X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Fblur-two-pass-filter.cpp;h=307a3a163b6dc9eebdb89f746cd46c25bddd9b95;hp=af62fb32f47bc3d568b7e6d4864ef027ff1f5a98;hb=e2916ba0e2e9c92f2254d19f0890589cf77b2221;hpb=56d412791a44c2a79135d2293c13fddb135c9d54 diff --git a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp index af62fb3..307a3a1 100644 --- a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp +++ b/dali-toolkit/internal/filters/blur-two-pass-filter.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. @@ -22,9 +22,13 @@ #include #include #include +#include #include +#include +#include // INTERNAL INCLUDES +#include namespace Dali { @@ -55,36 +59,20 @@ const float DEFAULT_KERNEL4[] = { 2.0f/16.0f, 1.5f/16.0f, 1.5f/16.0f, 1.5f/16.0f 1.0f/16.0f, 1.0f/16.0f, 1.0f/16.0f, 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f, 0.5f/16.0f }; - -const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f; - const char* BLUR_TWO_PASS_FRAGMENT_SOURCE = { "precision highp float;\n" + "varying mediump vec2 vTexCoord;\n" + "uniform sampler2D sTexture;\n" "uniform vec2 uSampleOffsets[NUM_SAMPLES];\n" "uniform float uSampleWeights[NUM_SAMPLES];\n" "void main()\n" "{\n" " vec4 color = vec4(0.0);\n" - "# ifdef DEBUG_RENDER\n" - " if( vTexCoord.s < 0.495 )\n" - " {\n" - "# endif //def DEBUG_RENDER\n" - " for( int i = 0; i < NUM_SAMPLES; ++i )\n" - " {\n" - " color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];\n" - " }\n" - "# ifdef DEBUG_RENDER\n" - " }\n" - " else if( vTexCoord.s > 0.505 )\n" - " {\n" - " color = texture2D( sTexture, vTexCoord );\n" - " }\n" - " else\n" + " for( int i = 0; i < NUM_SAMPLES; ++i )\n" " {\n" - " color = vec4( 1.0, 0.0, 0.0, 1.0 );\n" + " color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];\n" " }\n" - "# endif //def DEBUG_RENDER\n" " gl_FragColor = color;\n" "}\n" }; @@ -106,7 +94,10 @@ std::string GetWeightUniformName( int index ) const char* BLEND_TWO_IMAGES_FRAGMENT_SOURCE = { "precision highp float;\n" - "uniform float uBlurStrength; \n " + "uniform float uBlurStrength;\n " + "uniform sampler2D sTexture;\n" + "uniform sampler2D sEffect;\n" + "varying mediump vec2 vTexCoord;\n" "void main()\n" "{\n" " gl_FragColor = texture2D( sTexture, vTexCoord ) * uBlurStrength" @@ -114,10 +105,8 @@ const char* BLEND_TWO_IMAGES_FRAGMENT_SOURCE = "}\n" }; -std::string GetBlurStrengthUniformName() -{ - return "uBlurStrength"; -} +const char* const BLUR_STRENGTH_UNIFORM_NAME( "uBlurStrength" ); +const char* const EFFECT_IMAGE_NAME( "sEffect" ); } // namespace @@ -125,9 +114,10 @@ std::string GetBlurStrengthUniformName() BlurTwoPassFilter::BlurTwoPassFilter() : ImageFilter() { - mShaderForBlending = ShaderEffect::New( "", BLEND_TWO_IMAGES_FRAGMENT_SOURCE ); - mShaderForBlending.SetUniform( GetBlurStrengthUniformName(), 1.f ); - mBlurStrengthPropertyIndex = mShaderForBlending.GetPropertyIndex( GetBlurStrengthUniformName() ); + // create blending actor and register the property in constructor + // to make sure that GetBlurStrengthPropertyIndex() always returns a valid index + mActorForBlending = Toolkit::ImageView::New(); + mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty( BLUR_STRENGTH_UNIFORM_NAME, 1.f ); } BlurTwoPassFilter::~BlurTwoPassFilter() @@ -136,37 +126,24 @@ BlurTwoPassFilter::~BlurTwoPassFilter() void BlurTwoPassFilter::Enable() { - mCameraForBlur = CameraActor::New(); - mCameraForBlur.SetParentOrigin(ParentOrigin::CENTER); - // create actor to render input with applied emboss effect - mActorForInput = ImageActor::New( mInputImage ); + mActorForInput = Toolkit::ImageView::New( mInputImage ); mActorForInput.SetParentOrigin( ParentOrigin::CENTER ); mActorForInput.SetSize( mTargetSize ); - mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // create internal offscreen for result of horizontal pass - mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED ); - + mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); // create an actor to render mImageForHorz for vertical blur pass - mActorForHorz = ImageActor::New( mImageForHorz ); + mActorForHorz = Toolkit::ImageView::New( mImageForHorz ); mActorForHorz.SetParentOrigin( ParentOrigin::CENTER ); mActorForHorz.SetSize( mTargetSize ); - mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // create internal offscreen for result of the two pass blurred image - mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED); - + mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); // create an actor to blend the blurred image and the input image with the given blur strength - mActorForBlending = ImageActor::New( mBlurredImage ); + mActorForBlending.SetImage( mBlurredImage ); mActorForBlending.SetParentOrigin( ParentOrigin::CENTER ); mActorForBlending.SetSize( mTargetSize ); - mActorForBlending.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); - - mRootActor.Add( mActorForInput ); - mRootActor.Add( mActorForHorz ); - mRootActor.Add( mActorForBlending ); - mRootActor.Add( mCameraForBlur ); // create custom shader effect if( !GetKernelSize() ) @@ -175,32 +152,45 @@ void BlurTwoPassFilter::Enable() } int kernelSize( static_cast< int >(GetKernelSize()) ); - std::ostringstream fragmentSource; - if( mDebugRender ) - { - fragmentSource << "#define DEBUG_RENDER\n"; - } - fragmentSource << "#define NUM_SAMPLES " << kernelSize << "\n"; - fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE; - mShaderForHorz = ShaderEffect::New( "", fragmentSource.str() ); - mActorForInput.SetShaderEffect( mShaderForHorz ); - mShaderForVert = ShaderEffect::New( "", fragmentSource.str() ); - mActorForHorz.SetShaderEffect( mShaderForVert ); - for( int i = 0; i < kernelSize; ++i ) { const std::string offsetUniform( GetOffsetUniformName( i ) ); const std::string weightUniform( GetWeightUniformName( i ) ); - mShaderForHorz.SetUniform( offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS ); - mShaderForHorz.SetUniform( weightUniform, mKernel[i].z ); + mActorForInput.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::XAXIS ); + mActorForInput.RegisterProperty( weightUniform, mKernel[i].z ); - mShaderForVert.SetUniform( offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS ); - mShaderForVert.SetUniform( weightUniform, mKernel[i].z ); + mActorForHorz.RegisterProperty( offsetUniform, Vector2(mKernel[i]) * Vector2::YAXIS ); + mActorForHorz.RegisterProperty( weightUniform, mKernel[i].z ); } - mActorForBlending.SetShaderEffect( mShaderForBlending ); - mShaderForBlending.SetEffectImage( mInputImage ); + // Set up blur-two-pass custom shader + std::ostringstream fragmentSource; + fragmentSource << "#define NUM_SAMPLES " << kernelSize << "\n"; + fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE; + + Property::Map customShader; + customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentSource.str(); + Property::Map visualMap; + visualMap.Insert( Toolkit::DevelVisual::Property::SHADER, customShader ); + mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); + mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); + + // Set up blend-two-image custom shader + customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE; + visualMap[ Toolkit::DevelVisual::Property::SHADER ] = customShader; + mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); + + mRootActor.Add( mActorForInput ); + mRootActor.Add( mActorForHorz ); + mRootActor.Add( mActorForBlending ); + + // Add effect texture to blend-two-image custom shader + TextureSet textureSet = mActorForBlending.GetRendererAt(0).GetTextures(); + if( textureSet ) + { + TextureSetImage( textureSet, 1u, mInputImage ); + } SetupCamera(); CreateRenderTasks(); @@ -210,10 +200,10 @@ void BlurTwoPassFilter::Disable() { if( mRootActor ) { - if( mCameraForBlur ) + if( mCameraActor ) { - mRootActor.Remove( mCameraForBlur ); - mCameraForBlur.Reset(); + mRootActor.Remove( mCameraActor ); + mCameraActor.Reset(); } if( mActorForInput ) @@ -228,12 +218,6 @@ void BlurTwoPassFilter::Disable() mActorForHorz.Reset(); } - if( mActorForBlending ) - { - mRootActor.Remove( mActorForBlending ); - mActorForBlending.Reset(); - } - RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); if( mRenderTaskForHorz ) @@ -290,17 +274,7 @@ void BlurTwoPassFilter::SetSize( const Vector2& size ) Handle BlurTwoPassFilter::GetHandleForAnimateBlurStrength() { - return mShaderForBlending; -} - -void BlurTwoPassFilter::SetupCamera() -{ - // Create and place a camera for the embossing render, corresponding to its render target size - mCameraForBlur.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW); - mCameraForBlur.SetNearClippingPlane(1.0f); - mCameraForBlur.SetAspectRatio(mTargetSize.width / mTargetSize.height); - mCameraForBlur.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor - mCameraForBlur.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))); + return mActorForBlending; } void BlurTwoPassFilter::CreateRenderTasks() @@ -316,7 +290,7 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForHorz.SetClearEnabled( true ); mRenderTaskForHorz.SetClearColor( mBackgroundColor ); mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz ); - mRenderTaskForHorz.SetCameraActor( mCameraForBlur ); + mRenderTaskForHorz.SetCameraActor( mCameraActor ); // use the internal buffer and perform a horizontal blur targeting the output buffer mRenderTaskForVert = taskList.CreateTask(); @@ -327,7 +301,7 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForVert.SetClearEnabled( true ); mRenderTaskForVert.SetClearColor( mBackgroundColor ); mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage ); - mRenderTaskForVert.SetCameraActor( mCameraForBlur ); + mRenderTaskForVert.SetCameraActor( mCameraActor ); //Perform a blending between the blurred image and the input image mRenderTaskForBlending = taskList.CreateTask(); @@ -338,7 +312,7 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForBlending.SetClearEnabled( true ); mRenderTaskForBlending.SetClearColor( mBackgroundColor ); mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage ); - mRenderTaskForBlending.SetCameraActor( mCameraForBlur ); + mRenderTaskForBlending.SetCameraActor( mCameraActor ); } } // namespace Internal