/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
// EXTERNAL INCLUDES
#include <sstream>
#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/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/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>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
// TODO:
// pixel format / size - set from JSON
// aspect ratio property needs to be able to be constrained also for cameras, not possible currently. Therefore changing aspect ratio of GaussianBlurView won't currently work
// default near clip value
-// mChildrenRoot Add()/Remove() overloads - better solution
// Manager object - re-use render targets if there are multiple GaussianBlurViews created
-
/////////////////////////////////////////////////////////
// IMPLEMENTATION NOTES
// 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 mImageActorHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2
-// mVertBlurTask renders mImageActorVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1
-// mCompositeTask renders mImageActorComposite 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 mImageActorHorizBlur Actor showing mUserInputImage into FB mRenderTarget2
-// mVertBlurTask renders mImageActorVertBlur 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
return Toolkit::GaussianBlurView::New();
}
-TypeRegistration mType( typeid(Toolkit::GaussianBlurView), typeid(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 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 std::string GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME("GaussianBlurStrengthPropertyName");
+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 =
- "uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n"
- "uniform mediump float uSampleWeights[NUM_SAMPLES];\n"
-
- "void main()\n"
- "{\n"
- " mediump vec4 col;\n"
- " col = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y) + uSampleOffsets[0]) * uSampleWeights[0]; \n"
- " for (int i=1; i<NUM_SAMPLES; ++i) \n"
- " { \n"
- " col += texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y) + uSampleOffsets[i]) * uSampleWeights[i]; \n"
- " } \n"
- " gl_FragColor = col;\n"
- "}\n";
+#define DALI_COMPOSE_SHADER(STR) #STR
+
+const char * const BASIC_VERTEX_SOURCE = DALI_COMPOSE_SHADER(
+ precision mediump float;\n
+ attribute mediump vec2 aPosition;\n
+ attribute mediump vec2 aTexture;\n
+ varying mediump vec2 vTexCoord;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition * uSize.xy, 0.0, 1.0);\n
+ vTexCoord = aTexture;\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
+ }\n
+);
+
+const char * const BASIC_FRAGMENT_SOURCE = DALI_COMPOSE_SHADER(
+ precision mediump float;\n
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform vec4 uColor;\n
+ \n
+ void main()\n
+ {\n
+ gl_FragColor = texture2D(sTexture, vTexCoord);\n
+ gl_FragColor *= uColor;
+ }\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
+);
+
+Renderer CreateRenderer( const char* vertexSrc, const char* fragmentSrc )
+{
+ Shader shader = Shader::New( vertexSrc, fragmentSrc );
+
+ Geometry texturedQuadGeometry = Geometry::New();
+
+ struct VertexPosition { Vector2 position; };
+ struct VertexTexture { Vector2 texture; };
+
+ VertexPosition positionArray[] =
+ {
+ { Vector2( -0.5f, -0.5f ) },
+ { Vector2( 0.5f, -0.5f ) },
+ { Vector2( -0.5f, 0.5f ) },
+ { Vector2( 0.5f, 0.5f ) }
+ };
+ uint32_t numberOfVertices = sizeof(positionArray)/sizeof(VertexPosition);
+
+ VertexTexture uvArray[] =
+ {
+ { Vector2( 0.0f, 0.0f ) },
+ { Vector2( 1.0f, 0.0f ) },
+ { Vector2( 0.0f, 1.0f ) },
+ { Vector2( 1.0f, 1.0f ) }
+ };
+
+ Property::Map positionVertexFormat;
+ positionVertexFormat["aPosition"] = Property::VECTOR2;
+ PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
+ positionVertices.SetData( positionArray, numberOfVertices );
+ texturedQuadGeometry.AddVertexBuffer( positionVertices );
+
+ Property::Map textureVertexFormat;
+ textureVertexFormat["aTexture"] = Property::VECTOR2;
+ PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
+ textureVertices.SetData( uvArray, numberOfVertices );
+ texturedQuadGeometry.AddVertexBuffer( textureVertices );
+
+ const uint16_t indices[] = { 0, 3, 1, 0, 2, 3 };
+ texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );
+
+ Renderer renderer = Renderer::New( texturedQuadGeometry, shader );
+
+ TextureSet textureSet = TextureSet::New();
+ renderer.SetTextures( textureSet );
+
+ return renderer;
+}
+
+void SetTexture( Actor actor, Texture texture )
+{
+ if( Renderer renderer = actor.GetRendererAt(0) )
+ {
+ TextureSet textureSet = renderer.GetTextures();
+ textureSet.SetTexture( 0u, texture );
+ }
+}
+
+void SetTexture( Actor actor, FrameBuffer frameBuffer )
+{
+ if( frameBuffer )
+ {
+ SetTexture( actor, frameBuffer.GetColorTexture() );
+ }
+}
} // namespace
GaussianBlurView::GaussianBlurView()
- : Control( CONTROL_BEHAVIOUR_NONE )
- , mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
- , 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 )
- , mTargetSize(Vector2::ZERO)
- , mLastSize(Vector2::ZERO)
- , mChildrenRoot(Actor::New())
- , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
+: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS ) ),
+ mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES),
+ 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 ),
+ mTargetSize(Vector2::ZERO),
+ mLastSize(Vector2::ZERO),
+ mChildrenRoot(Actor::New()),
+ mInternalRoot(Actor::New()),
+ mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
+ 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,
+GaussianBlurView::GaussianBlurView( const unsigned int numSamples,
+ const float blurBellCurveWidth,
+ const Pixel::Format renderTargetPixelFormat,
+ const float downsampleWidthScale,
+ const float downsampleHeightScale,
bool blurUserImage)
- : Control( CONTROL_BEHAVIOUR_NONE )
- , mNumSamples(numSamples)
- , mBlurBellCurveWidth( 0.001f )
- , mPixelFormat(renderTargetPixelFormat)
- , mDownsampleWidthScale(downsampleWidthScale)
- , mDownsampleHeightScale(downsampleHeightScale)
- , mDownsampledWidth( 0.0f )
- , mDownsampledHeight( 0.0f )
- , mBlurUserImage( blurUserImage )
- , mRenderOnce( false )
- , mBackgroundColor( Color::BLACK )
- , mTargetSize(Vector2::ZERO)
- , mLastSize(Vector2::ZERO)
- , mChildrenRoot(Actor::New())
- , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
+: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS ) ),
+ mNumSamples(numSamples),
+ mBlurBellCurveWidth( 0.001f ),
+ mPixelFormat(renderTargetPixelFormat),
+ mDownsampleWidthScale(downsampleWidthScale),
+ mDownsampleHeightScale(downsampleHeightScale),
+ 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 )
{
SetBlurBellCurveWidth(blurBellCurveWidth);
}
/////////////////////////////////////////////////////////////
// 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.
+// 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);
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;
- mImageActorHorizBlur.SetImage( mUserInputImage );
+
+ SetTexture( mHorizBlurActor, inputImage );
mUserOutputRenderTarget = outputRenderTarget;
}
-FrameBufferImage GaussianBlurView::GetBlurredRenderTarget() const
+FrameBuffer GaussianBlurView::GetBlurredRenderTarget() const
{
if(!mUserOutputRenderTarget)
{
// Private methods
//
-/**
- * EqualToConstraintFloat
- *
- * f(current, property) = property
- */
-struct EqualToConstraintFloat
-{
- EqualToConstraintFloat(){}
-
- float operator()(const float current, const PropertyInput& property) {return property.GetFloat();}
-};
-
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);
//////////////////////////////////////////////////////
// Create shaders
- // horiz
- std::ostringstream horizFragmentShaderStringStream;
- horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
- horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
- mHorizBlurShader = ShaderEffect::New( "", horizFragmentShaderStringStream.str() );
- // vert
- std::ostringstream vertFragmentShaderStringStream;
- vertFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
- vertFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
- mVertBlurShader = ShaderEffect::New( "", vertFragmentShaderStringStream.str() );
-
+ std::ostringstream fragmentStringStream;
+ fragmentStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
+ fragmentStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
+ std::string fragmentSource(fragmentStringStream.str());
//////////////////////////////////////////////////////
// Create actors
- // Create an ImageActor for performing a horizontal blur on the texture
- mImageActorHorizBlur = ImageActor::New();
- mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
- mImageActorHorizBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
- mImageActorHorizBlur.SetShaderEffect( mHorizBlurShader );
+ // Create an actor for performing a horizontal blur on the texture
+ mHorizBlurActor = Actor::New();
+ mHorizBlurActor.SetParentOrigin(ParentOrigin::CENTER);
+ Renderer renderer = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
+ mHorizBlurActor.AddRenderer( renderer );
- // Create an ImageActor for performing a vertical blur on the texture
- mImageActorVertBlur = ImageActor::New();
- mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER);
- mImageActorVertBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
- mImageActorVertBlur.SetShaderEffect( mVertBlurShader );
+ // Create an actor for performing a vertical blur on the texture
+ mVertBlurActor = Actor::New();
+ mVertBlurActor.SetParentOrigin(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
- mBlurStrengthPropertyIndex = Self().RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
+ Actor self = Self();
+ mBlurStrengthPropertyIndex = self.RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
- // Create an ImageActor for compositing the blur and the original child actors render
+ // Create an image view for compositing the blur and the original child actors render
if(!mBlurUserImage)
{
- mImageActorComposite = ImageActor::New();
- mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER);
- mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
- mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
-
- Constraint blurStrengthConstraint = Constraint::New<float>( Actor::COLOR_ALPHA, ParentSource(mBlurStrengthPropertyIndex), EqualToConstraintFloat());
- mImageActorComposite.ApplyConstraint(blurStrengthConstraint);
-
- // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
- mTargetActor = ImageActor::New();
+ 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
+ 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) );
+ 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.SetParentOrigin(ParentOrigin::CENTER);
- mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
-
+ 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);
-
//////////////////////////////////////////////////////
// Connect to actor tree
- Self().Add( mImageActorComposite );
- Self().Add( mTargetActor );
- Self().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.SetParentOrigin(ParentOrigin::CENTER);
-
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
- Self().Add( mImageActorHorizBlur );
- Self().Add( mImageActorVertBlur );
- Self().Add( mRenderDownsampledCamera );
+ Self().Add( mInternalRoot );
+ mInternalRoot.Add( mHorizBlurActor );
+ mInternalRoot.Add( mVertBlurActor );
+ mInternalRoot.Add( mRenderDownsampledCamera );
}
-/**
- * ZrelativeToYconstraint
- *
- * f(current, property, scale) = Vector3(current.x, current.y, property.y * scale)
- */
-struct ZrelativeToYconstraint
-{
- ZrelativeToYconstraint( float scale )
- : mScale( scale )
- {}
-
- Vector3 operator()(const Vector3& current,
- const PropertyInput& property)
- {
- Vector3 v;
-
- v.x = current.x;
- v.y = current.y;
- v.z = property.GetVector3().y * mScale;
-
- return v;
- }
-
- float mScale;
-};
-
-void GaussianBlurView::OnControlSizeSet(const Vector3& targetSize)
+void GaussianBlurView::OnSizeSet(const Vector3& targetSize)
{
mTargetSize = Vector2(targetSize);
if( !mBlurUserImage )
{
- mImageActorComposite.SetSize(targetSize);
+ mCompositingActor.SetSize(targetSize);
mTargetActor.SetSize(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
}
- // if we are already on stage, need to update render target sizes now to reflect the new size of this actor
- if(Self().OnStage())
+ // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor
+ if(mActivated)
+ {
+ Deactivate();
+ Activate();
+ }
+
+ Control::OnSizeSet( targetSize );
+}
+
+void GaussianBlurView::OnChildAdd( Actor& child )
+{
+ if( child != mChildrenRoot && child != mInternalRoot)
{
- AllocateResources();
+ mChildrenRoot.Add( child );
}
+
+ Control::OnChildAdd( child );
+}
+
+void GaussianBlurView::OnChildRemove( Actor& child )
+{
+ mChildrenRoot.Remove( child );
+
+ Control::OnChildRemove( child );
}
void GaussianBlurView::AllocateResources()
mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- // Point the camera back into the scene
- mRenderDownsampledCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
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
- // Point the camera back into the scene
- mRenderFullSizeCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
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 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
+ 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 ImageActor for performing a horizontal blur on the texture
- mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren );
+ // Set actor for performing a horizontal blur
+ SetTexture( mHorizBlurActor, mRenderTargetForRenderingChildren );
// Create offscreen buffer for vert blur pass
- mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
+ 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
- mImageActorComposite.SetImage( mRenderTarget1 );
+ SetTexture( mCompositingActor, mRenderTarget1 );
// set up target actor for rendering result, i.e. the blurred image
- mTargetActor.SetImage(mRenderTargetForRenderingChildren);
+ SetTexture( mTargetActor, mRenderTargetForRenderingChildren );
}
// Create offscreen buffer for horiz blur pass
- mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
+ 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
- mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
+ mHorizBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight);
// size needs to match render target
- mImageActorVertBlur.SetImage( mRenderTarget2 );
- mImageActorVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
+ mVertBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight);
+ SetTexture( mVertBlurActor, mRenderTarget2 );
// set gaussian blur up for new sized render targets
SetShaderConstants();
mRenderChildrenTask.SetClearColor( mBackgroundColor );
mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera);
- mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
+ mRenderChildrenTask.SetFrameBuffer( mRenderTargetForRenderingChildren );
}
// perform a horizontal blur targeting the second buffer
mHorizBlurTask = taskList.CreateTask();
- mHorizBlurTask.SetSourceActor( mImageActorHorizBlur );
+ mHorizBlurTask.SetSourceActor( mHorizBlurActor );
mHorizBlurTask.SetExclusive(true);
mHorizBlurTask.SetInputEnabled( false );
mHorizBlurTask.SetClearEnabled( true );
mHorizBlurTask.SetClearColor( mBackgroundColor );
+ mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera);
+ mHorizBlurTask.SetFrameBuffer( mRenderTarget2 );
if( 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( mImageActorVertBlur );
+ mVertBlurTask.SetSourceActor( mVertBlurActor );
mVertBlurTask.SetExclusive(true);
mVertBlurTask.SetInputEnabled( false );
mVertBlurTask.SetClearEnabled( true );
mVertBlurTask.SetClearColor( mBackgroundColor );
+ mVertBlurTask.SetCameraActor(mRenderDownsampledCamera);
+ if(mUserOutputRenderTarget)
+ {
+ mVertBlurTask.SetFrameBuffer( mUserOutputRenderTarget );
+ }
+ else
+ {
+ mVertBlurTask.SetFrameBuffer( mRenderTarget1 );
+ }
if( mRenderOnce && mBlurUserImage )
{
mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
if(!mBlurUserImage)
{
mCompositeTask = taskList.CreateTask();
- mCompositeTask.SetSourceActor( mImageActorComposite );
+ mCompositeTask.SetSourceActor( mCompositingActor );
mCompositeTask.SetExclusive(true);
mCompositeTask.SetInputEnabled( false );
mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
- mCompositeTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
- }
-
- mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera);
- mVertBlurTask.SetCameraActor(mRenderDownsampledCamera);
-
- mHorizBlurTask.SetTargetFrameBuffer( mRenderTarget2 );
- if(mUserOutputRenderTarget)
- {
- mVertBlurTask.SetTargetFrameBuffer( mUserOutputRenderTarget );
- }
- else
- {
- mVertBlurTask.SetTargetFrameBuffer( mRenderTarget1 );
+ mCompositeTask.SetFrameBuffer( mRenderTargetForRenderingChildren );
}
}
taskList.RemoveTask(mCompositeTask);
}
-void GaussianBlurView::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 GaussianBlurView::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 GaussianBlurView::Activate()
{
// make sure resources are allocated and start the render tasks processing
AllocateResources();
CreateRenderTasks();
+ mActivated = true;
}
void GaussianBlurView::ActivateOnce()
// 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;
}
void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth)
Vector2 yAxis(0.0f, 1.0f);
for (i = 0; i < mNumSamples; ++i )
{
- mHorizBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
- mHorizBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] );
+ mHorizBlurActor.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
+ mHorizBlurActor.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
- mVertBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
- mVertBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] );
+ mVertBlurActor.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
+ mVertBlurActor.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
}
delete[] uvOffsets;