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=7d6f4d1a0b7bba3dfb5df014c2638d7d0d9b15c5;hp=df03aaf75dfc6dffa3fd5537f9d63814b4a1e5bf;hb=0de4495ae0ad22b60ce3d1257e30628ea518f377;hpb=c21f89ce2860e287d964cf11c5267f9d240660f4 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 df03aaf..7d6f4d1 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) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2016 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. @@ -24,20 +24,18 @@ #include #include #include -#include #include -#include +#include #include #include // INTERNAL INCLUDES -#include +#include // TODO: // 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 @@ -56,13 +54,13 @@ // 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 @@ -133,6 +131,7 @@ GaussianBlurView::GaussianBlurView() , mTargetSize(Vector2::ZERO) , mLastSize(Vector2::ZERO) , mChildrenRoot(Actor::New()) + , mInternalRoot(Actor::New()) , mBlurStrengthPropertyIndex(Property::INVALID_INDEX) , mActivated( false ) { @@ -156,6 +155,7 @@ GaussianBlurView::GaussianBlurView( const unsigned int numSamples, const float b , mTargetSize(Vector2::ZERO) , mLastSize(Vector2::ZERO) , mChildrenRoot(Actor::New()) + , mInternalRoot(Actor::New()) , mBlurStrengthPropertyIndex(Property::INVALID_INDEX) , mActivated( false ) { @@ -199,7 +199,7 @@ Toolkit::GaussianBlurView GaussianBlurView::New(const unsigned int numSamples, c ///////////////////////////////////////////////////////////// // 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); @@ -216,7 +216,8 @@ void GaussianBlurView::SetUserImageAndOutputRenderTarget(Image inputImage, Frame DALI_ASSERT_ALWAYS(mBlurUserImage); mUserInputImage = inputImage; - mImageActorHorizBlur.SetImage( mUserInputImage ); + mImageViewHorizBlur.SetImage( mUserInputImage ); + mImageViewHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader ); mUserOutputRenderTarget = outputRenderTarget; } @@ -250,6 +251,7 @@ void GaussianBlurView::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.SetParentOrigin(ParentOrigin::CENTER); + mInternalRoot.SetParentOrigin(ParentOrigin::CENTER); ////////////////////////////////////////////////////// // Create shaders @@ -257,40 +259,37 @@ void GaussianBlurView::OnInitialize() std::ostringstream horizFragmentShaderStringStream; horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n"; horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE; - Property::Map customShader; - customShader[ "fragmentShader" ] = horizFragmentShaderStringStream.str(); - Property::Map rendererMap; - rendererMap.Insert( "rendererType", "imageRenderer" ); - rendererMap.Insert( "shader", customShader ); + Property::Map source; + source[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = horizFragmentShaderStringStream.str(); + mCustomShader[ Toolkit::Visual::Property::SHADER ] = source; ////////////////////////////////////////////////////// // 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); - // 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); // 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( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint()); - blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) ); + Constraint blurStrengthConstraint = Constraint::New( 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); @@ -303,9 +302,9 @@ void GaussianBlurView::OnInitialize() ////////////////////////////////////////////////////// // Connect to actor tree - Self().Add( mImageActorComposite ); - Self().Add( mTargetActor ); - Self().Add( mRenderFullSizeCamera ); + mInternalRoot.Add( mImageViewComposite ); + mInternalRoot.Add( mTargetActor ); + mInternalRoot.Add( mRenderFullSizeCamera ); } @@ -319,21 +318,24 @@ void GaussianBlurView::OnInitialize() ////////////////////////////////////////////////////// // 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 @@ -353,6 +355,23 @@ void GaussianBlurView::OnSizeSet(const Vector3& targetSize) } } +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 @@ -389,14 +408,15 @@ void GaussianBlurView::AllocateResources() // 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 ); + mImageViewHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader ); // 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); @@ -406,11 +426,12 @@ void GaussianBlurView::AllocateResources() 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.SetProperty( Toolkit::ImageView::Property::IMAGE, mCustomShader ); + mImageViewVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight); // set gaussian blur up for new sized render targets SetShaderConstants(); @@ -437,7 +458,7 @@ void GaussianBlurView::CreateRenderTasks() // 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 ); @@ -451,7 +472,7 @@ void GaussianBlurView::CreateRenderTasks() // 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 ); @@ -475,7 +496,7 @@ void GaussianBlurView::CreateRenderTasks() if(!mBlurUserImage) { mCompositeTask = taskList.CreateTask(); - mCompositeTask.SetSourceActor( mImageActorComposite ); + mCompositeTask.SetSourceActor( mImageViewComposite ); mCompositeTask.SetExclusive(true); mCompositeTask.SetInputEnabled( false ); @@ -577,11 +598,11 @@ void GaussianBlurView::SetShaderConstants() 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;