/*
- * Copyright (c) 2016 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.
#include <dali/integration-api/debug.h>
// INTERNAL_INCLUDES
+#include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
+#include <dali-toolkit/devel-api/controls/control-devel.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
Vector2 mRange;
};
+#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
+);
+
+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 SetRendererTexture( Renderer& renderer, Texture& texture )
+{
+ if( renderer )
+ {
+ TextureSet textureSet = renderer.GetTextures();
+ textureSet.SetTexture( 0u, texture );
+ }
+}
+
+void SetRendererTexture( Renderer& renderer, FrameBuffer& frameBuffer )
+{
+ if( frameBuffer )
+ {
+ Texture texture = frameBuffer.GetColorTexture();
+ SetRendererTexture( renderer, texture );
+ }
+}
+
} // namespace
namespace Dali
// Setup properties, signals and actions using the type-registry.
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()
{
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() );
+ mBlurredImage.assign( blurLevels, FrameBuffer() );
+ mRenderers.assign( blurLevels+1, Dali::Renderer() );
}
SuperBlurView::~SuperBlurView()
void SuperBlurView::OnInitialize()
{
- mBlurStrengthPropertyIndex = Self().RegisterProperty( "blurStrength", 0.f );
+ Actor self( Self() );
+
+ mBlurStrengthPropertyIndex = self.RegisterProperty( "blurStrength", 0.f );
}
-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() );
- mVisuals[0] = Toolkit::VisualFactory::Get().CreateVisual( mInputImage );
- RegisterVisual( 0, mVisuals[0] ); // Will clean up previously registered visuals for this index.
- mVisuals[0].SetDepthIndex(0);
- SetShaderEffect( mVisuals[0] );
+ 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 mBlurFinishedSignal;
}
-Image SuperBlurView::GetBlurredImage( unsigned int level )
+Texture SuperBlurView::GetBlurredTexture( unsigned int level )
{
DALI_ASSERT_ALWAYS( level>0 && level<=mBlurLevels );
- return mBlurredImage[level-1];
+
+ 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,
mGaussianBlurView[idx].SetParentOrigin(ParentOrigin::CENTER);
mGaussianBlurView[idx].SetSize(mTargetSize);
Stage::GetCurrent().Add( mGaussianBlurView[idx] );
- mGaussianBlurView[idx].SetUserImageAndOutputRenderTarget( image, mBlurredImage[idx] );
+
+ mGaussianBlurView[idx].SetUserImageAndOutputRenderTarget( texture, mBlurredImage[idx] );
+
mGaussianBlurView[idx].ActivateOnce();
if( idx == mBlurLevels-1 )
{
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 )
{
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 );
- mVisuals[i] = Toolkit::VisualFactory::Get().CreateVisual( mBlurredImage[i - 1] );
- RegisterVisual( i, mVisuals[i] ); // Will clean up existing visual with same index.
- mVisuals[i].SetDepthIndex( i );
- SetShaderEffect( mVisuals[i] );
+ 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( mInputImage )
+ if( mInputTexture )
{
- SetImage( mInputImage );
+ SetTexture( mInputTexture );
}
}
+
+ Control::OnSizeSet( targetSize );
}
void SuperBlurView::OnStageConnection( int depth )
{
- // Chaining up first ensures visuals have SetOnStage called to create their renderers
- Control::OnStageConnection( depth );
-
if( mTargetSize == Vector2::ZERO )
{
return;
}
+ // Exception to the rule, chaining up first ensures visuals have SetOnStage called to create their renderers
+ Control::OnStageConnection( depth );
+
Actor self = Self();
- for(unsigned int i=1; i<=mBlurLevels;i++)
+
+ for(unsigned int i=0; i<mBlurLevels+1;i++)
{
- 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();
+ mRenderers[i] = CreateRenderer( BASIC_VERTEX_SOURCE, FRAGMENT_SHADER );
+ 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();
+ }
+ }
+
+ if( mInputTexture )
+ {
+ SetRendererTexture( mRenderers[0], mInputTexture );
+ unsigned int i = 1;
+ for(; i<mBlurLevels; i++)
+ {
+ SetRendererTexture( mRenderers[i], mBlurredImage[i-1] );
+ }
+ SetRendererTexture( mRenderers[i], mBlurredImage[i-1] );
}
}
-void SuperBlurView::OnStageDisconnection( )
+void SuperBlurView::OnStageDisconnection()
{
+ for(unsigned int i=0; i<mBlurLevels+1;i++)
+ {
+ Self().RemoveRenderer( mRenderers[i] );
+ mRenderers[i].Reset();
+ }
+
Control::OnStageDisconnection();
}
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;
}
{
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
{
{
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;
}
}