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=2e3729d5aeb6c9d9f5d7190616ee98e999fead81;hpb=9217ec0c1d483607ed6c8f08a1d9c238657ba5d6;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 2e3729d..55b060b 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) 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 +#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" ); @@ -83,31 +64,32 @@ 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 ) ); + 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::DevelVisual::Property::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, SHADER_SPREAD_FILTER_SHADER_FRAG ); + SetRendererTexture( rendererForHorz, textureForHorz ); + mActorForHorz.AddRenderer( rendererForHorz ); mRootActor.Add( mActorForInput ); mRootActor.Add( mActorForHorz ); @@ -171,11 +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); } } @@ -191,7 +173,7 @@ 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 +184,7 @@ void SpreadFilter::CreateRenderTasks() mRenderTaskForVert.SetInputEnabled( false ); mRenderTaskForVert.SetClearEnabled( true ); mRenderTaskForVert.SetClearColor( mBackgroundColor ); - mRenderTaskForVert.SetTargetFrameBuffer( mOutputImage ); + mRenderTaskForVert.SetFrameBuffer( mOutputFrameBuffer ); mRenderTaskForVert.SetCameraActor( mCameraActor ); }