2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "bloom-view-impl.h"
24 #include <dali/public-api/animation/constraint.h>
25 #include <dali/public-api/animation/constraints.h>
26 #include <dali/public-api/common/stage.h>
27 #include <dali/public-api/object/property-map.h>
28 #include <dali/public-api/object/type-registry.h>
29 #include <dali/devel-api/object/type-registry-helper.h>
30 #include <dali/public-api/render-tasks/render-task-list.h>
31 #include <dali/devel-api/rendering/renderer.h>
34 #include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
35 #include <dali-toolkit/devel-api/controls/bloom-view/bloom-view.h>
36 #include "../gaussian-blur-view/gaussian-blur-view-impl.h"
54 return Toolkit::BloomView::New();
57 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::BloomView, Toolkit::Control, Create )
58 DALI_TYPE_REGISTRATION_END()
61 const float BLOOM_THRESHOLD_DEFAULT = 0.25f;
62 const float BLOOM_BLUR_STRENGTH_DEFAULT = 1.0f;
63 const float BLOOM_INTENSITY_DEFAULT = 1.0f;
64 const float IMAGE_INTENSITY_DEFAULT = 1.0f;
65 const float BLOOM_SATURATION_DEFAULT = 1.0f;
66 const float IMAGE_SATURATION_DEFAULT = 1.0f;
69 const unsigned int BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
70 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
71 const Pixel::Format BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
72 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_FADE_IN = 1.0f; // default, fully blurred
73 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
74 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
76 const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
78 const char* const BLOOM_BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty";
79 const char* const BLOOM_THRESHOLD_PROPERTY_NAME = "uBloomThreshold";
80 const char* const RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME = "uRecipOneMinusBloomThreshold";
81 const char* const BLOOM_INTENSITY_PROPERTY_NAME = "uBloomIntensity";
82 const char* const BLOOM_SATURATION_PROPERTY_NAME = "uBloomSaturation";
83 const char* const IMAGE_INTENSITY_PROPERTY_NAME = "uImageIntensity";
84 const char* const IMAGE_SATURATION_PROPERTY_NAME = "uImageSaturation";
86 const char* const EFFECT_IMAGE_NAME( "sEffect" );
88 ///////////////////////////////////////////////////////
93 const char* const BLOOM_EXTRACT_FRAGMENT_SOURCE =
94 "varying mediump vec2 vTexCoord;\n"
95 "uniform sampler2D sTexture;\n"
96 "uniform lowp vec4 uColor;\n"
97 "uniform mediump float uBloomThreshold;\n"
98 "uniform mediump float uRecipOneMinusBloomThreshold;\n"
101 " mediump vec4 col;\n"
102 " col = texture2D(sTexture, vTexCoord);\n"
103 " col = (col - uBloomThreshold) * uRecipOneMinusBloomThreshold;\n" // remove intensities lower than the thresold and remap intensities above the threshold to [0..1]
104 " gl_FragColor = clamp(col, 0.0, 1.0);\n"
107 const char* const COMPOSITE_FRAGMENT_SOURCE =
108 "precision mediump float;\n"
109 "varying mediump vec2 vTexCoord;\n"
110 "uniform sampler2D sTexture;\n"
111 "uniform sampler2D sEffect;\n"
112 "uniform lowp vec4 uColor;\n"
113 "uniform float uBloomIntensity;\n"
114 "uniform float uImageIntensity;\n"
115 "uniform float uBloomSaturation;\n"
116 "uniform float uImageSaturation;\n"
118 "vec4 ChangeSaturation(vec4 col, float sat)\n"
120 " float grey = dot(col.rgb, vec3(0.3, 0.6, 0.1));\n"
121 " return mix(vec4(grey, grey, grey, 1.0), col, sat);\n"
126 " mediump vec4 image;\n"
127 " mediump vec4 bloom;\n"
128 " image = texture2D(sTexture, vTexCoord);\n"
129 " bloom = texture2D(sEffect, vTexCoord);\n"
130 " image = ChangeSaturation(image, uImageSaturation) * uImageIntensity;\n"
131 " bloom = ChangeSaturation(bloom, uBloomSaturation) * uBloomIntensity;\n"
132 " image *= 1.0 - clamp(bloom, 0.0, 1.0);\n" // darken base where bloom is strong, to prevent excessive burn-out of result
133 " gl_FragColor = image + bloom;\n"
140 BloomView::BloomView()
141 : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
142 , mBlurNumSamples(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
143 , mBlurBellCurveWidth(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH)
144 , mPixelFormat(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
145 , mDownsampleWidthScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE)
146 , mDownsampleHeightScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE)
147 , mDownsampledWidth( 0.0f )
148 , mDownsampledHeight( 0.0f )
149 , mTargetSize(Vector2::ZERO)
150 , mLastSize(Vector2::ZERO)
151 , mChildrenRoot(Actor::New())
152 , mInternalRoot(Actor::New() )
153 , mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
154 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
155 , mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
156 , mBloomSaturationPropertyIndex(Property::INVALID_INDEX)
157 , mImageIntensityPropertyIndex(Property::INVALID_INDEX)
158 , mImageSaturationPropertyIndex(Property::INVALID_INDEX)
159 , mActivated( false )
163 BloomView::BloomView( const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
164 const float downsampleWidthScale, const float downsampleHeightScale)
165 : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
166 , mBlurNumSamples(blurNumSamples)
167 , mBlurBellCurveWidth(blurBellCurveWidth)
168 , mPixelFormat(renderTargetPixelFormat)
169 , mDownsampleWidthScale(downsampleWidthScale)
170 , mDownsampleHeightScale(downsampleHeightScale)
171 , mDownsampledWidth( 0.0f )
172 , mDownsampledHeight( 0.0f )
173 , mTargetSize(Vector2::ZERO)
174 , mLastSize(Vector2::ZERO)
175 , mChildrenRoot(Actor::New())
176 , mInternalRoot(Actor::New())
177 , mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
178 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
179 , mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
180 , mBloomSaturationPropertyIndex(Property::INVALID_INDEX)
181 , mImageIntensityPropertyIndex(Property::INVALID_INDEX)
182 , mImageSaturationPropertyIndex(Property::INVALID_INDEX)
183 , mActivated( false )
187 BloomView::~BloomView()
191 Toolkit::BloomView BloomView::New()
193 BloomView* impl = new BloomView();
195 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView( *impl );
197 // Second-phase init of the implementation
198 // This can only be done after the CustomActor connection has been made...
204 Toolkit::BloomView BloomView::New(const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
205 const float downsampleWidthScale, const float downsampleHeightScale)
207 BloomView* impl = new BloomView( blurNumSamples, blurBellCurveWidth, renderTargetPixelFormat, downsampleWidthScale, downsampleHeightScale);
209 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView( *impl );
211 // Second-phase init of the implementation
212 // This can only be done after the CustomActor connection has been made...
218 ///////////////////////////////////////////////////////////
223 void BloomView::OnInitialize()
225 // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
226 mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
227 mInternalRoot.SetParentOrigin( ParentOrigin::CENTER );
229 //////////////////////////////////////////////////////
232 // Create an ImageActor for rendering from the scene texture to the bloom texture
233 mBloomExtractImageActor = Toolkit::ImageView::New();
234 mBloomExtractImageActor.SetParentOrigin( ParentOrigin::CENTER );
236 // Create shader used for extracting the bright parts of an image
237 Property::Map customShader;
238 customShader[ "fragmentShader" ] = BLOOM_EXTRACT_FRAGMENT_SOURCE;
239 Property::Map rendererMap;
240 rendererMap.Insert( "rendererType", "image" );
241 rendererMap.Insert( "shader", customShader );
242 mBloomExtractImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
244 // Create an ImageActor for compositing the result (scene and bloom textures) to output
245 mCompositeImageActor = Toolkit::ImageView::New();
246 mCompositeImageActor.SetParentOrigin( ParentOrigin::CENTER );
248 // Create shader used to composite bloom and original image to output render target
249 customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE;
250 rendererMap[ "shader" ] = customShader;
251 mCompositeImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
253 // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
254 mTargetImageActor = Toolkit::ImageView::New();
255 mTargetImageActor.SetParentOrigin( ParentOrigin::CENTER );
257 // Create the Gaussian Blur object + render tasks
258 // Note that we use mBloomExtractTarget as the source image and also re-use this as the gaussian blur final render target. This saves the gaussian blur code from creating it
259 // render targets etc internally, so we make better use of resources
260 // Note, this also internally creates the render tasks used by the Gaussian blur, this must occur after the bloom extraction and before the compositing
261 mGaussianBlurView = Dali::Toolkit::GaussianBlurView::New(mBlurNumSamples, mBlurBellCurveWidth, mPixelFormat, mDownsampleWidthScale, mDownsampleHeightScale, true);
262 mGaussianBlurView.SetParentOrigin( ParentOrigin::CENTER );
265 //////////////////////////////////////////////////////
266 // Create cameras for the renders corresponding to the (potentially downsampled) render targets' size
267 mRenderDownsampledCamera = CameraActor::New();
268 mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
269 mRenderDownsampledCamera.SetInvertYAxis( true );
271 mRenderFullSizeCamera = CameraActor::New();
272 mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
273 mRenderFullSizeCamera.SetInvertYAxis( true );
276 ////////////////////////////////
277 // Connect to actor tree
278 Self().Add( mChildrenRoot );
279 Self().Add( mInternalRoot );
280 mInternalRoot.Add( mBloomExtractImageActor );
281 mInternalRoot.Add( mGaussianBlurView );
282 mInternalRoot.Add( mCompositeImageActor );
283 mInternalRoot.Add( mTargetImageActor );
284 mInternalRoot.Add( mRenderDownsampledCamera );
285 mInternalRoot.Add( mRenderFullSizeCamera );
287 // bind properties for / set shader constants to defaults
291 void BloomView::OnSizeSet(const Vector3& targetSize)
293 Control::OnSizeSet( targetSize );
295 mTargetSize = Vector2(targetSize);
296 mChildrenRoot.SetSize(targetSize);
297 mCompositeImageActor.SetSize(targetSize);
298 mTargetImageActor.SetSize(targetSize);
300 // Children render camera must move when GaussianBlurView object is
301 // resized. This is since we cannot change render target size - so we need
302 // to remap the child actors' rendering accordingly so they still exactly
303 // fill the render target. Note that this means the effective resolution of
304 // the child render changes as the GaussianBlurView object changes size,
305 // this is the trade off for not being able to modify render target size
306 // Change camera z position based on GaussianBlurView actor height
307 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
308 mRenderFullSizeCamera.SetZ( mTargetSize.height * cameraPosConstraintScale);
310 // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor
318 void BloomView::OnChildAdd( Actor& child )
320 Control::OnChildAdd( child );
322 if( child != mChildrenRoot && child != mInternalRoot)
324 mChildrenRoot.Add( child );
328 void BloomView::OnChildRemove( Actor& child )
330 mChildrenRoot.Remove( child );
332 Control::OnChildRemove( child );
335 void BloomView::AllocateResources()
337 // size of render targets etc is based on the size of this actor, ignoring z
338 if(mTargetSize != mLastSize || !mActivated)
340 mLastSize = mTargetSize;
342 // get size of downsampled render targets
343 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
344 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
347 //////////////////////////////////////////////////////
350 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
351 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
352 // TODO: how do we pick a reasonable value for near clip? Needs to relate to normal camera the user renders with, but we don't have a handle on it
353 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
354 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
355 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
357 mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
359 // Create and place a camera for the children render, corresponding to its render target size
360 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
361 // TODO: how do we pick a reasonable value for near clip? Needs to relate to normal camera the user renders with, but we don't have a handle on it
362 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
363 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
364 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
366 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
367 mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
369 //////////////////////////////////////////////////////
370 // Pass size change onto GaussianBlurView, so it matches
371 mGaussianBlurView.SetSize(mTargetSize);
372 GetImpl(mGaussianBlurView).AllocateResources();
375 //////////////////////////////////////////////////////
376 // Create render targets
378 // create off screen buffer of new size to render our child actors to
379 mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
380 mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
381 FrameBufferImage mBlurExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
382 mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED);
385 //////////////////////////////////////////////////////
386 // Point actors and render tasks at new render targets
388 mBloomExtractImageActor.SetImage( mRenderTargetForRenderingChildren );
389 mBloomExtractImageActor.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target
391 // set GaussianBlurView to blur our extracted bloom
392 mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBlurExtractTarget);
394 // use the completed blur in the first buffer and composite with the original child actors render
395 mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren );
396 Material material = mCompositeImageActor.GetRendererAt(0).GetMaterial();
397 int textureIndex = material.GetTextureIndex( EFFECT_IMAGE_NAME );
398 if( textureIndex == -1 )
400 material.AddTexture( mBlurExtractTarget, EFFECT_IMAGE_NAME );
404 material.SetTextureImage( textureIndex, mBlurExtractTarget );
407 // set up target actor for rendering result, i.e. the blurred image
408 mTargetImageActor.SetImage(mOutputRenderTarget);
412 void BloomView::CreateRenderTasks()
414 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
416 // create render task to render our child actors to offscreen buffer
417 mRenderChildrenTask = taskList.CreateTask();
418 mRenderChildrenTask.SetSourceActor( mChildrenRoot );
419 mRenderChildrenTask.SetExclusive(true);
420 mRenderChildrenTask.SetInputEnabled( false );
421 mRenderChildrenTask.SetClearEnabled( true );
422 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); // use camera that covers render target exactly
423 mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
425 // Extract the bright part of the image and render to a new buffer. Downsampling also occurs at this stage to save pixel fill, if it is set up.
426 mBloomExtractTask = taskList.CreateTask();
427 mBloomExtractTask.SetSourceActor( mBloomExtractImageActor );
428 mBloomExtractTask.SetExclusive(true);
429 mBloomExtractTask.SetInputEnabled( false );
430 mBloomExtractTask.SetClearEnabled( true );
431 mBloomExtractTask.SetCameraActor(mRenderDownsampledCamera);
432 mBloomExtractTask.SetTargetFrameBuffer( mBloomExtractTarget );
434 // GaussianBlurView tasks must be created here, so they are executed in the correct order with respect to BloomView tasks
435 GetImpl(mGaussianBlurView).CreateRenderTasks();
437 // Use an image actor displaying the children render and composite it with the blurred bloom buffer, targeting the output
438 mCompositeTask = taskList.CreateTask();
439 mCompositeTask.SetSourceActor( mCompositeImageActor );
440 mCompositeTask.SetExclusive(true);
441 mCompositeTask.SetInputEnabled( false );
442 mCompositeTask.SetClearEnabled( true );
443 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
444 mCompositeTask.SetTargetFrameBuffer( mOutputRenderTarget );
447 void BloomView::RemoveRenderTasks()
449 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
451 taskList.RemoveTask(mRenderChildrenTask);
452 taskList.RemoveTask(mBloomExtractTask);
454 GetImpl(mGaussianBlurView).RemoveRenderTasks();
456 taskList.RemoveTask(mCompositeTask);
459 void BloomView::Activate()
461 // make sure resources are allocated and start the render tasks processing
467 void BloomView::Deactivate()
469 // stop render tasks processing
470 // Note: render target resources are automatically freed since we set the Image::Unused flag
472 mRenderTargetForRenderingChildren.Reset();
473 mBloomExtractTarget.Reset();
474 mOutputRenderTarget.Reset();
479 * RecipOneMinusConstraint
481 * f(current, property) = property
483 struct RecipOneMinusConstraint
485 RecipOneMinusConstraint(){}
487 void operator()( float& current, const PropertyInputContainer& inputs )
489 current = 1.0f / ( 1.0f - inputs[0]->GetFloat() );
493 // create properties and constraints to tie internal shader etc settings to BloomView object. User can therefore animate / set them via BloomView object without knowing about
494 // internal implementation classes
495 void BloomView::SetupProperties()
497 CustomActor self = Self();
500 ///////////////////////////////////////////
503 // set defaults, makes sure properties are registered with shader
504 mBloomExtractImageActor.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT );
505 mBloomExtractImageActor.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) );
507 // Register a property that the user can control to change the bloom threshold
508 mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT);
509 Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractImageActor.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
510 Constraint bloomThresholdConstraint = Constraint::New<float>( mBloomExtractImageActor, shaderBloomThresholdPropertyIndex, EqualToConstraint());
511 bloomThresholdConstraint.AddSource( Source(self, mBloomThresholdPropertyIndex) );
512 bloomThresholdConstraint.Apply();
514 // precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property
515 Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractImageActor.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
516 Constraint thresholdConstraint = Constraint::New<float>( mBloomExtractImageActor, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint());
517 thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) );
518 thresholdConstraint.Apply();
521 ////////////////////////////////////////////
524 // Register a property that the user can control to fade the blur in / out via internal GaussianBlurView object
525 mBlurStrengthPropertyIndex = self.RegisterProperty(BLOOM_BLUR_STRENGTH_PROPERTY_NAME, BLOOM_BLUR_STRENGTH_DEFAULT);
526 Constraint blurStrengthConstraint = Constraint::New<float>( mGaussianBlurView, mGaussianBlurView.GetBlurStrengthPropertyIndex(), EqualToConstraint());
527 blurStrengthConstraint.AddSource( Source(self, mBlurStrengthPropertyIndex) );
528 blurStrengthConstraint.Apply();
531 ////////////////////////////////////////////
534 // Register a property that the user can control to fade the bloom intensity via internally hidden shader
535 mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
536 mCompositeImageActor.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT );
537 Property::Index shaderBloomIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
538 Constraint bloomIntensityConstraint = Constraint::New<float>( mCompositeImageActor, shaderBloomIntensityPropertyIndex, EqualToConstraint());
539 bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) );
540 bloomIntensityConstraint.Apply();
543 ////////////////////////////////////////////
546 // Register a property that the user can control to fade the bloom saturation via internally hidden shader
547 mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
548 mCompositeImageActor.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT );
549 Property::Index shaderBloomSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
550 Constraint bloomSaturationConstraint = Constraint::New<float>( mCompositeImageActor, shaderBloomSaturationPropertyIndex, EqualToConstraint());
551 bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) );
552 bloomSaturationConstraint.Apply();
555 ////////////////////////////////////////////
558 // Register a property that the user can control to fade the image intensity via internally hidden shader
559 mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
560 mCompositeImageActor.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT );
561 Property::Index shaderImageIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
562 Constraint imageIntensityConstraint = Constraint::New<float>( mCompositeImageActor, shaderImageIntensityPropertyIndex, EqualToConstraint());
563 imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) );
564 imageIntensityConstraint.Apply();
567 ////////////////////////////////////////////
570 // Register a property that the user can control to fade the image saturation via internally hidden shader
571 mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
572 mCompositeImageActor.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT );
573 Property::Index shaderImageSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
574 Constraint imageSaturationConstraint = Constraint::New<float>( mCompositeImageActor, shaderImageSaturationPropertyIndex, EqualToConstraint());
575 imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) );
576 imageSaturationConstraint.Apply();
579 } // namespace Internal
581 } // namespace Toolkit