-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// CLASS HEADER
#include "blur-two-pass-filter.h"
// EXTERNAL INCLUDES
#include <sstream>
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/common/stage.h>
+#include <dali/public-api/render-tasks/render-task-list.h>
// INTERNAL INCLUDES
const char* BLUR_TWO_PASS_FRAGMENT_SOURCE =
{
+ "precision highp float;\n"
"uniform vec2 uSampleOffsets[NUM_SAMPLES];\n"
"uniform float uSampleWeights[NUM_SAMPLES];\n"
"void main()\n"
// create actor to render input with applied emboss effect
mActorForInput = ImageActor::New( mInputImage );
mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
- mActorForInput.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ mActorForInput.SetSize( mTargetSize );
mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// 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, Image::UNUSED );
// create an actor to render mImageForHorz for vertical blur pass
mActorForHorz = ImageActor::New( mImageForHorz );
mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
- mActorForHorz.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ mActorForHorz.SetSize( mTargetSize );
mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// 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, Image::UNUSED);
// create an actor to blend the blurred image and the input image with the given blur strength
mActorForBlending = ImageActor::New( mBlurredImage );
mActorForBlending.SetParentOrigin( ParentOrigin::CENTER );
- mActorForBlending.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ mActorForBlending.SetSize( mTargetSize );
mActorForBlending.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
mRootActor.Add( mActorForInput );
}
}
-Constrainable BlurTwoPassFilter::GetHandleForAnimateBlurStrength()
+void BlurTwoPassFilter::SetSize( const Vector2& size )
+{
+ mTargetSize = size;
+ if( mActorForInput )
+ {
+ mActorForInput.SetSize(mTargetSize);
+ }
+ if( mActorForHorz )
+ {
+ mActorForHorz.SetSize(mTargetSize);
+ }
+ if( mActorForBlending )
+ {
+ mActorForBlending.SetSize(mTargetSize);
+ }
+}
+
+Handle BlurTwoPassFilter::GetHandleForAnimateBlurStrength()
{
return mShaderForBlending;
}
mCameraForBlur.SetNearClippingPlane(1.0f);
mCameraForBlur.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mCameraForBlur.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mCameraForBlur.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
mCameraForBlur.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
}