivate()
{
- // stop render tasks processing
- // Note: render target resources are automatically freed since we set the Image::Unused flag
- 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)
Vector2 yAxis(0.0f, 1.0f);
for (i = 0; i < mNumSamples; ++i )
{
- mImageViewHorizBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
- mImageViewHorizBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
+ mHorizBlurActor.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
+ mHorizBlurActor.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
- mImageViewVertBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
- mImageViewVertBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
+ mVertBlurActor.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
+ mVertBlurActor.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
}
delete[] uvOffsets;