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=e870650ad8f451de318c0d17a38b6231e325eeaa;hp=57490a6c15a19625d35dea26abffca1efb42380c;hb=0e1683ef848d1d877e26633609fa95e0d2ab36b5;hpb=a1e6ba9ce55ab38ec56cbd718cb62624a8c656a3 diff --git a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp index 57490a6..e870650 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) 2016 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. @@ -21,14 +21,13 @@ // EXTERNAL INCLUDES #include #include -#include +#include #include #include #include -#include // INTERNAL INCLUDES -#include +#include namespace Dali { @@ -116,7 +115,7 @@ BlurTwoPassFilter::BlurTwoPassFilter() { // create blending actor and register the property in constructor // to make sure that GetBlurStrengthPropertyIndex() always returns a valid index - mActorForBlending = Toolkit::ImageView::New(); + mActorForBlending = Actor::New(); mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty( BLUR_STRENGTH_UNIFORM_NAME, 1.f ); } @@ -126,31 +125,53 @@ BlurTwoPassFilter::~BlurTwoPassFilter() void BlurTwoPassFilter::Enable() { + // create custom shader effect + if( !GetKernelSize() ) + { + CreateKernel( DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4)/sizeof(DEFAULT_KERNEL4[0]) ); + } + int kernelSize( static_cast< int >(GetKernelSize()) ); + + // Set up blur-two-pass custom shader + std::ostringstream sstream; + sstream << "#define NUM_SAMPLES " << kernelSize << "\n"; + sstream << BLUR_TWO_PASS_FRAGMENT_SOURCE; + std::string fragmentSource( sstream.str() ); + // create actor to render input with applied emboss effect - mActorForInput = Toolkit::ImageView::New( mInputImage ); - mActorForInput.SetParentOrigin( ParentOrigin::CENTER ); - mActorForInput.SetSize( mTargetSize ); + 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 ); + 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 = Toolkit::ImageView::New( mImageForHorz ); - mActorForHorz.SetParentOrigin( ParentOrigin::CENTER ); - mActorForHorz.SetSize( mTargetSize ); + 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 ); - // create an actor to blend the blurred image and the input image with the given blur strength - mActorForBlending.SetImage( mBlurredImage ); - mActorForBlending.SetParentOrigin( ParentOrigin::CENTER ); - mActorForBlending.SetSize( mTargetSize ); + 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 custom shader effect - if( !GetKernelSize() ) - { - CreateKernel( DEFAULT_KERNEL4, sizeof(DEFAULT_KERNEL4)/sizeof(DEFAULT_KERNEL4[0]) ); - } - int kernelSize( static_cast< int >(GetKernelSize()) ); + // create an actor to blend the blurred image and the input image with the given blur strength + Renderer rendererForBlending = CreateRenderer( BASIC_VERTEX_SOURCE, BLEND_TWO_IMAGES_FRAGMENT_SOURCE ); + 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 ) { @@ -164,31 +185,10 @@ void BlurTwoPassFilter::Enable() mActorForHorz.RegisterProperty( weightUniform, mKernel[i].z ); } - // 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::VisualProperty::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::VisualProperty::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(); - TextureSetImage( textureSet, 1u, mInputImage ); - SetupCamera(); CreateRenderTasks(); } @@ -257,15 +257,15 @@ void BlurTwoPassFilter::SetSize( const Vector2& size ) mTargetSize = size; if( mActorForInput ) { - mActorForInput.SetSize(mTargetSize); + mActorForInput.SetProperty( Actor::Property::SIZE, mTargetSize); } if( mActorForHorz ) { - mActorForHorz.SetSize(mTargetSize); + mActorForHorz.SetProperty( Actor::Property::SIZE, mTargetSize); } if( mActorForBlending ) { - mActorForBlending.SetSize(mTargetSize); + mActorForBlending.SetProperty( Actor::Property::SIZE, mTargetSize); } } @@ -286,7 +286,7 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForHorz.SetInputEnabled( false ); mRenderTaskForHorz.SetClearEnabled( true ); mRenderTaskForHorz.SetClearColor( mBackgroundColor ); - mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz ); + mRenderTaskForHorz.SetFrameBuffer( mFrameBufferForHorz ); mRenderTaskForHorz.SetCameraActor( mCameraActor ); // use the internal buffer and perform a horizontal blur targeting the output buffer @@ -297,7 +297,7 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForVert.SetInputEnabled( false ); mRenderTaskForVert.SetClearEnabled( true ); mRenderTaskForVert.SetClearColor( mBackgroundColor ); - mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage ); + mRenderTaskForVert.SetFrameBuffer( mBlurredFrameBuffer ); mRenderTaskForVert.SetCameraActor( mCameraActor ); //Perform a blending between the blurred image and the input image @@ -308,7 +308,7 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForBlending.SetInputEnabled( false ); mRenderTaskForBlending.SetClearEnabled( true ); mRenderTaskForBlending.SetClearColor( mBackgroundColor ); - mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage ); + mRenderTaskForBlending.SetFrameBuffer( mOutputFrameBuffer ); mRenderTaskForBlending.SetCameraActor( mCameraActor ); }