X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Femboss-filter.cpp;h=bb227f520f5e7be61157f236e65816746263692c;hp=dee4a2e606df13e01232c2e36ba2722ee77a70fd;hb=99e2ea03e6d6059f5803d700932df1ff1c848cd3;hpb=306d2f61a1b64179e801fa8a0bb2bd7b4e9dd682 diff --git a/dali-toolkit/internal/filters/emboss-filter.cpp b/dali-toolkit/internal/filters/emboss-filter.cpp index dee4a2e..bb227f5 100644 --- a/dali-toolkit/internal/filters/emboss-filter.cpp +++ b/dali-toolkit/internal/filters/emboss-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. @@ -22,10 +22,13 @@ #include #include #include +#include #include -#include +#include +#include // INTERNAL INCLUDES +#include namespace Dali { @@ -39,74 +42,38 @@ namespace Internal namespace { -const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f; - -const char* EMBOSS_FRAGMENT_SOURCE1 = +const char* EMBOSS_FRAGMENT_SOURCE = { "precision highp float;\n" + "varying mediump vec2 vTexCoord;\n" + "uniform sampler2D sTexture;\n" "uniform vec2 uTexScale;\n" + "uniform vec3 uCoefficient;\n" "\n" "void main()\n" "{\n" - " vec4 color;\n" - "# ifdef DEBUG_RENDER\n" - " if( vTexCoord.s < 0.495 )\n" - " {\n" - "# endif //def DEBUG_RENDER\n" - " color = 2.0 * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) );\n" - " color += -1.0 * texture2D( sTexture, vTexCoord );\n" - " color += -1.0 * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) );\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 = uColor * color;\n" + " vec4 color = uCoefficient.x * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) );\n" + " color += uCoefficient.y * texture2D( sTexture, vTexCoord );\n" + " color += uCoefficient.z * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) );\n" + " gl_FragColor = color;\n" "}\n" }; -const char* EMBOSS_FRAGMENT_SOURCE2 = +const char* const COMPOSITE_FRAGMENT_SOURCE = { - "precision highp float;\n" - "uniform vec2 uTexScale;\n" - "\n" - "void main()\n" - "{\n" - " vec4 color;\n" - "# ifdef DEBUG_RENDER\n" - " if( vTexCoord.s < 0.495 )\n" - " {\n" - "# endif //def DEBUG_RENDER\n" - " color = -1.0 * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) );\n" - " color += -1.0 * texture2D( sTexture, vTexCoord );\n" - " color += 2.0 * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) );\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 = uColor * color;\n" - "}\n" + "varying mediump vec2 vTexCoord;\n" + "uniform sampler2D sTexture;\n" + "uniform lowp vec4 uEffectColor;\n" + "void main()\n" + "{\n" + " gl_FragColor = uEffectColor;\n" + " gl_FragColor.a *= texture2D( sTexture, vTexCoord).a;\n" + "}\n" }; -const char* const COMPOSITE_FRAGMENT_SOURCE = - "void main()\n" - "{\n" - " gl_FragColor = uColor;\n" - " gl_FragColor.a *= texture2D( sTexture, vTexCoord).a;\n" - "}\n"; +const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" ); +const char* const COEFFICIENT_UNIFORM_NAME( "uCoefficient" ); +const char* const COLOR_UNIFORM_NAME( "uEffectColor" ); } // namespace @@ -121,73 +88,60 @@ EmbossFilter::~EmbossFilter() void EmbossFilter::Enable() { - // Create camera - mCameraActor = CameraActor::New(); - mCameraActor.SetParentOrigin(ParentOrigin::CENTER); + mImageForEmboss1 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED ); + mImageForEmboss2 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED ); - mImageForEmboss1 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::Unused ); - mImageForEmboss2 = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::Unused ); + Property::Map customShader; + customShader[ "fragmentShader" ] = EMBOSS_FRAGMENT_SOURCE; + Property::Map rendererMap; + rendererMap.Insert( "shader", customShader ); // create actor to render input with applied emboss effect - mActorForInput1 = ImageActor::New( mInputImage ); + mActorForInput1 = Toolkit::ImageView::New(mInputImage); mActorForInput1.SetParentOrigin( ParentOrigin::CENTER ); mActorForInput1.SetSize(mTargetSize); - mActorForInput1.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); - mActorForInput1.SetColor( Color::WHITE ); + Vector2 textureScale( 1.5f/mTargetSize.width, 1.5f/mTargetSize.height); + mActorForInput1.RegisterProperty( TEX_SCALE_UNIFORM_NAME, textureScale ); + mActorForInput1.RegisterProperty( COEFFICIENT_UNIFORM_NAME, Vector3( 2.f, -1.f, -1.f ) ); + // set EMBOSS custom shader + mActorForInput1.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); + mRootActor.Add( mActorForInput1 ); - mActorForInput2 = ImageActor::New( mInputImage ); + mActorForInput2 = Toolkit::ImageView::New(mInputImage); mActorForInput2.SetParentOrigin( ParentOrigin::CENTER ); mActorForInput2.SetSize(mTargetSize); - mActorForInput2.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); - mActorForInput2.SetColor( Color::WHITE ); - - mActorForEmboss1 = ImageActor::New( mImageForEmboss1 ); - mActorForEmboss1.SetParentOrigin( ParentOrigin::CENTER ); - mActorForEmboss1.SetSize(mTargetSize); - mActorForEmboss1.SetColor( Color::BLACK ); - mActorForEmboss1.SetShaderEffect( ShaderEffect::New( "", COMPOSITE_FRAGMENT_SOURCE ) ); - - mActorForEmboss2 = ImageActor::New( mImageForEmboss2 ); - mActorForEmboss2.SetParentOrigin( ParentOrigin::CENTER ); - mActorForEmboss2.SetSize(mTargetSize); - mActorForEmboss2.SetColor( Color::WHITE ); - mActorForEmboss2.SetShaderEffect( ShaderEffect::New( "", COMPOSITE_FRAGMENT_SOURCE ) ); + mActorForInput2.RegisterProperty( TEX_SCALE_UNIFORM_NAME, textureScale ); + mActorForInput2.RegisterProperty( COEFFICIENT_UNIFORM_NAME, Vector3( -1.f, -1.f, 2.f ) ); + // set EMBOSS custom shader + mActorForInput2.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); + mRootActor.Add( mActorForInput2 ); mActorForComposite = Actor::New(); mActorForComposite.SetParentOrigin( ParentOrigin::CENTER ); mActorForComposite.SetSize(mTargetSize); - mActorForComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); + mActorForComposite.SetColor( Color::BLACK ); - // create custom shader effect - std::ostringstream embossFragmentSource1; - if( mDebugRender ) - { - embossFragmentSource1 << "#define DEBUG_RENDER\n"; - } - embossFragmentSource1 << EMBOSS_FRAGMENT_SOURCE1; - ShaderEffect effect1 = ShaderEffect::New( "", embossFragmentSource1.str() ); - mActorForInput1.SetShaderEffect( effect1 ); - effect1.SetUniform( "uTexScale", Vector2( 1.0f/mTargetSize.width, 1.0f/mTargetSize.height) * 1.5f ); + customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE; + rendererMap[ "shader"] = customShader; + rendererMap[ "rendererType"] = "IMAGE"; - std::ostringstream embossFragmentSource2; - if( mDebugRender ) - { - embossFragmentSource2 << "#define DEBUG_RENDER\n"; - } - embossFragmentSource2 << EMBOSS_FRAGMENT_SOURCE2; - ShaderEffect effect2 = ShaderEffect::New( "", embossFragmentSource2.str() ); - mActorForInput2.SetShaderEffect( effect2 ); - effect2.SetUniform( "uTexScale", Vector2( 1.0f/mTargetSize.width, 1.0f/mTargetSize.height) * 1.5f ); + mRootActor.Add( mActorForComposite ); + + InitializeVisual( mActorForComposite, mVisualForEmboss1, rendererMap ); + InitializeVisual( mActorForComposite, mVisualForEmboss2, rendererMap ); + + TextureSet textureSet1 = TextureSet::New(); + TextureSetImage( textureSet1, 0, mImageForEmboss1 ); + mActorForComposite.GetRendererAt(0).SetTextures( textureSet1 ); + mActorForComposite.GetRendererAt(0).RegisterProperty( COLOR_UNIFORM_NAME, Color::BLACK ); + + TextureSet textureSet2 = TextureSet::New(); + TextureSetImage( textureSet2, 0, mImageForEmboss2 ); + mActorForComposite.GetRendererAt(1).SetTextures( textureSet2 ); + mActorForComposite.GetRendererAt(1).RegisterProperty( COLOR_UNIFORM_NAME, Color::WHITE ); SetupCamera(); CreateRenderTasks(); - - mRootActor.Add( mActorForInput1 ); - mRootActor.Add( mActorForInput2 ); - mRootActor.Add( mActorForComposite ); - mActorForComposite.Add( mActorForEmboss1 ); - mActorForComposite.Add( mActorForEmboss2 ); - mRootActor.Add( mCameraActor ); } void EmbossFilter::Disable() @@ -214,10 +168,12 @@ void EmbossFilter::Disable() if( mActorForComposite ) { + mVisualForEmboss1.SetOffStage( mActorForComposite ); + mVisualForEmboss2.SetOffStage( mActorForComposite ); + mVisualForEmboss1.Reset(); + mVisualForEmboss2.Reset(); mRootActor.Remove( mActorForComposite ); mActorForComposite.Reset(); - mActorForEmboss1.Reset(); - mActorForEmboss2.Reset(); } RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); @@ -258,31 +214,12 @@ void EmbossFilter::SetSize( const Vector2& size ) { mActorForInput2.SetSize(mTargetSize); } - if( mActorForEmboss1 ) - { - mActorForEmboss1.SetSize(mTargetSize); - } - if( mActorForEmboss2 ) - { - mActorForEmboss2.SetSize(mTargetSize); - } if( mActorForComposite ) { mActorForComposite.SetSize(mTargetSize); } } -void EmbossFilter::SetupCamera() -{ - // Create and place a camera for the embossing render, corresponding to its render target size - mCameraActor.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW); - mCameraActor.SetNearClippingPlane(1.0f); - mCameraActor.SetAspectRatio(mTargetSize.width / mTargetSize.height); - mCameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor - mCameraActor.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); - mCameraActor.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))); -} - void EmbossFilter::CreateRenderTasks() { RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();