X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Fblur-two-pass-filter.cpp;h=a6fae1f2119fc1d13c11b27e2858d9014f5c1f5c;hb=b8da2e53925b9abb9fa362560069e8ca4aa62f81;hp=b1dce9285b4e8261d6bf8167d4488558c7e7d8de;hpb=7bc9bb47cb9c552982e9144b202861190eeadc96;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp index b1dce92..a6fae1f 100644 --- a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp +++ b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -19,102 +19,61 @@ #include "blur-two-pass-filter.h" // EXTERNAL INCLUDES -#include +#include #include -#include #include #include #include -#include +#include + +// INTERNAL INCLUDES +#include +#include namespace Dali { - namespace Toolkit { - namespace Internal { - namespace { +const float DEFAULT_KERNEL0[] = {12.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f}; -const float DEFAULT_KERNEL0[] = { 12.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f }; +const float DEFAULT_KERNEL1[] = {8.0f / 16.0f, 2.75f / 16.0f, 2.75f / 16.0f, 1.25f / 16.0f, 1.25f / 16.0f}; -const float DEFAULT_KERNEL1[] = { 8.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.25f/16.0f, - 1.25f/16.0f }; +const float DEFAULT_KERNEL2[] = {5.0f / 16.0f, 2.75f / 16.0f, 2.75f / 16.0f, 1.75f / 16.0f, 1.75f / 16.0f, 1.5f / 16.0f, 1.5f / 16.0f}; -const float DEFAULT_KERNEL2[] = { 5.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.75f/16.0f, - 1.75f/16.0f, 1.5f/16.0f, 1.5f/16.0f }; +const float DEFAULT_KERNEL3[] = {3.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 0.5f / 16.0f, 0.5f / 16.0f}; -const float DEFAULT_KERNEL3[] = { 3.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, - 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 0.5f/16.0f, - 0.5f/16.0f }; +const float DEFAULT_KERNEL4[] = {2.0f / 16.0f, 1.5f / 16.0f, 1.5f / 16.0f, 1.5f / 16.0f, 1.5f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f, 0.5f / 16.0f, 0.5f / 16.0f, 0.5f / 16.0f, 0.5f / 16.0f}; -const float DEFAULT_KERNEL4[] = { 2.0f/16.0f, 1.5f/16.0f, 1.5f/16.0f, 1.5f/16.0f, - 1.5f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f, - 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 0.5f/16.0f, - 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f }; - -const char* BLUR_TWO_PASS_FRAGMENT_SOURCE = -{ - "precision highp float;\n" - "varying mediump vec2 vTexCoord;\n" - "uniform sampler2D sTexture;\n" - "uniform vec2 uSampleOffsets[NUM_SAMPLES];\n" - "uniform float uSampleWeights[NUM_SAMPLES];\n" - "void main()\n" - "{\n" - " vec4 color = vec4(0.0);\n" - " for( int i = 0; i < NUM_SAMPLES; ++i )\n" - " {\n" - " color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];\n" - " }\n" - " gl_FragColor = color;\n" - "}\n" -}; - -std::string GetOffsetUniformName( int index ) +std::string GetOffsetUniformName(int index) { std::ostringstream oss; oss << "uSampleOffsets[" << index << "]"; return oss.str(); } -std::string GetWeightUniformName( int index ) +std::string GetWeightUniformName(int index) { std::ostringstream oss; oss << "uSampleWeights[" << index << "]"; return oss.str(); } -const char* BLEND_TWO_IMAGES_FRAGMENT_SOURCE = -{ - "precision highp float;\n" - "uniform float uBlurStrength;\n " - "uniform sampler2D sTexture;\n" - "uniform sampler2D sEffect;\n" - "varying mediump vec2 vTexCoord;\n" - "void main()\n" - "{\n" - " gl_FragColor = texture2D( sTexture, vTexCoord ) * uBlurStrength" - " + texture2D( sEffect, vTexCoord )*(1.0-uBlurStrength); \n" - "}\n" -}; - -const char* const BLUR_STRENGTH_UNIFORM_NAME( "uBlurStrength" ); -const char* const EFFECT_IMAGE_NAME( "sEffect" ); +const char* const BLUR_STRENGTH_UNIFORM_NAME("uBlurStrength"); +const char* const EFFECT_IMAGE_NAME("sEffect"); } // namespace - BlurTwoPassFilter::BlurTwoPassFilter() : ImageFilter() { // create blending actor and register the property in constructor // to make sure that GetBlurStrengthPropertyIndex() always returns a valid index - mActorForBlending = Toolkit::ImageView::New(); - mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty( BLUR_STRENGTH_UNIFORM_NAME, 1.f ); + mActorForBlending = Actor::New(); + mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty(BLUR_STRENGTH_UNIFORM_NAME, 1.f); } BlurTwoPassFilter::~BlurTwoPassFilter() @@ -123,68 +82,69 @@ BlurTwoPassFilter::~BlurTwoPassFilter() void BlurTwoPassFilter::Enable() { + // create custom shader effect + if(!GetKernelSize()) + { + CreateKernel(DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4) / sizeof(DEFAULT_KERNEL4[0])); + } + int kernelSize(static_cast(GetKernelSize())); + + // Set up blur-two-pass custom shader + std::ostringstream sstream; + sstream << "#define NUM_SAMPLES " << kernelSize << "\n"; + sstream << SHADER_BLUR_TWO_PASS_SHADER_FRAG; + std::string fragmentSource(sstream.str()); + // 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); + Renderer rendererForInput = CreateRenderer(BASIC_VERTEX_SOURCE, fragmentSource.c_str()); + SetRendererTexture(rendererForInput, mInputTexture); + mActorForInput.AddRenderer(rendererForInput); // create internal offscreen for result of horizontal pass - mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED ); + 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); + Renderer rendererForHorz = CreateRenderer(BASIC_VERTEX_SOURCE, fragmentSource.c_str()); + SetRendererTexture(rendererForHorz, textureForHorz); + mActorForHorz.AddRenderer(rendererForHorz); // create internal offscreen for result of the two pass blurred image - mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED); - // create an actor to blend the blurred image and the input image with the given blur strength - mActorForBlending.SetImage( mBlurredImage ); - mActorForBlending.SetParentOrigin( ParentOrigin::CENTER ); - mActorForBlending.SetSize( mTargetSize ); + mBlurredFrameBuffer = FrameBuffer::New(mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE); + Texture blurredTexture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height)); + mBlurredFrameBuffer.AttachColorTexture(blurredTexture); - // create custom shader effect - if( !GetKernelSize() ) - { - CreateKernel( DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4)/sizeof(DEFAULT_KERNEL4[0]) ); - } - int kernelSize( static_cast< int >(GetKernelSize()) ); - - for( int i = 0; i < kernelSize; ++i ) + // create an actor to blend the blurred image and the input image with the given blur strength + Renderer rendererForBlending = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_BLUR_TWO_IMAGES_SHADER_FRAG); + TextureSet textureSetForBlending = rendererForBlending.GetTextures(); + textureSetForBlending.SetTexture(0u, blurredTexture); + textureSetForBlending.SetTexture(1u, mInputTexture); + mActorForBlending.AddRenderer(rendererForBlending); + mActorForBlending.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + mActorForBlending.SetProperty(Actor::Property::SIZE, mTargetSize); + + for(int i = 0; i < kernelSize; ++i) { - const std::string offsetUniform( GetOffsetUniformName( i ) ); - const std::string weightUniform( GetWeightUniformName( i ) ); + const std::string offsetUniform(GetOffsetUniformName(i)); + const std::string weightUniform(GetWeightUniformName(i)); - mActorForInput.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS ); - mActorForInput.RegisterProperty( weightUniform, mKernel[i].z ); + mActorForInput.RegisterProperty(offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS); + mActorForInput.RegisterProperty(weightUniform, mKernel[i].z); - mActorForHorz.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS ); - mActorForHorz.RegisterProperty( weightUniform, mKernel[i].z ); + mActorForHorz.RegisterProperty(offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS); + mActorForHorz.RegisterProperty(weightUniform, mKernel[i].z); } - // Set up blur-two-pass custom shader - std::ostringstream fragmentSource; - fragmentSource << "#define NUM_SAMPLES " << kernelSize << "\n"; - fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE; - - Property::Map customShader; - customShader[ "fragmentShader" ] = fragmentSource.str(); - Property::Map rendererMap; - rendererMap.Insert( "shader", customShader ); - mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); - mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); - - // Set up blend-two-image custom shader - customShader[ "fragmentShader" ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE; - rendererMap[ "shader"] = customShader; - mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); - - mRootActor.Add( mActorForInput ); - mRootActor.Add( mActorForHorz ); - mRootActor.Add( mActorForBlending ); - - // Add effect texture to blend-two-image custom shader - TextureSet textureSet = mActorForBlending.GetRendererAt(0).GetTextures(); - TextureSetImage( textureSet, 1u, mInputImage ); + mRootActor.Add(mActorForInput); + mRootActor.Add(mActorForHorz); + mRootActor.Add(mActorForBlending); SetupCamera(); CreateRenderTasks(); @@ -192,37 +152,37 @@ void BlurTwoPassFilter::Enable() void BlurTwoPassFilter::Disable() { - if( mRootActor ) + if(mRootActor) { - if( mCameraActor ) + if(mCameraActor) { - mRootActor.Remove( mCameraActor ); + mRootActor.Remove(mCameraActor); mCameraActor.Reset(); } - if( mActorForInput ) + if(mActorForInput) { - mRootActor.Remove( mActorForInput ); + mRootActor.Remove(mActorForInput); mActorForInput.Reset(); } - if( mActorForHorz ) + if(mActorForHorz) { - mRootActor.Remove( mActorForHorz ); + mRootActor.Remove(mActorForHorz); mActorForHorz.Reset(); } RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); - if( mRenderTaskForHorz ) + if(mRenderTaskForHorz) { taskList.RemoveTask(mRenderTaskForHorz); } - if( mRenderTaskForVert ) + if(mRenderTaskForVert) { taskList.RemoveTask(mRenderTaskForVert); } - if( mRenderTaskForBlending ) + if(mRenderTaskForBlending) { taskList.RemoveTask(mRenderTaskForBlending); } @@ -233,36 +193,36 @@ void BlurTwoPassFilter::Disable() void BlurTwoPassFilter::Refresh() { - if( mRenderTaskForHorz ) + if(mRenderTaskForHorz) { - mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); + mRenderTaskForHorz.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); } - if( mRenderTaskForVert ) + if(mRenderTaskForVert) { - mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); + mRenderTaskForVert.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); } - if( mRenderTaskForBlending ) + if(mRenderTaskForBlending) { - mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); + mRenderTaskForBlending.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); } } -void BlurTwoPassFilter::SetSize( const Vector2& size ) +void BlurTwoPassFilter::SetSize(const Vector2& size) { mTargetSize = size; - if( mActorForInput ) + if(mActorForInput) { - mActorForInput.SetSize(mTargetSize); + mActorForInput.SetProperty(Actor::Property::SIZE, mTargetSize); } - if( mActorForHorz ) + if(mActorForHorz) { - mActorForHorz.SetSize(mTargetSize); + mActorForHorz.SetProperty(Actor::Property::SIZE, mTargetSize); } - if( mActorForBlending ) + if(mActorForBlending) { - mActorForBlending.SetSize(mTargetSize); + mActorForBlending.SetProperty(Actor::Property::SIZE, mTargetSize); } } @@ -277,36 +237,36 @@ void BlurTwoPassFilter::CreateRenderTasks() // perform a horizontal blur targeting the internal buffer mRenderTaskForHorz = taskList.CreateTask(); - mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); - mRenderTaskForHorz.SetSourceActor( mActorForInput ); + mRenderTaskForHorz.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); + mRenderTaskForHorz.SetSourceActor(mActorForInput); mRenderTaskForHorz.SetExclusive(true); - mRenderTaskForHorz.SetInputEnabled( false ); - mRenderTaskForHorz.SetClearEnabled( true ); - mRenderTaskForHorz.SetClearColor( mBackgroundColor ); - mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz ); - mRenderTaskForHorz.SetCameraActor( mCameraActor ); + mRenderTaskForHorz.SetInputEnabled(false); + mRenderTaskForHorz.SetClearEnabled(true); + mRenderTaskForHorz.SetClearColor(mBackgroundColor); + mRenderTaskForHorz.SetFrameBuffer(mFrameBufferForHorz); + mRenderTaskForHorz.SetCameraActor(mCameraActor); // use the internal buffer and perform a horizontal blur targeting the output buffer mRenderTaskForVert = taskList.CreateTask(); - mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); - mRenderTaskForVert.SetSourceActor( mActorForHorz ); + mRenderTaskForVert.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); + mRenderTaskForVert.SetSourceActor(mActorForHorz); mRenderTaskForVert.SetExclusive(true); - mRenderTaskForVert.SetInputEnabled( false ); - mRenderTaskForVert.SetClearEnabled( true ); - mRenderTaskForVert.SetClearColor( mBackgroundColor ); - mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage ); - mRenderTaskForVert.SetCameraActor( mCameraActor ); + mRenderTaskForVert.SetInputEnabled(false); + mRenderTaskForVert.SetClearEnabled(true); + mRenderTaskForVert.SetClearColor(mBackgroundColor); + mRenderTaskForVert.SetFrameBuffer(mBlurredFrameBuffer); + mRenderTaskForVert.SetCameraActor(mCameraActor); //Perform a blending between the blurred image and the input image mRenderTaskForBlending = taskList.CreateTask(); - mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); - mRenderTaskForBlending.SetSourceActor( mActorForBlending ); + mRenderTaskForBlending.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); + mRenderTaskForBlending.SetSourceActor(mActorForBlending); mRenderTaskForBlending.SetExclusive(true); - mRenderTaskForBlending.SetInputEnabled( false ); - mRenderTaskForBlending.SetClearEnabled( true ); - mRenderTaskForBlending.SetClearColor( mBackgroundColor ); - mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage ); - mRenderTaskForBlending.SetCameraActor( mCameraActor ); + mRenderTaskForBlending.SetInputEnabled(false); + mRenderTaskForBlending.SetClearEnabled(true); + mRenderTaskForBlending.SetClearColor(mBackgroundColor); + mRenderTaskForBlending.SetFrameBuffer(mOutputFrameBuffer); + mRenderTaskForBlending.SetCameraActor(mCameraActor); } } // namespace Internal