// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
// TODO:
// pixel format / size - set from JSON
const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
-#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
}\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
mUserInputImage = inputImage;
- SetTexture( mHorizBlurActor, inputImage );
+ SetRendererTexture( mHorizBlurActor.GetRendererAt(0), inputImage );
mUserOutputRenderTarget = outputRenderTarget;
}
mRenderTargetForRenderingChildren.AttachColorTexture( texture );
// Set actor for performing a horizontal blur
- SetTexture( mHorizBlurActor, mRenderTargetForRenderingChildren );
+ SetRendererTexture( mHorizBlurActor.GetRendererAt(0), mRenderTargetForRenderingChildren );
// Create offscreen buffer for vert blur pass
mRenderTarget1 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE );
mRenderTarget1.AttachColorTexture( texture );
// use the completed blur in the first buffer and composite with the original child actors render
- SetTexture( mCompositingActor, mRenderTarget1 );
+ SetRendererTexture( mCompositingActor.GetRendererAt(0), mRenderTarget1 );
// set up target actor for rendering result, i.e. the blurred image
- SetTexture( mTargetActor, mRenderTargetForRenderingChildren );
+ SetRendererTexture( mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren );
}
// Create offscreen buffer for horiz blur pass
// size needs to match render target
mVertBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight);
- SetTexture( mVertBlurActor, mRenderTarget2 );
+ SetRendererTexture( mVertBlurActor.GetRendererAt(0), mRenderTarget2 );
// set gaussian blur up for new sized render targets
SetShaderConstants();