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=5dd5437b57deceae9413a6c2c84d22305580a261;hb=0e1683ef848d1d877e26633609fa95e0d2ab36b5;hpb=f441aaa6d92cdb2d2a11d026aae1e98b3f6d7c76 diff --git a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp index 5dd5437..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) 2014 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. @@ -21,10 +21,13 @@ // EXTERNAL INCLUDES #include #include -#include +#include +#include #include +#include // INTERNAL INCLUDES +#include namespace Dali { @@ -55,36 +58,20 @@ 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 +93,10 @@ 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 +104,8 @@ 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 +113,10 @@ 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 = Actor::New(); + mBlurStrengthPropertyIndex = mActorForBlending.RegisterProperty( BLUR_STRENGTH_UNIFORM_NAME, 1.f ); } BlurTwoPassFilter::~BlurTwoPassFilter() @@ -136,71 +125,69 @@ 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< 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 = ImageActor::New( mInputImage ); - mActorForInput.SetParentOrigin( ParentOrigin::CENTER ); - mActorForInput.SetSize(mTargetSize); - 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.SetSize(mTargetSize); - 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.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() ) - { - 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 ); + 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 ) { 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(); @@ -210,10 +197,10 @@ void BlurTwoPassFilter::Disable() { if( mRootActor ) { - if( mCameraForBlur ) + if( mCameraActor ) { - mRootActor.Remove( mCameraForBlur ); - mCameraForBlur.Reset(); + mRootActor.Remove( mCameraActor ); + mCameraActor.Reset(); } if( mActorForInput ) @@ -228,12 +215,6 @@ void BlurTwoPassFilter::Disable() mActorForHorz.Reset(); } - if( mActorForBlending ) - { - mRootActor.Remove( mActorForBlending ); - mActorForBlending.Reset(); - } - RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); if( mRenderTaskForHorz ) @@ -276,32 +257,21 @@ 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); } } -Constrainable BlurTwoPassFilter::GetHandleForAnimateBlurStrength() -{ - return mShaderForBlending; -} - -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() @@ -316,8 +286,8 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForHorz.SetInputEnabled( false ); mRenderTaskForHorz.SetClearEnabled( true ); mRenderTaskForHorz.SetClearColor( mBackgroundColor ); - mRenderTaskForHorz.SetTargetFrameBuffer( mImageForHorz ); - mRenderTaskForHorz.SetCameraActor( mCameraForBlur ); + mRenderTaskForHorz.SetFrameBuffer( mFrameBufferForHorz ); + mRenderTaskForHorz.SetCameraActor( mCameraActor ); // use the internal buffer and perform a horizontal blur targeting the output buffer mRenderTaskForVert = taskList.CreateTask(); @@ -327,8 +297,8 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForVert.SetInputEnabled( false ); mRenderTaskForVert.SetClearEnabled( true ); mRenderTaskForVert.SetClearColor( mBackgroundColor ); - mRenderTaskForVert.SetTargetFrameBuffer( mBlurredImage ); - mRenderTaskForVert.SetCameraActor( mCameraForBlur ); + mRenderTaskForVert.SetFrameBuffer( mBlurredFrameBuffer ); + mRenderTaskForVert.SetCameraActor( mCameraActor ); //Perform a blending between the blurred image and the input image mRenderTaskForBlending = taskList.CreateTask(); @@ -338,8 +308,8 @@ void BlurTwoPassFilter::CreateRenderTasks() mRenderTaskForBlending.SetInputEnabled( false ); mRenderTaskForBlending.SetClearEnabled( true ); mRenderTaskForBlending.SetClearColor( mBackgroundColor ); - mRenderTaskForBlending.SetTargetFrameBuffer( mOutputImage ); - mRenderTaskForBlending.SetCameraActor( mCameraForBlur ); + mRenderTaskForBlending.SetFrameBuffer( mOutputFrameBuffer ); + mRenderTaskForBlending.SetCameraActor( mCameraActor ); } } // namespace Internal