/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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 <sstream>
#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 <dali/devel-api/images/texture-set-image.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
namespace Dali
{
namespace
{
-const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
-
-const char* EMBOSS_FRAGMENT_SOURCE1 =
+const char* EMBOSS_FRAGMENT_SOURCE =
{
"precision highp float;\n"
+ "varying mediump vec2 vTexCoord;\n"
+ "uniform sampler2D sTexture;\n"
"uniform vec2 uTexScale;\n"
+ "uniform vec3 uCoefficient;\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"
+ " vec4 color = uCoefficient.x * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) );\n"
+ " color += uCoefficient.y * texture2D( sTexture, vTexCoord );\n"
+ " color += uCoefficient.z * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) );\n"
+ " gl_FragColor = color;\n"
"}\n"
};
-const char* EMBOSS_FRAGMENT_SOURCE2 =
+const char* const COMPOSITE_FRAGMENT_SOURCE =
{
- "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"
+ "varying mediump vec2 vTexCoord;\n"
+ "uniform sampler2D sTexture;\n"
+ "uniform lowp vec4 uEffectColor;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = uEffectColor;\n"
+ " gl_FragColor.a *= texture2D( sTexture, vTexCoord).a;\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);
+ mImageForEmboss1 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
+ mImageForEmboss2 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
- mImageForEmboss1 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
- mImageForEmboss2 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
+ Property::Map customShader;
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = EMBOSS_FRAGMENT_SOURCE;
+ Property::Map visualMap;
+ visualMap.Insert( Toolkit::DevelVisual::Property::SHADER, customShader );
// create actor to render input with applied emboss effect
- mActorForInput1 = ImageActor::New( mInputImage );
+ mActorForInput1 = Toolkit::ImageView::New(mInputImage);
mActorForInput1.SetParentOrigin( ParentOrigin::CENTER );
mActorForInput1.SetSize(mTargetSize);
- mActorForInput1.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
- mActorForInput1.SetColor( Color::WHITE );
+ 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
+ mActorForInput1.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
+ mRootActor.Add( mActorForInput1 );
- mActorForInput2 = ImageActor::New( mInputImage );
+ mActorForInput2 = Toolkit::ImageView::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 ) );
+ mActorForInput2.RegisterProperty( TEX_SCALE_UNIFORM_NAME, textureScale );
+ mActorForInput2.RegisterProperty( COEFFICIENT_UNIFORM_NAME, Vector3( -1.f, -1.f, 2.f ) );
+ // set EMBOSS custom shader
+ mActorForInput2.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
+ mRootActor.Add( mActorForInput2 );
mActorForComposite = Actor::New();
mActorForComposite.SetParentOrigin( ParentOrigin::CENTER );
mActorForComposite.SetSize(mTargetSize);
- mActorForComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
+ mActorForComposite.SetColor( 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 );
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = COMPOSITE_FRAGMENT_SOURCE;
- 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 );
+ mRootActor.Add( mActorForComposite );
+
+ Internal::InitializeVisual( mActorForComposite, mVisualForEmboss1, mImageForEmboss1 );
+ Toolkit::GetImplementation( mVisualForEmboss1 ).SetCustomShader( customShader );
+ mActorForComposite.GetRendererAt(0).RegisterProperty( COLOR_UNIFORM_NAME, Color::BLACK );
+ Internal::InitializeVisual( mActorForComposite, mVisualForEmboss2, mImageForEmboss2 );
+ Toolkit::GetImplementation( mVisualForEmboss2 ).SetCustomShader( customShader );
+ mActorForComposite.GetRendererAt(1).RegisterProperty( COLOR_UNIFORM_NAME, Color::WHITE );
SetupCamera();
CreateRenderTasks();
-
- mRootActor.Add( mActorForInput1 );
- mRootActor.Add( mActorForInput2 );
- mRootActor.Add( mActorForComposite );
- mActorForComposite.Add( mActorForEmboss1 );
- mActorForComposite.Add( mActorForEmboss2 );
- mRootActor.Add( mCameraActor );
}
void EmbossFilter::Disable()
if( mActorForComposite )
{
+ Toolkit::GetImplementation(mVisualForEmboss1).SetOffStage( mActorForComposite );
+ Toolkit::GetImplementation(mVisualForEmboss2).SetOffStage( mActorForComposite );
+ mVisualForEmboss1.Reset();
+ mVisualForEmboss2.Reset();
mRootActor.Remove( mActorForComposite );
mActorForComposite.Reset();
- mActorForEmboss1.Reset();
- mActorForEmboss2.Reset();
}
RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
taskList.RemoveTask(mRenderTaskForEmboss2);
}
+ if( mRenderTaskForOutput )
+ {
+ taskList.RemoveTask( mRenderTaskForOutput );
+ }
+
mRootActor.Reset();
}
}
{
mActorForInput2.SetSize(mTargetSize);
}
- if( mActorForEmboss1 )
- {
- mActorForEmboss1.SetSize(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.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
-}
-
void EmbossFilter::CreateRenderTasks()
{
RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();