2 * Copyright (c) 2017 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 "spread-filter.h"
22 #include <dali/public-api/animation/constraints.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/object/property-map.h>
25 #include <dali/public-api/render-tasks/render-task-list.h>
28 #include <dali-toolkit/internal/controls/control/control-renderers.h>
42 const char* const SPREAD_FRAGMENT_SOURCE =
44 "precision highp float;\n"
45 "varying mediump vec2 vTexCoord;\n"
46 "uniform sampler2D sTexture;\n"
47 "uniform int uSpread;\n"
48 "uniform vec2 uTexScale;\n"
51 " vec4 color = texture2D( sTexture, vTexCoord);\n"
52 " for( int i = 1; i <= uSpread; ++i )\n"
54 " vec2 offset = uTexScale * float(i);\n"
55 " color = max( texture2D( sTexture, vTexCoord + offset), color );\n"
56 " color = max( texture2D( sTexture, vTexCoord - offset), color );\n"
58 " gl_FragColor = color;\n"
62 const char* const SPREAD_UNIFORM_NAME( "uSpread" );
63 const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" );
68 SpreadFilter::SpreadFilter()
74 SpreadFilter::~SpreadFilter()
78 void SpreadFilter::SetSpread( float spread )
83 void SpreadFilter::Enable()
85 // create actor to render input with applied emboss effect
86 mActorForInput = Actor::New();
87 mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
88 mActorForInput.SetSize(mTargetSize);
89 // register properties as shader uniforms
90 mActorForInput.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread );
91 mActorForInput.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 1.0f / mTargetSize.width, 0.0f ) );
93 Renderer rendererForInput = CreateRenderer( BASIC_VERTEX_SOURCE, SPREAD_FRAGMENT_SOURCE );
94 SetRendererTexture( rendererForInput, mInputTexture );
95 mActorForInput.AddRenderer( rendererForInput );
97 // create internal offscreen for result of horizontal pass
98 mFrameBufferForHorz = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE );
99 Texture textureForHorz = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) );
100 mFrameBufferForHorz.AttachColorTexture( textureForHorz );
102 // create an actor to render mImageForHorz for vertical blur pass
103 mActorForHorz = Actor::New();
104 mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
105 mActorForHorz.SetSize(mTargetSize);
106 // register properties as shader uniforms
107 mActorForHorz.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread );
108 mActorForHorz.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 0.0f, 1.0f / mTargetSize.height ) );
109 Renderer rendererForHorz = CreateRenderer( BASIC_VERTEX_SOURCE, SPREAD_FRAGMENT_SOURCE );
110 SetRendererTexture( rendererForHorz, textureForHorz );
111 mActorForHorz.AddRenderer( rendererForHorz );
113 mRootActor.Add( mActorForInput );
114 mRootActor.Add( mActorForHorz );
120 void SpreadFilter::Disable()
126 mRootActor.Remove( mCameraActor );
127 mCameraActor.Reset();
132 mRootActor.Remove( mActorForInput );
133 mActorForInput.Reset();
138 mRootActor.Remove( mActorForHorz );
139 mActorForHorz.Reset();
142 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
144 if( mRenderTaskForHorz )
146 taskList.RemoveTask(mRenderTaskForHorz);
148 if( mRenderTaskForVert )
150 taskList.RemoveTask(mRenderTaskForVert);
157 void SpreadFilter::Refresh()
159 if( mRenderTaskForHorz )
161 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
164 if( mRenderTaskForVert )
166 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
170 void SpreadFilter::SetSize( const Vector2& size )
175 mActorForInput.SetSize(mTargetSize);
179 mActorForHorz.SetSize(mTargetSize);
183 void SpreadFilter::CreateRenderTasks()
185 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
187 // perform a horizontal blur targeting the internal buffer
188 mRenderTaskForHorz = taskList.CreateTask();
189 mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
190 mRenderTaskForHorz.SetSourceActor( mActorForInput );
191 mRenderTaskForHorz.SetExclusive(true);
192 mRenderTaskForHorz.SetInputEnabled( false );
193 mRenderTaskForHorz.SetClearEnabled( true );
194 mRenderTaskForHorz.SetClearColor( mBackgroundColor );
195 mRenderTaskForHorz.SetFrameBuffer( mFrameBufferForHorz );
196 mRenderTaskForHorz.SetCameraActor( mCameraActor );
198 // use the internal buffer and perform a horizontal blur targeting the output buffer
199 mRenderTaskForVert = taskList.CreateTask();
200 mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS );
201 mRenderTaskForVert.SetSourceActor( mActorForHorz );
202 mRenderTaskForVert.SetExclusive(true);
203 mRenderTaskForVert.SetInputEnabled( false );
204 mRenderTaskForVert.SetClearEnabled( true );
205 mRenderTaskForVert.SetClearColor( mBackgroundColor );
206 mRenderTaskForVert.SetFrameBuffer( mOutputFrameBuffer );
207 mRenderTaskForVert.SetCameraActor( mCameraActor );
210 } // namespace Internal
212 } // namespace Toolkit