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=8a38163e3b0330a6556849e9c08b918069ee03b3;hp=1ffa7af08e7000aeaf5f5d4f73fe2997bbf4482a;hb=ded71874c72f72de672b8df770b4983a5d846944;hpb=e2eda444afbe82e9591fe198eef339227f90a616 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 1ffa7af..8a38163 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 @@ -1,18 +1,19 @@ -// -// Copyright (c) 2014 Samsung Electronics Co., Ltd. -// -// Licensed under the Flora License, Version 1.0 (the License); -// you may not use this file except in compliance with the License. -// You may obtain a copy of the License at -// -// http://floralicense.org/license/ -// -// Unless required by applicable law or agreed to in writing, software -// distributed under the License is distributed on an AS IS BASIS, -// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -// See the License for the specific language governing permissions and -// limitations under the License. -// +/* + * Copyright (c) 2014 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. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + */ // CLASS HEADER #include "gaussian-blur-view-impl.h" @@ -20,12 +21,17 @@ // EXTERNAL INCLUDES #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 @@ -34,7 +40,6 @@ // Manager object - re-use render targets if there are multiple GaussianBlurViews created - ///////////////////////////////////////////////////////// // IMPLEMENTATION NOTES @@ -79,22 +84,22 @@ BaseHandle Create() return Toolkit::GaussianBlurView::New(); } -TypeRegistration mType( typeid(Toolkit::GaussianBlurView), typeid(Toolkit::Control), Create ); - +DALI_TYPE_REGISTRATION_BEGIN( Toolkit::GaussianBlurView, Toolkit::Control, Create ) +DALI_TYPE_REGISTRATION_END() const unsigned int GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5; const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f; const Pixel::Format GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888; const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH = 1.0f; // default, fully blurred -const std::string GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME("GaussianBlurStrengthPropertyName"); +const char* const GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME = "GaussianBlurStrengthPropertyName"; const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f; 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 = - "uniform vec2 uSampleOffsets[NUM_SAMPLES];\n" - "uniform float uSampleWeights[NUM_SAMPLES];\n" + "uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n" + "uniform mediump float uSampleWeights[NUM_SAMPLES];\n" "void main()\n" "{\n" @@ -111,15 +116,16 @@ const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE = GaussianBlurView::GaussianBlurView() - : ControlImpl( false ) // doesn't require touch events + : Control( CONTROL_BEHAVIOUR_NONE ) , mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES) - + , mBlurBellCurveWidth( 0.001f ) , mPixelFormat(GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT) , mDownsampleWidthScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE) , mDownsampleHeightScale(GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE) , mDownsampledWidth( 0.0f ) , mDownsampledHeight( 0.0f ) , mBlurUserImage( false ) + , mRenderOnce( false ) , mBackgroundColor( Color::BLACK ) , mTargetSize(Vector2::ZERO) , mLastSize(Vector2::ZERO) @@ -132,14 +138,16 @@ GaussianBlurView::GaussianBlurView() GaussianBlurView::GaussianBlurView( const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat, const float downsampleWidthScale, const float downsampleHeightScale, bool blurUserImage) - : ControlImpl( false ) // doesn't require touch events + : Control( NO_SIZE_NEGOTIATION ) , mNumSamples(numSamples) + , mBlurBellCurveWidth( 0.001f ) , mPixelFormat(renderTargetPixelFormat) , mDownsampleWidthScale(downsampleWidthScale) , mDownsampleHeightScale(downsampleHeightScale) , mDownsampledWidth( 0.0f ) , mDownsampledHeight( 0.0f ) , mBlurUserImage( blurUserImage ) + , mRenderOnce( false ) , mBackgroundColor( Color::BLACK ) , mTargetSize(Vector2::ZERO) , mLastSize(Vector2::ZERO) @@ -233,24 +241,10 @@ Vector4 GaussianBlurView::GetBackgroundColor() const // Private methods // -/** - * EqualToConstraintFloat - * - * f(current, property) = property - */ -struct EqualToConstraintFloat -{ - EqualToConstraintFloat(){} - - float operator()(const float current, const PropertyInput& property) {return property.GetFloat();} -}; - 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); - mChildrenRoot.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // same size as GaussianBlurView object - ////////////////////////////////////////////////////// // Create shaders @@ -272,12 +266,14 @@ void GaussianBlurView::OnInitialize() // Create an ImageActor for performing a horizontal blur on the texture mImageActorHorizBlur = ImageActor::New(); + mImageActorHorizBlur.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER); mImageActorHorizBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME mImageActorHorizBlur.SetShaderEffect( mHorizBlurShader ); // Create an ImageActor for performing a vertical blur on the texture mImageActorVertBlur = ImageActor::New(); + mImageActorVertBlur.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER); mImageActorVertBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME mImageActorVertBlur.SetShaderEffect( mVertBlurShader ); @@ -289,18 +285,19 @@ void GaussianBlurView::OnInitialize() if(!mBlurUserImage) { mImageActorComposite = ImageActor::New(); + mImageActorComposite.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER); - mImageActorComposite.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // same size as GaussianBlurView object mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value - Constraint blurStrengthConstraint = Constraint::New( Actor::COLOR_ALPHA, ParentSource(mBlurStrengthPropertyIndex), EqualToConstraintFloat()); - mImageActorComposite.ApplyConstraint(blurStrengthConstraint); + Constraint blurStrengthConstraint = Constraint::New( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint()); + blurStrengthConstraint.AddSource( ParentSource(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 mTargetActor = ImageActor::New(); + mTargetActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); mTargetActor.SetParentOrigin(ParentOrigin::CENTER); - mTargetActor.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); // same size as GaussianBlurView object mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME @@ -363,6 +360,22 @@ void GaussianBlurView::OnControlSizeSet(const Vector3& targetSize) { mTargetSize = Vector2(targetSize); + mChildrenRoot.SetSize(targetSize); + + if( !mBlurUserImage ) + { + mImageActorComposite.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 + // 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); + } + + // if we are already on stage, need to update render target sizes now to reflect the new size of this actor if(Self().OnStage()) { @@ -387,8 +400,6 @@ void GaussianBlurView::AllocateResources() mRenderDownsampledCamera.SetNearClippingPlane(1.0f); mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight); mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor - // Point the camera back into the scene - mRenderDownsampledCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))); @@ -401,27 +412,18 @@ void GaussianBlurView::AllocateResources() mRenderFullSizeCamera.SetNearClippingPlane(1.0f); mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height); mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor - // Point the camera back into the scene - mRenderFullSizeCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f); mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale); - // 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 - mRenderFullSizeCamera.RemoveConstraints(); - mRenderFullSizeCamera.ApplyConstraint( Constraint::New( Actor::POSITION, ParentSource( Actor::SIZE ), ZrelativeToYconstraint(cameraPosConstraintScale) ) ); - // create offscreen buffer of new size to render our child actors to - mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::Unused ); + mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED ); // Set ImageActor for performing a horizontal blur on the texture mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren ); // Create offscreen buffer for vert blur pass - mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::Unused ); + mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED ); // use the completed blur in the first buffer and composite with the original child actors render mImageActorComposite.SetImage( mRenderTarget1 ); @@ -431,7 +433,7 @@ void GaussianBlurView::AllocateResources() } // Create offscreen buffer for horiz blur pass - mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::Unused ); + mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat, Dali::Image::UNUSED ); // size needs to match render target mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight);