/*
- * 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.
#include <cmath>
#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/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/public-api/rendering/renderer.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
+// INTERNAL_INCLUDES
+#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>
+
namespace //Unnamed namespace
{
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::RGB888;
+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
+);
+
/**
* 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.
*/
void operator()( float& current, const PropertyInputContainer& inputs )
{
float blurStrength = inputs[0]->GetFloat();
- if(blurStrength <= mRange.x)
+ if(blurStrength < mRange.x)
{
- current = 1.f;
+ current = 0.f;
}
else if(blurStrength > mRange.y)
{
- current = 0.f;
+ current = 1.f;
}
else
{
- current = ( mRange.y - blurStrength) / ( mRange.y - mRange.x );
+ current = ( blurStrength - mRange.x) / ( mRange.y - mRange.x );
}
}
} // unnamed namespace
SuperBlurView::SuperBlurView( unsigned int blurLevels )
-: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION ) ),
- mBlurLevels( blurLevels ),
+: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS ) ),
+ mTargetSize( Vector2::ZERO ),
mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
- mResourcesCleared( true ),
- mTargetSize( Vector2::ZERO )
+ mBlurLevels( blurLevels ),
+ mResourcesCleared( true )
{
DALI_ASSERT_ALWAYS( mBlurLevels > 0 && " Minimal blur level is one, otherwise no blur is needed" );
- mGaussianBlurView.assign( blurLevels, NULL );
+ mGaussianBlurView.assign( blurLevels, Toolkit::GaussianBlurView() );
mBlurredImage.assign( blurLevels, FrameBufferImage() );
- mImageActors.assign( blurLevels + 1, ImageActor() );
+ mVisuals.assign( blurLevels+1, Toolkit::Visual::Base() );
}
SuperBlurView::~SuperBlurView()
void SuperBlurView::OnInitialize()
{
- mBlurStrengthPropertyIndex = Self().RegisterProperty( "blur-strength",0.f );
-
- DALI_ASSERT_ALWAYS( mImageActors.size() == mBlurLevels+1 && "must synchronize the ImageActor group if blur levels got changed " );
- for(unsigned int i=0; i<=mBlurLevels;i++)
- {
- mImageActors[i] = ImageActor::New( );
- mImageActors[i].SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- mImageActors[i].SetParentOrigin( ParentOrigin::CENTER );
- mImageActors[i].SetZ(-static_cast<float>(i)*0.01f);
- mImageActors[i].SetColorMode( USE_OWN_MULTIPLY_PARENT_ALPHA );
- Self().Add( mImageActors[i] );
- }
-
- for(unsigned int i=0; i < mBlurLevels; i++)
- {
- Constraint constraint = Constraint::New<float>( mImageActors[i], Actor::Property::COLOR_ALPHA, ActorOpacityConstraint(mBlurLevels, i) );
- constraint.AddSource( ParentSource( mBlurStrengthPropertyIndex ) );
- constraint.Apply();
- }
-
- Self().SetSize(Stage::GetCurrent().GetSize());
+ mBlurStrengthPropertyIndex = Self().RegisterProperty( "blurStrength", 0.f );
}
void SuperBlurView::SetImage(Image inputImage)
{
- DALI_ASSERT_ALWAYS( mImageActors.size() == mBlurLevels+1 && "must synchronize the ImageActor group if blur levels got changed " );
- DALI_ASSERT_ALWAYS( mBlurredImage.size() == mBlurLevels && "must synchronize the blurred image group if blur levels got changed " );
+ mInputImage = inputImage;
+ if( mTargetSize == Vector2::ZERO )
+ {
+ return;
+ }
ClearBlurResource();
- mImageActors[0].SetImage( inputImage );
+ Actor self( Self() );
- for(unsigned int i=1; i<=mBlurLevels;i++)
- {
- mImageActors[i].SetImage( mBlurredImage[i-1] );
- }
+ mVisuals[0] = Toolkit::VisualFactory::Get().CreateVisual( mInputImage );
+ DevelControl::RegisterVisual( *this, 0, mVisuals[0], 0 ); // Will clean up previously registered visuals for this index.
+ // custom shader is not applied on the original image.
BlurImage( 0, inputImage);
for(unsigned int i=1; i<mBlurLevels;i++)
{
- BlurImage( i, mBlurredImage[i-1]);
+ BlurImage( i, mBlurredImage[i-1]);
}
mResourcesCleared = false;
}
+Image SuperBlurView::GetImage()
+{
+ return mInputImage;
+}
+
Property::Index SuperBlurView::GetBlurStrengthPropertyIndex() const
{
return mBlurStrengthPropertyIndex;
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] );
+ mGaussianBlurView[idx].ActivateOnce();
if( idx == mBlurLevels-1 )
{
mGaussianBlurView[idx].FinishedSignal().Connect( this, &SuperBlurView::OnBlurViewFinished );
}
- Stage::GetCurrent().Add( mGaussianBlurView[idx] );
- mGaussianBlurView[idx].ActivateOnce();
}
void SuperBlurView::OnBlurViewFinished( Toolkit::GaussianBlurView blurView )
{
Stage::GetCurrent().Remove( mGaussianBlurView[i] );
mGaussianBlurView[i].Deactivate();
- mGaussianBlurView[i].Reset();
}
mResourcesCleared = true;
}
}
+void SuperBlurView::SetShaderEffect( Toolkit::Visual::Base& visual )
+{
+ Property::Map shaderMap;
+ std::stringstream verterShaderString;
+ shaderMap[ "fragmentShader" ] = FRAGMENT_SHADER;
+
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+ visualImpl.SetCustomShader( shaderMap );
+}
void SuperBlurView::OnSizeSet( const Vector3& targetSize )
{
{
mTargetSize = Vector2(targetSize);
- for(unsigned int i=0; i<mBlurLevels;i++)
+ Actor self = Self();
+ 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] );
+ DevelControl::RegisterVisual( *this, i, mVisuals[i], int( i ) ); // Will clean up existing visual with same index.
+ SetShaderEffect( mVisuals[i] );
+ }
+
+ if( mInputImage )
+ {
+ SetImage( mInputImage );
+ }
+ }
+
+ Control::OnSizeSet( targetSize );
+}
+
+void SuperBlurView::OnStageConnection( int 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=0; i<=mBlurLevels;i++)
+ {
+ // Note that the renderer indices are depending on the order they been added to the actor
+ // which might be different from the blur level of its texture.
+ // We can check the depth index of the renderer to know which blurred image it renders.
+ // All visuals WILL have renderers at this point as we are simply creating visuals with an Image handle.
+ Renderer renderer = self.GetRendererAt( i );
+ int depthIndex = renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX);
+ if( depthIndex > 0 )
{
- float exponent = static_cast<float>(i+1);
- mBlurredImage[i] = FrameBufferImage::New( mTargetSize.width/std::pow(2.f,exponent) , mTargetSize.height/std::pow(2.f,exponent),
- GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT, Dali::Image::NEVER );
+ Property::Index index = renderer.RegisterProperty( ALPHA_UNIFORM_NAME, 0.f );
+ Constraint constraint = Constraint::New<float>( renderer, index, ActorOpacityConstraint(mBlurLevels, depthIndex-1) );
+ constraint.AddSource( Source( self, mBlurStrengthPropertyIndex ) );
+ constraint.Apply();
}
}
}
+Vector3 SuperBlurView::GetNaturalSize()
+{
+ if( mInputImage )
+ {
+ return Vector3( mInputImage.GetWidth(), mInputImage.GetHeight(), 0.f );
+ }
+ return Vector3::ZERO;
+}
+
void SuperBlurView::SetProperty( BaseObject* object, Property::Index propertyIndex, const Property::Value& value )
{
Toolkit::SuperBlurView superBlurView = Toolkit::SuperBlurView::DownCast( Dali::BaseHandle( object ) );
{
Property::Value value;
- Toolkit::SuperBlurView pushButton = Toolkit::SuperBlurView::DownCast( Dali::BaseHandle( object ) );
+ Toolkit::SuperBlurView blurView = Toolkit::SuperBlurView::DownCast( Dali::BaseHandle( object ) );
- if( pushButton )
+ if( blurView )
{
- SuperBlurView& superBlurViewImpl( GetImpl( pushButton ) );
+ SuperBlurView& superBlurViewImpl( GetImpl( blurView ) );
if( propertyIndex == Toolkit::SuperBlurView::Property::IMAGE )
{
Property::Map map;
- if( !superBlurViewImpl.mImageActors.empty() && superBlurViewImpl.mImageActors[0] )
+ Image inputImage = superBlurViewImpl.GetImage();
+ if( inputImage )
{
- Scripting::CreatePropertyMap( superBlurViewImpl.mImageActors[0], map );
+ Scripting::CreatePropertyMap( inputImage, map );
}
value = Property::Value( map );
}