2 * Copyright (c) 2021 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"
22 #include <dali/devel-api/common/stage.h>
23 #include <dali/public-api/animation/constraint.h>
24 #include <dali/public-api/animation/constraints.h>
25 #include <dali/public-api/object/property-map.h>
26 #include <dali/public-api/object/type-registry-helper.h>
27 #include <dali/public-api/object/type-registry.h>
28 #include <dali/public-api/render-tasks/render-task-list.h>
29 #include <dali/public-api/rendering/renderer.h>
34 #include <dali-toolkit/devel-api/controls/bloom-view/bloom-view.h>
35 #include <dali-toolkit/devel-api/controls/control-devel.h>
36 #include <dali-toolkit/devel-api/controls/gaussian-blur-view/gaussian-blur-view.h>
37 #include <dali-toolkit/internal/controls/control/control-renderers.h>
38 #include <dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.h>
39 #include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
53 return Toolkit::BloomView::New();
56 DALI_TYPE_REGISTRATION_BEGIN(Toolkit::BloomView, Toolkit::Control, Create)
57 DALI_TYPE_REGISTRATION_END()
60 const float BLOOM_THRESHOLD_DEFAULT = 0.25f;
61 const float BLOOM_BLUR_STRENGTH_DEFAULT = 1.0f;
62 const float BLOOM_INTENSITY_DEFAULT = 1.0f;
63 const float IMAGE_INTENSITY_DEFAULT = 1.0f;
64 const float BLOOM_SATURATION_DEFAULT = 1.0f;
65 const float IMAGE_SATURATION_DEFAULT = 1.0f;
68 const unsigned int BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
69 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
70 const Pixel::Format BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
71 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_FADE_IN = 1.0f; // default, fully blurred
72 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
73 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
75 const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
77 const char* const BLOOM_BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty";
78 const char* const BLOOM_THRESHOLD_PROPERTY_NAME = "uBloomThreshold";
79 const char* const RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME = "uRecipOneMinusBloomThreshold";
80 const char* const BLOOM_INTENSITY_PROPERTY_NAME = "uBloomIntensity";
81 const char* const BLOOM_SATURATION_PROPERTY_NAME = "uBloomSaturation";
82 const char* const IMAGE_INTENSITY_PROPERTY_NAME = "uImageIntensity";
83 const char* const IMAGE_SATURATION_PROPERTY_NAME = "uImageSaturation";
87 BloomView::BloomView()
88 : Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT)),
89 mBlurNumSamples(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES),
90 mBlurBellCurveWidth(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH),
91 mPixelFormat(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT),
92 mDownsampleWidthScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE),
93 mDownsampleHeightScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE),
94 mDownsampledWidth(0.0f),
95 mDownsampledHeight(0.0f),
96 mTargetSize(Vector2::ZERO),
97 mLastSize(Vector2::ZERO),
98 mChildrenRoot(Actor::New()),
99 mInternalRoot(Actor::New()),
100 mBloomThresholdPropertyIndex(Property::INVALID_INDEX),
101 mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
102 mBloomIntensityPropertyIndex(Property::INVALID_INDEX),
103 mBloomSaturationPropertyIndex(Property::INVALID_INDEX),
104 mImageIntensityPropertyIndex(Property::INVALID_INDEX),
105 mImageSaturationPropertyIndex(Property::INVALID_INDEX),
110 BloomView::BloomView(const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat, const float downsampleWidthScale, const float downsampleHeightScale)
111 : Control(ControlBehaviour(CONTROL_BEHAVIOUR_DEFAULT)),
112 mBlurNumSamples(blurNumSamples),
113 mBlurBellCurveWidth(blurBellCurveWidth),
114 mPixelFormat(renderTargetPixelFormat),
115 mDownsampleWidthScale(downsampleWidthScale),
116 mDownsampleHeightScale(downsampleHeightScale),
117 mDownsampledWidth(0.0f),
118 mDownsampledHeight(0.0f),
119 mTargetSize(Vector2::ZERO),
120 mLastSize(Vector2::ZERO),
121 mChildrenRoot(Actor::New()),
122 mInternalRoot(Actor::New()),
123 mBloomThresholdPropertyIndex(Property::INVALID_INDEX),
124 mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
125 mBloomIntensityPropertyIndex(Property::INVALID_INDEX),
126 mBloomSaturationPropertyIndex(Property::INVALID_INDEX),
127 mImageIntensityPropertyIndex(Property::INVALID_INDEX),
128 mImageSaturationPropertyIndex(Property::INVALID_INDEX),
133 BloomView::~BloomView()
137 Toolkit::BloomView BloomView::New()
139 BloomView* impl = new BloomView();
141 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView(*impl);
143 // Second-phase init of the implementation
144 // This can only be done after the CustomActor connection has been made...
150 Toolkit::BloomView BloomView::New(const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat, const float downsampleWidthScale, const float downsampleHeightScale)
152 BloomView* impl = new BloomView(blurNumSamples, blurBellCurveWidth, renderTargetPixelFormat, downsampleWidthScale, downsampleHeightScale);
154 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView(*impl);
156 // Second-phase init of the implementation
157 // This can only be done after the CustomActor connection has been made...
163 ///////////////////////////////////////////////////////////
168 void BloomView::OnInitialize()
170 // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
171 mChildrenRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
172 mInternalRoot.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
174 //////////////////////////////////////////////////////
177 // Create an image view for rendering from the scene texture to the bloom texture
178 mBloomExtractActor = Actor::New();
179 mBloomExtractActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
181 // Create an image view for compositing the result (scene and bloom textures) to output
182 mCompositeActor = Actor::New();
183 mCompositeActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
185 // Create an image view for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
186 mTargetActor = Actor::New();
187 mTargetActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
189 // Create the Gaussian Blur object + render tasks
190 // 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
191 // render targets etc internally, so we make better use of resources
192 // Note, this also internally creates the render tasks used by the Gaussian blur, this must occur after the bloom extraction and before the compositing
193 mGaussianBlurView = Dali::Toolkit::GaussianBlurView::New(mBlurNumSamples, mBlurBellCurveWidth, mPixelFormat, mDownsampleWidthScale, mDownsampleHeightScale, true);
194 mGaussianBlurView.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
196 //////////////////////////////////////////////////////
197 // Create cameras for the renders corresponding to the (potentially downsampled) render targets' size
198 mRenderDownsampledCamera = CameraActor::New();
199 mRenderDownsampledCamera.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
200 mRenderDownsampledCamera.SetInvertYAxis(true);
202 mRenderFullSizeCamera = CameraActor::New();
203 mRenderFullSizeCamera.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
204 mRenderFullSizeCamera.SetInvertYAxis(true);
206 ////////////////////////////////
207 // Connect to actor tree
208 Self().Add(mChildrenRoot);
209 Self().Add(mInternalRoot);
210 mInternalRoot.Add(mBloomExtractActor);
211 mInternalRoot.Add(mGaussianBlurView);
212 mInternalRoot.Add(mCompositeActor);
213 mInternalRoot.Add(mTargetActor);
214 mInternalRoot.Add(mRenderDownsampledCamera);
215 mInternalRoot.Add(mRenderFullSizeCamera);
217 // bind properties for / set shader constants to defaults
220 DevelControl::SetAccessibilityConstructor(Self(), [](Dali::Actor actor) {
221 return std::make_unique<DevelControl::ControlAccessible>(actor, Dali::Accessibility::Role::ANIMATION);
225 void BloomView::OnSizeSet(const Vector3& targetSize)
227 mTargetSize = Vector2(targetSize);
228 mChildrenRoot.SetProperty(Actor::Property::SIZE, targetSize);
229 mCompositeActor.SetProperty(Actor::Property::SIZE, targetSize);
230 mTargetActor.SetProperty(Actor::Property::SIZE, targetSize);
232 // Children render camera must move when GaussianBlurView object is
233 // resized. This is since we cannot change render target size - so we need
234 // to remap the child actors' rendering accordingly so they still exactly
235 // fill the render target. Note that this means the effective resolution of
236 // the child render changes as the GaussianBlurView object changes size,
237 // this is the trade off for not being able to modify render target size
238 // Change camera z position based on GaussianBlurView actor height
239 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
240 mRenderFullSizeCamera.SetProperty(Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale);
242 // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor
249 Control::OnSizeSet(targetSize);
252 void BloomView::OnChildAdd(Actor& child)
254 if(child != mChildrenRoot && child != mInternalRoot)
256 mChildrenRoot.Add(child);
259 Control::OnChildAdd(child);
262 void BloomView::OnChildRemove(Actor& child)
264 mChildrenRoot.Remove(child);
266 Control::OnChildRemove(child);
269 void BloomView::AllocateResources()
271 // size of render targets etc is based on the size of this actor, ignoring z
272 if(mTargetSize != mLastSize || !mActivated)
274 mLastSize = mTargetSize;
276 // get size of downsampled render targets
277 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
278 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
280 //////////////////////////////////////////////////////
283 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
284 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
285 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
286 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
287 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
289 mRenderDownsampledCamera.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))));
291 // Create and place a camera for the children render, corresponding to its render target size
292 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
293 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
294 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
295 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
297 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
298 mRenderFullSizeCamera.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale));
300 //////////////////////////////////////////////////////
301 // Pass size change onto GaussianBlurView, so it matches
302 mGaussianBlurView.SetProperty(Actor::Property::SIZE, mTargetSize);
303 GetImpl(mGaussianBlurView).AllocateResources();
305 mGaussianBlurView.SetProperty(Actor::Property::VISIBLE, true);
307 //////////////////////////////////////////////////////
308 // Create render targets
310 // create off screen buffer of new size to render our child actors to
311 mRenderTargetForRenderingChildren = FrameBuffer::New(mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE);
312 Texture textureForChildren = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height));
313 mRenderTargetForRenderingChildren.AttachColorTexture(textureForChildren);
315 mBloomExtractTarget = FrameBuffer::New(mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE);
316 Texture texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight));
317 mBloomExtractTarget.AttachColorTexture(texture);
319 FrameBuffer blurExtractTarget = FrameBuffer::New(mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE);
320 texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight));
321 blurExtractTarget.AttachColorTexture(texture);
323 mOutputRenderTarget = FrameBuffer::New(mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE);
324 Texture outputTexture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height));
325 mOutputRenderTarget.AttachColorTexture(outputTexture);
327 //////////////////////////////////////////////////////
328 // Point actors and render tasks at new render targets
330 Renderer bloomRenderer = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_BLOOM_VIEW_EXTRACT_SHADER_FRAG);
331 SetRendererTexture(bloomRenderer, mRenderTargetForRenderingChildren);
332 mBloomExtractActor.AddRenderer(bloomRenderer);
333 mBloomExtractActor.SetProperty(Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight)); // size needs to match render target
335 // set GaussianBlurView to blur our extracted bloom
336 mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget.GetColorTexture(), blurExtractTarget);
338 // use the completed blur in the first buffer and composite with the original child actors render
339 Renderer compositeRenderer = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_BLOOM_VIEW_COMPOSITE_SHADER_FRAG);
340 SetRendererTexture(compositeRenderer, mRenderTargetForRenderingChildren);
341 TextureSet textureSet = compositeRenderer.GetTextures();
342 textureSet.SetTexture(0u, mRenderTargetForRenderingChildren.GetColorTexture());
343 textureSet.SetTexture(1u, blurExtractTarget.GetColorTexture());
344 mCompositeActor.AddRenderer(compositeRenderer);
346 // set up target actor for rendering result, i.e. the blurred image
347 Renderer targetRenderer = CreateRenderer(BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE);
348 SetRendererTexture(targetRenderer, mOutputRenderTarget);
349 mTargetActor.AddRenderer(targetRenderer);
353 void BloomView::CreateRenderTasks()
355 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
357 // create render task to render our child actors to offscreen buffer
358 mRenderChildrenTask = taskList.CreateTask();
359 mRenderChildrenTask.SetSourceActor(mChildrenRoot);
360 mRenderChildrenTask.SetExclusive(true);
361 mRenderChildrenTask.SetInputEnabled(false);
362 mRenderChildrenTask.SetClearEnabled(true);
363 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); // use camera that covers render target exactly
364 mRenderChildrenTask.SetFrameBuffer(mRenderTargetForRenderingChildren);
366 // 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.
367 mBloomExtractTask = taskList.CreateTask();
368 mBloomExtractTask.SetSourceActor(mBloomExtractActor);
369 mBloomExtractTask.SetExclusive(true);
370 mBloomExtractTask.SetInputEnabled(false);
371 mBloomExtractTask.SetClearEnabled(true);
372 mBloomExtractTask.SetCameraActor(mRenderDownsampledCamera);
373 mBloomExtractTask.SetFrameBuffer(mBloomExtractTarget);
375 // GaussianBlurView tasks must be created here, so they are executed in the correct order with respect to BloomView tasks
376 GetImpl(mGaussianBlurView).CreateRenderTasks();
378 // Use an image view displaying the children render and composite it with the blurred bloom buffer, targeting the output
379 mCompositeTask = taskList.CreateTask();
380 mCompositeTask.SetSourceActor(mCompositeActor);
381 mCompositeTask.SetExclusive(true);
382 mCompositeTask.SetInputEnabled(false);
383 mCompositeTask.SetClearEnabled(true);
384 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
385 mCompositeTask.SetFrameBuffer(mOutputRenderTarget);
388 void BloomView::RemoveRenderTasks()
390 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
392 taskList.RemoveTask(mRenderChildrenTask);
393 taskList.RemoveTask(mBloomExtractTask);
395 GetImpl(mGaussianBlurView).RemoveRenderTasks();
397 taskList.RemoveTask(mCompositeTask);
400 void BloomView::Activate()
402 // make sure resources are allocated and start the render tasks processing
408 void BloomView::Deactivate()
410 // stop render tasks processing
411 // Note: render target resources are automatically freed since we set the Image::Unused flag
414 mRenderTargetForRenderingChildren.Reset();
415 mBloomExtractTarget.Reset();
416 mOutputRenderTarget.Reset();
419 mBloomExtractActor.RemoveRenderer(0u);
420 mTargetActor.RemoveRenderer(0u);
421 mCompositeActor.RemoveRenderer(0u);
423 mGaussianBlurView.SetProperty(Actor::Property::VISIBLE, false);
429 * RecipOneMinusConstraint
431 * f(current, property) = property
433 struct RecipOneMinusConstraint
435 RecipOneMinusConstraint()
439 void operator()(float& current, const PropertyInputContainer& inputs)
441 current = 1.0f / (1.0f - inputs[0]->GetFloat());
445 // 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
446 // internal implementation classes
447 void BloomView::SetupProperties()
449 CustomActor self = Self();
451 ///////////////////////////////////////////
454 // set defaults, makes sure properties are registered with shader
455 mBloomExtractActor.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT);
456 mBloomExtractActor.RegisterProperty(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT));
458 // Register a property that the user can control to change the bloom threshold
459 mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT);
460 Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractActor.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
461 Constraint bloomThresholdConstraint = Constraint::New<float>(mBloomExtractActor, shaderBloomThresholdPropertyIndex, EqualToConstraint());
462 bloomThresholdConstraint.AddSource(Source(self, mBloomThresholdPropertyIndex));
463 bloomThresholdConstraint.Apply();
465 // precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property
466 Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractActor.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
467 Constraint thresholdConstraint = Constraint::New<float>(mBloomExtractActor, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint());
468 thresholdConstraint.AddSource(LocalSource(shaderBloomThresholdPropertyIndex));
469 thresholdConstraint.Apply();
471 ////////////////////////////////////////////
474 // Register a property that the user can control to fade the blur in / out via internal GaussianBlurView object
475 mBlurStrengthPropertyIndex = self.RegisterProperty(BLOOM_BLUR_STRENGTH_PROPERTY_NAME, BLOOM_BLUR_STRENGTH_DEFAULT);
476 Constraint blurStrengthConstraint = Constraint::New<float>(mGaussianBlurView, mGaussianBlurView.GetBlurStrengthPropertyIndex(), EqualToConstraint());
477 blurStrengthConstraint.AddSource(Source(self, mBlurStrengthPropertyIndex));
478 blurStrengthConstraint.Apply();
480 ////////////////////////////////////////////
483 // Register a property that the user can control to fade the bloom intensity via internally hidden shader
484 mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
485 mCompositeActor.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
486 Property::Index shaderBloomIntensityPropertyIndex = mCompositeActor.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
487 Constraint bloomIntensityConstraint = Constraint::New<float>(mCompositeActor, shaderBloomIntensityPropertyIndex, EqualToConstraint());
488 bloomIntensityConstraint.AddSource(Source(self, mBloomIntensityPropertyIndex));
489 bloomIntensityConstraint.Apply();
491 ////////////////////////////////////////////
494 // Register a property that the user can control to fade the bloom saturation via internally hidden shader
495 mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
496 mCompositeActor.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
497 Property::Index shaderBloomSaturationPropertyIndex = mCompositeActor.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
498 Constraint bloomSaturationConstraint = Constraint::New<float>(mCompositeActor, shaderBloomSaturationPropertyIndex, EqualToConstraint());
499 bloomSaturationConstraint.AddSource(Source(self, mBloomSaturationPropertyIndex));
500 bloomSaturationConstraint.Apply();
502 ////////////////////////////////////////////
505 // Register a property that the user can control to fade the image intensity via internally hidden shader
506 mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
507 mCompositeActor.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
508 Property::Index shaderImageIntensityPropertyIndex = mCompositeActor.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
509 Constraint imageIntensityConstraint = Constraint::New<float>(mCompositeActor, shaderImageIntensityPropertyIndex, EqualToConstraint());
510 imageIntensityConstraint.AddSource(Source(self, mImageIntensityPropertyIndex));
511 imageIntensityConstraint.Apply();
513 ////////////////////////////////////////////
516 // Register a property that the user can control to fade the image saturation via internally hidden shader
517 mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
518 mCompositeActor.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
519 Property::Index shaderImageSaturationPropertyIndex = mCompositeActor.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
520 Constraint imageSaturationConstraint = Constraint::New<float>(mCompositeActor, shaderImageSaturationPropertyIndex, EqualToConstraint());
521 imageSaturationConstraint.AddSource(Source(self, mImageSaturationPropertyIndex));
522 imageSaturationConstraint.Apply();
525 } // namespace Internal
527 } // namespace Toolkit