#include <dali/integration-api/debug.h>
// INTERNAL_INCLUDES
-#include <dali-toolkit/internal/visuals/visual-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
namespace //Unnamed namespace
{
DALI_ASSERT_ALWAYS( mBlurLevels > 0 && " Minimal blur level is one, otherwise no blur is needed" );
mGaussianBlurView.assign( blurLevels, Toolkit::GaussianBlurView() );
mBlurredImage.assign( blurLevels, FrameBufferImage() );
- mRenderers.assign( blurLevels+1, Toolkit::Visual() );
+ mVisuals.assign( blurLevels+1, Toolkit::Visual::Base() );
}
SuperBlurView::~SuperBlurView()
mInputImage = inputImage;
Actor self( Self() );
- InitializeVisual( self, mRenderers[0], mInputImage );
- mRenderers[0].SetDepthIndex(0);
- SetShaderEffect( mRenderers[0] );
+ InitializeVisual( self, mVisuals[0], mInputImage );
+ mVisuals[0].SetDepthIndex(0);
+ SetShaderEffect( mVisuals[0] );
if( self.OnStage() )
{
- mRenderers[0].SetOnStage( self );
+ mVisuals[0].SetOnStage( self );
}
BlurImage( 0, inputImage);
mResourcesCleared = true;
}
}
-void SuperBlurView::SetShaderEffect( Toolkit::Visual& renderer )
+void SuperBlurView::SetShaderEffect( Toolkit::Visual::Base& visual )
{
Property::Map shaderMap;
std::stringstream verterShaderString;
shaderMap[ "fragmentShader" ] = FRAGMENT_SHADER;
- Internal::Visual& rendererImpl = GetImplementation( renderer );
+ Internal::Visual::Base& rendererImpl = Toolkit::GetImplementation( visual );
rendererImpl.SetCustomShader( shaderMap );
}
{
mTargetSize = Vector2(targetSize);
- Toolkit::VisualFactory rendererFactory = Toolkit::VisualFactory::Get();
Actor self = Self();
for( unsigned int i = 1; i <= mBlurLevels; i++ )
{
float exponent = static_cast<float>(i);
mBlurredImage[i-1] = FrameBufferImage::New( mTargetSize.width/std::pow(2.f,exponent) , mTargetSize.height/std::pow(2.f,exponent),
GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT, Dali::Image::NEVER );
- InitializeVisual( self, mRenderers[i], mBlurredImage[i - 1] );
- mRenderers[ i ].SetDepthIndex( i );
- SetShaderEffect( mRenderers[ i ] );
+ InitializeVisual( self, mVisuals[i], mBlurredImage[i - 1] );
+ mVisuals[ i ].SetDepthIndex( i );
+ SetShaderEffect( mVisuals[ i ] );
}
if( mInputImage )
{
for( unsigned int i = 1; i <= mBlurLevels; i++ )
{
- mRenderers[i].SetOnStage( self );
+ mVisuals[i].SetOnStage( self );
}
}
}
}
Actor self = Self();
- if( mRenderers[0] )
+ if( mVisuals[0] )
{
- mRenderers[0].SetOnStage( self );
+ mVisuals[0].SetOnStage( self );
}
for(unsigned int i=1; i<=mBlurLevels;i++)
{
- if( mRenderers[i] )
+ if( mVisuals[i] )
{
- mRenderers[i].SetOnStage( self );
+ mVisuals[i].SetOnStage( self );
}
Renderer renderer = self.GetRendererAt( i );
Actor self = Self();
for(unsigned int i=0; i<mBlurLevels+1;i++)
{
- mRenderers[i].SetOffStage( self );
+ mVisuals[i].SetOffStage( self );
}
Control::OnStageDisconnection();