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 "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/images/texture-set-image.h>
28 #include <dali/devel-api/rendering/renderer.h>
44 const float DEFAULT_KERNEL0[] = { 12.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f };
46 const float DEFAULT_KERNEL1[] = { 8.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.25f/16.0f,
49 const float DEFAULT_KERNEL2[] = { 5.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.75f/16.0f,
50 1.75f/16.0f, 1.5f/16.0f, 1.5f/16.0f };
52 const float DEFAULT_KERNEL3[] = { 3.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f,
53 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 0.5f/16.0f,
56 const float DEFAULT_KERNEL4[] = { 2.0f/16.0f, 1.5f/16.0f, 1.5f/16.0f, 1.5f/16.0f,
57 1.5f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f,
58 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 0.5f/16.0f,
59 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f };
61 const char* BLUR_TWO_PASS_FRAGMENT_SOURCE =
63 "precision highp float;\n"
64 "varying mediump vec2 vTexCoord;\n"
65 "uniform sampler2D sTexture;\n"
66 "uniform vec2 uSampleOffsets[NUM_SAMPLES];\n"
67 "uniform float uSampleWeights[NUM_SAMPLES];\n"
70 " vec4 color = vec4(0.0);\n"
71 " for( int i = 0; i < NUM_SAMPLES; ++i )\n"
73 " color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];\n"
75 " gl_FragColor = color;\n"
79 std::string GetOffsetUniformName( int index )
81 std::ostringstream oss;
82 oss << "uSampleOffsets[" << index << "]";
86 std::string GetWeightUniformName( int index )
88 std::ostringstream oss;
89 oss << "uSampleWeights[" << index << "]";
93 const char* BLEND_TWO_IMAGES_FRAGMENT_SOURCE =
95 "precision highp float;\n"
96 "uniform float uBlurStrength;\n "
97 "uniform sampler2D sTexture;\n"
98 "uniform sampler2D sEffect;\n"
99 "varying mediump vec2 vTexCoord;\n"
102 " gl_FragColor = texture2D( sTexture, vTexCoord ) * uBlurStrength"
103 " + texture2D( sEffect, vTexCoord )*(1.0-uBlurStrength); \n"
107 const char* const BLUR_STRENGTH_UNIFORM_NAME( "uBlurStrength" );
108 const char* const EFFECT_IMAGE_NAME( "sEffect" );
113 BlurTwoPassFilter::BlurTwoPassFilter()
116 // create blending actor and register the property in constructor
117 // to make sure that GetBlurStrengthPropertyIndex() always returns a valid index
118 mActorForBlending = Toolkit::ImageView::New();
119 mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty( BLUR_STRENGTH_UNIFORM_NAME, 1.f );
122 BlurTwoPassFilter::~BlurTwoPassFilter()
126 void BlurTwoPassFilter::Enable()
128 // create actor to render input with applied emboss effect
129 mActorForInput = Toolkit::ImageView::New( mInputImage );
130 mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
131 mActorForInput.SetSize( mTargetSize );
133 // create internal offscreen for result of horizontal pass
134 mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
135 // create an actor to render mImageForHorz for vertical blur pass
136 mActorForHorz = Toolkit::ImageView::New( mImageForHorz );
137 mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
138 mActorForHorz.SetSize( mTargetSize );
140 // create internal offscreen for result of the two pass blurred image
141 mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED);
142 // create an actor to blend the blurred image and the input image with the given blur strength
143 mActorForBlending.SetImage( mBlurredImage );
144 mActorForBlending.SetParentOrigin( ParentOrigin::CENTER );
145 mActorForBlending.SetSize( mTargetSize );
147 // create custom shader effect
148 if( !GetKernelSize() )
150 CreateKernel( DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4)/sizeof(DEFAULT_KERNEL4[0]) );
152 int kernelSize( static_cast< int >(GetKernelSize()) );
154 for( int i = 0; i < kernelSize; ++i )
156 const std::string offsetUniform( GetOffsetUniformName( i ) );
157 const std::string weightUniform( GetWeightUniformName( i ) );
159 mActorForInput.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS );
160 mActorForInput.RegisterProperty( weightUniform, mKernel[i].z );
162 mActorForHorz.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS );
163 mActorForHorz.RegisterProperty( weightUniform, mKernel[i].z );
166 // Set up blur-two-pass custom shader
167 std::ostringstream fragmentSource;
168 fragmentSource << "#define NUM_SAMPLES " << kernelSize << "\n";
169 fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE;
171 Property::Map customShader;
172 customShader[ "fragmentShader" ] = fragmentSource.str();
173 Property::Map rendererMap;
174 rendererMap.Insert( "shader", customShader );
175 mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
176 mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
178 // Set up blend-two-image custom shader
179 customShader[ "fragmentShader" ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE;
180 rendererMap[ "shader"] = customShader;
181 mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
183 mRootActor.Add( mActorForInput );
184 mRootActor.Add( mActorForHorz );
185 mRootActor.Add( mActorForBlending );
187 // Add effect texture to blend-two-image custom shader
188 TextureSet textureSet = mActorForBlending.GetRendererAt(0).GetTextures();
189 TextureSetImage( textureSet, 1u, mInputImage );
195 void BlurTwoPassFilter::Disable()
201 mRootActor.Remove( mCameraActor );
202 mCameraActor.Reset();
207 mRootActor.Remove( mActorForInput );
208 mActorForInput.Reset();
213 mRootActor.Remove( mActorForHorz );
214 mActorForHorz.Reset();
217 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
219 if( mRenderTaskForHorz )
221 taskList.RemoveTask(mRenderTaskForHorz);
223 if( mRenderTaskForVert )
225 taskList.RemoveTask(mRenderTaskForVert);
227 if( mRenderTaskForBlending )
229 taskList.RemoveTask(mRenderTaskForBlending);
236 void BlurTwoPassFilter::Refresh()
238 if( mRenderTaskForHorz )
240 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
243 if( mRenderTaskForVert )
245 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
248 if( mRenderTaskForBlending )
250 mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
254 void BlurTwoPassFilter::SetSize( const Vector2& size )
259 mActorForInput.SetSize(mTargetSize);
263 mActorForHorz.SetSize(mTargetSize);
265 if( mActorForBlending )
267 mActorForBlending.SetSize(mTargetSize);
271 Handle BlurTwoPassFilter::GetHandleForAnimateBlurStrength()
273 return mActorForBlending;
276 void BlurTwoPassFilter::CreateRenderTasks()
278 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
280 // perform a horizontal blur targeting the internal buffer
281 mRenderTaskForHorz = taskList.CreateTask();
282 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
283 mRenderTaskForHorz.SetSourceActor( mActorForInput );
284 mRenderTaskForHorz.SetExclusive(true);
285 mRenderTaskForHorz.SetInputEnabled( false );
286 mRenderTaskForHorz.SetClearEnabled( true );
287 mRenderTaskForHorz.SetClearColor( mBackgroundColor );
288 mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz );
289 mRenderTaskForHorz.SetCameraActor( mCameraActor );
291 // use the internal buffer and perform a horizontal blur targeting the output buffer
292 mRenderTaskForVert = taskList.CreateTask();
293 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
294 mRenderTaskForVert.SetSourceActor( mActorForHorz );
295 mRenderTaskForVert.SetExclusive(true);
296 mRenderTaskForVert.SetInputEnabled( false );
297 mRenderTaskForVert.SetClearEnabled( true );
298 mRenderTaskForVert.SetClearColor( mBackgroundColor );
299 mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage );
300 mRenderTaskForVert.SetCameraActor( mCameraActor );
302 //Perform a blending between the blurred image and the input image
303 mRenderTaskForBlending = taskList.CreateTask();
304 mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
305 mRenderTaskForBlending.SetSourceActor( mActorForBlending );
306 mRenderTaskForBlending.SetExclusive(true);
307 mRenderTaskForBlending.SetInputEnabled( false );
308 mRenderTaskForBlending.SetClearEnabled( true );
309 mRenderTaskForBlending.SetClearColor( mBackgroundColor );
310 mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage );
311 mRenderTaskForBlending.SetCameraActor( mCameraActor );
314 } // namespace Internal
316 } // namespace Toolkit