X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Fblur-two-pass-filter.cpp;h=f86ffd4df1f4186bdc06da6b0905b1ba9b758c7c;hb=70510385d88cfbd5c232117d8436ca74c523e172;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..f86ffd4 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) 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. @@ -21,11 +21,14 @@ // EXTERNAL INCLUDES #include #include -#include +#include #include #include #include -#include + +// INTERNAL INCLUDES +#include +#include namespace Dali { @@ -56,24 +59,6 @@ const float DEFAULT_KERNEL4[] = { 2.0f/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, 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::ostringstream oss; @@ -88,20 +73,6 @@ std::string GetWeightUniformName( int 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" ); @@ -113,7 +84,7 @@ BlurTwoPassFilter::BlurTwoPassFilter() { // create blending actor and register the property in constructor // to make sure that GetBlurStrengthPropertyIndex() always returns a valid index - mActorForBlending = Toolkit::ImageView::New(); + mActorForBlending = Actor::New(); mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty( BLUR_STRENGTH_UNIFORM_NAME, 1.f ); } @@ -123,31 +94,53 @@ 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< int >(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()) ); + // 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 ) { @@ -161,31 +154,10 @@ void BlurTwoPassFilter::Enable() 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 ); - SetupCamera(); CreateRenderTasks(); } @@ -254,15 +226,15 @@ void BlurTwoPassFilter::SetSize( const Vector2& size ) mTargetSize = size; if( mActorForInput ) { - mActorForInput.SetSize(mTargetSize); + mActorForInput.SetProperty( Actor::Property::SIZE, mTargetSize); } if( mActorForHorz ) { - mActorForHorz.SetSize(mTargetSize); + mActorForHorz.SetProperty( Actor::Property::SIZE, mTargetSize); } if( mActorForBlending ) { - mActorForBlending.SetSize(mTargetSize); + mActorForBlending.SetProperty( Actor::Property::SIZE, mTargetSize); } } @@ -283,7 +255,7 @@ void BlurTwoPassFilter::CreateRenderTasks() 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 @@ -294,7 +266,7 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForVert.SetInputEnabled( false ); mRenderTaskForVert.SetClearEnabled( true ); mRenderTaskForVert.SetClearColor( mBackgroundColor ); - mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage ); + mRenderTaskForVert.SetFrameBuffer( mBlurredFrameBuffer ); mRenderTaskForVert.SetCameraActor( mCameraActor ); //Perform a blending between the blurred image and the input image @@ -305,7 +277,7 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForBlending.SetInputEnabled( false ); mRenderTaskForBlending.SetClearEnabled( true ); mRenderTaskForBlending.SetClearColor( mBackgroundColor ); - mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage ); + mRenderTaskForBlending.SetFrameBuffer( mOutputFrameBuffer ); mRenderTaskForBlending.SetCameraActor( mCameraActor ); }