/*
- * Copyright (c) 2017 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/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" );
// create actor to render input with applied emboss effect
mActorForInput = Actor::New();
mActorForInput.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- mActorForInput.SetSize(mTargetSize);
+ 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, SPREAD_FRAGMENT_SOURCE );
+ Renderer rendererForInput = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_SPREAD_FILTER_SHADER_FRAG );
SetRendererTexture( rendererForInput, mInputTexture );
mActorForInput.AddRenderer( rendererForInput );
// create an actor to render mImageForHorz for vertical blur pass
mActorForHorz = Actor::New();
mActorForHorz.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- mActorForHorz.SetSize(mTargetSize);
+ 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, SPREAD_FRAGMENT_SOURCE );
+ Renderer rendererForHorz = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_SPREAD_FILTER_SHADER_FRAG );
SetRendererTexture( rendererForHorz, textureForHorz );
mActorForHorz.AddRenderer( rendererForHorz );
mTargetSize = size;
if( mActorForInput )
{
- mActorForInput.SetSize(mTargetSize);
+ mActorForInput.SetProperty( Actor::Property::SIZE, mTargetSize);
}
if( mActorForHorz )
{
- mActorForHorz.SetSize(mTargetSize);
+ mActorForHorz.SetProperty( Actor::Property::SIZE, mTargetSize);
}
}