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 "bloom-view-impl.h"
20 #include "../gaussian-blur-view/gaussian-blur-view-impl.h"
27 #include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
28 #include <dali-toolkit/public-api/controls/bloom-view/bloom-view.h>
46 return Toolkit::BloomView::New();
49 TypeRegistration mType( typeid(Toolkit::BloomView), typeid(Toolkit::Control), Create );
52 const float BLOOM_THRESHOLD_DEFAULT = 0.25f;
53 const float BLOOM_BLUR_STRENGTH_DEFAULT = 1.0f;
54 const float BLOOM_INTENSITY_DEFAULT = 1.0f;
55 const float IMAGE_INTENSITY_DEFAULT = 1.0f;
56 const float BLOOM_SATURATION_DEFAULT = 1.0f;
57 const float IMAGE_SATURATION_DEFAULT = 1.0f;
60 const unsigned int BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
61 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
62 const Pixel::Format BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
63 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_FADE_IN = 1.0f; // default, fully blurred
64 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
65 const float BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
67 const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
69 const std::string BLOOM_BLUR_STRENGTH_PROPERTY_NAME( "BlurStrengthProperty" );
71 const std::string BLOOM_THRESHOLD_PROPERTY_NAME( "uBloomThreshold" );
72 const std::string RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME( "uRecipOneMinusBloomThreshold" );
73 const std::string BLOOM_INTENSITY_PROPERTY_NAME( "uBloomIntensity" );
74 const std::string BLOOM_SATURATION_PROPERTY_NAME( "uBloomSaturation" );
75 const std::string IMAGE_INTENSITY_PROPERTY_NAME( "uImageIntensity" );
76 const std::string IMAGE_SATURATION_PROPERTY_NAME( "uImageSaturation" );
78 ///////////////////////////////////////////////////////
83 const char* const BLOOM_EXTRACT_FRAGMENT_SOURCE =
84 "uniform float uBloomThreshold;\n"
85 "uniform float uRecipOneMinusBloomThreshold;\n"
88 " mediump vec4 col;\n"
89 " col = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y));\n"
90 " col = (col - uBloomThreshold) * uRecipOneMinusBloomThreshold;\n" // remove intensities lower than the thresold and remap intensities above the threshold to [0..1]
91 " gl_FragColor = clamp(col, 0.0, 1.0);\n"
94 const char* const COMPOSITE_FRAGMENT_SOURCE =
95 "uniform float uBloomIntensity;\n"
96 "uniform float uImageIntensity;\n"
97 "uniform float uBloomSaturation;\n"
98 "uniform float uImageSaturation;\n"
100 "vec4 ChangeSaturation(vec4 col, float sat)\n"
102 " float grey = dot(col.rgb, vec3(0.3, 0.6, 0.1));\n"
103 " return mix(vec4(grey, grey, grey, 1.0), col, sat);\n"
108 " mediump vec4 image;\n"
109 " mediump vec4 bloom;\n"
110 " image = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y));\n"
111 " bloom = texture2D(sEffect, vec2(vTexCoord.x, vTexCoord.y));\n"
112 " image = ChangeSaturation(image, uImageSaturation) * uImageIntensity;\n"
113 " bloom = ChangeSaturation(bloom, uBloomSaturation) * uBloomIntensity;\n"
114 " image *= 1.0 - clamp(bloom, 0.0, 1.0);\n" // darken base where bloom is strong, to prevent excessive burn-out of result
115 " gl_FragColor = image + bloom;\n"
122 BloomView::BloomView()
123 : Control( CONTROL_BEHAVIOUR_NONE )
124 , mBlurNumSamples(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
125 , mBlurBellCurveWidth(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH)
126 , mPixelFormat(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
127 , mDownsampleWidthScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE)
128 , mDownsampleHeightScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE)
129 , mDownsampledWidth( 0.0f )
130 , mDownsampledHeight( 0.0f )
131 , mTargetSize(Vector2::ZERO)
132 , mLastSize(Vector2::ZERO)
133 , mChildrenRoot(Actor::New())
134 , mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
135 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
136 , mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
137 , mBloomSaturationPropertyIndex(Property::INVALID_INDEX)
138 , mImageIntensityPropertyIndex(Property::INVALID_INDEX)
139 , mImageSaturationPropertyIndex(Property::INVALID_INDEX)
143 BloomView::BloomView( const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
144 const float downsampleWidthScale, const float downsampleHeightScale)
145 : Control( CONTROL_BEHAVIOUR_NONE )
146 , mBlurNumSamples(blurNumSamples)
147 , mBlurBellCurveWidth(blurBellCurveWidth)
148 , mPixelFormat(renderTargetPixelFormat)
149 , mDownsampleWidthScale(downsampleWidthScale)
150 , mDownsampleHeightScale(downsampleHeightScale)
151 , mDownsampledWidth( 0.0f )
152 , mDownsampledHeight( 0.0f )
153 , mTargetSize(Vector2::ZERO)
154 , mLastSize(Vector2::ZERO)
155 , mChildrenRoot(Actor::New())
156 , mBloomThresholdPropertyIndex(Property::INVALID_INDEX)
157 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
158 , mBloomIntensityPropertyIndex(Property::INVALID_INDEX)
159 , mBloomSaturationPropertyIndex(Property::INVALID_INDEX)
160 , mImageIntensityPropertyIndex(Property::INVALID_INDEX)
161 , mImageSaturationPropertyIndex(Property::INVALID_INDEX)
165 BloomView::~BloomView()
169 Toolkit::BloomView BloomView::New()
171 BloomView* impl = new BloomView();
173 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView( *impl );
175 // Second-phase init of the implementation
176 // This can only be done after the CustomActor connection has been made...
182 Toolkit::BloomView BloomView::New(const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
183 const float downsampleWidthScale, const float downsampleHeightScale)
185 BloomView* impl = new BloomView( blurNumSamples, blurBellCurveWidth, renderTargetPixelFormat, downsampleWidthScale, downsampleHeightScale);
187 Dali::Toolkit::BloomView handle = Dali::Toolkit::BloomView( *impl );
189 // Second-phase init of the implementation
190 // This can only be done after the CustomActor connection has been made...
196 /////////////////////////////////////////////////////////////
197 // 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
198 // 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.
199 void BloomView::Add(Actor child)
201 mChildrenRoot.Add(child);
204 void BloomView::Remove(Actor child)
206 mChildrenRoot.Remove(child);
214 ///////////////////////////////////////////////////////////
219 void BloomView::OnInitialize()
221 // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
222 mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
223 mChildrenRoot.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // same size as BloomView object
226 //////////////////////////////////////////////////////
229 // Create shader used for extracting the bright parts of an image
230 mBloomExtractShader = ShaderEffect::New( "", BLOOM_EXTRACT_FRAGMENT_SOURCE );
232 // Create shader used to composite bloom and original image to output render target
233 mCompositeShader = ShaderEffect::New( "", COMPOSITE_FRAGMENT_SOURCE );
236 //////////////////////////////////////////////////////
239 // Create an ImageActor for rendering from the scene texture to the bloom texture
240 mBloomExtractImageActor = ImageActor::New();
241 mBloomExtractImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
242 mBloomExtractImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
243 mBloomExtractImageActor.SetShaderEffect( mBloomExtractShader );
245 // Create an ImageActor for compositing the result (scene and bloom textures) to output
246 mCompositeImageActor = ImageActor::New();
247 mCompositeImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
248 mCompositeImageActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // same size as BloomView object
249 mCompositeImageActor.SetShaderEffect( mCompositeShader );
250 mCompositeImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
252 // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
253 mTargetImageActor = ImageActor::New();
254 mTargetImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
255 mTargetImageActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // same size as BloomView object
256 mTargetImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
259 // Create the Gaussian Blur object + render tasks
260 // Note that we use mBloomExtractTarget as the source image and also re-use this as the gaussian blur final render target. This saves the gaussian blur code from creating it
261 // render targets etc internally, so we make better use of resources
262 // Note, this also internally creates the render tasks used by the Gaussian blur, this must occur after the bloom extraction and before the compositing
263 mGaussianBlurView = Dali::Toolkit::GaussianBlurView::New(mBlurNumSamples, mBlurBellCurveWidth, mPixelFormat, mDownsampleWidthScale, mDownsampleHeightScale, true);
264 mGaussianBlurView.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
267 //////////////////////////////////////////////////////
268 // Create cameras for the renders corresponding to the (potentially downsampled) render targets' size
269 mRenderDownsampledCamera = CameraActor::New();
270 mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
272 mRenderFullSizeCamera = CameraActor::New();
273 mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
276 ////////////////////////////////
277 // Connect to actor tree
278 Self().Add( mChildrenRoot );
279 Self().Add( mBloomExtractImageActor );
280 Self().Add( mGaussianBlurView );
281 Self().Add( mCompositeImageActor );
282 Self().Add( mTargetImageActor );
283 Self().Add( mRenderDownsampledCamera );
284 Self().Add( mRenderFullSizeCamera );
286 // bind properties for / set shader constants to defaults
291 * ZrelativeToYconstraint
293 * f(current, property, scale) = Vector3(current.x, current.y, property.y * scale)
295 struct ZrelativeToYconstraint
297 ZrelativeToYconstraint( float scale )
301 Vector3 operator()(const Vector3& current,
302 const PropertyInput& property)
308 v.z = property.GetVector3().y * mScale;
316 void BloomView::OnControlSizeSet(const Vector3& targetSize)
318 mTargetSize = Vector2(targetSize);
320 // if we are already on stage, need to update render target sizes now to reflect the new size of this actor
327 void BloomView::AllocateResources()
329 // size of render targets etc is based on the size of this actor, ignoring z
330 if(mTargetSize != mLastSize)
332 mLastSize = mTargetSize;
334 // get size of downsampled render targets
335 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
336 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
339 //////////////////////////////////////////////////////
342 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
343 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
344 // 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
345 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
346 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
347 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
348 mRenderDownsampledCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); // Rotate to look at origin
350 mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
352 // Create and place a camera for the children render, corresponding to its render target size
353 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
354 // 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
355 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
356 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
357 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
358 mRenderFullSizeCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); // Rotate to look at origin
360 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
361 mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
364 // Children render camera must move when GaussianBlurView object is
365 // resized. This is since we cannot change render target size - so we need
366 // to remap the child actors' rendering accordingly so they still exactly
367 // fill the render target. Note that this means the effective resolution of
368 // the child render changes as the GaussianBlurView object changes size,
369 // this is the trade off for not being able to modify render target size
370 // Change camera z position based on GaussianBlurView actor height
372 mRenderFullSizeCamera.RemoveConstraints();
373 mRenderFullSizeCamera.ApplyConstraint( Constraint::New<Vector3>( Actor::POSITION, ParentSource( Actor::SIZE ), ZrelativeToYconstraint(cameraPosConstraintScale) ) );
376 //////////////////////////////////////////////////////
377 // Pass size change onto GaussianBlurView, so it matches
378 mGaussianBlurView.SetSize(mTargetSize);
379 GetImpl(mGaussianBlurView).AllocateResources();
382 //////////////////////////////////////////////////////
383 // Create render targets
385 // create off screen buffer of new size to render our child actors to
386 mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::Unused );
387 mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::Unused );
388 mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::Unused );
391 //////////////////////////////////////////////////////
392 // Point actors and render tasks at new render targets
394 mBloomExtractImageActor.SetImage( mRenderTargetForRenderingChildren );
395 mBloomExtractImageActor.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target
397 // set GaussianBlurView to blur our extracted bloom
398 mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBloomExtractTarget);
400 // use the completed blur in the first buffer and composite with the original child actors render
401 mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren );
402 mCompositeShader.SetEffectImage( mBloomExtractTarget );
404 // set up target actor for rendering result, i.e. the blurred image
405 mTargetImageActor.SetImage(mOutputRenderTarget);
409 void BloomView::CreateRenderTasks()
411 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
413 // create render task to render our child actors to offscreen buffer
414 mRenderChildrenTask = taskList.CreateTask();
415 mRenderChildrenTask.SetSourceActor( mChildrenRoot );
416 mRenderChildrenTask.SetExclusive(true);
417 mRenderChildrenTask.SetInputEnabled( false );
418 mRenderChildrenTask.SetClearEnabled( true );
420 // Extract the bright part of the image and render to a new buffer. Downsampling also occurs at this stage to save pixel fill, if it is set up.
421 mBloomExtractTask = taskList.CreateTask();
422 mBloomExtractTask.SetSourceActor( mBloomExtractImageActor );
423 mBloomExtractTask.SetExclusive(true);
424 mBloomExtractTask.SetInputEnabled( false );
425 mBloomExtractTask.SetClearEnabled( true );
427 // GaussianBlurView tasks must be created here, so they are executed in the correct order with respect to BloomView tasks
428 GetImpl(mGaussianBlurView).CreateRenderTasks();
430 // Use an image actor displaying the children render and composite it with the blurred bloom buffer, targeting the output
431 mCompositeTask = taskList.CreateTask();
432 mCompositeTask.SetSourceActor( mCompositeImageActor );
433 mCompositeTask.SetExclusive(true);
434 mCompositeTask.SetInputEnabled( false );
435 mCompositeTask.SetClearEnabled( true );
437 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); // use camera that covers render target exactly
438 mBloomExtractTask.SetCameraActor(mRenderDownsampledCamera);
439 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
441 mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
442 mBloomExtractTask.SetTargetFrameBuffer( mBloomExtractTarget );
443 mCompositeTask.SetTargetFrameBuffer( mOutputRenderTarget );
446 void BloomView::RemoveRenderTasks()
448 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
450 taskList.RemoveTask(mRenderChildrenTask);
451 taskList.RemoveTask(mBloomExtractTask);
453 GetImpl(mGaussianBlurView).RemoveRenderTasks();
455 taskList.RemoveTask(mCompositeTask);
458 void BloomView::OnStageDisconnection()
460 // TODO: can't call this here, since SetImage() calls fails similarly to above
461 // 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()
465 void BloomView::OnControlStageConnection()
467 // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
468 // 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()
472 void BloomView::Activate()
474 // make sure resources are allocated and start the render tasks processing
479 void BloomView::Deactivate()
481 // stop render tasks processing
482 // Note: render target resources are automatically freed since we set the Image::Unused flag
487 * EqualToConstraintFloat
489 * f(current, property) = property
491 struct EqualToConstraintFloat
493 EqualToConstraintFloat(){}
495 float operator()(const float current, const PropertyInput& property) {return property.GetFloat();}
499 * RecipOneMinusConstraint
501 * f(current, property) = property
503 struct RecipOneMinusConstraint
505 RecipOneMinusConstraint(){}
507 float operator()(const float current, const PropertyInput& property)
509 return 1.0f / (1.0f - property.GetFloat());
513 // create properties and constraints to tie internal shader etc settings to BloomView object. User can therefore animate / set them via BloomView object without knowing about
514 // internal implementation classes
515 void BloomView::SetupProperties()
517 CustomActor self = Self();
520 ///////////////////////////////////////////
523 // set defaults, makes sure properties are registered with shader
524 mBloomExtractShader.SetUniform( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT );
525 mBloomExtractShader.SetUniform( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) );
527 // Register a property that the user can control to change the bloom threshold
528 mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT);
529 Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractShader.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME);
530 Constraint bloomThresholdConstraint = Constraint::New<float>(shaderBloomThresholdPropertyIndex, Source(self, mBloomThresholdPropertyIndex), EqualToConstraintFloat());
531 mBloomExtractShader.ApplyConstraint(bloomThresholdConstraint);
533 // precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property
534 Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractShader.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME);
535 Constraint thresholdConstraint = Constraint::New<float>( shaderRecipOneMinusBloomThresholdPropertyIndex, LocalSource(shaderBloomThresholdPropertyIndex), RecipOneMinusConstraint());
536 mBloomExtractShader.ApplyConstraint(thresholdConstraint);
539 ////////////////////////////////////////////
542 // Register a property that the user can control to fade the blur in / out via internal GaussianBlurView object
543 mBlurStrengthPropertyIndex = self.RegisterProperty(BLOOM_BLUR_STRENGTH_PROPERTY_NAME, BLOOM_BLUR_STRENGTH_DEFAULT);
544 Constraint blurStrengthConstraint = Constraint::New<float>( mGaussianBlurView.GetBlurStrengthPropertyIndex(), Source(self, mBlurStrengthPropertyIndex), EqualToConstraintFloat());
545 mGaussianBlurView.ApplyConstraint(blurStrengthConstraint);
548 ////////////////////////////////////////////
551 // Register a property that the user can control to fade the bloom intensity via internally hidden shader
552 mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT);
553 mCompositeShader.SetUniform( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT );
554 Property::Index shaderBloomIntensityPropertyIndex = mCompositeShader.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME);
555 Constraint bloomIntensityConstraint = Constraint::New<float>( shaderBloomIntensityPropertyIndex, Source(self, mBloomIntensityPropertyIndex), EqualToConstraintFloat());
556 mCompositeShader.ApplyConstraint(bloomIntensityConstraint);
559 ////////////////////////////////////////////
562 // Register a property that the user can control to fade the bloom saturation via internally hidden shader
563 mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT);
564 mCompositeShader.SetUniform( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT );
565 Property::Index shaderBloomSaturationPropertyIndex = mCompositeShader.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME);
566 Constraint bloomSaturationConstraint = Constraint::New<float>( shaderBloomSaturationPropertyIndex, Source(self, mBloomSaturationPropertyIndex), EqualToConstraintFloat());
567 mCompositeShader.ApplyConstraint(bloomSaturationConstraint);
570 ////////////////////////////////////////////
573 // Register a property that the user can control to fade the image intensity via internally hidden shader
574 mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT);
575 mCompositeShader.SetUniform( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT );
576 Property::Index shaderImageIntensityPropertyIndex = mCompositeShader.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME);
577 Constraint imageIntensityConstraint = Constraint::New<float>( shaderImageIntensityPropertyIndex, Source(self, mImageIntensityPropertyIndex), EqualToConstraintFloat());
578 mCompositeShader.ApplyConstraint(imageIntensityConstraint);
581 ////////////////////////////////////////////
584 // Register a property that the user can control to fade the image saturation via internally hidden shader
585 mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT);
586 mCompositeShader.SetUniform( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT );
587 Property::Index shaderImageSaturationPropertyIndex = mCompositeShader.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME);
588 Constraint imageSaturationConstraint = Constraint::New<float>( shaderImageSaturationPropertyIndex, Source(self, mImageSaturationPropertyIndex), EqualToConstraintFloat());
589 mCompositeShader.ApplyConstraint(imageSaturationConstraint);
592 } // namespace Internal
594 } // namespace Toolkit