X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbloom-view%2Fbloom-view-impl.cpp;h=dfe2c562e253fb3b5d5178ff5e9f45ce21c51d9b;hb=refs%2Fchanges%2F49%2F88249%2F1;hp=a2c607ffeb8a3f5a0cb58a024c582d311cd41d9b;hpb=9fff4fa5534b563329dc8cd6c0598888f667ee39;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp index a2c607f..dfe2c56 100644 --- a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp +++ b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2016 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. @@ -28,12 +28,14 @@ #include #include #include -#include +#include +#include // INTERNAL INCLUDES -#include +#include +#include #include -#include "../gaussian-blur-view/gaussian-blur-view-impl.h" +#include namespace Dali { @@ -361,10 +363,10 @@ void BloomView::AllocateResources() // Create render targets // create off screen buffer of new size to render our child actors to - mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED ); - mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED ); - FrameBufferImage mBlurExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED ); - mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED); + mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); + mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); + FrameBufferImage mBlurExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); + mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); ////////////////////////////////////////////////////// @@ -374,10 +376,10 @@ void BloomView::AllocateResources() mBloomExtractImageView.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target // Create shader used for extracting the bright parts of an image Property::Map customShader; - customShader[ "fragmentShader" ] = BLOOM_EXTRACT_FRAGMENT_SOURCE; - Property::Map rendererMap; - rendererMap.Insert( "shader", customShader ); - mBloomExtractImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); + customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = BLOOM_EXTRACT_FRAGMENT_SOURCE; + Property::Map visualMap; + visualMap.Insert( Toolkit::Visual::Property::SHADER, customShader ); + mBloomExtractImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); // set GaussianBlurView to blur our extracted bloom mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBlurExtractTarget); @@ -385,11 +387,11 @@ void BloomView::AllocateResources() // use the completed blur in the first buffer and composite with the original child actors render mCompositeImageView.SetImage( mRenderTargetForRenderingChildren ); // Create shader used to composite bloom and original image to output render target - customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE; - rendererMap[ "shader" ] = customShader; - mCompositeImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); + customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = COMPOSITE_FRAGMENT_SOURCE; + visualMap[ Toolkit::Visual::Property::SHADER ] = customShader; + mCompositeImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); TextureSet textureSet = mCompositeImageView.GetRendererAt(0).GetTextures(); - textureSet.SetImage( 1u, mBlurExtractTarget ); + TextureSetImage( textureSet, 1u, mBlurExtractTarget ); // set up target actor for rendering result, i.e. the blurred image mTargetImageView.SetImage(mOutputRenderTarget);