X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fgaussian-blur-view%2Fgaussian-blur-view-impl.cpp;h=d83ed24e8cf662da02d26adb9250e5c5dc5c06b7;hb=68523511452901c4ade1f3750a0ac8a20db093da;hp=0cdde3404312d2f37fd2f2a84484f131b34172e9;hpb=864042717041b6d9ad114b2e2f360f5f07c7682b;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp index 0cdde34..d83ed24 100644 --- a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp +++ b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -24,20 +24,23 @@ #include #include #include -#include #include -#include +#include +#include +#include +#include +#include #include #include // INTERNAL INCLUDES -#include +#include +#include // TODO: // pixel format / size - set from JSON // aspect ratio property needs to be able to be constrained also for cameras, not possible currently. Therefore changing aspect ratio of GaussianBlurView won't currently work // default near clip value -// mChildrenRoot Add()/Remove() overloads - better solution // Manager object - re-use render targets if there are multiple GaussianBlurViews created @@ -56,13 +59,13 @@ // 2 modes: // 1st mode, this control has a tree of actors (use Add() to add children) that are rendered and blurred. // mRenderChildrenTask renders children to FB mRenderTargetForRenderingChildren -// mHorizBlurTask renders mImageActorHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2 -// mVertBlurTask renders mImageActorVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1 -// mCompositeTask renders mImageActorComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren +// mHorizBlurTask renders mHorizBlurActor Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2 +// mVertBlurTask renders mVertBlurActor Actor showing FB mRenderTarget2 into FB mRenderTarget1 +// mCompositeTask renders mCompositingActor Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren // // 2nd mode, an image is blurred and rendered to a supplied target framebuffer -// mHorizBlurTask renders mImageActorHorizBlur Actor showing mUserInputImage into FB mRenderTarget2 -// mVertBlurTask renders mImageActorVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget +// mHorizBlurTask renders mHorizBlurActor Actor showing mUserInputImage into FB mRenderTarget2 +// mVertBlurTask renders mVertBlurActor Actor showing mRenderTarget2 into FB mUserOutputRenderTarget // // Only this 2nd mode handles ActivateOnce @@ -98,66 +101,72 @@ const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f; const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f; -const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE = - "varying mediump vec2 vTexCoord;\n" - "uniform sampler2D sTexture;\n" - "uniform lowp vec4 uColor;\n" - "uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n" - "uniform mediump float uSampleWeights[NUM_SAMPLES];\n" - - "void main()\n" - "{\n" - " mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];\n" - " for (int i=1; i( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint()); - blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) ); + mCompositingActor = Actor::New(); + mCompositingActor.SetParentOrigin(ParentOrigin::CENTER); + mCompositingActor.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value + renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE ); + mCompositingActor.AddRenderer( renderer ); + + Constraint blurStrengthConstraint = Constraint::New( mCompositingActor, Actor::Property::COLOR_ALPHA, EqualToConstraint()); + blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) ); blurStrengthConstraint.Apply(); - // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task - mTargetActor = Toolkit::ImageView::New(); + // Create an image view for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task + mTargetActor = Actor::New(); mTargetActor.SetParentOrigin(ParentOrigin::CENTER); + renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE ); + mTargetActor.AddRenderer( renderer ); ////////////////////////////////////////////////////// // Create cameras for the renders corresponding to the view size @@ -300,28 +314,26 @@ void GaussianBlurView::OnInitialize() mRenderFullSizeCamera.SetInvertYAxis( true ); mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER); - ////////////////////////////////////////////////////// // Connect to actor tree - Self().Add( mImageActorComposite ); - Self().Add( mTargetActor ); - Self().Add( mRenderFullSizeCamera ); + mInternalRoot.Add( mCompositingActor ); + mInternalRoot.Add( mTargetActor ); + mInternalRoot.Add( mRenderFullSizeCamera ); } - ////////////////////////////////////////////////////// // Create camera for the renders corresponding to the (potentially downsampled) render targets' size mRenderDownsampledCamera = CameraActor::New(); mRenderDownsampledCamera.SetInvertYAxis( true ); mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER); - ////////////////////////////////////////////////////// // Connect to actor tree Self().Add( mChildrenRoot ); - Self().Add( mImageActorHorizBlur ); - Self().Add( mImageActorVertBlur ); - Self().Add( mRenderDownsampledCamera ); + Self().Add( mInternalRoot ); + mInternalRoot.Add( mHorizBlurActor ); + mInternalRoot.Add( mVertBlurActor ); + mInternalRoot.Add( mRenderDownsampledCamera ); } @@ -333,7 +345,7 @@ void GaussianBlurView::OnSizeSet(const Vector3& targetSize) if( !mBlurUserImage ) { - mImageActorComposite.SetSize(targetSize); + mCompositingActor.SetSize(targetSize); mTargetActor.SetSize(targetSize); // Children render camera must move when GaussianBlurView object is resized. This is since we cannot change render target size - so we need to remap the child actors' rendering @@ -351,6 +363,25 @@ void GaussianBlurView::OnSizeSet(const Vector3& targetSize) Deactivate(); Activate(); } + + Control::OnSizeSet( targetSize ); +} + +void GaussianBlurView::OnChildAdd( Actor& child ) +{ + if( child != mChildrenRoot && child != mInternalRoot) + { + mChildrenRoot.Add( child ); + } + + Control::OnChildAdd( child ); +} + +void GaussianBlurView::OnChildRemove( Actor& child ) +{ + mChildrenRoot.Remove( child ); + + Control::OnChildRemove( child ); } void GaussianBlurView::AllocateResources() @@ -387,30 +418,36 @@ void GaussianBlurView::AllocateResources() mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale); // create offscreen buffer of new size to render our child actors to - mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); + mRenderTargetForRenderingChildren = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE ); + Texture texture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) ); + mRenderTargetForRenderingChildren.AttachColorTexture( texture ); - // Set ImageActor for performing a horizontal blur on the texture - mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren ); + // Set actor for performing a horizontal blur + SetRendererTexture( mHorizBlurActor.GetRendererAt(0), mRenderTargetForRenderingChildren ); // Create offscreen buffer for vert blur pass - mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); + mRenderTarget1 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE ); + texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight)); + mRenderTarget1.AttachColorTexture( texture ); // use the completed blur in the first buffer and composite with the original child actors render - mImageActorComposite.SetImage( mRenderTarget1 ); + SetRendererTexture( mCompositingActor.GetRendererAt(0), mRenderTarget1 ); // set up target actor for rendering result, i.e. the blurred image - mTargetActor.SetImage(mRenderTargetForRenderingChildren); + SetRendererTexture( mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren ); } // Create offscreen buffer for horiz blur pass - mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); + mRenderTarget2 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE ); + Texture texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight)); + mRenderTarget2.AttachColorTexture( texture ); // size needs to match render target - mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight); + mHorizBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target - mImageActorVertBlur.SetImage( mRenderTarget2 ); - mImageActorVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight); + mVertBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight); + SetRendererTexture( mVertBlurActor.GetRendererAt(0), mRenderTarget2 ); // set gaussian blur up for new sized render targets SetShaderConstants(); @@ -432,18 +469,18 @@ void GaussianBlurView::CreateRenderTasks() mRenderChildrenTask.SetClearColor( mBackgroundColor ); mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); - mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren ); + mRenderChildrenTask.SetFrameBuffer( mRenderTargetForRenderingChildren ); } // perform a horizontal blur targeting the second buffer mHorizBlurTask = taskList.CreateTask(); - mHorizBlurTask.SetSourceActor( mImageActorHorizBlur ); + mHorizBlurTask.SetSourceActor( mHorizBlurActor ); mHorizBlurTask.SetExclusive(true); mHorizBlurTask.SetInputEnabled( false ); mHorizBlurTask.SetClearEnabled( true ); mHorizBlurTask.SetClearColor( mBackgroundColor ); mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera); - mHorizBlurTask.SetTargetFrameBuffer( mRenderTarget2 ); + mHorizBlurTask.SetFrameBuffer( mRenderTarget2 ); if( mRenderOnce && mBlurUserImage ) { mHorizBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE); @@ -451,7 +488,7 @@ void GaussianBlurView::CreateRenderTasks() // use the second buffer and perform a horizontal blur targeting the first buffer mVertBlurTask = taskList.CreateTask(); - mVertBlurTask.SetSourceActor( mImageActorVertBlur ); + mVertBlurTask.SetSourceActor( mVertBlurActor ); mVertBlurTask.SetExclusive(true); mVertBlurTask.SetInputEnabled( false ); mVertBlurTask.SetClearEnabled( true ); @@ -459,11 +496,11 @@ void GaussianBlurView::CreateRenderTasks() mVertBlurTask.SetCameraActor(mRenderDownsampledCamera); if(mUserOutputRenderTarget) { - mVertBlurTask.SetTargetFrameBuffer( mUserOutputRenderTarget ); + mVertBlurTask.SetFrameBuffer( mUserOutputRenderTarget ); } else { - mVertBlurTask.SetTargetFrameBuffer( mRenderTarget1 ); + mVertBlurTask.SetFrameBuffer( mRenderTarget1 ); } if( mRenderOnce && mBlurUserImage ) { @@ -475,12 +512,12 @@ void GaussianBlurView::CreateRenderTasks() if(!mBlurUserImage) { mCompositeTask = taskList.CreateTask(); - mCompositeTask.SetSourceActor( mImageActorComposite ); + mCompositeTask.SetSourceActor( mCompositingActor ); mCompositeTask.SetExclusive(true); mCompositeTask.SetInputEnabled( false ); mCompositeTask.SetCameraActor(mRenderFullSizeCamera); - mCompositeTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren ); + mCompositeTask.SetFrameBuffer( mRenderTargetForRenderingChildren ); } } @@ -577,11 +614,11 @@ void GaussianBlurView::SetShaderConstants() Vector2 yAxis(0.0f, 1.0f); for (i = 0; i < mNumSamples; ++i ) { - mImageActorHorizBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis ); - mImageActorHorizBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); + mHorizBlurActor.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis ); + mHorizBlurActor.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); - mImageActorVertBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis ); - mImageActorVertBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); + mVertBlurActor.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis ); + mVertBlurActor.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); } delete[] uvOffsets;