X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fshadow-view%2Fshadow-view-impl.cpp;h=217101b795a082a8f1bdd7ece1da454640ffb0dd;hp=c8605c1f6bc7b695d19e651858f826ff050206a1;hb=b1e8521ad77e7b4e62b59613b2edef64429130e9;hpb=84d36f3df81b55d0c7ae20db8005a28742fa4060 diff --git a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp index c8605c1..217101b 100644 --- a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp +++ b/dali-toolkit/internal/controls/shadow-view/shadow-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. @@ -22,7 +22,7 @@ #include #include #include -#include +#include #include #include #include @@ -30,7 +30,8 @@ #include // INTERNAL INCLUDES -#include +#include +#include #include #include @@ -153,19 +154,22 @@ void ShadowView::SetShadowPlaneBackground(Actor shadowPlaneBackground) { mShadowPlaneBg = shadowPlaneBackground; - mShadowPlane = Toolkit::ImageView::New( mOutputImage ); - mShadowPlane.SetName( "SHADOW_PLANE" ); - mShadowPlane.SetParentOrigin(ParentOrigin::CENTER); - mShadowPlane.SetAnchorPoint(AnchorPoint::CENTER); + mShadowPlane = Actor::New(); + mShadowPlane.SetProperty( Actor::Property::NAME, "SHADOW_PLANE" ); + mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); + mShadowPlane.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER ); + Renderer shadowRenderer = CreateRenderer( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE, Shader::Hint::OUTPUT_IS_TRANSPARENT, Uint16Pair(20,20) ); + TextureSet textureSet = shadowRenderer.GetTextures(); + textureSet.SetTexture( 0u, mOutputFrameBuffer.GetColorTexture() ); + mShadowPlane.AddRenderer( shadowRenderer ); - mShadowPlane.SetProperty( Toolkit::ImageView::Property::IMAGE, mShadowVisualMap ); SetShaderConstants(); // Rather than parent the shadow plane drawable and have constraints to move it to the same // position, instead parent the shadow plane drawable on the shadow plane passed in. - mShadowPlaneBg.Add(mShadowPlane); - mShadowPlane.SetParentOrigin(ParentOrigin::CENTER); - mShadowPlane.SetZ(1.0f); + mShadowPlaneBg.Add( mShadowPlane ); + mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); + mShadowPlane.SetProperty( Actor::Property::POSITION_Z, 1.0f ); ConstrainCamera(); @@ -205,7 +209,7 @@ void ShadowView::SetShadowColor(Vector4 color) void ShadowView::Activate() { - DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" ); + DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Activate()\n" ); // make sure resources are allocated and start the render tasks processing CreateRenderTasks(); @@ -213,7 +217,7 @@ void ShadowView::Activate() void ShadowView::Deactivate() { - DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" ) + DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Deactivate()\n" ) // stop render tasks processing // Note: render target resources are automatically freed since we set the Image::Unused flag @@ -228,36 +232,28 @@ void ShadowView::Deactivate() void ShadowView::OnInitialize() { // root actor to parent all user added actors. Used as source actor for shadow render task. - mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER ); + mChildrenRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); Vector2 stageSize = Stage::GetCurrent().GetSize(); mCameraActor = CameraActor::New(stageSize); - mCameraActor.SetParentOrigin( ParentOrigin::CENTER ); + mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); // Target is constrained to point at the shadow plane origin mCameraActor.SetNearClippingPlane( 1.0f ); mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position - mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS); - mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION); - - - Property::Map customShader; - customShader[ Toolkit::Visual::Shader::Property::VERTEX_SHADER ] = RENDER_SHADOW_VERTEX_SOURCE; - customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = RENDER_SHADOW_FRAGMENT_SOURCE; - - customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 20; - customShader[ Toolkit::Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 20; - - customShader[ Toolkit::Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT; - - mShadowVisualMap[ Toolkit::DevelVisual::Property::SHADER ] = customShader; + mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) ); + mCameraActor.SetProperty( Actor::Property::POSITION, DEFAULT_LIGHT_POSITION ); // Create render targets needed for rendering from light's point of view - mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 ); + mSceneFromLightRenderTarget = FrameBuffer::New( stageSize.width, stageSize.height, FrameBuffer::Attachment::NONE ); + Texture textureFromLight = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(stageSize.width), unsigned(stageSize.height) ); + mSceneFromLightRenderTarget.AttachColorTexture( textureFromLight ); - mOutputImage = FrameBufferImage::New( stageSize.width * 0.5f, stageSize.height * 0.5f, Pixel::RGBA8888 ); + mOutputFrameBuffer = FrameBuffer::New( stageSize.width * 0.5f, stageSize.height * 0.5f, FrameBuffer::Attachment::NONE ); + Texture outputTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, unsigned(stageSize.width * 0.5f), unsigned(stageSize.height * 0.5f) ); + mOutputFrameBuffer.AttachColorTexture( outputTexture ); ////////////////////////////////////////////////////// // Connect to actor tree @@ -265,23 +261,23 @@ void ShadowView::OnInitialize() Self().Add( mChildrenRoot ); Stage::GetCurrent().Add( mCameraActor ); - mBlurFilter.SetRefreshOnDemand(false); - mBlurFilter.SetInputImage(mSceneFromLightRenderTarget); - mBlurFilter.SetOutputImage(mOutputImage); - mBlurFilter.SetSize(stageSize * 0.5f); - mBlurFilter.SetPixelFormat(Pixel::RGBA8888); + mBlurFilter.SetRefreshOnDemand( false ); + mBlurFilter.SetInputTexture( mSceneFromLightRenderTarget.GetColorTexture() ); + mBlurFilter.SetOutputFrameBuffer( mOutputFrameBuffer ); + mBlurFilter.SetSize( stageSize * 0.5f ); + mBlurFilter.SetPixelFormat( Pixel::RGBA8888 ); mBlurRootActor = Actor::New(); - mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" ); + mBlurRootActor.SetProperty( Actor::Property::NAME, "BLUR_ROOT_ACTOR" ); // Turn off inheritance to ensure filter renders properly - mBlurRootActor.SetParentOrigin( ParentOrigin::CENTER ); - mBlurRootActor.SetInheritPosition(false); - mBlurRootActor.SetInheritOrientation(false); - mBlurRootActor.SetInheritScale(false); - mBlurRootActor.SetColorMode(USE_OWN_COLOR); + mBlurRootActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); + mBlurRootActor.SetProperty( Actor::Property::INHERIT_POSITION, false ); + mBlurRootActor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false ); + mBlurRootActor.SetProperty( Actor::Property::INHERIT_SCALE, false ); + mBlurRootActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR ); - Self().Add(mBlurRootActor); + Self().Add( mBlurRootActor ); mBlurFilter.SetRootActor(mBlurRootActor); mBlurFilter.SetBackgroundColor(Vector4::ZERO); @@ -340,7 +336,7 @@ void ShadowView::CreateRenderTasks() mRenderSceneTask.SetCameraActor( mCameraActor ); mRenderSceneTask.SetSourceActor( mChildrenRoot ); - mRenderSceneTask.SetTargetFrameBuffer( mSceneFromLightRenderTarget ); + mRenderSceneTask.SetFrameBuffer( mSceneFromLightRenderTarget ); mRenderSceneTask.SetInputEnabled( false ); mRenderSceneTask.SetClearEnabled( true );