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 "blur-two-pass-filter.h"
23 #include <dali/public-api/animation/constraints.h>
24 #include <dali/public-api/common/stage.h>
25 #include <dali/public-api/object/property-map.h>
26 #include <dali/public-api/render-tasks/render-task-list.h>
27 #include <dali/devel-api/rendering/renderer.h>
43 const float DEFAULT_KERNEL0[] = { 12.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f };
45 const float DEFAULT_KERNEL1[] = { 8.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.25f/16.0f,
48 const float DEFAULT_KERNEL2[] = { 5.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.75f/16.0f,
49 1.75f/16.0f, 1.5f/16.0f, 1.5f/16.0f };
51 const float DEFAULT_KERNEL3[] = { 3.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f,
52 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 0.5f/16.0f,
55 const float DEFAULT_KERNEL4[] = { 2.0f/16.0f, 1.5f/16.0f, 1.5f/16.0f, 1.5f/16.0f,
56 1.5f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f,
57 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 0.5f/16.0f,
58 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f };
60 const char* BLUR_TWO_PASS_FRAGMENT_SOURCE =
62 "precision highp float;\n"
63 "varying mediump vec2 vTexCoord;\n"
64 "uniform sampler2D sTexture;\n"
65 "uniform vec2 uSampleOffsets[NUM_SAMPLES];\n"
66 "uniform float uSampleWeights[NUM_SAMPLES];\n"
69 " vec4 color = vec4(0.0);\n"
70 " for( int i = 0; i < NUM_SAMPLES; ++i )\n"
72 " color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];\n"
74 " gl_FragColor = color;\n"
78 std::string GetOffsetUniformName( int index )
80 std::ostringstream oss;
81 oss << "uSampleOffsets[" << index << "]";
85 std::string GetWeightUniformName( int index )
87 std::ostringstream oss;
88 oss << "uSampleWeights[" << index << "]";
92 const char* BLEND_TWO_IMAGES_FRAGMENT_SOURCE =
94 "precision highp float;\n"
95 "uniform float uBlurStrength;\n "
96 "uniform sampler2D sTexture;\n"
97 "uniform sampler2D sEffect;\n"
98 "varying mediump vec2 vTexCoord;\n"
101 " gl_FragColor = texture2D( sTexture, vTexCoord ) * uBlurStrength"
102 " + texture2D( sEffect, vTexCoord )*(1.0-uBlurStrength); \n"
106 const char* const BLUR_STRENGTH_UNIFORM_NAME( "uBlurStrength" );
107 const char* const EFFECT_IMAGE_NAME( "sEffect" );
112 BlurTwoPassFilter::BlurTwoPassFilter()
115 // create blending actor and register the property in constructor
116 // to make sure that GetBlurStrengthPropertyIndex() always returns a valid index
117 mActorForBlending = Toolkit::ImageView::New();
118 mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty( BLUR_STRENGTH_UNIFORM_NAME, 1.f );
121 BlurTwoPassFilter::~BlurTwoPassFilter()
125 void BlurTwoPassFilter::Enable()
127 // create actor to render input with applied emboss effect
128 mActorForInput = Toolkit::ImageView::New( mInputImage );
129 mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
130 mActorForInput.SetSize( mTargetSize );
132 // create internal offscreen for result of horizontal pass
133 mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
134 // create an actor to render mImageForHorz for vertical blur pass
135 mActorForHorz = Toolkit::ImageView::New( mImageForHorz );
136 mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
137 mActorForHorz.SetSize( mTargetSize );
139 // create internal offscreen for result of the two pass blurred image
140 mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED);
141 // create an actor to blend the blurred image and the input image with the given blur strength
142 mActorForBlending.SetImage( mBlurredImage );
143 mActorForBlending.SetParentOrigin( ParentOrigin::CENTER );
144 mActorForBlending.SetSize( mTargetSize );
146 // create custom shader effect
147 if( !GetKernelSize() )
149 CreateKernel( DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4)/sizeof(DEFAULT_KERNEL4[0]) );
151 int kernelSize( static_cast< int >(GetKernelSize()) );
153 for( int i = 0; i < kernelSize; ++i )
155 const std::string offsetUniform( GetOffsetUniformName( i ) );
156 const std::string weightUniform( GetWeightUniformName( i ) );
158 mActorForInput.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS );
159 mActorForInput.RegisterProperty( weightUniform, mKernel[i].z );
161 mActorForHorz.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS );
162 mActorForHorz.RegisterProperty( weightUniform, mKernel[i].z );
165 // Set up blur-two-pass custom shader
166 std::ostringstream fragmentSource;
167 fragmentSource << "#define NUM_SAMPLES " << kernelSize << "\n";
168 fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE;
170 Property::Map customShader;
171 customShader[ "fragmentShader" ] = fragmentSource.str();
172 Property::Map rendererMap;
173 rendererMap.Insert( "shader", customShader );
174 mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
175 mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
177 // Set up blend-two-image custom shader
178 customShader[ "fragmentShader" ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE;
179 rendererMap[ "shader"] = customShader;
180 mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
182 mRootActor.Add( mActorForInput );
183 mRootActor.Add( mActorForHorz );
184 mRootActor.Add( mActorForBlending );
186 // Add effect texture to blend-two-image custom shader
187 Material material = mActorForBlending.GetRendererAt(0).GetMaterial();
188 int textureIndex = material.GetTextureIndex( EFFECT_IMAGE_NAME );
189 if( textureIndex == -1 )
191 material.AddTexture( mInputImage, EFFECT_IMAGE_NAME );
195 material.SetTextureImage( textureIndex, mInputImage );
202 void BlurTwoPassFilter::Disable()
208 mRootActor.Remove( mCameraActor );
209 mCameraActor.Reset();
214 mRootActor.Remove( mActorForInput );
215 mActorForInput.Reset();
220 mRootActor.Remove( mActorForHorz );
221 mActorForHorz.Reset();
224 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
226 if( mRenderTaskForHorz )
228 taskList.RemoveTask(mRenderTaskForHorz);
230 if( mRenderTaskForVert )
232 taskList.RemoveTask(mRenderTaskForVert);
234 if( mRenderTaskForBlending )
236 taskList.RemoveTask(mRenderTaskForBlending);
243 void BlurTwoPassFilter::Refresh()
245 if( mRenderTaskForHorz )
247 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
250 if( mRenderTaskForVert )
252 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
255 if( mRenderTaskForBlending )
257 mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
261 void BlurTwoPassFilter::SetSize( const Vector2& size )
266 mActorForInput.SetSize(mTargetSize);
270 mActorForHorz.SetSize(mTargetSize);
272 if( mActorForBlending )
274 mActorForBlending.SetSize(mTargetSize);
278 Handle BlurTwoPassFilter::GetHandleForAnimateBlurStrength()
280 return mActorForBlending;
283 void BlurTwoPassFilter::CreateRenderTasks()
285 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
287 // perform a horizontal blur targeting the internal buffer
288 mRenderTaskForHorz = taskList.CreateTask();
289 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
290 mRenderTaskForHorz.SetSourceActor( mActorForInput );
291 mRenderTaskForHorz.SetExclusive(true);
292 mRenderTaskForHorz.SetInputEnabled( false );
293 mRenderTaskForHorz.SetClearEnabled( true );
294 mRenderTaskForHorz.SetClearColor( mBackgroundColor );
295 mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz );
296 mRenderTaskForHorz.SetCameraActor( mCameraActor );
298 // use the internal buffer and perform a horizontal blur targeting the output buffer
299 mRenderTaskForVert = taskList.CreateTask();
300 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
301 mRenderTaskForVert.SetSourceActor( mActorForHorz );
302 mRenderTaskForVert.SetExclusive(true);
303 mRenderTaskForVert.SetInputEnabled( false );
304 mRenderTaskForVert.SetClearEnabled( true );
305 mRenderTaskForVert.SetClearColor( mBackgroundColor );
306 mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage );
307 mRenderTaskForVert.SetCameraActor( mCameraActor );
309 //Perform a blending between the blurred image and the input image
310 mRenderTaskForBlending = taskList.CreateTask();
311 mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
312 mRenderTaskForBlending.SetSourceActor( mActorForBlending );
313 mRenderTaskForBlending.SetExclusive(true);
314 mRenderTaskForBlending.SetInputEnabled( false );
315 mRenderTaskForBlending.SetClearEnabled( true );
316 mRenderTaskForBlending.SetClearColor( mBackgroundColor );
317 mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage );
318 mRenderTaskForBlending.SetCameraActor( mCameraActor );
321 } // namespace Internal
323 } // namespace Toolkit