/*
- * Copyright (c) 2014 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 "emboss-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/shader-effects/shader-effect.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <sstream>
// INTERNAL INCLUDES
+#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 ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
-
-const char* EMBOSS_FRAGMENT_SOURCE1 =
-{
- "precision highp float;\n"
- "uniform vec2 uTexScale;\n"
- "\n"
- "void main()\n"
- "{\n"
- " vec4 color;\n"
- "# ifdef DEBUG_RENDER\n"
- " if( vTexCoord.s < 0.495 )\n"
- " {\n"
- "# endif //def DEBUG_RENDER\n"
- " color = 2.0 * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) );\n"
- " color += -1.0 * texture2D( sTexture, vTexCoord );\n"
- " color += -1.0 * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) );\n"
- "# ifdef DEBUG_RENDER\n"
- " }\n"
- " else if( vTexCoord.s > 0.505 )\n"
- " {\n"
- " color = texture2D( sTexture, vTexCoord );\n"
- " }\n"
- " else\n"
- " {\n"
- " color = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
- " }\n"
- "# endif //def DEBUG_RENDER\n"
- " gl_FragColor = uColor * color;\n"
- "}\n"
-};
-
-const char* EMBOSS_FRAGMENT_SOURCE2 =
-{
- "precision highp float;\n"
- "uniform vec2 uTexScale;\n"
- "\n"
- "void main()\n"
- "{\n"
- " vec4 color;\n"
- "# ifdef DEBUG_RENDER\n"
- " if( vTexCoord.s < 0.495 )\n"
- " {\n"
- "# endif //def DEBUG_RENDER\n"
- " color = -1.0 * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) );\n"
- " color += -1.0 * texture2D( sTexture, vTexCoord );\n"
- " color += 2.0 * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) );\n"
- "# ifdef DEBUG_RENDER\n"
- " }\n"
- " else if( vTexCoord.s > 0.505 )\n"
- " {\n"
- " color = texture2D( sTexture, vTexCoord );\n"
- " }\n"
- " else\n"
- " {\n"
- " color = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
- " }\n"
- "# endif //def DEBUG_RENDER\n"
- " gl_FragColor = uColor * color;\n"
- "}\n"
-};
-
-const char* const COMPOSITE_FRAGMENT_SOURCE =
- "void main()\n"
- "{\n"
- " gl_FragColor = uColor;\n"
- " gl_FragColor.a *= texture2D( sTexture, vTexCoord).a;\n"
- "}\n";
+const char* const TEX_SCALE_UNIFORM_NAME("uTexScale");
+const char* const COEFFICIENT_UNIFORM_NAME("uCoefficient");
+const char* const COLOR_UNIFORM_NAME("uEffectColor");
} // namespace
void EmbossFilter::Enable()
{
- // Create camera
- mCameraActor = CameraActor::New();
- mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
+ mFrameBufferForEmboss1 = FrameBuffer::New(mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE);
+ Texture texture1 = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height));
+ mFrameBufferForEmboss1.AttachColorTexture(texture1);
- mImageForEmboss1 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
- mImageForEmboss2 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
+ mFrameBufferForEmboss2 = FrameBuffer::New(mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE);
+ Texture texture2 = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height));
+ mFrameBufferForEmboss2.AttachColorTexture(texture2);
// create actor to render input with applied emboss effect
- mActorForInput1 = ImageActor::New( mInputImage );
- mActorForInput1.SetParentOrigin( ParentOrigin::CENTER );
- mActorForInput1.SetSize(mTargetSize);
- mActorForInput1.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
- mActorForInput1.SetColor( Color::WHITE );
-
- mActorForInput2 = ImageActor::New( mInputImage );
- mActorForInput2.SetParentOrigin( ParentOrigin::CENTER );
- mActorForInput2.SetSize(mTargetSize);
- mActorForInput2.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
- mActorForInput2.SetColor( Color::WHITE );
-
- mActorForEmboss1 = ImageActor::New( mImageForEmboss1 );
- mActorForEmboss1.SetParentOrigin( ParentOrigin::CENTER );
- mActorForEmboss1.SetSize(mTargetSize);
- mActorForEmboss1.SetColor( Color::BLACK );
- mActorForEmboss1.SetShaderEffect( ShaderEffect::New( "", COMPOSITE_FRAGMENT_SOURCE ) );
-
- mActorForEmboss2 = ImageActor::New( mImageForEmboss2 );
- mActorForEmboss2.SetParentOrigin( ParentOrigin::CENTER );
- mActorForEmboss2.SetSize(mTargetSize);
- mActorForEmboss2.SetColor( Color::WHITE );
- mActorForEmboss2.SetShaderEffect( ShaderEffect::New( "", COMPOSITE_FRAGMENT_SOURCE ) );
+ mActorForInput1 = Actor::New();
+ mActorForInput1.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mActorForInput1.SetProperty(Actor::Property::SIZE, mTargetSize);
+ Vector2 textureScale(1.5f / mTargetSize.width, 1.5f / mTargetSize.height);
+ mActorForInput1.RegisterProperty(TEX_SCALE_UNIFORM_NAME, textureScale);
+ mActorForInput1.RegisterProperty(COEFFICIENT_UNIFORM_NAME, Vector3(2.f, -1.f, -1.f));
+ // set EMBOSS custom shader
+ Renderer renderer1 = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_EMBOSS_FILTER_SHADER_FRAG);
+ SetRendererTexture(renderer1, mInputTexture);
+ mActorForInput1.AddRenderer(renderer1);
+ mRootActor.Add(mActorForInput1);
+
+ mActorForInput2 = Actor::New();
+ mActorForInput2.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mActorForInput2.SetProperty(Actor::Property::SIZE, mTargetSize);
+ mActorForInput2.RegisterProperty(TEX_SCALE_UNIFORM_NAME, textureScale);
+ mActorForInput2.RegisterProperty(COEFFICIENT_UNIFORM_NAME, Vector3(-1.f, -1.f, 2.f));
+ // set EMBOSS custom shader
+ Renderer renderer2 = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_EMBOSS_FILTER_SHADER_FRAG);
+ SetRendererTexture(renderer2, mInputTexture);
+ mActorForInput2.AddRenderer(renderer2);
+ mRootActor.Add(mActorForInput2);
mActorForComposite = Actor::New();
- mActorForComposite.SetParentOrigin( ParentOrigin::CENTER );
- mActorForComposite.SetSize(mTargetSize);
- mActorForComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
+ mActorForComposite.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mActorForComposite.SetProperty(Actor::Property::SIZE, mTargetSize);
+ mActorForComposite.SetProperty(Actor::Property::COLOR, Color::BLACK);
- // create custom shader effect
- std::ostringstream embossFragmentSource1;
- if( mDebugRender )
- {
- embossFragmentSource1 << "#define DEBUG_RENDER\n";
- }
- embossFragmentSource1 << EMBOSS_FRAGMENT_SOURCE1;
- ShaderEffect effect1 = ShaderEffect::New( "", embossFragmentSource1.str() );
- mActorForInput1.SetShaderEffect( effect1 );
- effect1.SetUniform( "uTexScale", Vector2( 1.0f/mTargetSize.width, 1.0f/mTargetSize.height) * 1.5f );
+ mRootActor.Add(mActorForComposite);
- std::ostringstream embossFragmentSource2;
- if( mDebugRender )
- {
- embossFragmentSource2 << "#define DEBUG_RENDER\n";
- }
- embossFragmentSource2 << EMBOSS_FRAGMENT_SOURCE2;
- ShaderEffect effect2 = ShaderEffect::New( "", embossFragmentSource2.str() );
- mActorForInput2.SetShaderEffect( effect2 );
- effect2.SetUniform( "uTexScale", Vector2( 1.0f/mTargetSize.width, 1.0f/mTargetSize.height) * 1.5f );
+ mRendererForEmboss1 = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_EMBOSS_FILTER_COMPOSITE_SHADER_FRAG);
+ SetRendererTexture(mRendererForEmboss1, mFrameBufferForEmboss1);
+ mRendererForEmboss1.RegisterProperty(COLOR_UNIFORM_NAME, Color::BLACK);
+ mActorForComposite.AddRenderer(mRendererForEmboss1);
+
+ mRendererForEmboss2 = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_EMBOSS_FILTER_COMPOSITE_SHADER_FRAG);
+ SetRendererTexture(mRendererForEmboss2, mFrameBufferForEmboss2);
+ mRendererForEmboss2.RegisterProperty(COLOR_UNIFORM_NAME, Color::WHITE);
+ mActorForComposite.AddRenderer(mRendererForEmboss2);
SetupCamera();
CreateRenderTasks();
-
- mRootActor.Add( mActorForInput1 );
- mRootActor.Add( mActorForInput2 );
- mRootActor.Add( mActorForComposite );
- mActorForComposite.Add( mActorForEmboss1 );
- mActorForComposite.Add( mActorForEmboss2 );
- mRootActor.Add( mCameraActor );
}
void EmbossFilter::Disable()
{
- if( mRootActor )
+ if(mRootActor)
{
- if( mCameraActor )
+ if(mCameraActor)
{
- mRootActor.Remove( mCameraActor );
+ mRootActor.Remove(mCameraActor);
mCameraActor.Reset();
}
- if( mActorForInput1 )
+ if(mActorForInput1)
{
- mRootActor.Remove( mActorForInput1 );
+ mRootActor.Remove(mActorForInput1);
mActorForInput1.Reset();
}
- if( mActorForInput2 )
+ if(mActorForInput2)
{
- mRootActor.Remove( mActorForInput2 );
+ mRootActor.Remove(mActorForInput2);
mActorForInput2.Reset();
}
- if( mActorForComposite )
+ if(mActorForComposite)
{
- mRootActor.Remove( mActorForComposite );
+ mActorForComposite.RemoveRenderer(mRendererForEmboss1);
+ mRendererForEmboss1.Reset();
+
+ mActorForComposite.RemoveRenderer(mRendererForEmboss2);
+ mRendererForEmboss2.Reset();
+
+ mRootActor.Remove(mActorForComposite);
mActorForComposite.Reset();
- mActorForEmboss1.Reset();
- mActorForEmboss2.Reset();
}
RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
- if( mRenderTaskForEmboss1 )
+ if(mRenderTaskForEmboss1)
{
taskList.RemoveTask(mRenderTaskForEmboss1);
}
- if( mRenderTaskForEmboss2 )
+ if(mRenderTaskForEmboss2)
{
taskList.RemoveTask(mRenderTaskForEmboss2);
}
+ if(mRenderTaskForOutput)
+ {
+ taskList.RemoveTask(mRenderTaskForOutput);
+ }
+
mRootActor.Reset();
}
}
void EmbossFilter::Refresh()
{
- if( mRenderTaskForEmboss1 )
+ if(mRenderTaskForEmboss1)
{
- mRenderTaskForEmboss1.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
+ mRenderTaskForEmboss1.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
}
- if( mRenderTaskForEmboss2 )
+ if(mRenderTaskForEmboss2)
{
- mRenderTaskForEmboss2.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
+ mRenderTaskForEmboss2.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
}
}
-void EmbossFilter::SetSize( const Vector2& size )
+void EmbossFilter::SetSize(const Vector2& size)
{
mTargetSize = size;
- if( mActorForInput1 )
+ if(mActorForInput1)
{
- mActorForInput1.SetSize(mTargetSize);
+ mActorForInput1.SetProperty(Actor::Property::SIZE, mTargetSize);
}
- if( mActorForInput2 )
+ if(mActorForInput2)
{
- mActorForInput2.SetSize(mTargetSize);
+ mActorForInput2.SetProperty(Actor::Property::SIZE, mTargetSize);
}
- if( mActorForEmboss1 )
+ if(mActorForComposite)
{
- mActorForEmboss1.SetSize(mTargetSize);
+ mActorForComposite.SetProperty(Actor::Property::SIZE, mTargetSize);
}
- if( mActorForEmboss2 )
- {
- mActorForEmboss2.SetSize(mTargetSize);
- }
- if( mActorForComposite )
- {
- mActorForComposite.SetSize(mTargetSize);
- }
-}
-
-void EmbossFilter::SetupCamera()
-{
- // Create and place a camera for the embossing render, corresponding to its render target size
- mCameraActor.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
- mCameraActor.SetNearClippingPlane(1.0f);
- mCameraActor.SetAspectRatio(mTargetSize.width / mTargetSize.height);
- mCameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mCameraActor.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
- mCameraActor.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
}
void EmbossFilter::CreateRenderTasks()
RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
mRenderTaskForEmboss1 = taskList.CreateTask();
- mRenderTaskForEmboss1.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
- mRenderTaskForEmboss1.SetSourceActor( mActorForInput1 );
+ mRenderTaskForEmboss1.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
+ mRenderTaskForEmboss1.SetSourceActor(mActorForInput1);
mRenderTaskForEmboss1.SetExclusive(true);
- mRenderTaskForEmboss1.SetInputEnabled( false );
- mRenderTaskForEmboss1.SetClearColor( Vector4( 0.0f, 0.0f, 0.0f, 0.0f ) );
- mRenderTaskForEmboss1.SetClearEnabled( true );
- mRenderTaskForEmboss1.SetTargetFrameBuffer( mImageForEmboss1 );
- mRenderTaskForEmboss1.SetCameraActor( mCameraActor );
+ mRenderTaskForEmboss1.SetInputEnabled(false);
+ mRenderTaskForEmboss1.SetClearColor(Vector4(0.0f, 0.0f, 0.0f, 0.0f));
+ mRenderTaskForEmboss1.SetClearEnabled(true);
+ mRenderTaskForEmboss1.SetFrameBuffer(mFrameBufferForEmboss1);
+ mRenderTaskForEmboss1.SetCameraActor(mCameraActor);
mRenderTaskForEmboss2 = taskList.CreateTask();
- mRenderTaskForEmboss2.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
- mRenderTaskForEmboss2.SetSourceActor( mActorForInput2 );
+ mRenderTaskForEmboss2.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
+ mRenderTaskForEmboss2.SetSourceActor(mActorForInput2);
mRenderTaskForEmboss2.SetExclusive(true);
- mRenderTaskForEmboss2.SetInputEnabled( false );
- mRenderTaskForEmboss2.SetClearColor( Vector4( 1.0f, 1.0f, 1.0f, 0.0f ) );
- mRenderTaskForEmboss2.SetClearEnabled( true );
- mRenderTaskForEmboss2.SetTargetFrameBuffer( mImageForEmboss2 );
- mRenderTaskForEmboss2.SetCameraActor( mCameraActor );
+ mRenderTaskForEmboss2.SetInputEnabled(false);
+ mRenderTaskForEmboss2.SetClearColor(Vector4(1.0f, 1.0f, 1.0f, 0.0f));
+ mRenderTaskForEmboss2.SetClearEnabled(true);
+ mRenderTaskForEmboss2.SetFrameBuffer(mFrameBufferForEmboss2);
+ mRenderTaskForEmboss2.SetCameraActor(mCameraActor);
mRenderTaskForOutput = taskList.CreateTask();
- mRenderTaskForOutput.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
- mRenderTaskForOutput.SetSourceActor( mActorForComposite );
+ mRenderTaskForOutput.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS);
+ mRenderTaskForOutput.SetSourceActor(mActorForComposite);
mRenderTaskForOutput.SetExclusive(true);
- mRenderTaskForOutput.SetInputEnabled( false );
- mRenderTaskForOutput.SetClearColor( Vector4( 0.5f, 0.5f, 0.5f, 0.0f ) );
- mRenderTaskForOutput.SetClearEnabled( true );
- mRenderTaskForOutput.SetTargetFrameBuffer( mOutputImage );
- mRenderTaskForOutput.SetCameraActor( mCameraActor );
+ mRenderTaskForOutput.SetInputEnabled(false);
+ mRenderTaskForOutput.SetClearColor(Vector4(0.5f, 0.5f, 0.5f, 0.0f));
+ mRenderTaskForOutput.SetClearEnabled(true);
+ mRenderTaskForOutput.SetFrameBuffer(mOutputFrameBuffer);
+ mRenderTaskForOutput.SetCameraActor(mCameraActor);
}
} // namespace Internal