#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/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/integration-api/debug.h>
// pixel format / size - set from JSON
// 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
// default near clip value
-// mChildrenRoot Add()/Remove() overloads - better solution
// Manager object - re-use render targets if there are multiple GaussianBlurViews created
// 2 modes:
// 1st mode, this control has a tree of actors (use Add() to add children) that are rendered and blurred.
// mRenderChildrenTask renders children to FB mRenderTargetForRenderingChildren
-// mHorizBlurTask renders mImageActorHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2
-// mVertBlurTask renders mImageActorVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1
-// mCompositeTask renders mImageActorComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren
+// mHorizBlurTask renders mImageViewHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2
+// mVertBlurTask renders mImageViewVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1
+// mCompositeTask renders mImageViewComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren
//
// 2nd mode, an image is blurred and rendered to a supplied target framebuffer
-// mHorizBlurTask renders mImageActorHorizBlur Actor showing mUserInputImage into FB mRenderTarget2
-// mVertBlurTask renders mImageActorVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget
+// mHorizBlurTask renders mImageViewHorizBlur Actor showing mUserInputImage into FB mRenderTarget2
+// mVertBlurTask renders mImageViewVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget
//
// Only this 2nd mode handles ActivateOnce
, mTargetSize(Vector2::ZERO)
, mLastSize(Vector2::ZERO)
, mChildrenRoot(Actor::New())
+ , mInternalRoot(Actor::New())
, mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
, mActivated( false )
{
, mTargetSize(Vector2::ZERO)
, mLastSize(Vector2::ZERO)
, mChildrenRoot(Actor::New())
+ , mInternalRoot(Actor::New())
, mBlurStrengthPropertyIndex(Property::INVALID_INDEX)
, mActivated( false )
{
/////////////////////////////////////////////////////////////
// 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
-// 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.
+// DEPRECATED: overloading Actor::Add()/Remove() not nice since breaks polymorphism. Need another method to pass ownership of added child actors to our internal actor root.
void GaussianBlurView::Add(Actor child)
{
mChildrenRoot.Add(child);
DALI_ASSERT_ALWAYS(mBlurUserImage);
mUserInputImage = inputImage;
- mImageActorHorizBlur.SetImage( mUserInputImage );
+ mImageViewHorizBlur.SetImage( mUserInputImage );
mUserOutputRenderTarget = outputRenderTarget;
}
{
// root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
mChildrenRoot.SetParentOrigin(ParentOrigin::CENTER);
+ mInternalRoot.SetParentOrigin(ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Create shaders
Property::Map customShader;
customShader[ "fragmentShader" ] = horizFragmentShaderStringStream.str();
Property::Map rendererMap;
- rendererMap.Insert( "rendererType", "imageRenderer" );
+ rendererMap.Insert( "rendererType", "image" );
rendererMap.Insert( "shader", customShader );
//////////////////////////////////////////////////////
// Create actors
- // Create an ImageActor for performing a horizontal blur on the texture
- mImageActorHorizBlur = Toolkit::ImageView::New();
- mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
- mImageActorHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
+ // 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 ImageActor for performing a vertical blur on the texture
- mImageActorVertBlur = Toolkit::ImageView::New();
- mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER);
- mImageActorVertBlur.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
- mBlurStrengthPropertyIndex = Self().RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
+ Actor self = Self();
+ mBlurStrengthPropertyIndex = self.RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
- // Create an ImageActor for compositing the blur and the original child actors render
+ // Create an image view for compositing the blur and the original child actors render
if(!mBlurUserImage)
{
- mImageActorComposite = Toolkit::ImageView::New();
- mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER);
- mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
+ mImageViewComposite = Toolkit::ImageView::New();
+ mImageViewComposite.SetParentOrigin(ParentOrigin::CENTER);
+ mImageViewComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
- Constraint blurStrengthConstraint = Constraint::New<float>( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
- blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) );
+ Constraint blurStrengthConstraint = Constraint::New<float>( mImageViewComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
+ blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) );
blurStrengthConstraint.Apply();
- // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
+ // Create an image view for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
mTargetActor = Toolkit::ImageView::New();
mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Connect to actor tree
- Self().Add( mImageActorComposite );
- Self().Add( mTargetActor );
- Self().Add( mRenderFullSizeCamera );
+ mInternalRoot.Add( mImageViewComposite );
+ mInternalRoot.Add( mTargetActor );
+ mInternalRoot.Add( mRenderFullSizeCamera );
}
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
- Self().Add( mImageActorHorizBlur );
- Self().Add( mImageActorVertBlur );
- Self().Add( mRenderDownsampledCamera );
+ Self().Add( mInternalRoot );
+ mInternalRoot.Add( mImageViewHorizBlur );
+ mInternalRoot.Add( mImageViewVertBlur );
+ mInternalRoot.Add( mRenderDownsampledCamera );
}
void GaussianBlurView::OnSizeSet(const Vector3& targetSize)
{
+ Control::OnSizeSet( targetSize );
+
mTargetSize = Vector2(targetSize);
mChildrenRoot.SetSize(targetSize);
if( !mBlurUserImage )
{
- mImageActorComposite.SetSize(targetSize);
+ mImageViewComposite.SetSize(targetSize);
mTargetActor.SetSize(targetSize);
// 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
}
}
+void GaussianBlurView::OnChildAdd( Actor& child )
+{
+ Control::OnChildAdd( child );
+
+ if( child != mChildrenRoot && child != mInternalRoot)
+ {
+ mChildrenRoot.Add( child );
+ }
+}
+
+void GaussianBlurView::OnChildRemove( Actor& child )
+{
+ mChildrenRoot.Remove( child );
+
+ Control::OnChildRemove( child );
+}
+
void GaussianBlurView::AllocateResources()
{
// size of render targets etc is based on the size of this actor, ignoring z
// create offscreen buffer of new size to render our child actors to
mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
- // Set ImageActor for performing a horizontal blur on the texture
- mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren );
+ // Set image view for performing a horizontal blur on the texture
+ mImageViewHorizBlur.SetImage( mRenderTargetForRenderingChildren );
// Create offscreen buffer for vert blur pass
mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
// use the completed blur in the first buffer and composite with the original child actors render
- mImageActorComposite.SetImage( mRenderTarget1 );
+ mImageViewComposite.SetImage( mRenderTarget1 );
// set up target actor for rendering result, i.e. the blurred image
mTargetActor.SetImage(mRenderTargetForRenderingChildren);
mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat );
// size needs to match render target
- mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
+ mImageViewHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
// size needs to match render target
- mImageActorVertBlur.SetImage( mRenderTarget2 );
- mImageActorVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
+ mImageViewVertBlur.SetImage( mRenderTarget2 );
+ mImageViewVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight);
// set gaussian blur up for new sized render targets
SetShaderConstants();
// perform a horizontal blur targeting the second buffer
mHorizBlurTask = taskList.CreateTask();
- mHorizBlurTask.SetSourceActor( mImageActorHorizBlur );
+ mHorizBlurTask.SetSourceActor( mImageViewHorizBlur );
mHorizBlurTask.SetExclusive(true);
mHorizBlurTask.SetInputEnabled( false );
mHorizBlurTask.SetClearEnabled( true );
// use the second buffer and perform a horizontal blur targeting the first buffer
mVertBlurTask = taskList.CreateTask();
- mVertBlurTask.SetSourceActor( mImageActorVertBlur );
+ mVertBlurTask.SetSourceActor( mImageViewVertBlur );
mVertBlurTask.SetExclusive(true);
mVertBlurTask.SetInputEnabled( false );
mVertBlurTask.SetClearEnabled( true );
if(!mBlurUserImage)
{
mCompositeTask = taskList.CreateTask();
- mCompositeTask.SetSourceActor( mImageActorComposite );
+ mCompositeTask.SetSourceActor( mImageViewComposite );
mCompositeTask.SetExclusive(true);
mCompositeTask.SetInputEnabled( false );
Vector2 yAxis(0.0f, 1.0f);
for (i = 0; i < mNumSamples; ++i )
{
- mImageActorHorizBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
- mImageActorHorizBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
+ mImageViewHorizBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis );
+ mImageViewHorizBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
- mImageActorVertBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
- mImageActorVertBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
+ mImageViewVertBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis );
+ mImageViewVertBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] );
}
delete[] uvOffsets;