#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/common/stage.h>
-#include <dali/public-api/object/property-map.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
mUserInputImage = inputImage;
mImageViewHorizBlur.SetImage( mUserInputImage );
+ mImageViewHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader );
mUserOutputRenderTarget = outputRenderTarget;
}
std::ostringstream horizFragmentShaderStringStream;
horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
- Property::Map customShader;
- customShader[ "fragmentShader" ] = horizFragmentShaderStringStream.str();
- Property::Map rendererMap;
- rendererMap.Insert( "rendererType", "image" );
- rendererMap.Insert( "shader", customShader );
+ Property::Map source;
+ source[ "fragmentShader" ] = horizFragmentShaderStringStream.str();
+ mCustomShader["shader"] = source;
//////////////////////////////////////////////////////
// Create actors
// Create an image view for performing a horizontal blur on the texture
mImageViewHorizBlur = Toolkit::ImageView::New();
mImageViewHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
- mImageViewHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
// Create an image view for performing a vertical blur on the texture
mImageViewVertBlur = Toolkit::ImageView::New();
mImageViewVertBlur.SetParentOrigin(ParentOrigin::CENTER);
- mImageViewVertBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
// Register a property that the user can control to fade the blur in / out via the GaussianBlurView object
Actor self = Self();
// Set image view for performing a horizontal blur on the texture
mImageViewHorizBlur.SetImage( mRenderTargetForRenderingChildren );
+ mImageViewHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader );
// Create offscreen buffer for vert blur pass
mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
// size needs to match render target
mImageViewVertBlur.SetImage( mRenderTarget2 );
+ mImageViewVertBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader );
mImageViewVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
// set gaussian blur up for new sized render targets