2 * Copyright (c) 2016 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/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>
32 #include <dali/devel-api/images/texture-set-image.h>
35 #include <dali-toolkit/devel-api/controls/gaussian-blur-view/gaussian-blur-view.h>
36 #include <dali-toolkit/public-api/visuals/visual-properties.h>
37 #include <dali-toolkit/devel-api/controls/bloom-view/bloom-view.h>
38 #include <dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-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.SetParentOrigin( ParentOrigin::CENTER );
227 mInternalRoot.SetParentOrigin( ParentOrigin::CENTER );
229 //////////////////////////////////////////////////////
232 // Create an image view for rendering from the scene texture to the bloom texture
233 mBloomExtractImageView = Toolkit::ImageView::New();
234 mBloomExtractImageView.SetParentOrigin( ParentOrigin::CENTER );
236 // Create an image view for compositing the result (scene and bloom textures) to output
237 mCompositeImageView = Toolkit::ImageView::New();
238 mCompositeImageView.SetParentOrigin( 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 mTargetImageView = Toolkit::ImageView::New();
242 mTargetImageView.SetParentOrigin( 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.SetParentOrigin( ParentOrigin::CENTER );
252 //////////////////////////////////////////////////////
253 // Create cameras for the renders corresponding to the (potentially downsampled) render targets' size
254 mRenderDownsampledCamera = CameraActor::New();
255 mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
256 mRenderDownsampledCamera.SetInvertYAxis( true );
258 mRenderFullSizeCamera = CameraActor::New();
259 mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
260 mRenderFullSizeCamera.SetInvertYAxis( true );
263 ////////////////////////////////
264 // Connect to actor tree
265 Self().Add( mChildrenRoot );
266 Self().Add( mInternalRoot );
267 mInternalRoot.Add( mBloomExtractImageView );
268 mInternalRoot.Add( mGaussianBlurView );
269 mInternalRoot.Add( mCompositeImageView );
270 mInternalRoot.Add( mTargetImageView );
271 mInternalRoot.Add( mRenderDownsampledCamera );
272 mInternalRoot.Add( mRenderFullSizeCamera );
274 // bind properties for / set shader constants to defaults
278 void BloomView::OnSizeSet(const Vector3& targetSize)
280 Control::OnSizeSet( targetSize );
282 mTargetSize = Vector2(targetSize);
283 mChildrenRoot.SetSize(targetSize);
284 mCompositeImageView.SetSize(targetSize);
285 mTargetImageView.SetSize(targetSize);
287 // Children render camera must move when GaussianBlurView object is
288 // resized. This is since we cannot change render target size - so we need
289 // to remap the child actors' rendering accordingly so they still exactly
290 // fill the render target. Note that this means the effective resolution of
291 // the child render changes as the GaussianBlurView object changes size,
292 // this is the trade off for not being able to modify render target size
293 // Change camera z position based on GaussianBlurView actor height
294 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
295 mRenderFullSizeCamera.SetZ( mTargetSize.height * cameraPosConstraintScale);
297 // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor
305 void BloomView::OnChildAdd( Actor& child )
307 Control::OnChildAdd( child );
309 if( child != mChildrenRoot && child != mInternalRoot)
311 mChildrenRoot.Add( child );
315 void BloomView::OnChildRemove( Actor& child )
317 mChildrenRoot.Remove( child );
319 Control::OnChildRemove( child );
322 void BloomView::AllocateResources()
324 // size of render targets etc is based on the size of this actor, ignoring z
325 if(mTargetSize != mLastSize || !mActivated)
327 mLastSize = mTargetSize;
329 // get size of downsampled render targets
330 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
331 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
334 //////////////////////////////////////////////////////
337 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
338 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
339 // 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
340 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
341 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
342 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
344 mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
346 // Create and place a camera for the children render, corresponding to its render target size
347 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
348 // 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
349 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
350 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
351 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
353 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
354 mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
356 //////////////////////////////////////////////////////
357 // Pass size change onto GaussianBlurView, so it matches
358 mGaussianBlurView.SetSize(mTargetSize);
359 GetImpl(mGaussianBlurView).AllocateResources();
362 //////////////////////////////////////////////////////
363 // Create render targets
365 // create off screen buffer of new size to render our child actors to
366 mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
367 mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
368 FrameBufferImage mBlurExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
369 mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
372 //////////////////////////////////////////////////////
373 // Point actors and render tasks at new render targets
375 mBloomExtractImageView.SetImage( mRenderTargetForRenderingChildren );
376 mBloomExtractImageView.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target
377 // Create shader used for extracting the bright parts of an image
378 Property::Map customShader;
379 customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = BLOOM_EXTRACT_FRAGMENT_SOURCE;
380 Property::Map visualMap;
381 visualMap.Insert( Toolkit::Visual::Property::SHADER, customShader );
382 mBloomExtractImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
384 // set GaussianBlurView to blur our extracted bloom
385 mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBlurExtractTarget);
387 // use the completed blur in the first buffer and composite with the original child actors render
388 mCompositeImageView.SetImage( mRenderTargetForRenderingChildren );
389 // Create shader used to composite bloom and original image to output render target
390 customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = COMPOSITE_FRAGMENT_SOURCE;
391 visualMap[ Toolkit::Visual::Property::SHADER ] = customShader;
392 mCompositeImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
393 TextureSet textureSet = mCompositeImageView.GetRendererAt(0).GetTextures();
394 TextureSetImage( textureSet, 1u, mBlurExtractTarget );
396 // set up target actor for rendering result, i.e. the blurred image
397 mTargetImageView.SetImage(mOutputRenderTarget);
401 void BloomView::CreateRenderTasks()
403 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
405 // create render task to render our child actors to offscreen buffer
406 mRenderChildrenTask = taskList.CreateTask();
407 mRenderChildrenTask.SetSourceActor( mChildrenRoot );
408 mRenderChildrenTask.SetExclusive(true);
409 mRenderChildrenTask.SetInputEnabled( false );
410 mRenderChildrenTask.SetClearEnabled( true );
411 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); // use camera that covers render target exactly
412 mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
414 // 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.
415 mBloomExtractTask = taskList.CreateTask();
416 mBloomExtractTask.SetSourceActor( mBloomExtractImageView );
417 mBloomExtractTask.SetExclusive(true);
418 mBloomExtractTask.SetInputEnabled( false );
419 mBloomExtractTask.SetClearEnabled( true );
420 mBloomExtractTask.SetCameraActor(mRenderDownsampledCamera);
421 mBloomExtractTask.SetTargetFrameBuffer( mBloomExtractTarget );
423 // GaussianBlurView tasks must be created here, so they are executed in the correct order with respect to BloomView tasks
424 GetImpl(mGaussianBlurView).CreateRenderTasks();
426 // Use an image view displaying the children render and composite it with the blurred bloom buffer, targeting the output
427 mCompositeTask = taskList.CreateTask();
428 mCompositeTask.SetSourceActor( mCompositeImageView );
429 mCompositeTask.SetExclusive(true);
430 mCompositeTask.SetInputEnabled( false );
431 mCompositeTask.SetClearEnabled( true );
432 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
433 mCompositeTask.SetTargetFrameBuffer( mOutputRenderTarget );
436 void BloomView::RemoveRenderTasks()
438 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
440 taskList.RemoveTask(mRenderChildrenTask);
441 taskList.RemoveTask(mBloomExtractTask);
443 GetImpl(mGaussianBlurView).RemoveRenderTasks();
445 taskList.RemoveTask(mCompositeTask);
448 void BloomView::Activate()
450 // make sure resources are allocated and start the render tasks processing
456 void BloomView::Deactivate()
458 // stop render tasks processing
459 // Note: render target resources are automatically freed since we set the Image::Unused flag
461 mRenderTargetForRenderingChildren.Reset();
462 mBloomExtractTarget.Reset();
463 mOutputRenderTarget.Reset();
468 * RecipOneMinusConstraint
470 * f(current, property) = property
472 struct RecipOneMinusConstraint
474 RecipOneMinusConstraint(){}
476 void operator()( float& current, const PropertyInputContainer& inputs )
478 current = 1.0f / ( 1.0f - inputs[0]->GetFloat() );
482 // 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
483 // internal implementation classes
484 void BloomView::SetupProperties()
486 CustomActor self = Self();
489 ///////////////////////////////////////////
492 // set defaults, makes sure properties are registered with shader
493 mBloomExtractImageView.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT );
494 mBloomExtractImageView.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) );
496 // Register a property that the user can control to change the bloom threshold
497 mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT);
498 Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractImageView.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
499 Constraint bloomThresholdConstraint = Constraint::New<float>( mBloomExtractImageView, shaderBloomThresholdPropertyIndex, EqualToConstraint());
500 bloomThresholdConstraint.AddSource( Source(self, mBloomThresholdPropertyIndex) );
501 bloomThresholdConstraint.Apply();
503 // precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property
504 Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractImageView.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
505 Constraint thresholdConstraint = Constraint::New<float>( mBloomExtractImageView, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint());
506 thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) );
507 thresholdConstraint.Apply();
510 ////////////////////////////////////////////
513 // Register a property that the user can control to fade the blur in / out via internal GaussianBlurView object
514 mBlurStrengthPropertyIndex = self.RegisterProperty(BLOOM_BLUR_STRENGTH_PROPERTY_NAME, BLOOM_BLUR_STRENGTH_DEFAULT);
515 Constraint blurStrengthConstraint = Constraint::New<float>( mGaussianBlurView, mGaussianBlurView.GetBlurStrengthPropertyIndex(), EqualToConstraint());
516 blurStrengthConstraint.AddSource( Source(self, mBlurStrengthPropertyIndex) );
517 blurStrengthConstraint.Apply();
520 ////////////////////////////////////////////
523 // Register a property that the user can control to fade the bloom intensity via internally hidden shader
524 mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
525 mCompositeImageView.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT );
526 Property::Index shaderBloomIntensityPropertyIndex = mCompositeImageView.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
527 Constraint bloomIntensityConstraint = Constraint::New<float>( mCompositeImageView, shaderBloomIntensityPropertyIndex, EqualToConstraint());
528 bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) );
529 bloomIntensityConstraint.Apply();
532 ////////////////////////////////////////////
535 // Register a property that the user can control to fade the bloom saturation via internally hidden shader
536 mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
537 mCompositeImageView.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT );
538 Property::Index shaderBloomSaturationPropertyIndex = mCompositeImageView.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
539 Constraint bloomSaturationConstraint = Constraint::New<float>( mCompositeImageView, shaderBloomSaturationPropertyIndex, EqualToConstraint());
540 bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) );
541 bloomSaturationConstraint.Apply();
544 ////////////////////////////////////////////
547 // Register a property that the user can control to fade the image intensity via internally hidden shader
548 mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
549 mCompositeImageView.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT );
550 Property::Index shaderImageIntensityPropertyIndex = mCompositeImageView.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
551 Constraint imageIntensityConstraint = Constraint::New<float>( mCompositeImageView, shaderImageIntensityPropertyIndex, EqualToConstraint());
552 imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) );
553 imageIntensityConstraint.Apply();
556 ////////////////////////////////////////////
559 // Register a property that the user can control to fade the image saturation via internally hidden shader
560 mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
561 mCompositeImageView.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT );
562 Property::Index shaderImageSaturationPropertyIndex = mCompositeImageView.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
563 Constraint imageSaturationConstraint = Constraint::New<float>( mCompositeImageView, shaderImageSaturationPropertyIndex, EqualToConstraint());
564 imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) );
565 imageSaturationConstraint.Apply();
568 } // namespace Internal
570 } // namespace Toolkit