/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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 <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>
// INTERNAL INCLUDES
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
namespace Dali
{
namespace
{
-const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
-
const char* const SPREAD_FRAGMENT_SOURCE =
{
"precision highp float;\n"
- "uniform float uSpread;\n"
+ "varying mediump vec2 vTexCoord;\n"
+ "uniform sampler2D sTexture;\n"
+ "uniform int uSpread;\n"
"uniform vec2 uTexScale;\n"
"void main()\n"
"{\n"
" vec4 color = texture2D( sTexture, vTexCoord);\n"
- "# ifdef DEBUG_RENDER\n"
- " if( vTexCoord.s < 0.495 )\n"
- " {\n"
- "# endif //def DEBUG_RENDER\n"
- " int spread = int(uSpread);\n"
- " for( int i = 1; i <= spread; ++i )\n"
- " {\n"
- " vec2 offset = uTexScale * float(i);\n"
- " color = max( texture2D( sTexture, vTexCoord + offset), color );\n"
- " color = max( texture2D( sTexture, vTexCoord - offset), color );\n"
- " }\n"
- "# ifdef DEBUG_RENDER\n"
- " }\n"
- " else if( vTexCoord.s <= 0.505 )\n"
+ " for( int i = 1; i <= uSpread; ++i )\n"
" {\n"
- " color = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
+ " vec2 offset = uTexScale * float(i);\n"
+ " color = max( texture2D( sTexture, vTexCoord + offset), color );\n"
+ " color = max( texture2D( sTexture, vTexCoord - offset), color );\n"
" }\n"
- "# endif //def DEBUG_RENDER\n"
" gl_FragColor = color;\n"
"}\n"
};
+const char* const SPREAD_UNIFORM_NAME( "uSpread" );
+const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" );
+
} // namespace
void SpreadFilter::Enable()
{
- mCameraActor = CameraActor::New();
- mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
-
// create actor to render input with applied emboss effect
- mActorForInput = ImageActor::New( mInputImage );
+ mActorForInput = Actor::New();
mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
mActorForInput.SetSize(mTargetSize);
- mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
+ // register properties as shader uniforms
+ 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, SPREAD_FRAGMENT_SOURCE );
+ SetRendererTexture( rendererForInput, mInputTexture );
+ mActorForInput.AddRenderer( rendererForInput );
// create internal offscreen for result of horizontal pass
- mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
+ 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 = ImageActor::New( mImageForHorz );
+ mActorForHorz = Actor::New();
mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
mActorForHorz.SetSize(mTargetSize);
- mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
+ // 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, SPREAD_FRAGMENT_SOURCE );
+ SetRendererTexture( rendererForHorz, textureForHorz );
+ mActorForHorz.AddRenderer( rendererForHorz );
mRootActor.Add( mActorForInput );
mRootActor.Add( mActorForHorz );
- mRootActor.Add( mCameraActor );
-
- std::ostringstream fragmentSource;
- if( mDebugRender )
- {
- fragmentSource << "#define DEBUG_RENDER\n";
- }
- fragmentSource << SPREAD_FRAGMENT_SOURCE;
-
- mShaderForHorz = ShaderEffect::New( "", fragmentSource.str() );
- mActorForInput.SetShaderEffect( mShaderForHorz );
- mShaderForHorz.SetUniform( "uSpread", mSpread );
- mShaderForHorz.SetUniform( "uTexScale", Vector2( 1.0f / mTargetSize.width, 0.0f ) );
-
- mShaderForVert = ShaderEffect::New( "", fragmentSource.str() );
- mActorForHorz.SetShaderEffect( mShaderForVert );
- mShaderForVert.SetUniform( "uSpread", mSpread );
- mShaderForVert.SetUniform( "uTexScale", Vector2( 0.0f, 1.0f / mTargetSize.height ) );
SetupCamera();
CreateRenderTasks();
}
}
-void SpreadFilter::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 SpreadFilter::CreateRenderTasks()
{
RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
mRenderTaskForHorz.SetInputEnabled( false );
mRenderTaskForHorz.SetClearEnabled( true );
mRenderTaskForHorz.SetClearColor( mBackgroundColor );
- mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz );
+ mRenderTaskForHorz.SetFrameBuffer( mFrameBufferForHorz );
mRenderTaskForHorz.SetCameraActor( mCameraActor );
// use the internal buffer and perform a horizontal blur targeting the output buffer
mRenderTaskForVert.SetInputEnabled( false );
mRenderTaskForVert.SetClearEnabled( true );
mRenderTaskForVert.SetClearColor( mBackgroundColor );
- mRenderTaskForVert.SetTargetFrameBuffer( mOutputImage );
+ mRenderTaskForVert.SetFrameBuffer( mOutputFrameBuffer );
mRenderTaskForVert.SetCameraActor( mCameraActor );
}