/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// EXTERNAL INCLUDES
#include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/common/stage.h>
+#include <dali/devel-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/devel-api/visual-factory/devel-visual-properties.h>
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
namespace Dali
{
namespace
{
-const char* const SPREAD_FRAGMENT_SOURCE =
-{
- "precision highp float;\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"
- " for( int i = 1; i <= uSpread; ++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"
- " gl_FragColor = color;\n"
- "}\n"
-};
-
const char* const SPREAD_UNIFORM_NAME( "uSpread" );
const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" );
void SpreadFilter::Enable()
{
// create actor to render input with applied emboss effect
- mActorForInput = Toolkit::ImageView::New( mInputImage );
- mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
- mActorForInput.SetSize(mTargetSize);
+ mActorForInput = Actor::New();
+ 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 ) );
+ 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
- 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.SetParentOrigin( ParentOrigin::CENTER );
- mActorForHorz.SetSize(mTargetSize);
+ mActorForHorz = Actor::New();
+ 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 ) );
-
- Property::Map customShader;
- customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = SPREAD_FRAGMENT_SOURCE;
- Property::Map visualMap;
- visualMap.Insert( Toolkit::VisualProperty::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, SHADER_SPREAD_FILTER_SHADER_FRAG );
+ SetRendererTexture( rendererForHorz, textureForHorz );
+ mActorForHorz.AddRenderer( rendererForHorz );
mRootActor.Add( mActorForInput );
mRootActor.Add( mActorForHorz );
mTargetSize = size;
if( mActorForInput )
{
- mActorForInput.SetSize(mTargetSize);
+ mActorForInput.SetProperty( Actor::Property::SIZE, mTargetSize);
}
if( mActorForHorz )
{
- mActorForHorz.SetSize(mTargetSize);
+ mActorForHorz.SetProperty( Actor::Property::SIZE, mTargetSize);
}
}
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 );
}