X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fgaussian-blur-view%2Fgaussian-blur-view-impl.cpp;h=304c7995e291e78f6a654ef29382d39b7b6aa87c;hp=62aca10ab8be3fd8d1de31cfd41609bfcacb8a19;hb=35309f882c990c309b41aff6d11664c0c8637bb2;hpb=8c98262c52c72d5767c4552bb3c294a1565aefaa diff --git a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp index 62aca10..304c799 100644 --- a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp +++ b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 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. @@ -23,11 +23,10 @@ #include #include #include -#include +#include #include #include #include -#include #include #include #include @@ -37,6 +36,8 @@ // INTERNAL INCLUDES #include #include +#include +#include // TODO: // pixel format / size - set from JSON @@ -102,24 +103,6 @@ const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f; const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f; -const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform lowp vec4 uColor;\n - uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n - uniform mediump float uSampleWeights[NUM_SAMPLES];\n - - void main()\n - {\n - mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];\n - for (int i=1; i( + new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::FILLER ) ); + } ); } @@ -341,19 +317,19 @@ void GaussianBlurView::OnSizeSet(const Vector3& targetSize) { mTargetSize = Vector2(targetSize); - mChildrenRoot.SetSize(targetSize); + mChildrenRoot.SetProperty( Actor::Property::SIZE, targetSize); if( !mBlurUserImage ) { - mCompositingActor.SetSize(targetSize); - mTargetActor.SetSize(targetSize); + mCompositingActor.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 to remap the child actors' rendering // accordingly so they still exactly fill the render target. Note that this means the effective resolution of the child render changes as the GaussianBlurView object changes // size, 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); } @@ -386,72 +362,68 @@ void GaussianBlurView::OnChildRemove( Actor& child ) void GaussianBlurView::AllocateResources() { - // size of render targets etc is based on the size of this actor, ignoring z - if(mTargetSize != mLastSize) - { - mLastSize = mTargetSize; + mLastSize = mTargetSize; + + // get size of downsampled render targets + mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale; + mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale; + + // 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 - // get size of downsampled render targets - mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale; - mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale; + 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 renders corresponding to the (potentially downsampled) render targets' size - mRenderDownsampledCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW); + // setup for normal operation + if(!mBlurUserImage) + { + // 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 - mRenderDownsampledCamera.SetNearClippingPlane(1.0f); - mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight); - mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor + mRenderFullSizeCamera.SetNearClippingPlane(1.0f); + mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height); + mRenderFullSizeCamera.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))); + float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f); + mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale)); - // setup for normal operation - if(!mBlurUserImage) - { - // 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); - - // create offscreen buffer of new size to render our child actors to - mRenderTargetForRenderingChildren = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE ); - Texture texture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) ); - mRenderTargetForRenderingChildren.AttachColorTexture( texture ); - - // Set actor for performing a horizontal blur - SetRendererTexture( mHorizBlurActor.GetRendererAt(0), mRenderTargetForRenderingChildren ); - - // Create offscreen buffer for vert blur pass - mRenderTarget1 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE ); - texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight)); - mRenderTarget1.AttachColorTexture( texture ); - - // use the completed blur in the first buffer and composite with the original child actors render - SetRendererTexture( mCompositingActor.GetRendererAt(0), mRenderTarget1 ); - - // set up target actor for rendering result, i.e. the blurred image - SetRendererTexture( mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren ); - } + // create offscreen buffer of new size to render our child actors to + mRenderTargetForRenderingChildren = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE ); + Texture texture = Texture::New( TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height) ); + mRenderTargetForRenderingChildren.AttachColorTexture( texture ); - // Create offscreen buffer for horiz blur pass - mRenderTarget2 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE ); - Texture texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight)); - mRenderTarget2.AttachColorTexture( texture ); + // Set actor for performing a horizontal blur + SetRendererTexture( mHorizBlurActor.GetRendererAt(0), mRenderTargetForRenderingChildren ); - // size needs to match render target - mHorizBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight); + // Create offscreen buffer for vert blur pass + mRenderTarget1 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE ); + texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight)); + mRenderTarget1.AttachColorTexture( texture ); - // size needs to match render target - mVertBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight); - SetRendererTexture( mVertBlurActor.GetRendererAt(0), mRenderTarget2 ); + // use the completed blur in the first buffer and composite with the original child actors render + SetRendererTexture( mCompositingActor.GetRendererAt(0), mRenderTarget1 ); - // set gaussian blur up for new sized render targets - SetShaderConstants(); + // set up target actor for rendering result, i.e. the blurred image + SetRendererTexture( mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren ); } + + // Create offscreen buffer for horiz blur pass + mRenderTarget2 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE ); + Texture texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight)); + mRenderTarget2.AttachColorTexture( texture ); + + // size needs to match render target + mHorizBlurActor.SetProperty( Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight) ); + + // size needs to match render target + mVertBlurActor.SetProperty( Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight) ); + SetRendererTexture( mVertBlurActor.GetRendererAt(0), mRenderTarget2 ); + + // set gaussian blur up for new sized render targets + SetShaderConstants(); } void GaussianBlurView::CreateRenderTasks() @@ -470,6 +442,11 @@ void GaussianBlurView::CreateRenderTasks() mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); mRenderChildrenTask.SetFrameBuffer( mRenderTargetForRenderingChildren ); + + if( mRenderOnce ) + { + mRenderChildrenTask.SetRefreshRate(RenderTask::REFRESH_ONCE); + } } // perform a horizontal blur targeting the second buffer @@ -481,7 +458,7 @@ void GaussianBlurView::CreateRenderTasks() mHorizBlurTask.SetClearColor( mBackgroundColor ); mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera); mHorizBlurTask.SetFrameBuffer( mRenderTarget2 ); - if( mRenderOnce && mBlurUserImage ) + if( mRenderOnce || ( mRenderOnce && mBlurUserImage ) ) { mHorizBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE); } @@ -502,7 +479,7 @@ void GaussianBlurView::CreateRenderTasks() { mVertBlurTask.SetFrameBuffer( mRenderTarget1 ); } - if( mRenderOnce && mBlurUserImage ) + if( mRenderOnce || ( mRenderOnce && mBlurUserImage ) ) { mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE); mVertBlurTask.FinishedSignal().Connect( this, &GaussianBlurView::OnRenderTaskFinished ); @@ -518,6 +495,11 @@ void GaussianBlurView::CreateRenderTasks() mCompositeTask.SetCameraActor(mRenderFullSizeCamera); mCompositeTask.SetFrameBuffer( mRenderTargetForRenderingChildren ); + + if( mRenderOnce ) + { + mCompositeTask.SetRefreshRate(RenderTask::REFRESH_ONCE); + } } } @@ -533,31 +515,37 @@ void GaussianBlurView::RemoveRenderTasks() void GaussianBlurView::Activate() { - // make sure resources are allocated and start the render tasks processing - Self().Add( mInternalRoot ); - AllocateResources(); - CreateRenderTasks(); - mActivated = true; + if( !mActivated ) + { + // make sure resources are allocated and start the render tasks processing + Self().Add( mInternalRoot ); + AllocateResources(); + CreateRenderTasks(); + mActivated = true; + } } void GaussianBlurView::ActivateOnce() { - DALI_ASSERT_ALWAYS(mBlurUserImage); // Only works with blurring image mode. + Deactivate(); mRenderOnce = true; Activate(); } void GaussianBlurView::Deactivate() { - // stop render tasks processing - // Note: render target resources are automatically freed since we set the Image::Unused flag - mInternalRoot.Unparent(); - RemoveRenderTasks(); - mRenderTargetForRenderingChildren.Reset(); - mRenderTarget1.Reset(); - mRenderTarget2.Reset(); - mRenderOnce = false; - mActivated = false; + if( mActivated ) + { + // stop render tasks processing + // Note: render target resources are automatically freed since we set the Image::Unused flag + mInternalRoot.Unparent(); + mRenderTargetForRenderingChildren.Reset(); + mRenderTarget1.Reset(); + mRenderTarget2.Reset(); + RemoveRenderTasks(); + mRenderOnce = false; + mActivated = false; + } } void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth)