X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Fspread-filter.cpp;h=51008211ff3fa3aaac50228d0a6fe569b02d5516;hb=5a6809a40da6a50d2edce9202466aa289ad96162;hp=11284c650eaff4e0a0407ff4bb0b8a20e12beb21;hpb=8c0b17fb124c735b31c441873da4d7ffc4b15eb5;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..5100821 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) 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. @@ -25,7 +25,7 @@ #include // INTERNAL INCLUDES -#include +#include namespace Dali { @@ -83,31 +83,32 @@ void SpreadFilter::SetSpread( float spread ) void SpreadFilter::Enable() { // create actor to render input with applied emboss effect - mActorForInput = Toolkit::ImageView::New( mInputImage ); + mActorForInput = Actor::New(); mActorForInput.SetParentOrigin( ParentOrigin::CENTER ); mActorForInput.SetSize(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 ) ); + Renderer rendererForInput = CreateRenderer( BASIC_VERTEX_SOURCE, SPREAD_FRAGMENT_SOURCE ); + 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 = Actor::New(); mActorForHorz.SetParentOrigin( ParentOrigin::CENTER ); mActorForHorz.SetSize(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 ); + Renderer rendererForHorz = CreateRenderer( BASIC_VERTEX_SOURCE, SPREAD_FRAGMENT_SOURCE ); + SetRendererTexture( rendererForHorz, textureForHorz ); + mActorForHorz.AddRenderer( rendererForHorz ); mRootActor.Add( mActorForInput ); mRootActor.Add( mActorForHorz ); @@ -191,7 +192,7 @@ void SpreadFilter::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 @@ -202,7 +203,7 @@ void SpreadFilter::CreateRenderTasks() mRenderTaskForVert.SetInputEnabled( false ); mRenderTaskForVert.SetClearEnabled( true ); mRenderTaskForVert.SetClearColor( mBackgroundColor ); - mRenderTaskForVert.SetTargetFrameBuffer( mOutputImage ); + mRenderTaskForVert.SetFrameBuffer( mOutputFrameBuffer ); mRenderTaskForVert.SetCameraActor( mCameraActor ); }