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=a6fae1f2119fc1d13c11b27e2858d9014f5c1f5c;hp=8f9de98f5bfbde09d736512ae2ce8abc4dbf4f41;hb=f2039d47f9bed8104575da80a2ecf0bb6e37ff8d;hpb=e2eda444afbe82e9591fe198eef339227f90a616 diff --git a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp index 8f9de98..a6fae1f 100644 --- a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp +++ b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp @@ -1,128 +1,79 @@ -// -// 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) 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. + * 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 "blur-two-pass-filter.h" // EXTERNAL INCLUDES +#include +#include +#include +#include +#include #include // INTERNAL INCLUDES +#include +#include namespace Dali { - namespace Toolkit { - namespace Internal { - namespace { +const float DEFAULT_KERNEL0[] = {12.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f}; -const float DEFAULT_KERNEL0[] = { 12.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f }; - -const float DEFAULT_KERNEL1[] = { 8.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.25f/16.0f, - 1.25f/16.0f }; +const float DEFAULT_KERNEL1[] = {8.0f / 16.0f, 2.75f / 16.0f, 2.75f / 16.0f, 1.25f / 16.0f, 1.25f / 16.0f}; -const float DEFAULT_KERNEL2[] = { 5.0f/16.0f, 2.75f/16.0f, 2.75f/16.0f, 1.75f/16.0f, - 1.75f/16.0f, 1.5f/16.0f, 1.5f/16.0f }; +const float DEFAULT_KERNEL2[] = {5.0f / 16.0f, 2.75f / 16.0f, 2.75f / 16.0f, 1.75f / 16.0f, 1.75f / 16.0f, 1.5f / 16.0f, 1.5f / 16.0f}; -const float DEFAULT_KERNEL3[] = { 3.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, - 2.0f/16.0f, 2.0f/16.0f, 2.0f/16.0f, 0.5f/16.0f, - 0.5f/16.0f }; +const float DEFAULT_KERNEL3[] = {3.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 2.0f / 16.0f, 0.5f / 16.0f, 0.5f / 16.0f}; -const float DEFAULT_KERNEL4[] = { 2.0f/16.0f, 1.5f/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, - 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 DEFAULT_KERNEL4[] = {2.0f / 16.0f, 1.5f / 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, 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 = -{ - "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" - " {\n" - " color = vec4( 1.0, 0.0, 0.0, 1.0 );\n" - " }\n" - "# endif //def DEBUG_RENDER\n" - " gl_FragColor = color;\n" - "}\n" -}; - -std::string GetOffsetUniformName( int index ) +std::string GetOffsetUniformName(int index) { std::ostringstream oss; oss << "uSampleOffsets[" << index << "]"; return oss.str(); } -std::string GetWeightUniformName( int index ) +std::string GetWeightUniformName(int index) { std::ostringstream oss; oss << "uSampleWeights[" << index << "]"; return oss.str(); } -const char* BLEND_TWO_IMAGES_FRAGMENT_SOURCE = -{ - "precision highp float;\n" - "uniform float uBlurStrength; \n " - "void main()\n" - "{\n" - " gl_FragColor = texture2D( sTexture, vTexCoord ) * uBlurStrength" - " + texture2D( sEffect, vTexCoord )*(1.0-uBlurStrength); \n" - "}\n" -}; - -std::string GetBlurStrengthUniformName() -{ - return "uBlurStrength"; -} +const char* const BLUR_STRENGTH_UNIFORM_NAME("uBlurStrength"); +const char* const EFFECT_IMAGE_NAME("sEffect"); } // namespace - 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 = Actor::New(); + mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty(BLUR_STRENGTH_UNIFORM_NAME, 1.f); } BlurTwoPassFilter::~BlurTwoPassFilter() @@ -131,71 +82,69 @@ BlurTwoPassFilter::~BlurTwoPassFilter() void BlurTwoPassFilter::Enable() { - mCameraForBlur = CameraActor::New(); - mCameraForBlur.SetParentOrigin(ParentOrigin::CENTER); + // create custom shader effect + if(!GetKernelSize()) + { + CreateKernel(DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4) / sizeof(DEFAULT_KERNEL4[0])); + } + int kernelSize(static_cast(GetKernelSize())); + + // Set up blur-two-pass custom shader + std::ostringstream sstream; + sstream << "#define NUM_SAMPLES " << kernelSize << "\n"; + sstream << SHADER_BLUR_TWO_PASS_SHADER_FRAG; + std::string fragmentSource(sstream.str()); // create actor to render input with applied emboss effect - mActorForInput = ImageActor::New( mInputImage ); - mActorForInput.SetParentOrigin( ParentOrigin::CENTER ); - mActorForInput.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); - mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); + mActorForInput = Actor::New(); + mActorForInput.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + mActorForInput.SetProperty(Actor::Property::SIZE, mTargetSize); + Renderer rendererForInput = CreateRenderer(BASIC_VERTEX_SOURCE, fragmentSource.c_str()); + SetRendererTexture(rendererForInput, mInputTexture); + mActorForInput.AddRenderer(rendererForInput); // create internal offscreen for result of horizontal pass - mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::Unused ); + mFrameBufferForHorz = FrameBuffer::New(mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE); + Texture textureForHorz = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height)); + mFrameBufferForHorz.AttachColorTexture(textureForHorz); // create an actor to render mImageForHorz for vertical blur pass - mActorForHorz = ImageActor::New( mImageForHorz ); - mActorForHorz.SetParentOrigin( ParentOrigin::CENTER ); - mActorForHorz.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); - mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); + mActorForHorz = Actor::New(); + mActorForHorz.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + mActorForHorz.SetProperty(Actor::Property::SIZE, mTargetSize); + Renderer rendererForHorz = CreateRenderer(BASIC_VERTEX_SOURCE, fragmentSource.c_str()); + SetRendererTexture(rendererForHorz, textureForHorz); + mActorForHorz.AddRenderer(rendererForHorz); // create internal offscreen for result of the two pass blurred image - mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::Unused ); + mBlurredFrameBuffer = FrameBuffer::New(mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE); + Texture blurredTexture = Texture::New(TextureType::TEXTURE_2D, mPixelFormat, unsigned(mTargetSize.width), unsigned(mTargetSize.height)); + mBlurredFrameBuffer.AttachColorTexture(blurredTexture); // create an actor to blend the blurred image and the input image with the given blur strength - mActorForBlending = ImageActor::New( mBlurredImage ); - mActorForBlending.SetParentOrigin( ParentOrigin::CENTER ); - mActorForBlending.ApplyConstraint( Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) ); - 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() ) - { - CreateKernel( DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4)/sizeof(DEFAULT_KERNEL4[0]) ); - } - 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 ) + Renderer rendererForBlending = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_BLUR_TWO_IMAGES_SHADER_FRAG); + TextureSet textureSetForBlending = rendererForBlending.GetTextures(); + textureSetForBlending.SetTexture(0u, blurredTexture); + textureSetForBlending.SetTexture(1u, mInputTexture); + mActorForBlending.AddRenderer(rendererForBlending); + mActorForBlending.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER); + mActorForBlending.SetProperty(Actor::Property::SIZE, mTargetSize); + + for(int i = 0; i < kernelSize; ++i) { - const std::string offsetUniform( GetOffsetUniformName( i ) ); - const std::string weightUniform( GetWeightUniformName( 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 ); + mRootActor.Add(mActorForInput); + mRootActor.Add(mActorForHorz); + mRootActor.Add(mActorForBlending); SetupCamera(); CreateRenderTasks(); @@ -203,43 +152,37 @@ void BlurTwoPassFilter::Enable() void BlurTwoPassFilter::Disable() { - if( mRootActor ) + if(mRootActor) { - if( mCameraForBlur ) + if(mCameraActor) { - mRootActor.Remove( mCameraForBlur ); - mCameraForBlur.Reset(); + mRootActor.Remove(mCameraActor); + mCameraActor.Reset(); } - if( mActorForInput ) + if(mActorForInput) { - mRootActor.Remove( mActorForInput ); + mRootActor.Remove(mActorForInput); mActorForInput.Reset(); } - if( mActorForHorz ) + if(mActorForHorz) { - mRootActor.Remove( mActorForHorz ); + mRootActor.Remove(mActorForHorz); mActorForHorz.Reset(); } - if( mActorForBlending ) - { - mRootActor.Remove( mActorForBlending ); - mActorForBlending.Reset(); - } - RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); - if( mRenderTaskForHorz ) + if(mRenderTaskForHorz) { taskList.RemoveTask(mRenderTaskForHorz); } - if( mRenderTaskForVert ) + if(mRenderTaskForVert) { taskList.RemoveTask(mRenderTaskForVert); } - if( mRenderTaskForBlending ) + if(mRenderTaskForBlending) { taskList.RemoveTask(mRenderTaskForBlending); } @@ -250,36 +193,42 @@ void BlurTwoPassFilter::Disable() void BlurTwoPassFilter::Refresh() { - if( mRenderTaskForHorz ) + if(mRenderTaskForHorz) { - mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); + mRenderTaskForHorz.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); } - if( mRenderTaskForVert ) + if(mRenderTaskForVert) { - mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); + mRenderTaskForVert.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); } - if( mRenderTaskForBlending ) + if(mRenderTaskForBlending) { - mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); + mRenderTaskForBlending.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); } } -Constrainable BlurTwoPassFilter::GetHandleForAnimateBlurStrength() +void BlurTwoPassFilter::SetSize(const Vector2& size) { - return mShaderForBlending; + mTargetSize = size; + if(mActorForInput) + { + mActorForInput.SetProperty(Actor::Property::SIZE, mTargetSize); + } + if(mActorForHorz) + { + mActorForHorz.SetProperty(Actor::Property::SIZE, mTargetSize); + } + if(mActorForBlending) + { + mActorForBlending.SetProperty(Actor::Property::SIZE, mTargetSize); + } } -void BlurTwoPassFilter::SetupCamera() +Handle BlurTwoPassFilter::GetHandleForAnimateBlurStrength() { - // 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.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); - mCameraForBlur.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))); + return mActorForBlending; } void BlurTwoPassFilter::CreateRenderTasks() @@ -288,36 +237,36 @@ void BlurTwoPassFilter::CreateRenderTasks() // perform a horizontal blur targeting the internal buffer mRenderTaskForHorz = taskList.CreateTask(); - mRenderTaskForHorz.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); - mRenderTaskForHorz.SetSourceActor( mActorForInput ); + mRenderTaskForHorz.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); + mRenderTaskForHorz.SetSourceActor(mActorForInput); mRenderTaskForHorz.SetExclusive(true); - mRenderTaskForHorz.SetInputEnabled( false ); - mRenderTaskForHorz.SetClearEnabled( true ); - mRenderTaskForHorz.SetClearColor( mBackgroundColor ); - mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz ); - mRenderTaskForHorz.SetCameraActor( mCameraForBlur ); + mRenderTaskForHorz.SetInputEnabled(false); + mRenderTaskForHorz.SetClearEnabled(true); + mRenderTaskForHorz.SetClearColor(mBackgroundColor); + mRenderTaskForHorz.SetFrameBuffer(mFrameBufferForHorz); + mRenderTaskForHorz.SetCameraActor(mCameraActor); // use the internal buffer and perform a horizontal blur targeting the output buffer mRenderTaskForVert = taskList.CreateTask(); - mRenderTaskForVert.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); - mRenderTaskForVert.SetSourceActor( mActorForHorz ); + mRenderTaskForVert.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); + mRenderTaskForVert.SetSourceActor(mActorForHorz); mRenderTaskForVert.SetExclusive(true); - mRenderTaskForVert.SetInputEnabled( false ); - mRenderTaskForVert.SetClearEnabled( true ); - mRenderTaskForVert.SetClearColor( mBackgroundColor ); - mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage ); - mRenderTaskForVert.SetCameraActor( mCameraForBlur ); + mRenderTaskForVert.SetInputEnabled(false); + mRenderTaskForVert.SetClearEnabled(true); + mRenderTaskForVert.SetClearColor(mBackgroundColor); + mRenderTaskForVert.SetFrameBuffer(mBlurredFrameBuffer); + mRenderTaskForVert.SetCameraActor(mCameraActor); //Perform a blending between the blurred image and the input image mRenderTaskForBlending = taskList.CreateTask(); - mRenderTaskForBlending.SetRefreshRate( mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS ); - mRenderTaskForBlending.SetSourceActor( mActorForBlending ); + mRenderTaskForBlending.SetRefreshRate(mRefreshOnDemand ? RenderTask::REFRESH_ONCE : RenderTask::REFRESH_ALWAYS); + mRenderTaskForBlending.SetSourceActor(mActorForBlending); mRenderTaskForBlending.SetExclusive(true); - mRenderTaskForBlending.SetInputEnabled( false ); - mRenderTaskForBlending.SetClearEnabled( true ); - mRenderTaskForBlending.SetClearColor( mBackgroundColor ); - mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage ); - mRenderTaskForBlending.SetCameraActor( mCameraForBlur ); + mRenderTaskForBlending.SetInputEnabled(false); + mRenderTaskForBlending.SetClearEnabled(true); + mRenderTaskForBlending.SetClearColor(mBackgroundColor); + mRenderTaskForBlending.SetFrameBuffer(mOutputFrameBuffer); + mRenderTaskForBlending.SetCameraActor(mCameraActor); } } // namespace Internal