X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbloom-view%2Fbloom-view-impl.cpp;h=7ae0880e6df9bde963b83f40c9d3c1850a3b06d9;hp=22a131d5bb1f168c286c2a61e6b1d2cc0b2705a8;hb=8a647e87a01c5c78451653c1264a9eea81ac9b20;hpb=2071317d301e9d5af326a3a2efcd2996263fbead diff --git a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp index 22a131d..7ae0880 100644 --- a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp +++ b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -23,15 +23,19 @@ #include #include #include -#include +#include +#include #include -#include +#include #include +#include // INTERNAL INCLUDES -#include -#include -#include "../gaussian-blur-view/gaussian-blur-view-impl.h" +#include +#include +#include +#include +#include namespace Dali { @@ -87,17 +91,25 @@ const char* const IMAGE_SATURATION_PROPERTY_NAME = "uImageSaturation"; // const char* const BLOOM_EXTRACT_FRAGMENT_SOURCE = - "uniform float uBloomThreshold;\n" - "uniform float uRecipOneMinusBloomThreshold;\n" + "varying mediump vec2 vTexCoord;\n" + "uniform sampler2D sTexture;\n" + "uniform lowp vec4 uColor;\n" + "uniform mediump float uBloomThreshold;\n" + "uniform mediump float uRecipOneMinusBloomThreshold;\n" "void main()\n" "{\n" " mediump vec4 col;\n" - " col = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y));\n" + " col = texture2D(sTexture, vTexCoord);\n" " col = (col - uBloomThreshold) * uRecipOneMinusBloomThreshold;\n" // remove intensities lower than the thresold and remap intensities above the threshold to [0..1] " gl_FragColor = clamp(col, 0.0, 1.0);\n" "}\n"; const char* const COMPOSITE_FRAGMENT_SOURCE = + "precision mediump float;\n" + "varying mediump vec2 vTexCoord;\n" + "uniform sampler2D sTexture;\n" + "uniform sampler2D sEffect;\n" + "uniform lowp vec4 uColor;\n" "uniform float uBloomIntensity;\n" "uniform float uImageIntensity;\n" "uniform float uBloomSaturation;\n" @@ -113,8 +125,8 @@ const char* const COMPOSITE_FRAGMENT_SOURCE = "{\n" " mediump vec4 image;\n" " mediump vec4 bloom;\n" - " image = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y));\n" - " bloom = texture2D(sEffect, vec2(vTexCoord.x, vTexCoord.y));\n" + " image = texture2D(sTexture, vTexCoord);\n" + " bloom = texture2D(sEffect, vTexCoord);\n" " image = ChangeSaturation(image, uImageSaturation) * uImageIntensity;\n" " bloom = ChangeSaturation(bloom, uBloomSaturation) * uBloomIntensity;\n" " image *= 1.0 - clamp(bloom, 0.0, 1.0);\n" // darken base where bloom is strong, to prevent excessive burn-out of result @@ -126,45 +138,53 @@ const char* const COMPOSITE_FRAGMENT_SOURCE = BloomView::BloomView() - : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ) - , mBlurNumSamples(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES) - , mBlurBellCurveWidth(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH) - , mPixelFormat(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT) - , mDownsampleWidthScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE) - , mDownsampleHeightScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE) - , mDownsampledWidth( 0.0f ) - , mDownsampledHeight( 0.0f ) - , mTargetSize(Vector2::ZERO) - , mLastSize(Vector2::ZERO) - , mChildrenRoot(Actor::New()) - , mBloomThresholdPropertyIndex(Property::INVALID_INDEX) - , mBlurStrengthPropertyIndex(Property::INVALID_INDEX) - , mBloomIntensityPropertyIndex(Property::INVALID_INDEX) - , mBloomSaturationPropertyIndex(Property::INVALID_INDEX) - , mImageIntensityPropertyIndex(Property::INVALID_INDEX) - , mImageSaturationPropertyIndex(Property::INVALID_INDEX) +: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ), + mBlurNumSamples(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES), + mBlurBellCurveWidth(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH), + mPixelFormat(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT), + mDownsampleWidthScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE), + mDownsampleHeightScale(BLOOM_GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE), + mDownsampledWidth( 0.0f ), + mDownsampledHeight( 0.0f ), + mTargetSize(Vector2::ZERO), + mLastSize(Vector2::ZERO), + mChildrenRoot(Actor::New()), + mInternalRoot(Actor::New() ), + mBloomThresholdPropertyIndex(Property::INVALID_INDEX), + mBlurStrengthPropertyIndex(Property::INVALID_INDEX), + mBloomIntensityPropertyIndex(Property::INVALID_INDEX), + mBloomSaturationPropertyIndex(Property::INVALID_INDEX), + mImageIntensityPropertyIndex(Property::INVALID_INDEX), + mImageSaturationPropertyIndex(Property::INVALID_INDEX), + mActivated( false ) { + DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) { + return std::unique_ptr< Dali::Accessibility::Accessible >( + new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::ANIMATION ) ); + } ); } BloomView::BloomView( const unsigned int blurNumSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat, const float downsampleWidthScale, const float downsampleHeightScale) - : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ) - , mBlurNumSamples(blurNumSamples) - , mBlurBellCurveWidth(blurBellCurveWidth) - , mPixelFormat(renderTargetPixelFormat) - , mDownsampleWidthScale(downsampleWidthScale) - , mDownsampleHeightScale(downsampleHeightScale) - , mDownsampledWidth( 0.0f ) - , mDownsampledHeight( 0.0f ) - , mTargetSize(Vector2::ZERO) - , mLastSize(Vector2::ZERO) - , mChildrenRoot(Actor::New()) - , mBloomThresholdPropertyIndex(Property::INVALID_INDEX) - , mBlurStrengthPropertyIndex(Property::INVALID_INDEX) - , mBloomIntensityPropertyIndex(Property::INVALID_INDEX) - , mBloomSaturationPropertyIndex(Property::INVALID_INDEX) - , mImageIntensityPropertyIndex(Property::INVALID_INDEX) - , mImageSaturationPropertyIndex(Property::INVALID_INDEX) +: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ), + mBlurNumSamples(blurNumSamples), + mBlurBellCurveWidth(blurBellCurveWidth), + mPixelFormat(renderTargetPixelFormat), + mDownsampleWidthScale(downsampleWidthScale), + mDownsampleHeightScale(downsampleHeightScale), + mDownsampledWidth( 0.0f ), + mDownsampledHeight( 0.0f ), + mTargetSize(Vector2::ZERO), + mLastSize(Vector2::ZERO), + mChildrenRoot(Actor::New()), + mInternalRoot(Actor::New()), + mBloomThresholdPropertyIndex(Property::INVALID_INDEX), + mBlurStrengthPropertyIndex(Property::INVALID_INDEX), + mBloomIntensityPropertyIndex(Property::INVALID_INDEX), + mBloomSaturationPropertyIndex(Property::INVALID_INDEX), + mImageIntensityPropertyIndex(Property::INVALID_INDEX), + mImageSaturationPropertyIndex(Property::INVALID_INDEX), + mActivated( false ) { } @@ -199,24 +219,6 @@ Toolkit::BloomView BloomView::New(const unsigned int blurNumSamples, const float return handle; } -///////////////////////////////////////////////////////////// -// 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. -void BloomView::Add(Actor child) -{ - mChildrenRoot.Add(child); -} - -void BloomView::Remove(Actor child) -{ - mChildrenRoot.Remove(child); -} - - - - - - /////////////////////////////////////////////////////////// // // Private methods @@ -225,76 +227,64 @@ void BloomView::Remove(Actor child) void BloomView::OnInitialize() { // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task - mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION ); - - ////////////////////////////////////////////////////// - // Create shaders - - // Create shader used for extracting the bright parts of an image - mBloomExtractShader = ShaderEffect::New( "", BLOOM_EXTRACT_FRAGMENT_SOURCE ); - - // Create shader used to composite bloom and original image to output render target - mCompositeShader = ShaderEffect::New( "", COMPOSITE_FRAGMENT_SOURCE ); - + mChildrenRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); + mInternalRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); ////////////////////////////////////////////////////// // Create actors - // Create an ImageActor for rendering from the scene texture to the bloom texture - mBloomExtractImageActor = ImageActor::New(); - mBloomExtractImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION ); - mBloomExtractImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME - mBloomExtractImageActor.SetShaderEffect( mBloomExtractShader ); - - // Create an ImageActor for compositing the result (scene and bloom textures) to output - mCompositeImageActor = ImageActor::New(); - mCompositeImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION ); - mCompositeImageActor.SetShaderEffect( mCompositeShader ); - mCompositeImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME + // Create an image view for rendering from the scene texture to the bloom texture + mBloomExtractActor = Actor::New(); + mBloomExtractActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); - // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task - mTargetImageActor = ImageActor::New(); - mTargetImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION ); - mTargetImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME + // Create an image view for compositing the result (scene and bloom textures) to output + mCompositeActor = Actor::New(); + mCompositeActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); + // 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 = Actor::New(); + mTargetActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); // Create the Gaussian Blur object + render tasks // 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 // render targets etc internally, so we make better use of resources // Note, this also internally creates the render tasks used by the Gaussian blur, this must occur after the bloom extraction and before the compositing mGaussianBlurView = Dali::Toolkit::GaussianBlurView::New(mBlurNumSamples, mBlurBellCurveWidth, mPixelFormat, mDownsampleWidthScale, mDownsampleHeightScale, true); - mGaussianBlurView.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION ); + mGaussianBlurView.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); ////////////////////////////////////////////////////// // Create cameras for the renders corresponding to the (potentially downsampled) render targets' size mRenderDownsampledCamera = CameraActor::New(); - mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER); + mRenderDownsampledCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER ); + mRenderDownsampledCamera.SetInvertYAxis( true ); mRenderFullSizeCamera = CameraActor::New(); - mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER); + mRenderFullSizeCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER ); + mRenderFullSizeCamera.SetInvertYAxis( true ); //////////////////////////////// // Connect to actor tree Self().Add( mChildrenRoot ); - Self().Add( mBloomExtractImageActor ); - Self().Add( mGaussianBlurView ); - Self().Add( mCompositeImageActor ); - Self().Add( mTargetImageActor ); - Self().Add( mRenderDownsampledCamera ); - Self().Add( mRenderFullSizeCamera ); + Self().Add( mInternalRoot ); + mInternalRoot.Add( mBloomExtractActor ); + mInternalRoot.Add( mGaussianBlurView ); + mInternalRoot.Add( mCompositeActor ); + mInternalRoot.Add( mTargetActor ); + mInternalRoot.Add( mRenderDownsampledCamera ); + mInternalRoot.Add( mRenderFullSizeCamera ); // bind properties for / set shader constants to defaults SetupProperties(); } -void BloomView::OnControlSizeSet(const Vector3& targetSize) +void BloomView::OnSizeSet(const Vector3& targetSize) { mTargetSize = Vector2(targetSize); - mChildrenRoot.SetSize(targetSize); - mCompositeImageActor.SetSize(targetSize); - mTargetImageActor.SetSize(targetSize); + mChildrenRoot.SetProperty( Actor::Property::SIZE, targetSize); + mCompositeActor.SetProperty( Actor::Property::SIZE, targetSize); + mTargetActor.SetProperty( Actor::Property::SIZE, targetSize); // Children render camera must move when GaussianBlurView object is // resized. This is since we cannot change render target size - so we need @@ -304,19 +294,39 @@ void BloomView::OnControlSizeSet(const Vector3& targetSize) // this is the trade off for not being able to modify render target size // Change camera z position based on GaussianBlurView actor height float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f); - mRenderFullSizeCamera.SetZ( mTargetSize.height * cameraPosConstraintScale); + mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale); - // if we are already on stage, need to update render target sizes now to reflect the new size of this actor - if(Self().OnStage()) + // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor + if(mActivated) + { + Deactivate(); + Activate(); + } + + Control::OnSizeSet( targetSize ); +} + +void BloomView::OnChildAdd( Actor& child ) +{ + if( child != mChildrenRoot && child != mInternalRoot) { - AllocateResources(); + mChildrenRoot.Add( child ); } + + Control::OnChildAdd( child ); +} + +void BloomView::OnChildRemove( Actor& child ) +{ + mChildrenRoot.Remove( child ); + + Control::OnChildRemove( child ); } void BloomView::AllocateResources() { // size of render targets etc is based on the size of this actor, ignoring z - if(mTargetSize != mLastSize) + if(mTargetSize != mLastSize || !mActivated) { mLastSize = mTargetSize; @@ -330,53 +340,71 @@ void BloomView::AllocateResources() // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW); - // 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 mRenderDownsampledCamera.SetNearClippingPlane(1.0f); mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight); mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor - mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))); + mRenderDownsampledCamera.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, ( ( mDownsampledHeight * 0.5f ) / tanf( ARBITRARY_FIELD_OF_VIEW * 0.5f ) ) ) ); // Create and place a camera for the children render, corresponding to its render target size mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW); - // 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 mRenderFullSizeCamera.SetNearClippingPlane(1.0f); mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height); mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f); - mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale); + mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale ) ); ////////////////////////////////////////////////////// // Pass size change onto GaussianBlurView, so it matches - mGaussianBlurView.SetSize(mTargetSize); + mGaussianBlurView.SetProperty( Actor::Property::SIZE, mTargetSize ); GetImpl(mGaussianBlurView).AllocateResources(); + mGaussianBlurView.SetProperty( Actor::Property::VISIBLE, true ); ////////////////////////////////////////////////////// // Create render targets // create off screen buffer of new size to render our child actors to - mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED ); - mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED ); - mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED); + mRenderTargetForRenderingChildren = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE ); + Texture textureForChildren = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) ); + mRenderTargetForRenderingChildren.AttachColorTexture( textureForChildren ); + + mBloomExtractTarget = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE ); + Texture texture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight) ); + mBloomExtractTarget.AttachColorTexture( texture ); + FrameBuffer blurExtractTarget = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE ); + texture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight) ); + blurExtractTarget.AttachColorTexture( texture ); + + mOutputRenderTarget = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE ); + Texture outputTexture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) ); + mOutputRenderTarget.AttachColorTexture( outputTexture ); ////////////////////////////////////////////////////// // Point actors and render tasks at new render targets - mBloomExtractImageActor.SetImage( mRenderTargetForRenderingChildren ); - mBloomExtractImageActor.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target + Renderer bloomRenderer = CreateRenderer( BASIC_VERTEX_SOURCE, BLOOM_EXTRACT_FRAGMENT_SOURCE ); + SetRendererTexture( bloomRenderer, mRenderTargetForRenderingChildren ); + mBloomExtractActor.AddRenderer( bloomRenderer ); + mBloomExtractActor.SetProperty( Actor::Property::SIZE, Vector2( mDownsampledWidth, mDownsampledHeight ) ); // size needs to match render target // set GaussianBlurView to blur our extracted bloom - mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBloomExtractTarget); + mGaussianBlurView.SetUserImageAndOutputRenderTarget( mBloomExtractTarget.GetColorTexture(), blurExtractTarget ); // use the completed blur in the first buffer and composite with the original child actors render - mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren ); - mCompositeShader.SetEffectImage( mBloomExtractTarget ); + Renderer compositeRenderer = CreateRenderer( BASIC_VERTEX_SOURCE, COMPOSITE_FRAGMENT_SOURCE ); + SetRendererTexture( compositeRenderer, mRenderTargetForRenderingChildren ); + TextureSet textureSet = compositeRenderer.GetTextures(); + textureSet.SetTexture( 0u, mRenderTargetForRenderingChildren.GetColorTexture() ); + textureSet.SetTexture( 1u, blurExtractTarget.GetColorTexture() ); + mCompositeActor.AddRenderer( compositeRenderer ); // set up target actor for rendering result, i.e. the blurred image - mTargetImageActor.SetImage(mOutputRenderTarget); + Renderer targetRenderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE ); + SetRendererTexture( targetRenderer, mOutputRenderTarget ); + mTargetActor.AddRenderer( targetRenderer ); } } @@ -390,31 +418,29 @@ void BloomView::CreateRenderTasks() mRenderChildrenTask.SetExclusive(true); mRenderChildrenTask.SetInputEnabled( false ); mRenderChildrenTask.SetClearEnabled( true ); + mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); // use camera that covers render target exactly + mRenderChildrenTask.SetFrameBuffer( mRenderTargetForRenderingChildren ); // 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. mBloomExtractTask = taskList.CreateTask(); - mBloomExtractTask.SetSourceActor( mBloomExtractImageActor ); + mBloomExtractTask.SetSourceActor( mBloomExtractActor ); mBloomExtractTask.SetExclusive(true); mBloomExtractTask.SetInputEnabled( false ); mBloomExtractTask.SetClearEnabled( true ); + mBloomExtractTask.SetCameraActor(mRenderDownsampledCamera); + mBloomExtractTask.SetFrameBuffer( mBloomExtractTarget ); // GaussianBlurView tasks must be created here, so they are executed in the correct order with respect to BloomView tasks GetImpl(mGaussianBlurView).CreateRenderTasks(); - // Use an image actor displaying the children render and composite it with the blurred bloom buffer, targeting the output + // Use an image view displaying the children render and composite it with the blurred bloom buffer, targeting the output mCompositeTask = taskList.CreateTask(); - mCompositeTask.SetSourceActor( mCompositeImageActor ); + mCompositeTask.SetSourceActor( mCompositeActor ); mCompositeTask.SetExclusive(true); mCompositeTask.SetInputEnabled( false ); mCompositeTask.SetClearEnabled( true ); - - mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); // use camera that covers render target exactly - mBloomExtractTask.SetCameraActor(mRenderDownsampledCamera); mCompositeTask.SetCameraActor(mRenderFullSizeCamera); - - mRenderChildrenTask.SetTargetFrameBuffer( mRenderTargetForRenderingChildren ); - mBloomExtractTask.SetTargetFrameBuffer( mBloomExtractTarget ); - mCompositeTask.SetTargetFrameBuffer( mOutputRenderTarget ); + mCompositeTask.SetFrameBuffer( mOutputRenderTarget ); } void BloomView::RemoveRenderTasks() @@ -429,25 +455,12 @@ void BloomView::RemoveRenderTasks() taskList.RemoveTask(mCompositeTask); } -void BloomView::OnStageDisconnection() -{ - // TODO: can't call this here, since SetImage() calls fails similarly to above - // 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() - //Deactivate(); -} - -void BloomView::OnControlStageConnection() -{ - // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet - // 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() - //Activate(); -} - void BloomView::Activate() { // make sure resources are allocated and start the render tasks processing AllocateResources(); CreateRenderTasks(); + mActivated = true; } void BloomView::Deactivate() @@ -455,6 +468,19 @@ void BloomView::Deactivate() // stop render tasks processing // Note: render target resources are automatically freed since we set the Image::Unused flag RemoveRenderTasks(); + + mRenderTargetForRenderingChildren.Reset(); + mBloomExtractTarget.Reset(); + mOutputRenderTarget.Reset(); + + // Reset children + mBloomExtractActor.RemoveRenderer( 0u ); + mTargetActor.RemoveRenderer( 0u ); + mCompositeActor.RemoveRenderer( 0u ); + + mGaussianBlurView.SetProperty( Actor::Property::VISIBLE, false ); + + mActivated = false; } /** @@ -483,19 +509,19 @@ void BloomView::SetupProperties() // bloom threshold // set defaults, makes sure properties are registered with shader - mBloomExtractShader.SetUniform( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT ); - mBloomExtractShader.SetUniform( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) ); + mBloomExtractActor.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT ); + mBloomExtractActor.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) ); // Register a property that the user can control to change the bloom threshold mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT); - Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractShader.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME); - Constraint bloomThresholdConstraint = Constraint::New( mBloomExtractShader, shaderBloomThresholdPropertyIndex, EqualToConstraint()); + Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractActor.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME); + Constraint bloomThresholdConstraint = Constraint::New( mBloomExtractActor, shaderBloomThresholdPropertyIndex, EqualToConstraint()); bloomThresholdConstraint.AddSource( Source(self, mBloomThresholdPropertyIndex) ); bloomThresholdConstraint.Apply(); // precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property - Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractShader.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME); - Constraint thresholdConstraint = Constraint::New( mBloomExtractShader, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint()); + Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractActor.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME); + Constraint thresholdConstraint = Constraint::New( mBloomExtractActor, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint()); thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) ); thresholdConstraint.Apply(); @@ -515,9 +541,9 @@ void BloomView::SetupProperties() // Register a property that the user can control to fade the bloom intensity via internally hidden shader mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT); - mCompositeShader.SetUniform( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT ); - Property::Index shaderBloomIntensityPropertyIndex = mCompositeShader.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME); - Constraint bloomIntensityConstraint = Constraint::New( mCompositeShader, shaderBloomIntensityPropertyIndex, EqualToConstraint()); + mCompositeActor.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT ); + Property::Index shaderBloomIntensityPropertyIndex = mCompositeActor.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME); + Constraint bloomIntensityConstraint = Constraint::New( mCompositeActor, shaderBloomIntensityPropertyIndex, EqualToConstraint()); bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) ); bloomIntensityConstraint.Apply(); @@ -527,9 +553,9 @@ void BloomView::SetupProperties() // Register a property that the user can control to fade the bloom saturation via internally hidden shader mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT); - mCompositeShader.SetUniform( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT ); - Property::Index shaderBloomSaturationPropertyIndex = mCompositeShader.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME); - Constraint bloomSaturationConstraint = Constraint::New( mCompositeShader, shaderBloomSaturationPropertyIndex, EqualToConstraint()); + mCompositeActor.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT ); + Property::Index shaderBloomSaturationPropertyIndex = mCompositeActor.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME); + Constraint bloomSaturationConstraint = Constraint::New( mCompositeActor, shaderBloomSaturationPropertyIndex, EqualToConstraint()); bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) ); bloomSaturationConstraint.Apply(); @@ -539,9 +565,9 @@ void BloomView::SetupProperties() // Register a property that the user can control to fade the image intensity via internally hidden shader mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT); - mCompositeShader.SetUniform( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT ); - Property::Index shaderImageIntensityPropertyIndex = mCompositeShader.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME); - Constraint imageIntensityConstraint = Constraint::New( mCompositeShader, shaderImageIntensityPropertyIndex, EqualToConstraint()); + mCompositeActor.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT ); + Property::Index shaderImageIntensityPropertyIndex = mCompositeActor.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME); + Constraint imageIntensityConstraint = Constraint::New( mCompositeActor, shaderImageIntensityPropertyIndex, EqualToConstraint()); imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) ); imageIntensityConstraint.Apply(); @@ -551,9 +577,9 @@ void BloomView::SetupProperties() // Register a property that the user can control to fade the image saturation via internally hidden shader mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT); - mCompositeShader.SetUniform( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT ); - Property::Index shaderImageSaturationPropertyIndex = mCompositeShader.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME); - Constraint imageSaturationConstraint = Constraint::New( mCompositeShader, shaderImageSaturationPropertyIndex, EqualToConstraint()); + mCompositeActor.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT ); + Property::Index shaderImageSaturationPropertyIndex = mCompositeActor.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME); + Constraint imageSaturationConstraint = Constraint::New( mCompositeActor, shaderImageSaturationPropertyIndex, EqualToConstraint()); imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) ); imageSaturationConstraint.Apply(); }