X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Fspread-filter.cpp;h=09d6ff62d650e0a979393098a46cba10eba55b68;hb=ba2b1aa2e87716f4ef107e0fa627573475e93470;hp=11284c650eaff4e0a0407ff4bb0b8a20e12beb21;hpb=977955345d74e5ed53c8366822fbeae4afc66684;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/filters/spread-filter.cpp b/dali-toolkit/internal/filters/spread-filter.cpp index 11284c6..09d6ff6 100644 --- a/dali-toolkit/internal/filters/spread-filter.cpp +++ b/dali-toolkit/internal/filters/spread-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. @@ -19,52 +19,28 @@ #include "spread-filter.h" // EXTERNAL INCLUDES +#include #include -#include #include #include // INTERNAL INCLUDES -#include +#include +#include namespace Dali { - namespace Toolkit { - namespace Internal { - 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" ); +const char* const SPREAD_UNIFORM_NAME("uSpread"); +const char* const TEX_SCALE_UNIFORM_NAME("uTexScale"); } // namespace - SpreadFilter::SpreadFilter() : ImageFilter(), mSpread(2) @@ -75,7 +51,7 @@ SpreadFilter::~SpreadFilter() { } -void SpreadFilter::SetSpread( float spread ) +void SpreadFilter::SetSpread(float spread) { mSpread = spread; } @@ -83,34 +59,35 @@ void SpreadFilter::SetSpread( float spread ) void SpreadFilter::Enable() { // 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); // register properties as shader uniforms - mActorForInput.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread ); - mActorForInput.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 1.0f / mTargetSize.width, 0.0f ) ); + 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, SHADER_SPREAD_FILTER_SHADER_FRAG); + SetRendererTexture(rendererForInput, mInputTexture); + mActorForInput.AddRenderer(rendererForInput); // create internal offscreen for result of horizontal pass - mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); + 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); // register properties as shader uniforms - mActorForHorz.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread ); - mActorForHorz.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 0.0f, 1.0f / mTargetSize.height ) ); - - Property::Map customShader; - customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = SPREAD_FRAGMENT_SOURCE; - Property::Map visualMap; - visualMap.Insert( Toolkit::VisualProperty::SHADER, customShader ); - - // set SPREAD custom shader - mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); - mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); + 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, SHADER_SPREAD_FILTER_SHADER_FRAG); + SetRendererTexture(rendererForHorz, textureForHorz); + mActorForHorz.AddRenderer(rendererForHorz); - mRootActor.Add( mActorForInput ); - mRootActor.Add( mActorForHorz ); + mRootActor.Add(mActorForInput); + mRootActor.Add(mActorForHorz); SetupCamera(); CreateRenderTasks(); @@ -118,33 +95,33 @@ void SpreadFilter::Enable() void SpreadFilter::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); } @@ -155,27 +132,27 @@ void SpreadFilter::Disable() void SpreadFilter::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); } } -void SpreadFilter::SetSize( const Vector2& size ) +void SpreadFilter::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); } } @@ -185,25 +162,25 @@ void SpreadFilter::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( mOutputImage ); - mRenderTaskForVert.SetCameraActor( mCameraActor ); + mRenderTaskForVert.SetInputEnabled(false); + mRenderTaskForVert.SetClearEnabled(true); + mRenderTaskForVert.SetClearColor(mBackgroundColor); + mRenderTaskForVert.SetFrameBuffer(mOutputFrameBuffer); + mRenderTaskForVert.SetCameraActor(mCameraActor); } } // namespace Internal