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 "gaussian-blur-view-impl.h"
24 #include <dali/public-api/animation/constraints.h>
25 #include <dali/public-api/common/stage.h>
26 #include <dali/public-api/object/type-registry.h>
27 #include <dali/public-api/render-tasks/render-task-list.h>
28 #include <dali/integration-api/debug.h>
31 #include <dali-toolkit/public-api/controls/gaussian-blur-view/gaussian-blur-view.h>
34 // pixel format / size - set from JSON
35 // aspect ratio property needs to be able to be constrained also for cameras, not possible currently. Therefore changing aspect ratio of GaussianBlurView won't currently work
36 // default near clip value
37 // mChildrenRoot Add()/Remove() overloads - better solution
38 // Manager object - re-use render targets if there are multiple GaussianBlurViews created
42 /////////////////////////////////////////////////////////
43 // IMPLEMENTATION NOTES
45 // As the GaussianBlurView actor changes size, the amount of pixels we need to blur changes. Therefore we need some way of doing this. However:-
46 // OnSetSize() does not get called when GaussianBlurView object size is modified using a Constraint.
47 // OnSizeAnimation() only gets called once per AnimateTo/By() and if an Animation has N such calls then only the final one will end up being used. Therefore we can't use
48 // OnSizeAnimation() to alter render target sizes.
49 // To get around the above problems, we use fixed sized render targets, from the last SetSize() call (which calls OnSetSize()), then we adjust the internal cameras / actors
50 // to take account of the changed GaussianBlurView object size, projecting to the unchanged render target sizes. This is done relative to the fixed render target / actor sizes
51 // by using constraints relative to the GaussianBlurView actor size.
55 // 1st mode, this control has a tree of actors (use Add() to add children) that are rendered and blurred.
56 // mRenderChildrenTask renders children to FB mRenderTargetForRenderingChildren
57 // mHorizBlurTask renders mImageActorHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2
58 // mVertBlurTask renders mImageActorVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1
59 // mCompositeTask renders mImageActorComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren
61 // 2nd mode, an image is blurred and rendered to a supplied target framebuffer
62 // mHorizBlurTask renders mImageActorHorizBlur Actor showing mUserInputImage into FB mRenderTarget2
63 // mVertBlurTask renders mImageActorVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget
65 // Only this 2nd mode handles ActivateOnce
83 return Toolkit::GaussianBlurView::New();
86 TypeRegistration mType( typeid(Toolkit::GaussianBlurView), typeid(Toolkit::Control), Create );
89 const unsigned int GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
90 const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
91 const Pixel::Format GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
92 const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH = 1.0f; // default, fully blurred
93 const std::string GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME("GaussianBlurStrengthPropertyName");
94 const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
95 const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
97 const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
99 const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE =
100 "uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n"
101 "uniform mediump float uSampleWeights[NUM_SAMPLES];\n"
105 " mediump vec4 col;\n"
106 " col = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y) + uSampleOffsets[0]) * uSampleWeights[0]; \n"
107 " for (int i=1; i<NUM_SAMPLES; ++i) \n"
109 " col += texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y) + uSampleOffsets[i]) * uSampleWeights[i]; \n"
111 " gl_FragColor = col;\n"
117 GaussianBlurView::GaussianBlurView()
118 : Control( CONTROL_BEHAVIOUR_NONE )
119 , mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
120 , mBlurBellCurveWidth( 0.001f )
121 , mPixelFormat(GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
122 , mDownsampleWidthScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE)
123 , mDownsampleHeightScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE)
124 , mDownsampledWidth( 0.0f )
125 , mDownsampledHeight( 0.0f )
126 , mBlurUserImage( false )
127 , mRenderOnce( false )
128 , mBackgroundColor( Color::BLACK )
129 , mTargetSize(Vector2::ZERO)
130 , mLastSize(Vector2::ZERO)
131 , mChildrenRoot(Actor::New())
132 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
134 SetBlurBellCurveWidth(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH);
137 GaussianBlurView::GaussianBlurView( const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
138 const float downsampleWidthScale, const float downsampleHeightScale,
140 : Control( CONTROL_BEHAVIOUR_NONE )
141 , mNumSamples(numSamples)
142 , mBlurBellCurveWidth( 0.001f )
143 , mPixelFormat(renderTargetPixelFormat)
144 , mDownsampleWidthScale(downsampleWidthScale)
145 , mDownsampleHeightScale(downsampleHeightScale)
146 , mDownsampledWidth( 0.0f )
147 , mDownsampledHeight( 0.0f )
148 , mBlurUserImage( blurUserImage )
149 , mRenderOnce( false )
150 , mBackgroundColor( Color::BLACK )
151 , mTargetSize(Vector2::ZERO)
152 , mLastSize(Vector2::ZERO)
153 , mChildrenRoot(Actor::New())
154 , mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
156 SetBlurBellCurveWidth(blurBellCurveWidth);
159 GaussianBlurView::~GaussianBlurView()
164 Toolkit::GaussianBlurView GaussianBlurView::New()
166 GaussianBlurView* impl = new GaussianBlurView();
168 Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
170 // Second-phase init of the implementation
171 // This can only be done after the CustomActor connection has been made...
177 Toolkit::GaussianBlurView GaussianBlurView::New(const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
178 const float downsampleWidthScale, const float downsampleHeightScale,
181 GaussianBlurView* impl = new GaussianBlurView( numSamples, blurBellCurveWidth, renderTargetPixelFormat,
182 downsampleWidthScale, downsampleHeightScale,
185 Dali::Toolkit::GaussianBlurView handle = Dali::Toolkit::GaussianBlurView( *impl );
187 // Second-phase init of the implementation
188 // This can only be done after the CustomActor connection has been made...
194 /////////////////////////////////////////////////////////////
195 // 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
196 // 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.
197 void GaussianBlurView::Add(Actor child)
199 mChildrenRoot.Add(child);
202 void GaussianBlurView::Remove(Actor child)
204 mChildrenRoot.Remove(child);
207 void GaussianBlurView::SetUserImageAndOutputRenderTarget(Image inputImage, FrameBufferImage outputRenderTarget)
209 // can only do this if the GaussianBlurView object was created with this parameter set
210 DALI_ASSERT_ALWAYS(mBlurUserImage);
212 mUserInputImage = inputImage;
213 mImageActorHorizBlur.SetImage( mUserInputImage );
215 mUserOutputRenderTarget = outputRenderTarget;
218 FrameBufferImage GaussianBlurView::GetBlurredRenderTarget() const
220 if(!mUserOutputRenderTarget)
222 return mRenderTargetForRenderingChildren;
225 return mUserOutputRenderTarget;
228 void GaussianBlurView::SetBackgroundColor( const Vector4& color )
230 mBackgroundColor = color;
233 Vector4 GaussianBlurView::GetBackgroundColor() const
235 return mBackgroundColor;
238 ///////////////////////////////////////////////////////////
244 * EqualToConstraintFloat
246 * f(current, property) = property
248 struct EqualToConstraintFloat
250 EqualToConstraintFloat(){}
252 float operator()(const float current, const PropertyInput& property) {return property.GetFloat();}
255 void GaussianBlurView::OnInitialize()
257 // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
258 mChildrenRoot.SetParentOrigin(ParentOrigin::CENTER);
259 mChildrenRoot.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // same size as GaussianBlurView object
262 //////////////////////////////////////////////////////
266 std::ostringstream horizFragmentShaderStringStream;
267 horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
268 horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
269 mHorizBlurShader = ShaderEffect::New( "", horizFragmentShaderStringStream.str() );
271 std::ostringstream vertFragmentShaderStringStream;
272 vertFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
273 vertFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
274 mVertBlurShader = ShaderEffect::New( "", vertFragmentShaderStringStream.str() );
277 //////////////////////////////////////////////////////
280 // Create an ImageActor for performing a horizontal blur on the texture
281 mImageActorHorizBlur = ImageActor::New();
282 mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
283 mImageActorHorizBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
284 mImageActorHorizBlur.SetShaderEffect( mHorizBlurShader );
286 // Create an ImageActor for performing a vertical blur on the texture
287 mImageActorVertBlur = ImageActor::New();
288 mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER);
289 mImageActorVertBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
290 mImageActorVertBlur.SetShaderEffect( mVertBlurShader );
292 // Register a property that the user can control to fade the blur in / out via the GaussianBlurView object
293 mBlurStrengthPropertyIndex = Self().RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
295 // Create an ImageActor for compositing the blur and the original child actors render
298 mImageActorComposite = ImageActor::New();
299 mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER);
300 mImageActorComposite.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // same size as GaussianBlurView object
301 mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
302 mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
304 Constraint blurStrengthConstraint = Constraint::New<float>( Actor::COLOR_ALPHA, ParentSource(mBlurStrengthPropertyIndex), EqualToConstraintFloat());
305 mImageActorComposite.ApplyConstraint(blurStrengthConstraint);
307 // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
308 mTargetActor = ImageActor::New();
309 mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
310 mTargetActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // same size as GaussianBlurView object
311 mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
314 //////////////////////////////////////////////////////
315 // Create cameras for the renders corresponding to the view size
316 mRenderFullSizeCamera = CameraActor::New();
317 mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
320 //////////////////////////////////////////////////////
321 // Connect to actor tree
322 Self().Add( mImageActorComposite );
323 Self().Add( mTargetActor );
324 Self().Add( mRenderFullSizeCamera );
328 //////////////////////////////////////////////////////
329 // Create camera for the renders corresponding to the (potentially downsampled) render targets' size
330 mRenderDownsampledCamera = CameraActor::New();
331 mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
334 //////////////////////////////////////////////////////
335 // Connect to actor tree
336 Self().Add( mChildrenRoot );
337 Self().Add( mImageActorHorizBlur );
338 Self().Add( mImageActorVertBlur );
339 Self().Add( mRenderDownsampledCamera );
344 * ZrelativeToYconstraint
346 * f(current, property, scale) = Vector3(current.x, current.y, property.y * scale)
348 struct ZrelativeToYconstraint
350 ZrelativeToYconstraint( float scale )
354 Vector3 operator()(const Vector3& current,
355 const PropertyInput& property)
361 v.z = property.GetVector3().y * mScale;
369 void GaussianBlurView::OnControlSizeSet(const Vector3& targetSize)
371 mTargetSize = Vector2(targetSize);
373 // if we are already on stage, need to update render target sizes now to reflect the new size of this actor
380 void GaussianBlurView::AllocateResources()
382 // size of render targets etc is based on the size of this actor, ignoring z
383 if(mTargetSize != mLastSize)
385 mLastSize = mTargetSize;
387 // get size of downsampled render targets
388 mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale;
389 mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale;
391 // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size
392 mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
393 // 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
394 mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
395 mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
396 mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
397 // Point the camera back into the scene
398 mRenderDownsampledCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
400 mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
402 // setup for normal operation
405 // Create and place a camera for the children render, corresponding to its render target size
406 mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
407 // 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
408 mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
409 mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
410 mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
411 // Point the camera back into the scene
412 mRenderFullSizeCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
414 float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
415 mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
417 // Children render camera must move when GaussianBlurView object is resized. This is since we cannot change render target size - so we need to remap the child actors' rendering
418 // accordingly so they still exactly fill the render target. Note that this means the effective resolution of the child render changes as the GaussianBlurView object changes
419 // size, this is the trade off for not being able to modify render target size
420 // Change camera z position based on GaussianBlurView actor height
421 mRenderFullSizeCamera.RemoveConstraints();
422 mRenderFullSizeCamera.ApplyConstraint( Constraint::New<Vector3>( Actor::POSITION, ParentSource( Actor::SIZE ), ZrelativeToYconstraint(cameraPosConstraintScale) ) );
424 // create offscreen buffer of new size to render our child actors to
425 mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::Unused );
427 // Set ImageActor for performing a horizontal blur on the texture
428 mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren );
430 // Create offscreen buffer for vert blur pass
431 mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::Unused );
433 // use the completed blur in the first buffer and composite with the original child actors render
434 mImageActorComposite.SetImage( mRenderTarget1 );
436 // set up target actor for rendering result, i.e. the blurred image
437 mTargetActor.SetImage(mRenderTargetForRenderingChildren);
440 // Create offscreen buffer for horiz blur pass
441 mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::Unused );
443 // size needs to match render target
444 mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
446 // size needs to match render target
447 mImageActorVertBlur.SetImage( mRenderTarget2 );
448 mImageActorVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
450 // set gaussian blur up for new sized render targets
451 SetShaderConstants();
455 void GaussianBlurView::CreateRenderTasks()
457 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
461 // create render task to render our child actors to offscreen buffer
462 mRenderChildrenTask = taskList.CreateTask();
463 mRenderChildrenTask.SetSourceActor( mChildrenRoot );
464 mRenderChildrenTask.SetExclusive(true);
465 mRenderChildrenTask.SetInputEnabled( false );
466 mRenderChildrenTask.SetClearEnabled( true );
467 mRenderChildrenTask.SetClearColor( mBackgroundColor );
469 mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera);
470 mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
473 // perform a horizontal blur targeting the second buffer
474 mHorizBlurTask = taskList.CreateTask();
475 mHorizBlurTask.SetSourceActor( mImageActorHorizBlur );
476 mHorizBlurTask.SetExclusive(true);
477 mHorizBlurTask.SetInputEnabled( false );
478 mHorizBlurTask.SetClearEnabled( true );
479 mHorizBlurTask.SetClearColor( mBackgroundColor );
480 if( mRenderOnce && mBlurUserImage )
482 mHorizBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
485 // use the second buffer and perform a horizontal blur targeting the first buffer
486 mVertBlurTask = taskList.CreateTask();
487 mVertBlurTask.SetSourceActor( mImageActorVertBlur );
488 mVertBlurTask.SetExclusive(true);
489 mVertBlurTask.SetInputEnabled( false );
490 mVertBlurTask.SetClearEnabled( true );
491 mVertBlurTask.SetClearColor( mBackgroundColor );
492 if( mRenderOnce && mBlurUserImage )
494 mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
495 mVertBlurTask.FinishedSignal().Connect( this, &GaussianBlurView::OnRenderTaskFinished );
498 // use the completed blur in the first buffer and composite with the original child actors render
501 mCompositeTask = taskList.CreateTask();
502 mCompositeTask.SetSourceActor( mImageActorComposite );
503 mCompositeTask.SetExclusive(true);
504 mCompositeTask.SetInputEnabled( false );
506 mCompositeTask.SetCameraActor(mRenderFullSizeCamera);
507 mCompositeTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren );
510 mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera);
511 mVertBlurTask.SetCameraActor(mRenderDownsampledCamera);
513 mHorizBlurTask.SetTargetFrameBuffer( mRenderTarget2 );
514 if(mUserOutputRenderTarget)
516 mVertBlurTask.SetTargetFrameBuffer( mUserOutputRenderTarget );
520 mVertBlurTask.SetTargetFrameBuffer( mRenderTarget1 );
524 void GaussianBlurView::RemoveRenderTasks()
526 RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
528 taskList.RemoveTask(mRenderChildrenTask);
529 taskList.RemoveTask(mHorizBlurTask);
530 taskList.RemoveTask(mVertBlurTask);
531 taskList.RemoveTask(mCompositeTask);
534 void GaussianBlurView::OnStageDisconnection()
536 // TODO: can't call this here, since SetImage() calls fails similarly to above
537 // 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()
541 void GaussianBlurView::OnControlStageConnection()
543 // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
544 // 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()
548 void GaussianBlurView::Activate()
550 // make sure resources are allocated and start the render tasks processing
555 void GaussianBlurView::ActivateOnce()
557 DALI_ASSERT_ALWAYS(mBlurUserImage); // Only works with blurring image mode.
562 void GaussianBlurView::Deactivate()
564 // stop render tasks processing
565 // Note: render target resources are automatically freed since we set the Image::Unused flag
570 void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth)
572 // a value of zero leads to undefined Gaussian weights, do not allow user to do this
573 mBlurBellCurveWidth = std::max( blurBellCurveWidth, 0.001f );
576 float GaussianBlurView::CalcGaussianWeight(float x)
578 return (1.0f / sqrt(2.0f * Math::PI * mBlurBellCurveWidth)) * exp(-(x * x) / (2.0f * mBlurBellCurveWidth * mBlurBellCurveWidth));
581 void GaussianBlurView::SetShaderConstants()
586 float w, totalWeights;
589 uvOffsets = new Vector2[mNumSamples + 1];
590 weights = new float[mNumSamples + 1];
592 totalWeights = weights[0] = CalcGaussianWeight(0);
593 uvOffsets[0].x = 0.0f;
594 uvOffsets[0].y = 0.0f;
596 for(i=0; i<mNumSamples >> 1; i++)
598 w = CalcGaussianWeight((float)(i + 1));
599 weights[(i << 1) + 1] = w;
600 weights[(i << 1) + 2] = w;
601 totalWeights += w * 2.0f;
603 // offset texture lookup to between texels, that way the bilinear filter in the texture hardware will average two samples with one lookup
604 ofs = ((float)(i << 1)) + 1.5f;
606 // get offsets from units of pixels into uv coordinates in [0..1]
607 float ofsX = ofs / mDownsampledWidth;
608 float ofsY = ofs / mDownsampledHeight;
609 uvOffsets[(i << 1) + 1].x = ofsX;
610 uvOffsets[(i << 1) + 1].y = ofsY;
612 uvOffsets[(i << 1) + 2].x = -ofsX;
613 uvOffsets[(i << 1) + 2].y = -ofsY;
616 for(i=0; i<mNumSamples; i++)
618 weights[i] /= totalWeights;
621 // set shader constants
622 Vector2 xAxis(1.0f, 0.0f);
623 Vector2 yAxis(0.0f, 1.0f);
624 for (i = 0; i < mNumSamples; ++i )
626 mHorizBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
627 mHorizBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] );
629 mVertBlurShader.SetUniform( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
630 mVertBlurShader.SetUniform( GetSampleWeightsPropertyName( i ), weights[ i ] );
637 std::string GaussianBlurView::GetSampleOffsetsPropertyName( unsigned int index ) const
639 DALI_ASSERT_ALWAYS( index < mNumSamples );
641 std::ostringstream oss;
642 oss << "uSampleOffsets[" << index << "]";
646 std::string GaussianBlurView::GetSampleWeightsPropertyName( unsigned int index ) const
648 DALI_ASSERT_ALWAYS( index < mNumSamples );
650 std::ostringstream oss;
651 oss << "uSampleWeights[" << index << "]";
655 Dali::Toolkit::GaussianBlurView::GaussianBlurViewSignal& GaussianBlurView::FinishedSignal()
657 return mFinishedSignal;
660 void GaussianBlurView::OnRenderTaskFinished(Dali::RenderTask& renderTask)
662 Toolkit::GaussianBlurView handle( GetOwner() );
663 mFinishedSignal.Emit( handle );
666 } // namespace Internal
667 } // namespace Toolkit