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 "gaussian-blur-view-impl.h"
24 #include <dali/public-api/animation/constraints.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/object/type-registry.h>
27 #include <dali/public-api/render-tasks/render-task-list.h>
28 #include <dali/integration-api/debug.h>
31 #include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
34 // pixel format / size - set from JSON
35 // aspect ratio property needs to be able to be constrained also for cameras, not possible currently. Therefore changing aspect ratio of GaussianBlurView won't currently work
36 // default near clip value
37 // mChildrenRoot Add()/Remove() overloads - better solution
38 // Manager object - re-use render targets if there are multiple GaussianBlurViews created
42 /////////////////////////////////////////////////////////
43 // IMPLEMENTATION NOTES
45 // As the GaussianBlurView actor changes size, the amount of pixels we need to blur changes. Therefore we need some way of doing this. However:-
46 // OnSetSize() does not get called when GaussianBlurView object size is modified using a Constraint.
47 // OnSizeAnimation() only gets called once per AnimateTo/By() and if an Animation has N such calls then only the final one will end up being used. Therefore we can't use
48 // OnSizeAnimation() to alter render target sizes.
49 // To get around the above problems, we use fixed sized render targets, from the last SetSize() call (which calls OnSetSize()), then we adjust the internal cameras / actors
50 // to take account of the changed GaussianBlurView object size, projecting to the unchanged render target sizes. This is done relative to the fixed render target / actor sizes
51 // by using constraints relative to the GaussianBlurView actor size.
55 // 1st mode, this control has a tree of actors (use Add() to add children) that are rendered and blurred.
56 // mRenderChildrenTask renders children to FB mRenderTargetForRenderingChildren
57 // mHorizBlurTask renders mImageActorHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2
58 // mVertBlurTask renders mImageActorVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1
59 // mCompositeTask renders mImageActorComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren
61 // 2nd mode, an image is blurred and rendered to a supplied target framebuffer
62 // mHorizBlurTask renders mImageActorHorizBlur Actor showing mUserInputImage into FB mRenderTarget2
63 // mVertBlurTask renders mImageActorVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget
65 // Only this 2nd mode handles ActivateOnce
83 return Toolkit::GaussianBlurView::New();
86 TypeRegistration mType( typeid(Toolkit::GaussianBlurView), typeid(Toolkit::Control), Create );
89 const unsigned int GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
90 const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
91 const Pixel::Format GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
92 const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH = 1.0f; // default, fully blurred
93 const std::string GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME("GaussianBlurStrengthPropertyName");
94 const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
95 const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
97 const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
99 const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE =
100 "uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n"
101 "uniform mediump float uSampleWeights[NUM_SAMPLES];\n"
105 " mediump vec4 col;\n"
106 " col = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y) + uSampleOffsets[0]) * uSampleWeights[0]; \n"
107 " for (int i=1; i<NUM_SAMPLES; ++i) \n"
109 " col += texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y) + uSampleOffsets[i]) * uSampleWeights[i]; \n"
111 " gl_FragColor = col;\n"
117 GaussianBlurView::GaussianBlurView()
118 : Control( CONTROL_BEHAVIOUR_NONE )
119 , mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
120 , mBlurBellCurveWidth( 0.001f )
121 , mPixelFormat(GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
122 , mDownsampleWidthScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE)
123 , mDownsampleHeightScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE)
124 , mDownsampledWidth( 0.0f )
125 , mDownsampledHeight( 0.0f )
126 , mBlurUserImage( false )
127 , mRenderOnce( false )
128 , mBackgroundColor( Color::BLACK )
129 , mTargetSize(Vector2::ZERO)
130 , mLastSize(Vector2::ZERO)
131 , mChildrenRoot(Actor::New())
132 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
134 SetBlurBellCurveWidth(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH);
137 GaussianBlurView::GaussianBlurView( const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
138 const float downsampleWidthScale, const float downsampleHeightScale,
140 : Control( CONTROL_BEHAVIOUR_NONE )
141 , mNumSamples(numSamples)
142 , mBlurBellCurveWidth( 0.001f )
143 , mPixelFormat(renderTargetPixelFormat)
144 , mDownsampleWidthScale(downsampleWidthScale)
145 , mDownsampleHeightScale(downsampleHeightScale)
146 , mDownsampledWidth( 0.0f )
147 , mDownsampledHeight( 0.0f )
148 , mBlurUserImage( blurUserImage )
149 , mRenderOnce( false )
150 , mBackgroundColor( Color::BLACK )
151 , mTargetSize(Vector2::ZERO)
152 , mLastSize(Vector2::ZERO)
153 , mChildrenRoot(Actor::New())
154 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
156 SetBlurBellCurveWidth(blurBellCurveWidth);
159 GaussianBlurView::~GaussianBlurView()
164 Toolkit::GaussianBlurView GaussianBlurView::New()
166 GaussianBlurView* impl = new GaussianBlurView();
168 Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
170 // Second-phase init of the implementation
171 // This can only be done after the CustomActor connection has been made...
177 Toolkit::GaussianBlurView GaussianBlurView::New(const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
178 const float downsampleWidthScale, const float downsampleHeightScale,
181 GaussianBlurView* impl = new GaussianBlurView( numSamples, blurBellCurveWidth, renderTargetPixelFormat,
182 downsampleWidthScale, downsampleHeightScale,
185 Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
187 // Second-phase init of the implementation
188 // This can only be done after the CustomActor connection has been made...
194 /////////////////////////////////////////////////////////////
195 // 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
196 // 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.
197 void GaussianBlurView::Add(Actor child)
199 mChildrenRoot.Add(child);
202 void GaussianBlurView::Remove(Actor child)
204 mChildrenRoot.Remove(child);
207 void GaussianBlurView::SetUserImageAndOutputRenderTarget(Image inputImage, FrameBufferImage outputRenderTarget)
209 // can only do this if the GaussianBlurView object was created with this parameter set
210 DALI_ASSERT_ALWAYS(mBlurUserImage);
212 mUserInputImage = inputImage;
213 mImageActorHorizBlur.SetImage( mUserInputImage );
215 mUserOutputRenderTarget = outputRenderTarget;
218 FrameBufferImage GaussianBlurView::GetBlurredRenderTarget() const
220 if(!mUserOutputRenderTarget)
222 return mRenderTargetForRenderingChildren;
225 return mUserOutputRenderTarget;
228 void GaussianBlurView::SetBackgroundColor( const Vector4& color )
230 mBackgroundColor = color;
233 Vector4 GaussianBlurView::GetBackgroundColor() const
235 return mBackgroundColor;
238 ///////////////////////////////////////////////////////////
244 * EqualToConstraintFloat
246 * f(current, property) = property
248 struct EqualToConstraintFloat
250 EqualToConstraintFloat(){}
252 float operator()(const float current, const PropertyInput& property) {return property.GetFloat();}
255 void GaussianBlurView::OnInitialize()
257 // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
258 mChildrenRoot.SetParentOrigin(ParentOrigin::CENTER);
260 //////////////////////////////////////////////////////
264 std::ostringstream horizFragmentShaderStringStream;
265 horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
266 horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
267 mHorizBlurShader = ShaderEffect::New( "", horizFragmentShaderStringStream.str() );
269 std::ostringstream vertFragmentShaderStringStream;
270 vertFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
271 vertFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
272 mVertBlurShader = ShaderEffect::New( "", vertFragmentShaderStringStream.str() );
275 //////////////////////////////////////////////////////
278 // Create an ImageActor for performing a horizontal blur on the texture
279 mImageActorHorizBlur = ImageActor::New();
280 mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
281 mImageActorHorizBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
282 mImageActorHorizBlur.SetShaderEffect( mHorizBlurShader );
284 // Create an ImageActor for performing a vertical blur on the texture
285 mImageActorVertBlur = ImageActor::New();
286 mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER);
287 mImageActorVertBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
288 mImageActorVertBlur.SetShaderEffect( mVertBlurShader );
290 // Register a property that the user can control to fade the blur in / out via the GaussianBlurView object
291 mBlurStrengthPropertyIndex = Self().RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
293 // Create an ImageActor for compositing the blur and the original child actors render
296 mImageActorComposite = ImageActor::New();
297 mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER);
298 mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
299 mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
301 Constraint blurStrengthConstraint = Constraint::New<float>( Actor::COLOR_ALPHA, ParentSource(mBlurStrengthPropertyIndex), EqualToConstraintFloat());
302 mImageActorComposite.ApplyConstraint(blurStrengthConstraint);
304 // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
305 mTargetActor = ImageActor::New();
306 mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
307 mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
310 //////////////////////////////////////////////////////
311 // Create cameras for the renders corresponding to the view size
312 mRenderFullSizeCamera = CameraActor::New();
313 mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
316 //////////////////////////////////////////////////////
317 // Connect to actor tree
318 Self().Add( mImageActorComposite );
319 Self().Add( mTargetActor );
320 Self().Add( mRenderFullSizeCamera );
324 //////////////////////////////////////////////////////
325 // Create camera for the renders corresponding to the (potentially downsampled) render targets' size
326 mRenderDownsampledCamera = CameraActor::New();
327 mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
330 //////////////////////////////////////////////////////
331 // Connect to actor tree
332 Self().Add( mChildrenRoot );
333 Self().Add( mImageActorHorizBlur );
334 Self().Add( mImageActorVertBlur );
335 Self().Add( mRenderDownsampledCamera );
340 * ZrelativeToYconstraint
342 * f(current, property, scale) = Vector3(current.x, current.y, property.y * scale)
344 struct ZrelativeToYconstraint
346 ZrelativeToYconstraint( float scale )
350 Vector3 operator()(const Vector3& current,
351 const PropertyInput& property)
357 v.z = property.GetVector3().y * mScale;
365 void GaussianBlurView::OnControlSizeSet(const Vector3& targetSize)
367 mTargetSize = Vector2(targetSize);
369 mChildrenRoot.SetSize(targetSize);
371 if( !mBlurUserImage )
373 mImageActorComposite.SetSize(targetSize);
374 mTargetActor.SetSize(targetSize);
376 // Children render camera must move when GaussianBlurView object is resized. This is since we cannot change render target size - so we need to remap the child actors' rendering
377 // accordingly so they still exactly fill the render target. Note that this means the effective resolution of the child render changes as the GaussianBlurView object changes
378 // size, this is the trade off for not being able to modify render target size
379 // Change camera z position based on GaussianBlurView actor height
380 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
381 mRenderFullSizeCamera.SetZ(mTargetSize.height * cameraPosConstraintScale);
385 // if we are already on stage, need to update render target sizes now to reflect the new size of this actor
392 void GaussianBlurView::AllocateResources()
394 // size of render targets etc is based on the size of this actor, ignoring z
395 if(mTargetSize != mLastSize)
397 mLastSize = mTargetSize;
399 // get size of downsampled render targets
400 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
401 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
403 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
404 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
405 // 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
406 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
407 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
408 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
409 // Point the camera back into the scene
410 mRenderDownsampledCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
412 mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
414 // setup for normal operation
417 // Create and place a camera for the children render, corresponding to its render target size
418 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
419 // 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
420 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
421 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
422 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
423 // Point the camera back into the scene
424 mRenderFullSizeCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
426 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
427 mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
429 // create offscreen buffer of new size to render our child actors to
430 mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::Unused );
432 // Set ImageActor for performing a horizontal blur on the texture
433 mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren );
435 // Create offscreen buffer for vert blur pass
436 mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::Unused );
438 // use the completed blur in the first buffer and composite with the original child actors render
439 mImageActorComposite.SetImage( mRenderTarget1 );
441 // set up target actor for rendering result, i.e. the blurred image
442 mTargetActor.SetImage(mRenderTargetForRenderingChildren);
445 // Create offscreen buffer for horiz blur pass
446 mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::Unused );
448 // size needs to match render target
449 mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
451 // size needs to match render target
452 mImageActorVertBlur.SetImage( mRenderTarget2 );
453 mImageActorVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
455 // set gaussian blur up for new sized render targets
456 SetShaderConstants();
460 void GaussianBlurView::CreateRenderTasks()
462 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
466 // create render task to render our child actors to offscreen buffer
467 mRenderChildrenTask = taskList.CreateTask();
468 mRenderChildrenTask.SetSourceActor( mChildrenRoot );
469 mRenderChildrenTask.SetExclusive(true);
470 mRenderChildrenTask.SetInputEnabled( false );
471 mRenderChildrenTask.SetClearEnabled( true );
472 mRenderChildrenTask.SetClearColor( mBackgroundColor );
474 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera);
475 mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
478 // perform a horizontal blur targeting the second buffer
479 mHorizBlurTask = taskList.CreateTask();
480 mHorizBlurTask.SetSourceActor( mImageActorHorizBlur );
481 mHorizBlurTask.SetExclusive(true);
482 mHorizBlurTask.SetInputEnabled( false );
483 mHorizBlurTask.SetClearEnabled( true );
484 mHorizBlurTask.SetClearColor( mBackgroundColor );
485 if( mRenderOnce && mBlurUserImage )
487 mHorizBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
490 // use the second buffer and perform a horizontal blur targeting the first buffer
491 mVertBlurTask = taskList.CreateTask();
492 mVertBlurTask.SetSourceActor( mImageActorVertBlur );
493 mVertBlurTask.SetExclusive(true);
494 mVertBlurTask.SetInputEnabled( false );
495 mVertBlurTask.SetClearEnabled( true );
496 mVertBlurTask.SetClearColor( mBackgroundColor );
497 if( mRenderOnce && mBlurUserImage )
499 mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
500 mVertBlurTask.FinishedSignal().Connect( this, &GaussianBlurView::OnRenderTaskFinished );
503 // use the completed blur in the first buffer and composite with the original child actors render
506 mCompositeTask = taskList.CreateTask();
507 mCompositeTask.SetSourceActor( mImageActorComposite );
508 mCompositeTask.SetExclusive(true);
509 mCompositeTask.SetInputEnabled( false );
511 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
512 mCompositeTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
515 mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera);
516 mVertBlurTask.SetCameraActor(mRenderDownsampledCamera);
518 mHorizBlurTask.SetTargetFrameBuffer( mRenderTarget2 );
519 if(mUserOutputRenderTarget)
521 mVertBlurTask.SetTargetFrameBuffer( mUserOutputRenderTarget );
525 mVertBlurTask.SetTargetFrameBuffer( mRenderTarget1 );
529 void GaussianBlurView::RemoveRenderTasks()
531 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
533 taskList.RemoveTask(mRenderChildrenTask);
534 taskList.RemoveTask(mHorizBlurTask);
535 taskList.RemoveTask(mVertBlurTask);
536 taskList.RemoveTask(mCompositeTask);
539 void GaussianBlurView::OnStageDisconnection()
541 // TODO: can't call this here, since SetImage() calls fails similarly to above
542 // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate()
546 void GaussianBlurView::OnControlStageConnection()
548 // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
549 // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate()
553 void GaussianBlurView::Activate()
555 // make sure resources are allocated and start the render tasks processing
560 void GaussianBlurView::ActivateOnce()
562 DALI_ASSERT_ALWAYS(mBlurUserImage); // Only works with blurring image mode.
567 void GaussianBlurView::Deactivate()
569 // stop render tasks processing
570 // Note: render target resources are automatically freed since we set the Image::Unused flag
575 void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth)
577 // a value of zero leads to undefined Gaussian weights, do not allow user to do this
578 mBlurBellCurveWidth = std::max( blurBellCurveWidth, 0.001f );
581 float GaussianBlurView::CalcGaussianWeight(float x)
583 return (1.0f / sqrt(2.0f * Math::PI * mBlurBellCurveWidth)) * exp(-(x * x) / (2.0f * mBlurBellCurveWidth * mBlurBellCurveWidth));
586 void GaussianBlurView::SetShaderConstants()
591 float w, totalWeights;
594 uvOffsets = new Vector2[mNumSamples + 1];
595 weights = new float[mNumSamples + 1];
597 totalWeights = weights[0] = CalcGaussianWeight(0);
598 uvOffsets[0].x = 0.0f;
599 uvOffsets[0].y = 0.0f;
601 for(i=0; i<mNumSamples >> 1; i++)
603 w = CalcGaussianWeight((float)(i + 1));
604 weights[(i << 1) + 1] = w;
605 weights[(i << 1) + 2] = w;
606 totalWeights += w * 2.0f;
608 // offset texture lookup to between texels, that way the bilinear filter in the texture hardware will average two samples with one lookup
609 ofs = ((float)(i << 1)) + 1.5f;
611 // get offsets from units of pixels into uv coordinates in [0..1]
612 float ofsX = ofs / mDownsampledWidth;
613 float ofsY = ofs / mDownsampledHeight;
614 uvOffsets[(i << 1) + 1].x = ofsX;
615 uvOffsets[(i << 1) + 1].y = ofsY;
617 uvOffsets[(i << 1) + 2].x = -ofsX;
618 uvOffsets[(i << 1) + 2].y = -ofsY;
621 for(i=0; i<mNumSamples; i++)
623 weights[i] /= totalWeights;
626 // set shader constants
627 Vector2 xAxis(1.0f, 0.0f);
628 Vector2 yAxis(0.0f, 1.0f);
629 for (i = 0; i < mNumSamples; ++i )
631 mHorizBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
632 mHorizBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] );
634 mVertBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
635 mVertBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] );
642 std::string GaussianBlurView::GetSampleOffsetsPropertyName( unsigned int index ) const
644 DALI_ASSERT_ALWAYS( index < mNumSamples );
646 std::ostringstream oss;
647 oss << "uSampleOffsets[" << index << "]";
651 std::string GaussianBlurView::GetSampleWeightsPropertyName( unsigned int index ) const
653 DALI_ASSERT_ALWAYS( index < mNumSamples );
655 std::ostringstream oss;
656 oss << "uSampleWeights[" << index << "]";
660 Dali::Toolkit::GaussianBlurView::GaussianBlurViewSignal& GaussianBlurView::FinishedSignal()
662 return mFinishedSignal;
665 void GaussianBlurView::OnRenderTaskFinished(Dali::RenderTask& renderTask)
667 Toolkit::GaussianBlurView handle( GetOwner() );
668 mFinishedSignal.Emit( handle );
671 } // namespace Internal
672 } // namespace Toolkit