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=a471455df50b1322375b840c489234c2a977952d;hp=d113df94930ecd3bbe654729a7855427a8787606;hb=0512ac82e2c23d8eada7840b5a72cdabe13a5f54;hpb=fca202af829a0657805e44461f08f284cdbf0bbb 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 d113df9..a471455 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) 2020 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -19,24 +19,26 @@ #include "gaussian-blur-view-impl.h" // EXTERNAL INCLUDES -#include -#include +#include +#include +#include #include #include -#include -#include #include +#include +#include #include -#include #include #include -#include -#include -#include +#include +#include // INTERNAL INCLUDES -#include +#include +#include #include +#include +#include // TODO: // pixel format / size - set from JSON @@ -44,7 +46,6 @@ // default near clip value // Manager object - re-use render targets if there are multiple GaussianBlurViews created - ///////////////////////////////////////////////////////// // IMPLEMENTATION NOTES @@ -56,7 +57,6 @@ // to take account of the changed GaussianBlurView object size, projecting to the unchanged render target sizes. This is done relative to the fixed render target / actor sizes // by using constraints relative to the GaussianBlurView actor size. - // 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 @@ -72,16 +72,12 @@ namespace Dali { - namespace Toolkit { - namespace Internal { - namespace { - using namespace Dali; BaseHandle Create() @@ -89,85 +85,66 @@ BaseHandle Create() return Toolkit::GaussianBlurView::New(); } -DALI_TYPE_REGISTRATION_BEGIN( Toolkit::GaussianBlurView, 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 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 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 GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH = 1.0f; // default, fully blurred +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 = 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( mCompositingActor, Actor::Property::COLOR_ALPHA, EqualToConstraint()); - blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) ); + Constraint blurStrengthConstraint = Constraint::New(mCompositingActor, Actor::Property::COLOR_ALPHA, EqualToConstraint()); + blurStrengthConstraint.AddSource(Source(self, mBlurStrengthPropertyIndex)); blurStrengthConstraint.Apply(); // 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 ); - renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE ); - mTargetActor.AddRenderer( renderer ); + mTargetActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + renderer = CreateRenderer(BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE); + mTargetActor.AddRenderer(renderer); ////////////////////////////////////////////////////// // Create cameras for the renders corresponding to the view size mRenderFullSizeCamera = CameraActor::New(); - mRenderFullSizeCamera.SetInvertYAxis( true ); - mRenderFullSizeCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER ); + mRenderFullSizeCamera.SetInvertYAxis(true); + mRenderFullSizeCamera.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); ////////////////////////////////////////////////////// // Connect to actor tree - mInternalRoot.Add( mCompositingActor ); - mInternalRoot.Add( mTargetActor ); - mInternalRoot.Add( mRenderFullSizeCamera ); + mInternalRoot.Add(mCompositingActor); + mInternalRoot.Add(mTargetActor); + mInternalRoot.Add(mRenderFullSizeCamera); } ////////////////////////////////////////////////////// // Create camera for the renders corresponding to the (potentially downsampled) render targets' size mRenderDownsampledCamera = CameraActor::New(); - mRenderDownsampledCamera.SetInvertYAxis( true ); - mRenderDownsampledCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER ); + mRenderDownsampledCamera.SetInvertYAxis(true); + mRenderDownsampledCamera.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); ////////////////////////////////////////////////////// // Connect to actor tree - Self().Add( mChildrenRoot ); - mInternalRoot.Add( mHorizBlurActor ); - mInternalRoot.Add( mVertBlurActor ); - mInternalRoot.Add( mRenderDownsampledCamera ); + Self().Add(mChildrenRoot); + mInternalRoot.Add(mHorizBlurActor); + mInternalRoot.Add(mVertBlurActor); + mInternalRoot.Add(mRenderDownsampledCamera); + + DevelControl::SetAccessibilityConstructor(Self(), [](Dali::Actor actor) { + return std::make_unique(actor, Dali::Accessibility::Role::FILLER); + }); } - void GaussianBlurView::OnSizeSet(const Vector3& targetSize) { mTargetSize = Vector2(targetSize); - mChildrenRoot.SetProperty( Actor::Property::SIZE, targetSize); + mChildrenRoot.SetProperty(Actor::Property::SIZE, targetSize); - if( !mBlurUserImage ) + if(!mBlurUserImage) { - mCompositingActor.SetProperty( Actor::Property::SIZE, targetSize); - mTargetActor.SetProperty( Actor::Property::SIZE, 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.SetProperty( Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale); + mRenderFullSizeCamera.SetProperty(Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale); } - // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor if(mActivated) { @@ -364,24 +326,24 @@ void GaussianBlurView::OnSizeSet(const Vector3& targetSize) Activate(); } - Control::OnSizeSet( targetSize ); + Control::OnSizeSet(targetSize); } -void GaussianBlurView::OnChildAdd( Actor& child ) +void GaussianBlurView::OnChildAdd(Actor& child) { - if( child != mChildrenRoot && child != mInternalRoot) + if(child != mChildrenRoot && child != mInternalRoot) { - mChildrenRoot.Add( child ); + mChildrenRoot.Add(child); } - Control::OnChildAdd( child ); + Control::OnChildAdd(child); } -void GaussianBlurView::OnChildRemove( Actor& child ) +void GaussianBlurView::OnChildRemove(Actor& child) { - mChildrenRoot.Remove( child ); + mChildrenRoot.Remove(child); - Control::OnChildRemove( child ); + Control::OnChildRemove(child); } void GaussianBlurView::AllocateResources() @@ -389,7 +351,7 @@ void GaussianBlurView::AllocateResources() mLastSize = mTargetSize; // get size of downsampled render targets - mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale; + mDownsampledWidth = mTargetSize.width * mDownsampleWidthScale; mDownsampledHeight = mTargetSize.height * mDownsampleHeightScale; // Create and place a camera for the renders corresponding to the (potentially downsampled) render targets' size @@ -399,7 +361,7 @@ void GaussianBlurView::AllocateResources() mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight); mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor - mRenderDownsampledCamera.SetProperty( Actor::Property::POSITION, Vector3(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)))); // setup for normal operation if(!mBlurUserImage) @@ -412,39 +374,39 @@ void GaussianBlurView::AllocateResources() mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f); - mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale)); + mRenderFullSizeCamera.SetProperty(Actor::Property::POSITION, Vector3(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 ); + 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 ); + 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 ); + 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 ); + SetRendererTexture(mCompositingActor.GetRendererAt(0), mRenderTarget1); // set up target actor for rendering result, i.e. the blurred image - SetRendererTexture( mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren ); + SetRendererTexture(mTargetActor.GetRendererAt(0), mRenderTargetForRenderingChildren); } // Create offscreen buffer for horiz blur pass - mRenderTarget2 = FrameBuffer::New( mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE ); + mRenderTarget2 = FrameBuffer::New(mDownsampledWidth, mDownsampledHeight, FrameBuffer::Attachment::NONE); Texture texture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mDownsampledWidth), unsigned(mDownsampledHeight)); - mRenderTarget2.AttachColorTexture( texture ); + mRenderTarget2.AttachColorTexture(texture); // size needs to match render target - mHorizBlurActor.SetProperty( Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight) ); + 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 ); + mVertBlurActor.SetProperty(Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight)); + SetRendererTexture(mVertBlurActor.GetRendererAt(0), mRenderTarget2); // set gaussian blur up for new sized render targets SetShaderConstants(); @@ -458,16 +420,16 @@ void GaussianBlurView::CreateRenderTasks() { // create render task to render our child actors to offscreen buffer mRenderChildrenTask = taskList.CreateTask(); - mRenderChildrenTask.SetSourceActor( mChildrenRoot ); + mRenderChildrenTask.SetSourceActor(mChildrenRoot); mRenderChildrenTask.SetExclusive(true); - mRenderChildrenTask.SetInputEnabled( false ); - mRenderChildrenTask.SetClearEnabled( true ); - mRenderChildrenTask.SetClearColor( mBackgroundColor ); + mRenderChildrenTask.SetInputEnabled(false); + mRenderChildrenTask.SetClearEnabled(true); + mRenderChildrenTask.SetClearColor(mBackgroundColor); mRenderChildrenTask.SetCameraActor(mRenderFullSizeCamera); - mRenderChildrenTask.SetFrameBuffer( mRenderTargetForRenderingChildren ); + mRenderChildrenTask.SetFrameBuffer(mRenderTargetForRenderingChildren); - if( mRenderOnce ) + if(mRenderOnce) { mRenderChildrenTask.SetRefreshRate(RenderTask::REFRESH_ONCE); } @@ -475,52 +437,52 @@ void GaussianBlurView::CreateRenderTasks() // perform a horizontal blur targeting the second buffer mHorizBlurTask = taskList.CreateTask(); - mHorizBlurTask.SetSourceActor( mHorizBlurActor ); + mHorizBlurTask.SetSourceActor(mHorizBlurActor); mHorizBlurTask.SetExclusive(true); - mHorizBlurTask.SetInputEnabled( false ); - mHorizBlurTask.SetClearEnabled( true ); - mHorizBlurTask.SetClearColor( mBackgroundColor ); + mHorizBlurTask.SetInputEnabled(false); + mHorizBlurTask.SetClearEnabled(true); + mHorizBlurTask.SetClearColor(mBackgroundColor); mHorizBlurTask.SetCameraActor(mRenderDownsampledCamera); - mHorizBlurTask.SetFrameBuffer( mRenderTarget2 ); - if( mRenderOnce || ( mRenderOnce && mBlurUserImage ) ) + mHorizBlurTask.SetFrameBuffer(mRenderTarget2); + if(mRenderOnce || (mRenderOnce && mBlurUserImage)) { mHorizBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE); } // use the second buffer and perform a horizontal blur targeting the first buffer mVertBlurTask = taskList.CreateTask(); - mVertBlurTask.SetSourceActor( mVertBlurActor ); + mVertBlurTask.SetSourceActor(mVertBlurActor); mVertBlurTask.SetExclusive(true); - mVertBlurTask.SetInputEnabled( false ); - mVertBlurTask.SetClearEnabled( true ); - mVertBlurTask.SetClearColor( mBackgroundColor ); + mVertBlurTask.SetInputEnabled(false); + mVertBlurTask.SetClearEnabled(true); + mVertBlurTask.SetClearColor(mBackgroundColor); mVertBlurTask.SetCameraActor(mRenderDownsampledCamera); if(mUserOutputRenderTarget) { - mVertBlurTask.SetFrameBuffer( mUserOutputRenderTarget ); + mVertBlurTask.SetFrameBuffer(mUserOutputRenderTarget); } else { - mVertBlurTask.SetFrameBuffer( mRenderTarget1 ); + mVertBlurTask.SetFrameBuffer(mRenderTarget1); } - if( mRenderOnce || ( mRenderOnce && mBlurUserImage ) ) + if(mRenderOnce || (mRenderOnce && mBlurUserImage)) { mVertBlurTask.SetRefreshRate(RenderTask::REFRESH_ONCE); - mVertBlurTask.FinishedSignal().Connect( this, &GaussianBlurView::OnRenderTaskFinished ); + mVertBlurTask.FinishedSignal().Connect(this, &GaussianBlurView::OnRenderTaskFinished); } // use the completed blur in the first buffer and composite with the original child actors render if(!mBlurUserImage) { mCompositeTask = taskList.CreateTask(); - mCompositeTask.SetSourceActor( mCompositingActor ); + mCompositeTask.SetSourceActor(mCompositingActor); mCompositeTask.SetExclusive(true); - mCompositeTask.SetInputEnabled( false ); + mCompositeTask.SetInputEnabled(false); mCompositeTask.SetCameraActor(mRenderFullSizeCamera); - mCompositeTask.SetFrameBuffer( mRenderTargetForRenderingChildren ); + mCompositeTask.SetFrameBuffer(mRenderTargetForRenderingChildren); - if( mRenderOnce ) + if(mRenderOnce) { mCompositeTask.SetRefreshRate(RenderTask::REFRESH_ONCE); } @@ -539,10 +501,10 @@ void GaussianBlurView::RemoveRenderTasks() void GaussianBlurView::Activate() { - if( !mActivated ) + if(!mActivated) { // make sure resources are allocated and start the render tasks processing - Self().Add( mInternalRoot ); + Self().Add(mInternalRoot); AllocateResources(); CreateRenderTasks(); mActivated = true; @@ -558,7 +520,7 @@ void GaussianBlurView::ActivateOnce() void GaussianBlurView::Deactivate() { - if( mActivated ) + if(mActivated) { // stop render tasks processing // Note: render target resources are automatically freed since we set the Image::Unused flag @@ -568,14 +530,14 @@ void GaussianBlurView::Deactivate() mRenderTarget2.Reset(); RemoveRenderTasks(); mRenderOnce = false; - mActivated = false; + mActivated = false; } } void GaussianBlurView::SetBlurBellCurveWidth(float blurBellCurveWidth) { // a value of zero leads to undefined Gaussian weights, do not allow user to do this - mBlurBellCurveWidth = std::max( blurBellCurveWidth, 0.001f ); + mBlurBellCurveWidth = std::max(blurBellCurveWidth, 0.001f); } float GaussianBlurView::CalcGaussianWeight(float x) @@ -585,22 +547,22 @@ float GaussianBlurView::CalcGaussianWeight(float x) void GaussianBlurView::SetShaderConstants() { - Vector2 *uvOffsets; - float ofs; - float *weights; - float w, totalWeights; + Vector2* uvOffsets; + float ofs; + float* weights; + float w, totalWeights; unsigned int i; uvOffsets = new Vector2[mNumSamples + 1]; - weights = new float[mNumSamples + 1]; + weights = new float[mNumSamples + 1]; totalWeights = weights[0] = CalcGaussianWeight(0); - uvOffsets[0].x = 0.0f; - uvOffsets[0].y = 0.0f; + uvOffsets[0].x = 0.0f; + uvOffsets[0].y = 0.0f; - for(i=0; i> 1; i++) + for(i = 0; i> 1; i++) { - w = CalcGaussianWeight((float)(i + 1)); + w = CalcGaussianWeight((float)(i + 1)); weights[(i << 1) + 1] = w; weights[(i << 1) + 2] = w; totalWeights += w * 2.0f; @@ -609,8 +571,8 @@ void GaussianBlurView::SetShaderConstants() ofs = ((float)(i << 1)) + 1.5f; // get offsets from units of pixels into uv coordinates in [0..1] - float ofsX = ofs / mDownsampledWidth; - float ofsY = ofs / mDownsampledHeight; + float ofsX = ofs / mDownsampledWidth; + float ofsY = ofs / mDownsampledHeight; uvOffsets[(i << 1) + 1].x = ofsX; uvOffsets[(i << 1) + 1].y = ofsY; @@ -618,7 +580,7 @@ void GaussianBlurView::SetShaderConstants() uvOffsets[(i << 1) + 2].y = -ofsY; } - for(i=0; i