X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Fspread-filter.cpp;h=55b060b8790270f7a1843fe1567e6571c89fa546;hb=refs%2Fchanges%2F03%2F251703%2F2;hp=216f3a0d709250f534df296a5b5593359d7adc5d;hpb=c01f2590ed7bb00d9b3600511d08dc420261ed46;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 216f3a0..55b060b 100644 --- a/dali-toolkit/internal/filters/spread-filter.cpp +++ b/dali-toolkit/internal/filters/spread-filter.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 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. @@ -20,12 +20,13 @@ // EXTERNAL INCLUDES #include -#include +#include #include #include // INTERNAL INCLUDES #include +#include namespace Dali { @@ -39,26 +40,6 @@ 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" ); @@ -85,12 +66,12 @@ void SpreadFilter::Enable() // create actor to render input with applied emboss effect mActorForInput = Actor::New(); mActorForInput.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); - mActorForInput.SetSize(mTargetSize); + 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 ) ); - Renderer rendererForInput = CreateRenderer( BASIC_VERTEX_SOURCE, SPREAD_FRAGMENT_SOURCE ); + Renderer rendererForInput = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_SPREAD_FILTER_SHADER_FRAG ); SetRendererTexture( rendererForInput, mInputTexture ); mActorForInput.AddRenderer( rendererForInput ); @@ -102,11 +83,11 @@ void SpreadFilter::Enable() // create an actor to render mImageForHorz for vertical blur pass mActorForHorz = Actor::New(); mActorForHorz.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); - mActorForHorz.SetSize(mTargetSize); + 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 ) ); - Renderer rendererForHorz = CreateRenderer( BASIC_VERTEX_SOURCE, SPREAD_FRAGMENT_SOURCE ); + Renderer rendererForHorz = CreateRenderer( BASIC_VERTEX_SOURCE, SHADER_SPREAD_FILTER_SHADER_FRAG ); SetRendererTexture( rendererForHorz, textureForHorz ); mActorForHorz.AddRenderer( rendererForHorz ); @@ -172,11 +153,11 @@ void SpreadFilter::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); } }