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=c05e9549e83edc6eedb0897b13cdb60dc9e80195;hp=474a16e2fb4270f5d0bd9f85d5c4b54ede5d4905;hb=3b814d1a154260d5d83923ec3b876aac095eee94;hpb=e9d852fcdacc5788785bfe0b617bd757794e8208 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 474a16e..c05e954 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) 2017 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. @@ -26,14 +26,16 @@ #include #include #include -#include +#include #include -#include +#include +#include // INTERNAL INCLUDES -#include +#include #include -#include "../gaussian-blur-view/gaussian-blur-view-impl.h" +#include +#include namespace Dali { @@ -83,8 +85,6 @@ const char* const BLOOM_SATURATION_PROPERTY_NAME = "uBloomSaturation"; const char* const IMAGE_INTENSITY_PROPERTY_NAME = "uImageIntensity"; const char* const IMAGE_SATURATION_PROPERTY_NAME = "uImageSaturation"; -const char* const EFFECT_IMAGE_NAME( "sEffect" ); - /////////////////////////////////////////////////////// // // Bloom shaders @@ -138,49 +138,49 @@ 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()) - , 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 ) +: 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 ) { } 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()) - , 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 ) +: 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 ) { } @@ -229,30 +229,17 @@ void BloomView::OnInitialize() ////////////////////////////////////////////////////// // Create actors - // Create an ImageActor for rendering from the scene texture to the bloom texture - mBloomExtractImageActor = Toolkit::ImageView::New(); - mBloomExtractImageActor.SetParentOrigin( ParentOrigin::CENTER ); - - // Create shader used for extracting the bright parts of an image - Property::Map customShader; - customShader[ "fragmentShader" ] = BLOOM_EXTRACT_FRAGMENT_SOURCE; - Property::Map rendererMap; - rendererMap.Insert( "rendererType", "image" ); - rendererMap.Insert( "shader", customShader ); - mBloomExtractImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); + // Create an image view for rendering from the scene texture to the bloom texture + mBloomExtractImageView = Toolkit::ImageView::New(); + mBloomExtractImageView.SetParentOrigin( ParentOrigin::CENTER ); - // Create an ImageActor for compositing the result (scene and bloom textures) to output - mCompositeImageActor = Toolkit::ImageView::New(); - mCompositeImageActor.SetParentOrigin( ParentOrigin::CENTER ); + // Create an image view for compositing the result (scene and bloom textures) to output + mCompositeImageView = Toolkit::ImageView::New(); + mCompositeImageView.SetParentOrigin( ParentOrigin::CENTER ); - // Create shader used to composite bloom and original image to output render target - customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE; - rendererMap[ "shader" ] = customShader; - mCompositeImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); - - // 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 = Toolkit::ImageView::New(); - mTargetImageActor.SetParentOrigin( 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 + mTargetImageView = Toolkit::ImageView::New(); + mTargetImageView.SetParentOrigin( 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 @@ -277,10 +264,10 @@ void BloomView::OnInitialize() // Connect to actor tree Self().Add( mChildrenRoot ); Self().Add( mInternalRoot ); - mInternalRoot.Add( mBloomExtractImageActor ); + mInternalRoot.Add( mBloomExtractImageView ); mInternalRoot.Add( mGaussianBlurView ); - mInternalRoot.Add( mCompositeImageActor ); - mInternalRoot.Add( mTargetImageActor ); + mInternalRoot.Add( mCompositeImageView ); + mInternalRoot.Add( mTargetImageView ); mInternalRoot.Add( mRenderDownsampledCamera ); mInternalRoot.Add( mRenderFullSizeCamera ); @@ -290,12 +277,10 @@ void BloomView::OnInitialize() void BloomView::OnSizeSet(const Vector3& targetSize) { - Control::OnSizeSet( targetSize ); - mTargetSize = Vector2(targetSize); mChildrenRoot.SetSize(targetSize); - mCompositeImageActor.SetSize(targetSize); - mTargetImageActor.SetSize(targetSize); + mCompositeImageView.SetSize(targetSize); + mTargetImageView.SetSize(targetSize); // Children render camera must move when GaussianBlurView object is // resized. This is since we cannot change render target size - so we need @@ -313,16 +298,18 @@ void BloomView::OnSizeSet(const Vector3& targetSize) Deactivate(); Activate(); } + + Control::OnSizeSet( targetSize ); } void BloomView::OnChildAdd( Actor& child ) { - Control::OnChildAdd( child ); - if( child != mChildrenRoot && child != mInternalRoot) { mChildrenRoot.Add( child ); } + + Control::OnChildAdd( child ); } void BloomView::OnChildRemove( Actor& child ) @@ -371,41 +358,44 @@ void BloomView::AllocateResources() mGaussianBlurView.SetSize(mTargetSize); GetImpl(mGaussianBlurView).AllocateResources(); + mGaussianBlurView.SetVisible( 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 ); - FrameBufferImage mBlurExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED ); - mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED); + mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); + mBloomExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); + FrameBufferImage mBlurExtractTarget = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); + mOutputRenderTarget = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); ////////////////////////////////////////////////////// // Point actors and render tasks at new render targets - mBloomExtractImageActor.SetImage( mRenderTargetForRenderingChildren ); - mBloomExtractImageActor.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target + mBloomExtractImageView.SetImage( mRenderTargetForRenderingChildren ); + mBloomExtractImageView.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target + // Create shader used for extracting the bright parts of an image + Property::Map customShader; + customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = BLOOM_EXTRACT_FRAGMENT_SOURCE; + Property::Map visualMap; + visualMap.Insert( Toolkit::Visual::Property::SHADER, customShader ); + mBloomExtractImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); // set GaussianBlurView to blur our extracted bloom mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBlurExtractTarget); // use the completed blur in the first buffer and composite with the original child actors render - mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren ); - Material material = mCompositeImageActor.GetRendererAt(0).GetMaterial(); - int textureIndex = material.GetTextureIndex( EFFECT_IMAGE_NAME ); - if( textureIndex == -1 ) - { - material.AddTexture( mBlurExtractTarget, EFFECT_IMAGE_NAME ); - } - else - { - material.SetTextureImage( textureIndex, mBlurExtractTarget ); - } + mCompositeImageView.SetImage( mRenderTargetForRenderingChildren ); + // Create shader used to composite bloom and original image to output render target + customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = COMPOSITE_FRAGMENT_SOURCE; + visualMap[ Toolkit::Visual::Property::SHADER ] = customShader; + mCompositeImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); + TextureSet textureSet = mCompositeImageView.GetRendererAt(0).GetTextures(); + TextureSetImage( textureSet, 1u, mBlurExtractTarget ); // set up target actor for rendering result, i.e. the blurred image - mTargetImageActor.SetImage(mOutputRenderTarget); + mTargetImageView.SetImage(mOutputRenderTarget); } } @@ -424,7 +414,7 @@ void BloomView::CreateRenderTasks() // 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( mBloomExtractImageView ); mBloomExtractTask.SetExclusive(true); mBloomExtractTask.SetInputEnabled( false ); mBloomExtractTask.SetClearEnabled( true ); @@ -434,9 +424,9 @@ void BloomView::CreateRenderTasks() // 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( mCompositeImageView ); mCompositeTask.SetExclusive(true); mCompositeTask.SetInputEnabled( false ); mCompositeTask.SetClearEnabled( true ); @@ -469,9 +459,18 @@ 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 + mBloomExtractImageView.SetImage( "" ); + mTargetImageView.SetImage( "" ); + mCompositeImageView.SetImage( "" ); + + mGaussianBlurView.SetVisible( false ); + mActivated = false; } @@ -501,19 +500,19 @@ void BloomView::SetupProperties() // bloom threshold // set defaults, makes sure properties are registered with shader - mBloomExtractImageActor.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT ); - mBloomExtractImageActor.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) ); + mBloomExtractImageView.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT ); + mBloomExtractImageView.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 = mBloomExtractImageActor.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME); - Constraint bloomThresholdConstraint = Constraint::New( mBloomExtractImageActor, shaderBloomThresholdPropertyIndex, EqualToConstraint()); + Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractImageView.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME); + Constraint bloomThresholdConstraint = Constraint::New( mBloomExtractImageView, 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 = mBloomExtractImageActor.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME); - Constraint thresholdConstraint = Constraint::New( mBloomExtractImageActor, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint()); + Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractImageView.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME); + Constraint thresholdConstraint = Constraint::New( mBloomExtractImageView, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint()); thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) ); thresholdConstraint.Apply(); @@ -533,9 +532,9 @@ 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); - mCompositeImageActor.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT ); - Property::Index shaderBloomIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME); - Constraint bloomIntensityConstraint = Constraint::New( mCompositeImageActor, shaderBloomIntensityPropertyIndex, EqualToConstraint()); + mCompositeImageView.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT ); + Property::Index shaderBloomIntensityPropertyIndex = mCompositeImageView.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME); + Constraint bloomIntensityConstraint = Constraint::New( mCompositeImageView, shaderBloomIntensityPropertyIndex, EqualToConstraint()); bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) ); bloomIntensityConstraint.Apply(); @@ -545,9 +544,9 @@ 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); - mCompositeImageActor.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT ); - Property::Index shaderBloomSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME); - Constraint bloomSaturationConstraint = Constraint::New( mCompositeImageActor, shaderBloomSaturationPropertyIndex, EqualToConstraint()); + mCompositeImageView.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT ); + Property::Index shaderBloomSaturationPropertyIndex = mCompositeImageView.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME); + Constraint bloomSaturationConstraint = Constraint::New( mCompositeImageView, shaderBloomSaturationPropertyIndex, EqualToConstraint()); bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) ); bloomSaturationConstraint.Apply(); @@ -557,9 +556,9 @@ 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); - mCompositeImageActor.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT ); - Property::Index shaderImageIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME); - Constraint imageIntensityConstraint = Constraint::New( mCompositeImageActor, shaderImageIntensityPropertyIndex, EqualToConstraint()); + mCompositeImageView.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT ); + Property::Index shaderImageIntensityPropertyIndex = mCompositeImageView.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME); + Constraint imageIntensityConstraint = Constraint::New( mCompositeImageView, shaderImageIntensityPropertyIndex, EqualToConstraint()); imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) ); imageIntensityConstraint.Apply(); @@ -569,9 +568,9 @@ 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); - mCompositeImageActor.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT ); - Property::Index shaderImageSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME); - Constraint imageSaturationConstraint = Constraint::New( mCompositeImageActor, shaderImageSaturationPropertyIndex, EqualToConstraint()); + mCompositeImageView.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT ); + Property::Index shaderImageSaturationPropertyIndex = mCompositeImageView.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME); + Constraint imageSaturationConstraint = Constraint::New( mCompositeImageView, shaderImageSaturationPropertyIndex, EqualToConstraint()); imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) ); imageSaturationConstraint.Apply(); }