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 , mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
153 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
154 , mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
155 , mBloomSaturationPropertyIndex(Property::INVALID_INDEX)
156 , mImageIntensityPropertyIndex(Property::INVALID_INDEX)
157 , mImageSaturationPropertyIndex(Property::INVALID_INDEX)
158 , mActivated( false )
162 BloomView::BloomView( const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
163 const float downsampleWidthScale, const float downsampleHeightScale)
164 : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
165 , mBlurNumSamples(blurNumSamples)
166 , mBlurBellCurveWidth(blurBellCurveWidth)
167 , mPixelFormat(renderTargetPixelFormat)
168 , mDownsampleWidthScale(downsampleWidthScale)
169 , mDownsampleHeightScale(downsampleHeightScale)
170 , mDownsampledWidth( 0.0f )
171 , mDownsampledHeight( 0.0f )
172 , mTargetSize(Vector2::ZERO)
173 , mLastSize(Vector2::ZERO)
174 , mChildrenRoot(Actor::New())
175 , mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
176 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
177 , mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
178 , mBloomSaturationPropertyIndex(Property::INVALID_INDEX)
179 , mImageIntensityPropertyIndex(Property::INVALID_INDEX)
180 , mImageSaturationPropertyIndex(Property::INVALID_INDEX)
181 , mActivated( false )
185 BloomView::~BloomView()
189 Toolkit::BloomView BloomView::New()
191 BloomView* impl = new BloomView();
193 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView( *impl );
195 // Second-phase init of the implementation
196 // This can only be done after the CustomActor connection has been made...
202 Toolkit::BloomView BloomView::New(const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
203 const float downsampleWidthScale, const float downsampleHeightScale)
205 BloomView* impl = new BloomView( blurNumSamples, blurBellCurveWidth, renderTargetPixelFormat, downsampleWidthScale, downsampleHeightScale);
207 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView( *impl );
209 // Second-phase init of the implementation
210 // This can only be done after the CustomActor connection has been made...
216 /////////////////////////////////////////////////////////////
217 // for creating a subtree for all user added child actors, so that we can have them exclusive to the mRenderChildrenTask and our other actors exclusive to our other tasks
218 // TODO: overloading Actor::Add()/Remove() not nice since breaks polymorphism. Need another method to pass ownership of added child actors to our internal actor root.
219 void BloomView::Add(Actor child)
221 mChildrenRoot.Add(child);
224 void BloomView::Remove(Actor child)
226 mChildrenRoot.Remove(child);
234 ///////////////////////////////////////////////////////////
239 void BloomView::OnInitialize()
241 // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
242 mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
244 //////////////////////////////////////////////////////
247 // Create an ImageActor for rendering from the scene texture to the bloom texture
248 mBloomExtractImageActor = Toolkit::ImageView::New();
249 mBloomExtractImageActor.SetParentOrigin( ParentOrigin::CENTER );
251 // Create shader used for extracting the bright parts of an image
252 Property::Map customShader;
253 customShader[ "fragmentShader" ] = BLOOM_EXTRACT_FRAGMENT_SOURCE;
254 Property::Map rendererMap;
255 rendererMap.Insert( "rendererType", "image" );
256 rendererMap.Insert( "shader", customShader );
257 mBloomExtractImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
259 // Create an ImageActor for compositing the result (scene and bloom textures) to output
260 mCompositeImageActor = Toolkit::ImageView::New();
261 mCompositeImageActor.SetParentOrigin( ParentOrigin::CENTER );
263 // Create shader used to composite bloom and original image to output render target
264 customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE;
265 rendererMap[ "shader" ] = customShader;
266 mCompositeImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
268 // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
269 mTargetImageActor = Toolkit::ImageView::New();
270 mTargetImageActor.SetParentOrigin( ParentOrigin::CENTER );
272 // Create the Gaussian Blur object + render tasks
273 // 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
274 // render targets etc internally, so we make better use of resources
275 // Note, this also internally creates the render tasks used by the Gaussian blur, this must occur after the bloom extraction and before the compositing
276 mGaussianBlurView = Dali::Toolkit::GaussianBlurView::New(mBlurNumSamples, mBlurBellCurveWidth, mPixelFormat, mDownsampleWidthScale, mDownsampleHeightScale, true);
277 mGaussianBlurView.SetParentOrigin( ParentOrigin::CENTER );
280 //////////////////////////////////////////////////////
281 // Create cameras for the renders corresponding to the (potentially downsampled) render targets' size
282 mRenderDownsampledCamera = CameraActor::New();
283 mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
284 mRenderDownsampledCamera.SetInvertYAxis( true );
286 mRenderFullSizeCamera = CameraActor::New();
287 mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
288 mRenderFullSizeCamera.SetInvertYAxis( true );
291 ////////////////////////////////
292 // Connect to actor tree
293 Self().Add( mChildrenRoot );
294 Self().Add( mBloomExtractImageActor );
295 Self().Add( mGaussianBlurView );
296 Self().Add( mCompositeImageActor );
297 Self().Add( mTargetImageActor );
298 Self().Add( mRenderDownsampledCamera );
299 Self().Add( mRenderFullSizeCamera );
301 // bind properties for / set shader constants to defaults
305 void BloomView::OnSizeSet(const Vector3& targetSize)
307 mTargetSize = Vector2(targetSize);
308 mChildrenRoot.SetSize(targetSize);
309 mCompositeImageActor.SetSize(targetSize);
310 mTargetImageActor.SetSize(targetSize);
312 // Children render camera must move when GaussianBlurView object is
313 // resized. This is since we cannot change render target size - so we need
314 // to remap the child actors' rendering accordingly so they still exactly
315 // fill the render target. Note that this means the effective resolution of
316 // the child render changes as the GaussianBlurView object changes size,
317 // this is the trade off for not being able to modify render target size
318 // Change camera z position based on GaussianBlurView actor height
319 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
320 mRenderFullSizeCamera.SetZ( mTargetSize.height * cameraPosConstraintScale);
322 // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor
330 void BloomView::AllocateResources()
332 // size of render targets etc is based on the size of this actor, ignoring z
333 if(mTargetSize != mLastSize)
335 mLastSize = mTargetSize;
337 // get size of downsampled render targets
338 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
339 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
342 //////////////////////////////////////////////////////
345 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
346 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
347 // 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
348 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
349 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
350 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
352 mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
354 // Create and place a camera for the children render, corresponding to its render target size
355 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
356 // 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
357 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
358 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
359 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
361 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
362 mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
364 //////////////////////////////////////////////////////
365 // Pass size change onto GaussianBlurView, so it matches
366 mGaussianBlurView.SetSize(mTargetSize);
367 GetImpl(mGaussianBlurView).AllocateResources();
370 //////////////////////////////////////////////////////
371 // Create render targets
373 // create off screen buffer of new size to render our child actors to
374 mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
375 mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
376 FrameBufferImage mBlurExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED );
377 mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED);
380 //////////////////////////////////////////////////////
381 // Point actors and render tasks at new render targets
383 mBloomExtractImageActor.SetImage( mRenderTargetForRenderingChildren );
384 mBloomExtractImageActor.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target
386 // set GaussianBlurView to blur our extracted bloom
387 mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBlurExtractTarget);
389 // use the completed blur in the first buffer and composite with the original child actors render
390 mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren );
391 Material material = mCompositeImageActor.GetRendererAt(0).GetMaterial();
392 int textureIndex = material.GetTextureIndex( EFFECT_IMAGE_NAME );
393 if( textureIndex == -1 )
395 material.AddTexture( mBlurExtractTarget, EFFECT_IMAGE_NAME );
399 material.SetTextureImage( textureIndex, mBlurExtractTarget );
402 // set up target actor for rendering result, i.e. the blurred image
403 mTargetImageActor.SetImage(mOutputRenderTarget);
407 void BloomView::CreateRenderTasks()
409 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
411 // create render task to render our child actors to offscreen buffer
412 mRenderChildrenTask = taskList.CreateTask();
413 mRenderChildrenTask.SetSourceActor( mChildrenRoot );
414 mRenderChildrenTask.SetExclusive(true);
415 mRenderChildrenTask.SetInputEnabled( false );
416 mRenderChildrenTask.SetClearEnabled( true );
417 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); // use camera that covers render target exactly
418 mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
420 // 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.
421 mBloomExtractTask = taskList.CreateTask();
422 mBloomExtractTask.SetSourceActor( mBloomExtractImageActor );
423 mBloomExtractTask.SetExclusive(true);
424 mBloomExtractTask.SetInputEnabled( false );
425 mBloomExtractTask.SetClearEnabled( true );
426 mBloomExtractTask.SetCameraActor(mRenderDownsampledCamera);
427 mBloomExtractTask.SetTargetFrameBuffer( mBloomExtractTarget );
429 // GaussianBlurView tasks must be created here, so they are executed in the correct order with respect to BloomView tasks
430 GetImpl(mGaussianBlurView).CreateRenderTasks();
432 // Use an image actor displaying the children render and composite it with the blurred bloom buffer, targeting the output
433 mCompositeTask = taskList.CreateTask();
434 mCompositeTask.SetSourceActor( mCompositeImageActor );
435 mCompositeTask.SetExclusive(true);
436 mCompositeTask.SetInputEnabled( false );
437 mCompositeTask.SetClearEnabled( true );
438 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
439 mCompositeTask.SetTargetFrameBuffer( mOutputRenderTarget );
442 void BloomView::RemoveRenderTasks()
444 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
446 taskList.RemoveTask(mRenderChildrenTask);
447 taskList.RemoveTask(mBloomExtractTask);
449 GetImpl(mGaussianBlurView).RemoveRenderTasks();
451 taskList.RemoveTask(mCompositeTask);
454 void BloomView::Activate()
456 // make sure resources are allocated and start the render tasks processing
462 void BloomView::Deactivate()
464 // stop render tasks processing
465 // Note: render target resources are automatically freed since we set the Image::Unused flag
471 * RecipOneMinusConstraint
473 * f(current, property) = property
475 struct RecipOneMinusConstraint
477 RecipOneMinusConstraint(){}
479 void operator()( float& current, const PropertyInputContainer& inputs )
481 current = 1.0f / ( 1.0f - inputs[0]->GetFloat() );
485 // 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
486 // internal implementation classes
487 void BloomView::SetupProperties()
489 CustomActor self = Self();
492 ///////////////////////////////////////////
495 // set defaults, makes sure properties are registered with shader
496 mBloomExtractImageActor.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT );
497 mBloomExtractImageActor.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) );
499 // Register a property that the user can control to change the bloom threshold
500 mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT);
501 Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractImageActor.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
502 Constraint bloomThresholdConstraint = Constraint::New<float>( mBloomExtractImageActor, shaderBloomThresholdPropertyIndex, EqualToConstraint());
503 bloomThresholdConstraint.AddSource( Source(self, mBloomThresholdPropertyIndex) );
504 bloomThresholdConstraint.Apply();
506 // precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property
507 Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractImageActor.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
508 Constraint thresholdConstraint = Constraint::New<float>( mBloomExtractImageActor, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint());
509 thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) );
510 thresholdConstraint.Apply();
513 ////////////////////////////////////////////
516 // Register a property that the user can control to fade the blur in / out via internal GaussianBlurView object
517 mBlurStrengthPropertyIndex = self.RegisterProperty(BLOOM_BLUR_STRENGTH_PROPERTY_NAME, BLOOM_BLUR_STRENGTH_DEFAULT);
518 Constraint blurStrengthConstraint = Constraint::New<float>( mGaussianBlurView, mGaussianBlurView.GetBlurStrengthPropertyIndex(), EqualToConstraint());
519 blurStrengthConstraint.AddSource( Source(self, mBlurStrengthPropertyIndex) );
520 blurStrengthConstraint.Apply();
523 ////////////////////////////////////////////
526 // Register a property that the user can control to fade the bloom intensity via internally hidden shader
527 mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
528 mCompositeImageActor.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT );
529 Property::Index shaderBloomIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
530 Constraint bloomIntensityConstraint = Constraint::New<float>( mCompositeImageActor, shaderBloomIntensityPropertyIndex, EqualToConstraint());
531 bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) );
532 bloomIntensityConstraint.Apply();
535 ////////////////////////////////////////////
538 // Register a property that the user can control to fade the bloom saturation via internally hidden shader
539 mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
540 mCompositeImageActor.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT );
541 Property::Index shaderBloomSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
542 Constraint bloomSaturationConstraint = Constraint::New<float>( mCompositeImageActor, shaderBloomSaturationPropertyIndex, EqualToConstraint());
543 bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) );
544 bloomSaturationConstraint.Apply();
547 ////////////////////////////////////////////
550 // Register a property that the user can control to fade the image intensity via internally hidden shader
551 mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
552 mCompositeImageActor.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT );
553 Property::Index shaderImageIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
554 Constraint imageIntensityConstraint = Constraint::New<float>( mCompositeImageActor, shaderImageIntensityPropertyIndex, EqualToConstraint());
555 imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) );
556 imageIntensityConstraint.Apply();
559 ////////////////////////////////////////////
562 // Register a property that the user can control to fade the image saturation via internally hidden shader
563 mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
564 mCompositeImageActor.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT );
565 Property::Index shaderImageSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
566 Constraint imageSaturationConstraint = Constraint::New<float>( mCompositeImageActor, shaderImageSaturationPropertyIndex, EqualToConstraint());
567 imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) );
568 imageSaturationConstraint.Apply();
571 } // namespace Internal
573 } // namespace Toolkit