2 * Copyright (c) 2020 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/devel-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/public-api/object/type-registry-helper.h>
30 #include <dali/public-api/render-tasks/render-task-list.h>
31 #include <dali/public-api/rendering/renderer.h>
34 #include <dali-toolkit/devel-api/controls/gaussian-blur-view/gaussian-blur-view.h>
35 #include <dali-toolkit/devel-api/controls/bloom-view/bloom-view.h>
36 #include <dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.h>
37 #include <dali-toolkit/internal/controls/control/control-renderers.h>
38 #include <dali-toolkit/internal/controls/control/control-data-impl.h>
56 return Toolkit::BloomView::New();
59 DALI_TYPE_REGISTRATION_BEGIN( Toolkit::BloomView, Toolkit::Control, Create )
60 DALI_TYPE_REGISTRATION_END()
63 const float BLOOM_THRESHOLD_DEFAULT = 0.25f;
64 const float BLOOM_BLUR_STRENGTH_DEFAULT = 1.0f;
65 const float BLOOM_INTENSITY_DEFAULT = 1.0f;
66 const float IMAGE_INTENSITY_DEFAULT = 1.0f;
67 const float BLOOM_SATURATION_DEFAULT = 1.0f;
68 const float IMAGE_SATURATION_DEFAULT = 1.0f;
71 const unsigned int BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
72 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
73 const Pixel::Format BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
74 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_FADE_IN = 1.0f; // default, fully blurred
75 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
76 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
78 const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
80 const char* const BLOOM_BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty";
81 const char* const BLOOM_THRESHOLD_PROPERTY_NAME = "uBloomThreshold";
82 const char* const RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME = "uRecipOneMinusBloomThreshold";
83 const char* const BLOOM_INTENSITY_PROPERTY_NAME = "uBloomIntensity";
84 const char* const BLOOM_SATURATION_PROPERTY_NAME = "uBloomSaturation";
85 const char* const IMAGE_INTENSITY_PROPERTY_NAME = "uImageIntensity";
86 const char* const IMAGE_SATURATION_PROPERTY_NAME = "uImageSaturation";
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( CONTROL_BEHAVIOUR_DEFAULT ) ),
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),
163 BloomView::BloomView( const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
164 const float downsampleWidthScale, const float downsampleHeightScale)
165 : Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
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),
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.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
227 mInternalRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
229 //////////////////////////////////////////////////////
232 // Create an image view for rendering from the scene texture to the bloom texture
233 mBloomExtractActor = Actor::New();
234 mBloomExtractActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
236 // Create an image view for compositing the result (scene and bloom textures) to output
237 mCompositeActor = Actor::New();
238 mCompositeActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
240 // 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
241 mTargetActor = Actor::New();
242 mTargetActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
244 // Create the Gaussian Blur object + render tasks
245 // 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
246 // render targets etc internally, so we make better use of resources
247 // Note, this also internally creates the render tasks used by the Gaussian blur, this must occur after the bloom extraction and before the compositing
248 mGaussianBlurView = Dali::Toolkit::GaussianBlurView::New(mBlurNumSamples, mBlurBellCurveWidth, mPixelFormat, mDownsampleWidthScale, mDownsampleHeightScale, true);
249 mGaussianBlurView.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
252 //////////////////////////////////////////////////////
253 // Create cameras for the renders corresponding to the (potentially downsampled) render targets' size
254 mRenderDownsampledCamera = CameraActor::New();
255 mRenderDownsampledCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
256 mRenderDownsampledCamera.SetInvertYAxis( true );
258 mRenderFullSizeCamera = CameraActor::New();
259 mRenderFullSizeCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
260 mRenderFullSizeCamera.SetInvertYAxis( true );
263 ////////////////////////////////
264 // Connect to actor tree
265 Self().Add( mChildrenRoot );
266 Self().Add( mInternalRoot );
267 mInternalRoot.Add( mBloomExtractActor );
268 mInternalRoot.Add( mGaussianBlurView );
269 mInternalRoot.Add( mCompositeActor );
270 mInternalRoot.Add( mTargetActor );
271 mInternalRoot.Add( mRenderDownsampledCamera );
272 mInternalRoot.Add( mRenderFullSizeCamera );
274 // bind properties for / set shader constants to defaults
277 DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) {
278 return std::unique_ptr< Dali::Accessibility::Accessible >(
279 new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::ANIMATION ) );
283 void BloomView::OnSizeSet(const Vector3& targetSize)
285 mTargetSize = Vector2(targetSize);
286 mChildrenRoot.SetProperty( Actor::Property::SIZE, targetSize);
287 mCompositeActor.SetProperty( Actor::Property::SIZE, targetSize);
288 mTargetActor.SetProperty( Actor::Property::SIZE, targetSize);
290 // Children render camera must move when GaussianBlurView object is
291 // resized. This is since we cannot change render target size - so we need
292 // to remap the child actors' rendering accordingly so they still exactly
293 // fill the render target. Note that this means the effective resolution of
294 // the child render changes as the GaussianBlurView object changes size,
295 // this is the trade off for not being able to modify render target size
296 // Change camera z position based on GaussianBlurView actor height
297 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
298 mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale);
300 // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor
307 Control::OnSizeSet( targetSize );
310 void BloomView::OnChildAdd( Actor& child )
312 if( child != mChildrenRoot && child != mInternalRoot)
314 mChildrenRoot.Add( child );
317 Control::OnChildAdd( child );
320 void BloomView::OnChildRemove( Actor& child )
322 mChildrenRoot.Remove( child );
324 Control::OnChildRemove( child );
327 void BloomView::AllocateResources()
329 // size of render targets etc is based on the size of this actor, ignoring z
330 if(mTargetSize != mLastSize || !mActivated)
332 mLastSize = mTargetSize;
334 // get size of downsampled render targets
335 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
336 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
339 //////////////////////////////////////////////////////
342 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
343 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
344 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
345 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
346 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
348 mRenderDownsampledCamera.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, ( ( mDownsampledHeight * 0.5f ) / tanf( ARBITRARY_FIELD_OF_VIEW * 0.5f ) ) ) );
350 // Create and place a camera for the children render, corresponding to its render target size
351 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
352 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
353 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
354 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
356 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
357 mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale ) );
359 //////////////////////////////////////////////////////
360 // Pass size change onto GaussianBlurView, so it matches
361 mGaussianBlurView.SetProperty( Actor::Property::SIZE, mTargetSize );
362 GetImpl(mGaussianBlurView).AllocateResources();
364 mGaussianBlurView.SetProperty( Actor::Property::VISIBLE, true );
366 //////////////////////////////////////////////////////
367 // Create render targets
369 // create off screen buffer of new size to render our child actors to
370 mRenderTargetForRenderingChildren = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE );
371 Texture textureForChildren = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) );
372 mRenderTargetForRenderingChildren.AttachColorTexture( textureForChildren );
374 mBloomExtractTarget = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE );
375 Texture texture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight) );
376 mBloomExtractTarget.AttachColorTexture( texture );
378 FrameBuffer blurExtractTarget = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE );
379 texture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight) );
380 blurExtractTarget.AttachColorTexture( texture );
382 mOutputRenderTarget = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE );
383 Texture outputTexture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) );
384 mOutputRenderTarget.AttachColorTexture( outputTexture );
386 //////////////////////////////////////////////////////
387 // Point actors and render tasks at new render targets
389 Renderer bloomRenderer = CreateRenderer( BASIC_VERTEX_SOURCE, BLOOM_EXTRACT_FRAGMENT_SOURCE );
390 SetRendererTexture( bloomRenderer, mRenderTargetForRenderingChildren );
391 mBloomExtractActor.AddRenderer( bloomRenderer );
392 mBloomExtractActor.SetProperty( Actor::Property::SIZE, Vector2( mDownsampledWidth, mDownsampledHeight ) ); // size needs to match render target
394 // set GaussianBlurView to blur our extracted bloom
395 mGaussianBlurView.SetUserImageAndOutputRenderTarget( mBloomExtractTarget.GetColorTexture(), blurExtractTarget );
397 // use the completed blur in the first buffer and composite with the original child actors render
398 Renderer compositeRenderer = CreateRenderer( BASIC_VERTEX_SOURCE, COMPOSITE_FRAGMENT_SOURCE );
399 SetRendererTexture( compositeRenderer, mRenderTargetForRenderingChildren );
400 TextureSet textureSet = compositeRenderer.GetTextures();
401 textureSet.SetTexture( 0u, mRenderTargetForRenderingChildren.GetColorTexture() );
402 textureSet.SetTexture( 1u, blurExtractTarget.GetColorTexture() );
403 mCompositeActor.AddRenderer( compositeRenderer );
405 // set up target actor for rendering result, i.e. the blurred image
406 Renderer targetRenderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE );
407 SetRendererTexture( targetRenderer, mOutputRenderTarget );
408 mTargetActor.AddRenderer( targetRenderer );
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.SetFrameBuffer( 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( mBloomExtractActor );
428 mBloomExtractTask.SetExclusive(true);
429 mBloomExtractTask.SetInputEnabled( false );
430 mBloomExtractTask.SetClearEnabled( true );
431 mBloomExtractTask.SetCameraActor(mRenderDownsampledCamera);
432 mBloomExtractTask.SetFrameBuffer( 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 view displaying the children render and composite it with the blurred bloom buffer, targeting the output
438 mCompositeTask = taskList.CreateTask();
439 mCompositeTask.SetSourceActor( mCompositeActor );
440 mCompositeTask.SetExclusive(true);
441 mCompositeTask.SetInputEnabled( false );
442 mCompositeTask.SetClearEnabled( true );
443 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
444 mCompositeTask.SetFrameBuffer( 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
473 mRenderTargetForRenderingChildren.Reset();
474 mBloomExtractTarget.Reset();
475 mOutputRenderTarget.Reset();
478 mBloomExtractActor.RemoveRenderer( 0u );
479 mTargetActor.RemoveRenderer( 0u );
480 mCompositeActor.RemoveRenderer( 0u );
482 mGaussianBlurView.SetProperty( Actor::Property::VISIBLE, false );
488 * RecipOneMinusConstraint
490 * f(current, property) = property
492 struct RecipOneMinusConstraint
494 RecipOneMinusConstraint(){}
496 void operator()( float& current, const PropertyInputContainer& inputs )
498 current = 1.0f / ( 1.0f - inputs[0]->GetFloat() );
502 // 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
503 // internal implementation classes
504 void BloomView::SetupProperties()
506 CustomActor self = Self();
509 ///////////////////////////////////////////
512 // set defaults, makes sure properties are registered with shader
513 mBloomExtractActor.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT );
514 mBloomExtractActor.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) );
516 // Register a property that the user can control to change the bloom threshold
517 mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT);
518 Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractActor.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
519 Constraint bloomThresholdConstraint = Constraint::New<float>( mBloomExtractActor, shaderBloomThresholdPropertyIndex, EqualToConstraint());
520 bloomThresholdConstraint.AddSource( Source(self, mBloomThresholdPropertyIndex) );
521 bloomThresholdConstraint.Apply();
523 // precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property
524 Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractActor.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
525 Constraint thresholdConstraint = Constraint::New<float>( mBloomExtractActor, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint());
526 thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) );
527 thresholdConstraint.Apply();
530 ////////////////////////////////////////////
533 // Register a property that the user can control to fade the blur in / out via internal GaussianBlurView object
534 mBlurStrengthPropertyIndex = self.RegisterProperty(BLOOM_BLUR_STRENGTH_PROPERTY_NAME, BLOOM_BLUR_STRENGTH_DEFAULT);
535 Constraint blurStrengthConstraint = Constraint::New<float>( mGaussianBlurView, mGaussianBlurView.GetBlurStrengthPropertyIndex(), EqualToConstraint());
536 blurStrengthConstraint.AddSource( Source(self, mBlurStrengthPropertyIndex) );
537 blurStrengthConstraint.Apply();
540 ////////////////////////////////////////////
543 // Register a property that the user can control to fade the bloom intensity via internally hidden shader
544 mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
545 mCompositeActor.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT );
546 Property::Index shaderBloomIntensityPropertyIndex = mCompositeActor.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
547 Constraint bloomIntensityConstraint = Constraint::New<float>( mCompositeActor, shaderBloomIntensityPropertyIndex, EqualToConstraint());
548 bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) );
549 bloomIntensityConstraint.Apply();
552 ////////////////////////////////////////////
555 // Register a property that the user can control to fade the bloom saturation via internally hidden shader
556 mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
557 mCompositeActor.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT );
558 Property::Index shaderBloomSaturationPropertyIndex = mCompositeActor.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
559 Constraint bloomSaturationConstraint = Constraint::New<float>( mCompositeActor, shaderBloomSaturationPropertyIndex, EqualToConstraint());
560 bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) );
561 bloomSaturationConstraint.Apply();
564 ////////////////////////////////////////////
567 // Register a property that the user can control to fade the image intensity via internally hidden shader
568 mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
569 mCompositeActor.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT );
570 Property::Index shaderImageIntensityPropertyIndex = mCompositeActor.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
571 Constraint imageIntensityConstraint = Constraint::New<float>( mCompositeActor, shaderImageIntensityPropertyIndex, EqualToConstraint());
572 imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) );
573 imageIntensityConstraint.Apply();
576 ////////////////////////////////////////////
579 // Register a property that the user can control to fade the image saturation via internally hidden shader
580 mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
581 mCompositeActor.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT );
582 Property::Index shaderImageSaturationPropertyIndex = mCompositeActor.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
583 Constraint imageSaturationConstraint = Constraint::New<float>( mCompositeActor, shaderImageSaturationPropertyIndex, EqualToConstraint());
584 imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) );
585 imageSaturationConstraint.Apply();
588 } // namespace Internal
590 } // namespace Toolkit