X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fsuper-blur-view%2Fsuper-blur-view-impl.cpp;h=9721dcfead357cd02cf989d5b1fbf1f8fdf72e05;hp=1e1ccad0ef43e4cf11966ee9572f993de87d1120;hb=b97b29c76acefabbae2c0a4e9ecc261bf9dd8036;hpb=d00a250741411c386d988e7ac34525cf94a1918e diff --git a/dali-toolkit/internal/controls/super-blur-view/super-blur-view-impl.cpp b/dali-toolkit/internal/controls/super-blur-view/super-blur-view-impl.cpp index 1e1ccad..9721dcf 100644 --- a/dali-toolkit/internal/controls/super-blur-view/super-blur-view-impl.cpp +++ b/dali-toolkit/internal/controls/super-blur-view/super-blur-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -30,7 +30,9 @@ #include // INTERNAL_INCLUDES -#include +#include +#include +#include namespace //Unnamed namespace { @@ -123,7 +125,7 @@ DALI_TYPE_REGISTRATION_END() } // unnamed namespace SuperBlurView::SuperBlurView( unsigned int blurLevels ) -: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION ) ), +: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS ) ), mTargetSize( Vector2::ZERO ), mBlurStrengthPropertyIndex(Property::INVALID_INDEX), mBlurLevels( blurLevels ), @@ -132,7 +134,7 @@ SuperBlurView::SuperBlurView( unsigned int blurLevels ) DALI_ASSERT_ALWAYS( mBlurLevels > 0 && " Minimal blur level is one, otherwise no blur is needed" ); mGaussianBlurView.assign( blurLevels, Toolkit::GaussianBlurView() ); mBlurredImage.assign( blurLevels, FrameBufferImage() ); - mRenderers.assign( blurLevels+1, Toolkit::ControlRenderer() ); + mVisuals.assign( blurLevels+1, Toolkit::Visual::Base() ); } SuperBlurView::~SuperBlurView() @@ -161,22 +163,19 @@ void SuperBlurView::OnInitialize() void SuperBlurView::SetImage(Image inputImage) { - if( mTargetSize == Vector2::ZERO || mInputImage == inputImage) + mInputImage = inputImage; + if( mTargetSize == Vector2::ZERO ) { return; } ClearBlurResource(); - mInputImage = inputImage; Actor self( Self() ); - InitializeControlRenderer( self, mRenderers[0], mInputImage ); - mRenderers[0].SetDepthIndex(0); - SetShaderEffect( mRenderers[0] ); - if( self.OnStage() ) - { - mRenderers[0].SetOnStage( self ); - } + + mVisuals[0] = Toolkit::VisualFactory::Get().CreateVisual( mInputImage ); + DevelControl::RegisterVisual( *this, 0, mVisuals[0], 0 ); // Will clean up previously registered visuals for this index. + // custom shader is not applied on the original image. BlurImage( 0, inputImage); for(unsigned int i=1; i(i); mBlurredImage[i-1] = FrameBufferImage::New( mTargetSize.width/std::pow(2.f,exponent) , mTargetSize.height/std::pow(2.f,exponent), - GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT, Dali::Image::NEVER ); - InitializeControlRenderer( self, mRenderers[i], mBlurredImage[i - 1] ); - mRenderers[ i ].SetDepthIndex( i ); - SetShaderEffect( mRenderers[ i ] ); + GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT ); + + mVisuals[i] = Toolkit::VisualFactory::Get().CreateVisual( mBlurredImage[i - 1] ); + DevelControl::RegisterVisual( *this, i, mVisuals[i], int( i ) ); // Will clean up existing visual with same index. + SetShaderEffect( mVisuals[i] ); } if( mInputImage ) { SetImage( mInputImage ); } - - if( self.OnStage() ) - { - for( unsigned int i = 1; i <= mBlurLevels; i++ ) - { - mRenderers[i].SetOnStage( self ); - } - } } + + Control::OnSizeSet( targetSize ); } void SuperBlurView::OnStageConnection( int depth ) { - Control::OnStageConnection( depth ); - if( mTargetSize == Vector2::ZERO ) { return; } + // Exception to the rule, chaining up first ensures visuals have SetOnStage called to create their renderers + Control::OnStageConnection( depth ); + Actor self = Self(); - if( mRenderers[0] ) + for(unsigned int i=0; i<=mBlurLevels;i++) { - mRenderers[0].SetOnStage( self ); - } - for(unsigned int i=1; i<=mBlurLevels;i++) - { - if( mRenderers[i] ) + // Note that the renderer indices are depending on the order they been added to the actor + // which might be different from the blur level of its texture. + // We can check the depth index of the renderer to know which blurred image it renders. + // All visuals WILL have renderers at this point as we are simply creating visuals with an Image handle. + Renderer renderer = self.GetRendererAt( i ); + int depthIndex = renderer.GetProperty(Renderer::Property::DEPTH_INDEX); + if( depthIndex > 0 ) { - mRenderers[i].SetOnStage( self ); + Property::Index index = renderer.RegisterProperty( ALPHA_UNIFORM_NAME, 0.f ); + Constraint constraint = Constraint::New( renderer, index, ActorOpacityConstraint(mBlurLevels, depthIndex-1) ); + constraint.AddSource( Source( self, mBlurStrengthPropertyIndex ) ); + constraint.Apply(); } - - Renderer renderer = self.GetRendererAt( i ); - Property::Index index = renderer.RegisterProperty( ALPHA_UNIFORM_NAME, 0.f ); - Constraint constraint = Constraint::New( renderer, index, ActorOpacityConstraint(mBlurLevels, i-1) ); - constraint.AddSource( Source( self, mBlurStrengthPropertyIndex ) ); - constraint.Apply(); } } -void SuperBlurView::OnStageDisconnection( ) -{ - if( mTargetSize == Vector2::ZERO ) - { - return; - } - - Actor self = Self(); - for(unsigned int i=0; i