#include <dali/public-api/rendering/renderer.h>
#include <dali/devel-api/images/texture-set-image.h>
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+
namespace Dali
{
mActorForInput.SetSize( mTargetSize );
// create internal offscreen for result of horizontal pass
- mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
+ mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
// create an actor to render mImageForHorz for vertical blur pass
mActorForHorz = Toolkit::ImageView::New( mImageForHorz );
mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
mActorForHorz.SetSize( mTargetSize );
// create internal offscreen for result of the two pass blurred image
- mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED);
+ mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
// create an actor to blend the blurred image and the input image with the given blur strength
mActorForBlending.SetImage( mBlurredImage );
mActorForBlending.SetParentOrigin( ParentOrigin::CENTER );
fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE;
Property::Map customShader;
- customShader[ "fragmentShader" ] = fragmentSource.str();
- Property::Map rendererMap;
- rendererMap.Insert( "shader", customShader );
- mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
- mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentSource.str();
+ Property::Map visualMap;
+ visualMap.Insert( Toolkit::DevelVisual::Property::SHADER, customShader );
+ mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
+ mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
// Set up blend-two-image custom shader
- customShader[ "fragmentShader" ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE;
- rendererMap[ "shader"] = customShader;
- mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE;
+ visualMap[ Toolkit::DevelVisual::Property::SHADER ] = customShader;
+ mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
mRootActor.Add( mActorForInput );
mRootActor.Add( mActorForHorz );
// Add effect texture to blend-two-image custom shader
TextureSet textureSet = mActorForBlending.GetRendererAt(0).GetTextures();
- TextureSetImage( textureSet, 1u, mInputImage );
+ if( textureSet )
+ {
+ TextureSetImage( textureSet, 1u, mInputImage );
+ }
SetupCamera();
CreateRenderTasks();