#include <dali/public-api/render-tasks/render-task-list.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
namespace Dali
{
void SpreadFilter::Enable()
{
// create actor to render input with applied emboss effect
- mActorForInput = Toolkit::ImageView::New( mInputImage );
+ mActorForInput = Actor::New();
mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
mActorForInput.SetSize(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 ) );
+ 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 );
+ 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 = Toolkit::ImageView::New( mImageForHorz );
+ mActorForHorz = Actor::New();
mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
mActorForHorz.SetSize(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 ) );
-
- Property::Map customShader;
- customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = SPREAD_FRAGMENT_SOURCE;
- Property::Map visualMap;
- visualMap.Insert( Toolkit::Visual::Property::SHADER, customShader );
-
- // set SPREAD custom shader
- mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
- mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
+ Renderer rendererForHorz = CreateRenderer( BASIC_VERTEX_SOURCE, SPREAD_FRAGMENT_SOURCE );
+ SetRendererTexture( rendererForHorz, textureForHorz );
+ mActorForHorz.AddRenderer( rendererForHorz );
mRootActor.Add( mActorForInput );
mRootActor.Add( mActorForHorz );
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 );
}