/*
- * Copyright (c) 2020 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 "spread-filter.h"
// EXTERNAL INCLUDES
-#include <dali/public-api/animation/constraints.h>
#include <dali/devel-api/common/stage.h>
+#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/property-map.h>
#include <dali/public-api/render-tasks/render-task-list.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
-
-const char* const SPREAD_UNIFORM_NAME( "uSpread" );
-const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" );
+const char* const SPREAD_UNIFORM_NAME("uSpread");
+const char* const TEX_SCALE_UNIFORM_NAME("uTexScale");
} // namespace
-
SpreadFilter::SpreadFilter()
: ImageFilter(),
mSpread(2)
{
}
-void SpreadFilter::SetSpread( float spread )
+void SpreadFilter::SetSpread(float spread)
{
mSpread = spread;
}
{
// create actor to render input with applied emboss effect
mActorForInput = Actor::New();
- mActorForInput.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- mActorForInput.SetProperty( Actor::Property::SIZE, mTargetSize);
+ mActorForInput.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mActorForInput.SetProperty(Actor::Property::SIZE, mTargetSize);
// register properties as shader uniforms
- mActorForInput.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread );
- mActorForInput.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 1.0f / mTargetSize.width, 0.0f ) );
+ mActorForInput.RegisterProperty(SPREAD_UNIFORM_NAME, mSpread);
+ mActorForInput.RegisterProperty(TEX_SCALE_UNIFORM_NAME, Vector2(1.0f / mTargetSize.width, 0.0f));
- Renderer rendererForInput = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_SPREAD_FILTER_SHADER_FRAG );
- SetRendererTexture( rendererForInput, mInputTexture );
- mActorForInput.AddRenderer( rendererForInput );
+ Renderer rendererForInput = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_SPREAD_FILTER_SHADER_FRAG);
+ SetRendererTexture(rendererForInput, mInputTexture);
+ mActorForInput.AddRenderer(rendererForInput);
// create internal offscreen for result of horizontal pass
- 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 );
+ 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 = Actor::New();
- mActorForHorz.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- mActorForHorz.SetProperty( Actor::Property::SIZE, mTargetSize);
+ mActorForHorz.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ mActorForHorz.SetProperty(Actor::Property::SIZE, mTargetSize);
// register properties as shader uniforms
- mActorForHorz.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread );
- mActorForHorz.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 0.0f, 1.0f / mTargetSize.height ) );
- Renderer rendererForHorz = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_SPREAD_FILTER_SHADER_FRAG );
- SetRendererTexture( rendererForHorz, textureForHorz );
- mActorForHorz.AddRenderer( rendererForHorz );
+ mActorForHorz.RegisterProperty(SPREAD_UNIFORM_NAME, mSpread);
+ mActorForHorz.RegisterProperty(TEX_SCALE_UNIFORM_NAME, Vector2(0.0f, 1.0f / mTargetSize.height));
+ Renderer rendererForHorz = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_SPREAD_FILTER_SHADER_FRAG);
+ SetRendererTexture(rendererForHorz, textureForHorz);
+ mActorForHorz.AddRenderer(rendererForHorz);
- mRootActor.Add( mActorForInput );
- mRootActor.Add( mActorForHorz );
+ mRootActor.Add(mActorForInput);
+ mRootActor.Add(mActorForHorz);
SetupCamera();
CreateRenderTasks();
void SpreadFilter::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);
}
void SpreadFilter::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);
}
}
-void SpreadFilter::SetSize( const Vector2& size )
+void SpreadFilter::SetSize(const Vector2& size)
{
mTargetSize = size;
- if( mActorForInput )
+ if(mActorForInput)
{
- mActorForInput.SetProperty( Actor::Property::SIZE, mTargetSize);
+ mActorForInput.SetProperty(Actor::Property::SIZE, mTargetSize);
}
- if( mActorForHorz )
+ if(mActorForHorz)
{
- mActorForHorz.SetProperty( Actor::Property::SIZE, mTargetSize);
+ mActorForHorz.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.SetFrameBuffer( mFrameBufferForHorz );
- 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.SetFrameBuffer( mOutputFrameBuffer );
- mRenderTaskForVert.SetCameraActor( mCameraActor );
+ mRenderTaskForVert.SetInputEnabled(false);
+ mRenderTaskForVert.SetClearEnabled(true);
+ mRenderTaskForVert.SetClearColor(mBackgroundColor);
+ mRenderTaskForVert.SetFrameBuffer(mOutputFrameBuffer);
+ mRenderTaskForVert.SetCameraActor(mCameraActor);
}
} // namespace Internal