1 #ifndef __DALI_TOOLKIT_BLOOM_VIEW_H__
2 #define __DALI_TOOLKIT_BLOOM_VIEW_H__
5 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 // Licensed under the Flora License, Version 1.0 (the License);
8 // you may not use this file except in compliance with the License.
9 // You may obtain a copy of the License at
11 // http://floralicense.org/license/
13 // Unless required by applicable law or agreed to in writing, software
14 // distributed under the License is distributed on an AS IS BASIS,
15 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 // See the License for the specific language governing permissions and
17 // limitations under the License.
21 #include <dali-toolkit/public-api/controls/control.h>
22 #include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
24 namespace Dali DALI_IMPORT_API
30 namespace Internal DALI_INTERNAL
34 * BloomView implementation class
38 } // namespace Internal
42 * BloomView is a class for applying a render process that intensifies and blurs the bright parts of an image, bleeding bright areas into darker ones and making bright
43 * light look more realistic.
47 * 1) The BloomView object will render all its child actors offscreen.\n
48 * 2) The BloomView object then extract the parts of that image that are brighter than the bloom threshold.\n
49 * 3) The BloomView object then blurs the result of step 2), which makes the brightness bleed into surrounding areas.\n
50 * 3) The BloomView object then composites the bloom from step 3) with the child actors image from step 1), using parameters that can be set by the user.
51 * The compositing is additive (image + bloom).\n
52 * 4) The BloomView object gets rendered automatically, either to the screen via the default render task, or via a RenderTask the user has created for
53 * e.g. further offscreen rendering.
55 * Fundamentally, the BloomView is simply an Actor in the normal actor tree that affects all of its children. It should be added to your Actor tree and manipulated in the
56 * normal ways. It can be considered a 'portal' in the sense that all child actors are clipped to the BloomView actor bounds.
59 * NB: It is essential to remove the BloomView from the stage and also to call Deactivate() on it when you are not using it. This will ensure that resources are freed and
67 * BloomView bloomView = BloomView::New();\n
69 * // create and add some visible actors to the BloomView, all these child actors will therefore get bloomed\n
70 * Image image = Image::New(...);\n
71 * ImageActor imageActor = ImageActor::New(image);\n
72 * bloomView.Add(imageActor);\n
75 * // Start rendering the BloomView\n
76 * Stage::GetCurrent().Add(bloomView);\n
77 * bloomView.Activate();\n
80 * // animate the strength of the bloom - this can fade between no bloom and your desired max bloom. See GetBloomIntensityPropertyIndex().\n
81 * Animation blurAnimation = Animation::New( ... );\n
82 * blurAnimation.AnimateTo( Property( bloomView, bloomView.GetBloomIntensityPropertyIndex() ), ... );\n
83 * blurAnimation.Play();\n
86 * // Stop rendering the BloomView\n
87 * Stage::GetCurrent().Remove(bloomView);\n
88 * bloomView.Deactivate();\n
90 class BloomView : public Control
95 * Create an uninitialized BloomView; this can be initialized with BloomView::New()
96 * Calling member functions with an uninitialized Dali::Object is not allowed.
101 * Copy constructor. Creates another handle that points to the same real object
103 BloomView(const BloomView& handle);
106 * Assignment operator. Changes this handle to point to another real object
108 BloomView& operator=(const BloomView& ZoomView);
111 * Virtual destructor.
113 virtual ~BloomView();
116 * Downcast an Object handle to BloomView. If handle points to a BloomView the
117 * downcast produces valid handle. If not the returned handle is left uninitialized.
118 * @param[in] handle Handle to an object
119 * @return handle to a BloomView or an uninitialized handle
121 static BloomView DownCast( BaseHandle handle );
124 * Create an initialized BloomView, using default settings. The default settings are:-\n
127 * blurBellCurveWidth = 1.5\n
128 * renderTargetPixelFormat = RGB888\n
129 * downsampleWidthScale = 0.5\n
130 * downsampleHeightScale = 0.5\n
131 * @return A handle to a newly allocated Dali resource
133 static BloomView New();
136 * Create an initialized BloomView.
137 * @param numSamples The size of the Gaussian blur kernel (number of samples in horizontal / vertical blur directions) that is used to blur the bloom
138 * @param blurBellCurveWidth The constant controlling the Gaussian function, must be > 0.0. Controls the width of the bell curve, i.e. the look of the blur and also indirectly
139 * the amount of blurriness Smaller numbers for a tighter curve. Useful values in the range [0.5..3.0] - near the bottom of that range the curve is weighted heavily towards
140 * the centre pixel of the kernel (so there won't be much blur), near the top of that range the pixels have nearly equal weighting (closely approximating a box filter
141 * therefore). Values close to zero result in the bell curve lying almost entirely within a single pixel, in other words there will be basically no blur as neighbouring pixels
142 * have close to zero weights.
143 * @param renderTargetPixelFormat The pixel format of the render targets we are using to perform the bloom.
144 * @param downsampleWidthScale The width scale factor applied during the blur process, scaling the size of the source image to the size of the final blurred image output.
145 * Useful for downsampling - trades visual quality for processing speed. A value of 1.0f results in no scaling applied.
146 * @param downsampleHeightScale The height scale factor applied during the blur process, scaling the size of the source image to the size of the final blurred image output.
147 * Useful for downsampling - trades visual quality for processing speed. A value of 1.0f results in no scaling applied.
148 * @return A handle to a newly allocated Dali resource
150 static BloomView New(const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
151 const float downsampleWidthScale, const float downsampleHeightScale);
154 * Adds a child Actor to this Actor.
155 * NOTE! if the child already has a parent, it will be removed from old parent
156 * and reparented to this actor. This may change childs position, color, shader effect,
157 * scale etc as it now inherits them from this actor
158 * @pre This Actor (the parent) has been initialized.
159 * @pre The child actor has been initialized.
160 * @pre The child actor is not the same as the parent actor.
161 * @pre The actor is not the Root actor
162 * @param [in] child The child.
163 * @post The child will be referenced by its parent. This means that the child will be kept alive,
164 * even if the handle passed into this method is reset or destroyed.
165 * @post This may invalidate ActorContainer iterators.
167 void Add(Actor child);
170 * Removes a child Actor from this Actor.
171 * If the actor was not a child of this actor, this is a no-op.
172 * @pre This Actor (the parent) has been initialized.
173 * @pre The child actor is not the same as the parent actor.
174 * @param [in] child The child.
175 * @post This may invalidate ActorContainer iterators.
177 void Remove(Actor child);
180 * Start rendering the BloomView. Must be called after you Add() it to the stage.
185 * Stop rendering the BloomView. Must be called after you Remove() it from the stage.
190 * Get the property index that controls the intensity threshold above which the pixels will be bloomed. Useful for animating this property.
191 * This property represents a value such that pixels brighter than this threshold will be bloomed. Values are normalised, i.e. RGB 0.0 = 0, 1.0 = 255. Default 0.25.
192 * @return The property index that can be used with e.g. AnimateTo( ... )
194 Property::Index GetBloomThresholdPropertyIndex() const;
197 * Get the property index that controls the strength of the blur applied to the bloom. Useful for animating this property.
198 * This property represents a value in the range [0.0 - 1.0] where 0.0 is no blur and 1.0 is full blur. Default 1.0.
199 * @return The property index that can be used with e.g. AnimateTo( ... )
201 Property::Index GetBlurStrengthPropertyIndex() const;
204 * Get the property index that controls the intensity of the child actor render texture used during compositing. Useful for animating this property.
205 * This property represents a multiplier on the intensity of the bloom texture. Default 1.0.
206 * @return The property index that can be used with e.g. AnimateTo( ... )
208 Property::Index GetBloomIntensityPropertyIndex() const;
211 * Get the property index that controls the saturation of the child actor render texture used during compositing. Useful for animating this property.
212 * This property represents a multiplier on the saturation of the bloom texture. Default 1.0.
213 * @return The property index that can be used with e.g. AnimateTo( ... )
215 Property::Index GetBloomSaturationPropertyIndex() const;
218 * Get the property index that controls the intensity of the child actor render texture used during compositing. Useful for animating this property.
219 * This property represents a multiplier on the intensity of the image texture. Default 1.0.
220 * @return The property index that can be used with e.g. AnimateTo( ... )
222 Property::Index GetImageIntensityPropertyIndex() const;
225 * Get the property index that controls the saturation of the child actor render texture used during compositing. Useful for animating this property.
226 * This property represents a multiplier on the saturation of the image texture. Default 1.0.
227 * @return The property index that can be used with e.g. AnimateTo( ... )
229 Property::Index GetImageSaturationPropertyIndex() const;
234 * Creates a handle using the Toolkit::Internal implementation.
235 * @param[in] implementation The UI Control implementation.
237 BloomView( Internal::BloomView& implementation );
240 * Allows the creation of this UI Control from an Internal::CustomActor pointer.
241 * @param[in] internal A pointer to the internal CustomActor.
243 BloomView( Dali::Internal::CustomActor* internal );
249 } // namespace Toolkit
253 #endif // __DALI_TOOLKIT_BLOOM_VIEW_H__