/*
- * Copyright (c) 2016 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 "super-blur-view-impl.h"
// EXTERNAL INCLUDES
-#include <cmath>
+#include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/scripting/scripting.h>
+#include <dali/integration-api/debug.h>
#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/stage.h>
#include <dali/public-api/object/property-map.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/rendering/renderer.h>
-#include <dali/devel-api/scripting/scripting.h>
-#include <dali/integration-api/debug.h>
+#include <cmath>
// INTERNAL_INCLUDES
+#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/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
namespace //Unnamed namespace
{
-
using namespace Dali;
//Todo: make these properties instead of constants
-const unsigned int GAUSSIAN_BLUR_DEFAULT_NUM_SAMPLES = 11;
-const unsigned int GAUSSIAN_BLUR_NUM_SAMPLES_INCREMENTATION = 10;
-const float GAUSSIAN_BLUR_BELL_CURVE_WIDTH = 4.5f;
-const float GAUSSIAN_BLUR_BELL_CURVE_WIDTH_INCREMENTATION = 5.f;
-const Pixel::Format GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
-const float GAUSSIAN_BLUR_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
-const float GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
-
-const char* ALPHA_UNIFORM_NAME( "uAlpha" );
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform lowp float uAlpha;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
- gl_FragColor.a *= uAlpha;
- }\n
-);
+const unsigned int GAUSSIAN_BLUR_DEFAULT_NUM_SAMPLES = 11;
+const unsigned int GAUSSIAN_BLUR_NUM_SAMPLES_INCREMENTATION = 10;
+const float GAUSSIAN_BLUR_BELL_CURVE_WIDTH = 4.5f;
+const float GAUSSIAN_BLUR_BELL_CURVE_WIDTH_INCREMENTATION = 5.f;
+const Pixel::Format GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
+const float GAUSSIAN_BLUR_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
+const float GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
+
+const char* ALPHA_UNIFORM_NAME("uAlpha");
/**
* The constraint is used to blend the group of blurred images continuously with a unified blur strength property value which ranges from zero to one.
{
ActorOpacityConstraint(int totalImageNum, int currentImageIdx)
{
- float rangeLength = 1.f / static_cast<float>( totalImageNum );
- float index = static_cast<float>( currentImageIdx );
- mRange = Vector2( index*rangeLength, (index+1.f)*rangeLength );
+ float rangeLength = 1.f / static_cast<float>(totalImageNum);
+ float index = static_cast<float>(currentImageIdx);
+ mRange = Vector2(index * rangeLength, (index + 1.f) * rangeLength);
}
- void operator()( float& current, const PropertyInputContainer& inputs )
+ void operator()(float& current, const PropertyInputContainer& inputs)
{
float blurStrength = inputs[0]->GetFloat();
if(blurStrength < mRange.x)
}
else
{
- current = ( blurStrength - mRange.x) / ( mRange.y - mRange.x );
+ current = (blurStrength - mRange.x) / (mRange.y - mRange.x);
}
}
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
-
const unsigned int DEFAULT_BLUR_LEVEL(5u); ///< The default blur level when creating SuperBlurView from the type registry
BaseHandle Create()
{
- return Toolkit::SuperBlurView::New( DEFAULT_BLUR_LEVEL );
+ return Toolkit::SuperBlurView::New(DEFAULT_BLUR_LEVEL);
}
// Setup properties, signals and actions using the type-registry.
-DALI_TYPE_REGISTRATION_BEGIN( Toolkit::SuperBlurView, Toolkit::Control, Create )
+DALI_TYPE_REGISTRATION_BEGIN(Toolkit::SuperBlurView, Toolkit::Control, Create)
-DALI_PROPERTY_REGISTRATION( Toolkit, SuperBlurView, "image", MAP, IMAGE )
+DALI_PROPERTY_REGISTRATION(Toolkit, SuperBlurView, "imageUrl", STRING, IMAGE_URL)
DALI_TYPE_REGISTRATION_END()
} // unnamed namespace
-SuperBlurView::SuperBlurView( unsigned int blurLevels )
-: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION ) ),
- mTargetSize( Vector2::ZERO ),
+SuperBlurView::SuperBlurView(unsigned int blurLevels)
+: Control(ControlBehaviour(DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS)),
+ mTargetSize(Vector2::ZERO),
mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
- mBlurLevels( blurLevels ),
- mResourcesCleared( true )
+ mBlurLevels(blurLevels),
+ mResourcesCleared(true)
{
- DALI_ASSERT_ALWAYS( mBlurLevels > 0 && " Minimal blur level is one, otherwise no blur is needed" );
- mGaussianBlurView.assign( blurLevels, Toolkit::GaussianBlurView() );
- mBlurredImage.assign( blurLevels, FrameBufferImage() );
- mVisuals.assign( blurLevels+1, Toolkit::Visual::Base() );
+ DALI_ASSERT_ALWAYS(mBlurLevels > 0 && " Minimal blur level is one, otherwise no blur is needed");
+ mGaussianBlurView.assign(blurLevels, Toolkit::GaussianBlurView());
+ mBlurredImage.assign(blurLevels, FrameBuffer());
+ mRenderers.assign(blurLevels + 1, Dali::Renderer());
}
SuperBlurView::~SuperBlurView()
{
}
-Toolkit::SuperBlurView SuperBlurView::New( unsigned int blurLevels )
+Toolkit::SuperBlurView SuperBlurView::New(unsigned int blurLevels)
{
//Create the implementation
- IntrusivePtr<SuperBlurView> superBlurView( new SuperBlurView( blurLevels ) );
+ IntrusivePtr<SuperBlurView> superBlurView(new SuperBlurView(blurLevels));
//Pass ownership to CustomActor via derived handle
- Toolkit::SuperBlurView handle( *superBlurView );
+ Toolkit::SuperBlurView handle(*superBlurView);
// Second-phase init of the implementation
// This can only be done after the CustomActor connection has been made...
void SuperBlurView::OnInitialize()
{
- mBlurStrengthPropertyIndex = Self().RegisterProperty( "blurStrength", 0.f );
+ Actor self(Self());
+
+ mBlurStrengthPropertyIndex = self.RegisterProperty("blurStrength", 0.f);
+
+ DevelControl::SetAccessibilityConstructor(self, [](Dali::Actor actor) {
+ return std::unique_ptr<Dali::Accessibility::Accessible>(
+ new DevelControl::AccessibleImpl(actor, Dali::Accessibility::Role::FILLER));
+ });
}
-void SuperBlurView::SetImage(Image inputImage)
+void SuperBlurView::SetTexture(Texture texture)
{
- if( mTargetSize == Vector2::ZERO || mInputImage == inputImage)
+ mInputTexture = texture;
+
+ if(mTargetSize == Vector2::ZERO)
{
return;
}
ClearBlurResource();
- mInputImage = inputImage;
- Actor self( Self() );
- InitializeVisual( self, mVisuals[0], mInputImage );
- mVisuals[0].SetDepthIndex(0);
- SetShaderEffect( mVisuals[0] );
- if( self.OnStage() )
- {
- mVisuals[0].SetOnStage( self );
- }
+ Actor self(Self());
+
+ BlurTexture(0, mInputTexture);
+ SetRendererTexture(mRenderers[0], texture);
- BlurImage( 0, inputImage);
- for(unsigned int i=1; i<mBlurLevels;i++)
+ unsigned int i = 1;
+ for(; i < mBlurLevels; i++)
{
- BlurImage( i, mBlurredImage[i-1]);
+ BlurTexture(i, mBlurredImage[i - 1].GetColorTexture());
+ SetRendererTexture(mRenderers[i], mBlurredImage[i - 1]);
}
- mResourcesCleared = false;
-}
+ SetRendererTexture(mRenderers[i], mBlurredImage[i - 1]);
-Image SuperBlurView::GetImage()
-{
- return mInputImage;
+ mResourcesCleared = false;
}
Property::Index SuperBlurView::GetBlurStrengthPropertyIndex() const
return mBlurStrengthPropertyIndex;
}
-void SuperBlurView::SetBlurStrength( float blurStrength )
+void SuperBlurView::SetBlurStrength(float blurStrength)
{
Self().SetProperty(mBlurStrengthPropertyIndex, blurStrength);
}
float SuperBlurView::GetCurrentBlurStrength() const
{
float blurStrength;
- (Self().GetProperty( mBlurStrengthPropertyIndex )).Get(blurStrength);
+ (Self().GetProperty(mBlurStrengthPropertyIndex)).Get(blurStrength);
return blurStrength;
}
return mBlurFinishedSignal;
}
-Image SuperBlurView::GetBlurredImage( unsigned int level )
+Texture SuperBlurView::GetBlurredTexture(unsigned int level)
{
- DALI_ASSERT_ALWAYS( level>0 && level<=mBlurLevels );
- return mBlurredImage[level-1];
+ DALI_ASSERT_ALWAYS(level > 0 && level <= mBlurLevels);
+
+ FrameBuffer frameBuffer = mBlurredImage[level - 1];
+
+ return frameBuffer.GetColorTexture();
}
-void SuperBlurView::BlurImage( unsigned int idx, Image image )
+void SuperBlurView::BlurTexture(unsigned int idx, Texture texture)
{
- DALI_ASSERT_ALWAYS( mGaussianBlurView.size()>idx );
- mGaussianBlurView[idx] = Toolkit::GaussianBlurView::New( GAUSSIAN_BLUR_DEFAULT_NUM_SAMPLES+GAUSSIAN_BLUR_NUM_SAMPLES_INCREMENTATION*idx,
- GAUSSIAN_BLUR_BELL_CURVE_WIDTH + GAUSSIAN_BLUR_BELL_CURVE_WIDTH_INCREMENTATION*static_cast<float>(idx),
- GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT,
- GAUSSIAN_BLUR_DOWNSAMPLE_WIDTH_SCALE, GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE, true );
- mGaussianBlurView[idx].SetParentOrigin(ParentOrigin::CENTER);
- mGaussianBlurView[idx].SetSize(mTargetSize);
- Stage::GetCurrent().Add( mGaussianBlurView[idx] );
- mGaussianBlurView[idx].SetUserImageAndOutputRenderTarget( image, mBlurredImage[idx] );
+ DALI_ASSERT_ALWAYS(mGaussianBlurView.size() > idx);
+ mGaussianBlurView[idx] = Toolkit::GaussianBlurView::New(GAUSSIAN_BLUR_DEFAULT_NUM_SAMPLES + GAUSSIAN_BLUR_NUM_SAMPLES_INCREMENTATION * idx,
+ GAUSSIAN_BLUR_BELL_CURVE_WIDTH + GAUSSIAN_BLUR_BELL_CURVE_WIDTH_INCREMENTATION * static_cast<float>(idx),
+ GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT,
+ GAUSSIAN_BLUR_DOWNSAMPLE_WIDTH_SCALE,
+ GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE,
+ true);
+ mGaussianBlurView[idx].SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mGaussianBlurView[idx].SetProperty(Actor::Property::SIZE, mTargetSize);
+ Stage::GetCurrent().Add(mGaussianBlurView[idx]);
+
+ mGaussianBlurView[idx].SetUserImageAndOutputRenderTarget(texture, mBlurredImage[idx]);
+
mGaussianBlurView[idx].ActivateOnce();
- if( idx == mBlurLevels-1 )
+ if(idx == mBlurLevels - 1)
{
- mGaussianBlurView[idx].FinishedSignal().Connect( this, &SuperBlurView::OnBlurViewFinished );
+ mGaussianBlurView[idx].FinishedSignal().Connect(this, &SuperBlurView::OnBlurViewFinished);
}
}
-void SuperBlurView::OnBlurViewFinished( Toolkit::GaussianBlurView blurView )
+void SuperBlurView::OnBlurViewFinished(Toolkit::GaussianBlurView blurView)
{
ClearBlurResource();
- Toolkit::SuperBlurView handle( GetOwner() );
- mBlurFinishedSignal.Emit( handle );
+ Toolkit::SuperBlurView handle(GetOwner());
+ mBlurFinishedSignal.Emit(handle);
}
void SuperBlurView::ClearBlurResource()
{
- if( !mResourcesCleared )
+ if(!mResourcesCleared)
{
- DALI_ASSERT_ALWAYS( mGaussianBlurView.size() == mBlurLevels && "must synchronize the GaussianBlurView group if blur levels got changed " );
- for(unsigned int i=0; i<mBlurLevels;i++)
+ DALI_ASSERT_ALWAYS(mGaussianBlurView.size() == mBlurLevels && "must synchronize the GaussianBlurView group if blur levels got changed ");
+ for(unsigned int i = 0; i < mBlurLevels; i++)
{
- Stage::GetCurrent().Remove( mGaussianBlurView[i] );
+ Stage::GetCurrent().Remove(mGaussianBlurView[i]);
mGaussianBlurView[i].Deactivate();
}
mResourcesCleared = true;
}
}
-void SuperBlurView::SetShaderEffect( Toolkit::Visual::Base& visual )
-{
- Property::Map shaderMap;
- std::stringstream verterShaderString;
- shaderMap[ "fragmentShader" ] = FRAGMENT_SHADER;
-
- Internal::Visual::Base& rendererImpl = Toolkit::GetImplementation( visual );
- rendererImpl.SetCustomShader( shaderMap );
-}
-void SuperBlurView::OnSizeSet( const Vector3& targetSize )
+void SuperBlurView::OnSizeSet(const Vector3& targetSize)
{
- if( mTargetSize != Vector2(targetSize) )
+ if(mTargetSize != Vector2(targetSize))
{
mTargetSize = Vector2(targetSize);
Actor self = Self();
- for( unsigned int i = 1; i <= mBlurLevels; i++ )
+ for(unsigned int i = 1; i <= mBlurLevels; i++)
{
float exponent = static_cast<float>(i);
- mBlurredImage[i-1] = FrameBufferImage::New( mTargetSize.width/std::pow(2.f,exponent) , mTargetSize.height/std::pow(2.f,exponent),
- GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT );
- InitializeVisual( self, mVisuals[i], mBlurredImage[i - 1] );
- mVisuals[ i ].SetDepthIndex( i );
- SetShaderEffect( mVisuals[ i ] );
- }
- if( mInputImage )
- {
- SetImage( mInputImage );
+ unsigned int width = mTargetSize.width / std::pow(2.f, exponent);
+ unsigned int height = mTargetSize.height / std::pow(2.f, exponent);
+
+ mBlurredImage[i - 1] = FrameBuffer::New(width, height, FrameBuffer::Attachment::NONE);
+ Texture texture = Texture::New(TextureType::TEXTURE_2D, GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT, unsigned(width), unsigned(height));
+ mBlurredImage[i - 1].AttachColorTexture(texture);
}
- if( self.OnStage() )
+ if(mInputTexture)
{
- for( unsigned int i = 1; i <= mBlurLevels; i++ )
- {
- mVisuals[i].SetOnStage( self );
- }
+ SetTexture(mInputTexture);
}
}
+
+ Control::OnSizeSet(targetSize);
}
-void SuperBlurView::OnStageConnection( int depth )
+void SuperBlurView::OnSceneConnection(int depth)
{
- Control::OnStageConnection( depth );
-
- if( mTargetSize == Vector2::ZERO )
+ if(mTargetSize == Vector2::ZERO)
{
return;
}
+ // Exception to the rule, chaining up first ensures visuals have SetOnScene called to create their renderers
+ Control::OnSceneConnection(depth);
+
Actor self = Self();
- if( mVisuals[0] )
+
+ for(unsigned int i = 0; i < mBlurLevels + 1; i++)
{
- mVisuals[0].SetOnStage( self );
+ mRenderers[i] = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_SUPER_BLUR_VIEW_FRAG);
+ mRenderers[i].SetProperty(Dali::Renderer::Property::DEPTH_INDEX, (int)i);
+ self.AddRenderer(mRenderers[i]);
+
+ if(i > 0)
+ {
+ Renderer renderer = mRenderers[i];
+ Property::Index index = renderer.RegisterProperty(ALPHA_UNIFORM_NAME, 0.f);
+ Constraint constraint = Constraint::New<float>(renderer, index, ActorOpacityConstraint(mBlurLevels, i - 1));
+ constraint.AddSource(Source(self, mBlurStrengthPropertyIndex));
+ constraint.Apply();
+ }
}
- for(unsigned int i=1; i<=mBlurLevels;i++)
+
+ if(mInputTexture)
{
- if( mVisuals[i] )
+ SetRendererTexture(mRenderers[0], mInputTexture);
+ unsigned int i = 1;
+ for(; i < mBlurLevels; i++)
{
- mVisuals[i].SetOnStage( self );
+ SetRendererTexture(mRenderers[i], mBlurredImage[i - 1]);
}
-
- Renderer renderer = self.GetRendererAt( i );
- Property::Index index = renderer.RegisterProperty( ALPHA_UNIFORM_NAME, 0.f );
- Constraint constraint = Constraint::New<float>( renderer, index, ActorOpacityConstraint(mBlurLevels, i-1) );
- constraint.AddSource( Source( self, mBlurStrengthPropertyIndex ) );
- constraint.Apply();
+ SetRendererTexture(mRenderers[i], mBlurredImage[i - 1]);
}
}
-void SuperBlurView::OnStageDisconnection( )
+void SuperBlurView::OnSceneDisconnection()
{
- if( mTargetSize == Vector2::ZERO )
+ for(unsigned int i = 0; i < mBlurLevels + 1; i++)
{
- return;
+ Self().RemoveRenderer(mRenderers[i]);
+ mRenderers[i].Reset();
}
- Actor self = Self();
- for(unsigned int i=0; i<mBlurLevels+1;i++)
- {
- mVisuals[i].SetOffStage( self );
- }
-
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
Vector3 SuperBlurView::GetNaturalSize()
{
- if( mInputImage )
+ if(mInputTexture)
{
- return Vector3( mInputImage.GetWidth(), mInputImage.GetHeight(), 0.f );
+ return Vector3(mInputTexture.GetWidth(), mInputTexture.GetHeight(), 0.f);
}
return Vector3::ZERO;
}
-void SuperBlurView::SetProperty( BaseObject* object, Property::Index propertyIndex, const Property::Value& value )
+void SuperBlurView::SetProperty(BaseObject* object, Property::Index propertyIndex, const Property::Value& value)
{
- Toolkit::SuperBlurView superBlurView = Toolkit::SuperBlurView::DownCast( Dali::BaseHandle( object ) );
+ Toolkit::SuperBlurView superBlurView = Toolkit::SuperBlurView::DownCast(Dali::BaseHandle(object));
- if( superBlurView )
+ if(superBlurView)
{
- SuperBlurView& superBlurViewImpl( GetImpl( superBlurView ) );
+ SuperBlurView& superBlurViewImpl(GetImpl(superBlurView));
- if( propertyIndex == Toolkit::SuperBlurView::Property::IMAGE )
+ if(propertyIndex == Toolkit::SuperBlurView::Property::IMAGE_URL)
{
- Dali::Image image = Scripting::NewImage( value );
- if ( image )
+ value.Get(superBlurViewImpl.mUrl);
+
+ PixelData pixels = SyncImageLoader::Load(superBlurViewImpl.mUrl);
+
+ if(pixels)
{
- superBlurViewImpl.SetImage( image );
+ Texture texture = Texture::New(TextureType::TEXTURE_2D, pixels.GetPixelFormat(), pixels.GetWidth(), pixels.GetHeight());
+ texture.Upload(pixels, 0, 0, 0, 0, pixels.GetWidth(), pixels.GetHeight());
+
+ superBlurViewImpl.SetTexture(texture);
}
else
{
- DALI_LOG_ERROR( "Cannot create image from property value\n" );
+ DALI_LOG_ERROR("Cannot create image from property value\n");
}
}
}
}
-Property::Value SuperBlurView::GetProperty( BaseObject* object, Property::Index propertyIndex )
+Property::Value SuperBlurView::GetProperty(BaseObject* object, Property::Index propertyIndex)
{
Property::Value value;
- Toolkit::SuperBlurView blurView = Toolkit::SuperBlurView::DownCast( Dali::BaseHandle( object ) );
+ Toolkit::SuperBlurView blurView = Toolkit::SuperBlurView::DownCast(Dali::BaseHandle(object));
- if( blurView )
+ if(blurView)
{
- SuperBlurView& superBlurViewImpl( GetImpl( blurView ) );
+ SuperBlurView& superBlurViewImpl(GetImpl(blurView));
- if( propertyIndex == Toolkit::SuperBlurView::Property::IMAGE )
+ if(propertyIndex == Toolkit::SuperBlurView::Property::IMAGE_URL)
{
- Property::Map map;
- Image inputImage = superBlurViewImpl.GetImage();
- if( inputImage )
- {
- Scripting::CreatePropertyMap( inputImage, map );
- }
- value = Property::Value( map );
+ value = superBlurViewImpl.mUrl;
}
}