/*
- * 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 "blur-two-pass-filter.h"
// EXTERNAL INCLUDES
-#include <sstream>
+#include <dali/devel-api/common/stage.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/common/stage.h>
#include <dali/public-api/object/property-map.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/public-api/rendering/renderer.h>
-#include <dali/devel-api/images/texture-set-image.h>
+#include <sstream>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
+const float DEFAULT_KERNEL0[] = {12.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f};
-const float DEFAULT_KERNEL0[] = { 12.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f };
-
-const float DEFAULT_KERNEL1[] = { 8.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.25f/16.0f,
- 1.25f/16.0f };
+const float DEFAULT_KERNEL1[] = {8.0f / 16.0f, 2.75f / 16.0f, 2.75f / 16.0f, 1.25f / 16.0f, 1.25f / 16.0f};
-const float DEFAULT_KERNEL2[] = { 5.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.75f/16.0f,
- 1.75f/16.0f, 1.5f/16.0f, 1.5f/16.0f };
+const float DEFAULT_KERNEL2[] = {5.0f / 16.0f, 2.75f / 16.0f, 2.75f / 16.0f, 1.75f / 16.0f, 1.75f / 16.0f, 1.5f / 16.0f, 1.5f / 16.0f};
-const float DEFAULT_KERNEL3[] = { 3.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f,
- 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 0.5f/16.0f,
- 0.5f/16.0f };
+const float DEFAULT_KERNEL3[] = {3.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 0.5f / 16.0f, 0.5f / 16.0f};
-const float DEFAULT_KERNEL4[] = { 2.0f/16.0f, 1.5f/16.0f, 1.5f/16.0f, 1.5f/16.0f,
- 1.5f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f,
- 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 0.5f/16.0f,
- 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f };
+const float DEFAULT_KERNEL4[] = {2.0f / 16.0f, 1.5f / 16.0f, 1.5f / 16.0f, 1.5f / 16.0f, 1.5f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 0.5f / 16.0f, 0.5f / 16.0f, 0.5f / 16.0f, 0.5f / 16.0f};
-const char* BLUR_TWO_PASS_FRAGMENT_SOURCE =
-{
- "precision highp float;\n"
- "varying mediump vec2 vTexCoord;\n"
- "uniform sampler2D sTexture;\n"
- "uniform vec2 uSampleOffsets[NUM_SAMPLES];\n"
- "uniform float uSampleWeights[NUM_SAMPLES];\n"
- "void main()\n"
- "{\n"
- " vec4 color = vec4(0.0);\n"
- " for( int i = 0; i < NUM_SAMPLES; ++i )\n"
- " {\n"
- " color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];\n"
- " }\n"
- " gl_FragColor = color;\n"
- "}\n"
-};
-
-std::string GetOffsetUniformName( int index )
+std::string GetOffsetUniformName(int index)
{
std::ostringstream oss;
oss << "uSampleOffsets[" << index << "]";
return oss.str();
}
-std::string GetWeightUniformName( int index )
+std::string GetWeightUniformName(int index)
{
std::ostringstream oss;
oss << "uSampleWeights[" << index << "]";
return oss.str();
}
-const char* BLEND_TWO_IMAGES_FRAGMENT_SOURCE =
-{
- "precision highp float;\n"
- "uniform float uBlurStrength;\n "
- "uniform sampler2D sTexture;\n"
- "uniform sampler2D sEffect;\n"
- "varying mediump vec2 vTexCoord;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = texture2D( sTexture, vTexCoord ) * uBlurStrength"
- " + texture2D( sEffect, vTexCoord )*(1.0-uBlurStrength); \n"
- "}\n"
-};
-
-const char* const BLUR_STRENGTH_UNIFORM_NAME( "uBlurStrength" );
-const char* const EFFECT_IMAGE_NAME( "sEffect" );
+const char* const BLUR_STRENGTH_UNIFORM_NAME("uBlurStrength");
+const char* const EFFECT_IMAGE_NAME("sEffect");
} // namespace
-
BlurTwoPassFilter::BlurTwoPassFilter()
: ImageFilter()
{
// create blending actor and register the property in constructor
// to make sure that GetBlurStrengthPropertyIndex() always returns a valid index
- mActorForBlending = Toolkit::ImageView::New();
- mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty( BLUR_STRENGTH_UNIFORM_NAME, 1.f );
+ mActorForBlending = Actor::New();
+ mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty(BLUR_STRENGTH_UNIFORM_NAME, 1.f);
}
BlurTwoPassFilter::~BlurTwoPassFilter()
void BlurTwoPassFilter::Enable()
{
+ // create custom shader effect
+ if(!GetKernelSize())
+ {
+ CreateKernel(DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4) / sizeof(DEFAULT_KERNEL4[0]));
+ }
+ int kernelSize(static_cast<int>(GetKernelSize()));
+
+ // Set up blur-two-pass custom shader
+ std::ostringstream sstream;
+ sstream << "#define NUM_SAMPLES " << kernelSize << "\n";
+ sstream << SHADER_BLUR_TWO_PASS_SHADER_FRAG;
+ std::string fragmentSource(sstream.str());
+
// create actor to render input with applied emboss effect
- mActorForInput = Toolkit::ImageView::New( mInputImage );
- mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
- mActorForInput.SetSize( mTargetSize );
+ mActorForInput = Actor::New();
+ mActorForInput.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mActorForInput.SetProperty(Actor::Property::SIZE, mTargetSize);
+ Renderer rendererForInput = CreateRenderer(BASIC_VERTEX_SOURCE, fragmentSource.c_str());
+ SetRendererTexture(rendererForInput, mInputTexture);
+ mActorForInput.AddRenderer(rendererForInput);
// create internal offscreen for result of horizontal pass
- mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
+ mFrameBufferForHorz = FrameBuffer::New(mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE);
+ Texture textureForHorz = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height));
+ mFrameBufferForHorz.AttachColorTexture(textureForHorz);
+
// create an actor to render mImageForHorz for vertical blur pass
- mActorForHorz = Toolkit::ImageView::New( mImageForHorz );
- mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
- mActorForHorz.SetSize( mTargetSize );
+ mActorForHorz = Actor::New();
+ mActorForHorz.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mActorForHorz.SetProperty(Actor::Property::SIZE, mTargetSize);
+ Renderer rendererForHorz = CreateRenderer(BASIC_VERTEX_SOURCE, fragmentSource.c_str());
+ SetRendererTexture(rendererForHorz, textureForHorz);
+ mActorForHorz.AddRenderer(rendererForHorz);
// create internal offscreen for result of the two pass blurred image
- 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 );
- mActorForBlending.SetSize( mTargetSize );
+ mBlurredFrameBuffer = FrameBuffer::New(mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE);
+ Texture blurredTexture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height));
+ mBlurredFrameBuffer.AttachColorTexture(blurredTexture);
- // create custom shader effect
- if( !GetKernelSize() )
- {
- CreateKernel( DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4)/sizeof(DEFAULT_KERNEL4[0]) );
- }
- int kernelSize( static_cast< int >(GetKernelSize()) );
-
- for( int i = 0; i < kernelSize; ++i )
+ // create an actor to blend the blurred image and the input image with the given blur strength
+ Renderer rendererForBlending = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_BLUR_TWO_IMAGES_SHADER_FRAG);
+ TextureSet textureSetForBlending = rendererForBlending.GetTextures();
+ textureSetForBlending.SetTexture(0u, blurredTexture);
+ textureSetForBlending.SetTexture(1u, mInputTexture);
+ mActorForBlending.AddRenderer(rendererForBlending);
+ mActorForBlending.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mActorForBlending.SetProperty(Actor::Property::SIZE, mTargetSize);
+
+ for(int i = 0; i < kernelSize; ++i)
{
- const std::string offsetUniform( GetOffsetUniformName( i ) );
- const std::string weightUniform( GetWeightUniformName( i ) );
+ const std::string offsetUniform(GetOffsetUniformName(i));
+ const std::string weightUniform(GetWeightUniformName(i));
- mActorForInput.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS );
- mActorForInput.RegisterProperty( weightUniform, mKernel[i].z );
+ mActorForInput.RegisterProperty(offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS);
+ mActorForInput.RegisterProperty(weightUniform, mKernel[i].z);
- mActorForHorz.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS );
- mActorForHorz.RegisterProperty( weightUniform, mKernel[i].z );
+ mActorForHorz.RegisterProperty(offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS);
+ mActorForHorz.RegisterProperty(weightUniform, mKernel[i].z);
}
- // Set up blur-two-pass custom shader
- std::ostringstream fragmentSource;
- fragmentSource << "#define NUM_SAMPLES " << kernelSize << "\n";
- fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE;
-
- Property::Map customShader;
- customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentSource.str();
- Property::Map visualMap;
- visualMap.Insert( Toolkit::Visual::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[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE;
- visualMap[ Toolkit::Visual::Property::SHADER ] = customShader;
- mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
-
- mRootActor.Add( mActorForInput );
- mRootActor.Add( mActorForHorz );
- mRootActor.Add( mActorForBlending );
-
- // Add effect texture to blend-two-image custom shader
- TextureSet textureSet = mActorForBlending.GetRendererAt(0).GetTextures();
- TextureSetImage( textureSet, 1u, mInputImage );
+ mRootActor.Add(mActorForInput);
+ mRootActor.Add(mActorForHorz);
+ mRootActor.Add(mActorForBlending);
SetupCamera();
CreateRenderTasks();
void BlurTwoPassFilter::Disable()
{
- if( mRootActor )
+ if(mRootActor)
{
- if( mCameraActor )
+ if(mCameraActor)
{
- mRootActor.Remove( mCameraActor );
+ mRootActor.Remove(mCameraActor);
mCameraActor.Reset();
}
- if( mActorForInput )
+ if(mActorForInput)
{
- mRootActor.Remove( mActorForInput );
+ mRootActor.Remove(mActorForInput);
mActorForInput.Reset();
}
- if( mActorForHorz )
+ if(mActorForHorz)
{
- mRootActor.Remove( mActorForHorz );
+ mRootActor.Remove(mActorForHorz);
mActorForHorz.Reset();
}
RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
- if( mRenderTaskForHorz )
+ if(mRenderTaskForHorz)
{
taskList.RemoveTask(mRenderTaskForHorz);
}
- if( mRenderTaskForVert )
+ if(mRenderTaskForVert)
{
taskList.RemoveTask(mRenderTaskForVert);
}
- if( mRenderTaskForBlending )
+ if(mRenderTaskForBlending)
{
taskList.RemoveTask(mRenderTaskForBlending);
}
void BlurTwoPassFilter::Refresh()
{
- if( mRenderTaskForHorz )
+ if(mRenderTaskForHorz)
{
- mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
+ mRenderTaskForHorz.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
}
- if( mRenderTaskForVert )
+ if(mRenderTaskForVert)
{
- mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
+ mRenderTaskForVert.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
}
- if( mRenderTaskForBlending )
+ if(mRenderTaskForBlending)
{
- mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
+ mRenderTaskForBlending.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
}
}
-void BlurTwoPassFilter::SetSize( const Vector2& size )
+void BlurTwoPassFilter::SetSize(const Vector2& size)
{
mTargetSize = size;
- if( mActorForInput )
+ if(mActorForInput)
{
- mActorForInput.SetSize(mTargetSize);
+ mActorForInput.SetProperty(Actor::Property::SIZE, mTargetSize);
}
- if( mActorForHorz )
+ if(mActorForHorz)
{
- mActorForHorz.SetSize(mTargetSize);
+ mActorForHorz.SetProperty(Actor::Property::SIZE, mTargetSize);
}
- if( mActorForBlending )
+ if(mActorForBlending)
{
- mActorForBlending.SetSize(mTargetSize);
+ mActorForBlending.SetProperty(Actor::Property::SIZE, mTargetSize);
}
}
// perform a horizontal blur targeting the internal buffer
mRenderTaskForHorz = taskList.CreateTask();
- mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
- mRenderTaskForHorz.SetSourceActor( mActorForInput );
+ mRenderTaskForHorz.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
+ mRenderTaskForHorz.SetSourceActor(mActorForInput);
mRenderTaskForHorz.SetExclusive(true);
- mRenderTaskForHorz.SetInputEnabled( false );
- mRenderTaskForHorz.SetClearEnabled( true );
- mRenderTaskForHorz.SetClearColor( mBackgroundColor );
- mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz );
- mRenderTaskForHorz.SetCameraActor( mCameraActor );
+ mRenderTaskForHorz.SetInputEnabled(false);
+ mRenderTaskForHorz.SetClearEnabled(true);
+ mRenderTaskForHorz.SetClearColor(mBackgroundColor);
+ mRenderTaskForHorz.SetFrameBuffer(mFrameBufferForHorz);
+ mRenderTaskForHorz.SetCameraActor(mCameraActor);
// use the internal buffer and perform a horizontal blur targeting the output buffer
mRenderTaskForVert = taskList.CreateTask();
- mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
- mRenderTaskForVert.SetSourceActor( mActorForHorz );
+ mRenderTaskForVert.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
+ mRenderTaskForVert.SetSourceActor(mActorForHorz);
mRenderTaskForVert.SetExclusive(true);
- mRenderTaskForVert.SetInputEnabled( false );
- mRenderTaskForVert.SetClearEnabled( true );
- mRenderTaskForVert.SetClearColor( mBackgroundColor );
- mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage );
- mRenderTaskForVert.SetCameraActor( mCameraActor );
+ mRenderTaskForVert.SetInputEnabled(false);
+ mRenderTaskForVert.SetClearEnabled(true);
+ mRenderTaskForVert.SetClearColor(mBackgroundColor);
+ mRenderTaskForVert.SetFrameBuffer(mBlurredFrameBuffer);
+ mRenderTaskForVert.SetCameraActor(mCameraActor);
//Perform a blending between the blurred image and the input image
mRenderTaskForBlending = taskList.CreateTask();
- mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
- mRenderTaskForBlending.SetSourceActor( mActorForBlending );
+ mRenderTaskForBlending.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
+ mRenderTaskForBlending.SetSourceActor(mActorForBlending);
mRenderTaskForBlending.SetExclusive(true);
- mRenderTaskForBlending.SetInputEnabled( false );
- mRenderTaskForBlending.SetClearEnabled( true );
- mRenderTaskForBlending.SetClearColor( mBackgroundColor );
- mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage );
- mRenderTaskForBlending.SetCameraActor( mCameraActor );
+ mRenderTaskForBlending.SetInputEnabled(false);
+ mRenderTaskForBlending.SetClearEnabled(true);
+ mRenderTaskForBlending.SetClearColor(mBackgroundColor);
+ mRenderTaskForBlending.SetFrameBuffer(mOutputFrameBuffer);
+ mRenderTaskForBlending.SetCameraActor(mCameraActor);
}
} // namespace Internal