X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Fspread-filter.cpp;h=6ea9221733a4d51c926a6afeebd00585d5cb4192;hp=3d911b92df8d1b895da1fd30083dc15670e8815c;hb=92a400c3857fbf6c1e63693f22c94dcffe50e522;hpb=57869973578f6a0b0f836d396c7232ddb8302c6b diff --git a/dali-toolkit/internal/filters/spread-filter.cpp b/dali-toolkit/internal/filters/spread-filter.cpp index 3d911b9..6ea9221 100644 --- a/dali-toolkit/internal/filters/spread-filter.cpp +++ b/dali-toolkit/internal/filters/spread-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. @@ -19,12 +19,13 @@ #include "spread-filter.h" // EXTERNAL INCLUDES -#include #include #include +#include #include // INTERNAL INCLUDES +#include namespace Dali { @@ -38,38 +39,29 @@ namespace Internal namespace { -const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f; - const char* const SPREAD_FRAGMENT_SOURCE = { "precision highp float;\n" - "uniform float uSpread;\n" + "varying mediump vec2 vTexCoord;\n" + "uniform sampler2D sTexture;\n" + "uniform int uSpread;\n" "uniform vec2 uTexScale;\n" "void main()\n" "{\n" " vec4 color = texture2D( sTexture, vTexCoord);\n" - "# ifdef DEBUG_RENDER\n" - " if( vTexCoord.s < 0.495 )\n" - " {\n" - "# endif //def DEBUG_RENDER\n" - " int spread = int(uSpread);\n" - " for( int i = 1; i <= spread; ++i )\n" - " {\n" - " vec2 offset = uTexScale * float(i);\n" - " color = max( texture2D( sTexture, vTexCoord + offset), color );\n" - " color = max( texture2D( sTexture, vTexCoord - offset), color );\n" - " }\n" - "# ifdef DEBUG_RENDER\n" - " }\n" - " else if( vTexCoord.s <= 0.505 )\n" + " for( int i = 1; i <= uSpread; ++i )\n" " {\n" - " color = vec4( 1.0, 0.0, 0.0, 1.0 );\n" + " vec2 offset = uTexScale * float(i);\n" + " color = max( texture2D( sTexture, vTexCoord + offset), color );\n" + " color = max( texture2D( sTexture, vTexCoord - offset), color );\n" " }\n" - "# endif //def DEBUG_RENDER\n" " gl_FragColor = color;\n" "}\n" }; +const char* const SPREAD_UNIFORM_NAME( "uSpread" ); +const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" ); + } // namespace @@ -90,44 +82,35 @@ void SpreadFilter::SetSpread( float spread ) void SpreadFilter::Enable() { - mCameraActor = CameraActor::New(); - mCameraActor.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) ); + // register properties as shader uniforms + mActorForInput.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread ); + mActorForInput.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 1.0f / mTargetSize.width, 0.0f ) ); // 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, Image::UNUSED ); // 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) ); - - mRootActor.Add( mActorForInput ); - mRootActor.Add( mActorForHorz ); - mRootActor.Add( mCameraActor ); + // register properties as shader uniforms + mActorForHorz.RegisterProperty( SPREAD_UNIFORM_NAME, mSpread ); + mActorForHorz.RegisterProperty( TEX_SCALE_UNIFORM_NAME, Vector2( 0.0f, 1.0f / mTargetSize.height ) ); - std::ostringstream fragmentSource; - if( mDebugRender ) - { - fragmentSource << "#define DEBUG_RENDER\n"; - } - fragmentSource << SPREAD_FRAGMENT_SOURCE; + Property::Map customShader; + customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = SPREAD_FRAGMENT_SOURCE; + Property::Map visualMap; + visualMap.Insert( Toolkit::Visual::Property::SHADER, customShader ); - mShaderForHorz = ShaderEffect::New( "", fragmentSource.str() ); - mActorForInput.SetShaderEffect( mShaderForHorz ); - mShaderForHorz.SetUniform( "uSpread", mSpread ); - mShaderForHorz.SetUniform( "uTexScale", Vector2( 1.0f / mTargetSize.width, 0.0f ) ); + // set SPREAD custom shader + mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); + mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap ); - mShaderForVert = ShaderEffect::New( "", fragmentSource.str() ); - mActorForHorz.SetShaderEffect( mShaderForVert ); - mShaderForVert.SetUniform( "uSpread", mSpread ); - mShaderForVert.SetUniform( "uTexScale", Vector2( 0.0f, 1.0f / mTargetSize.height ) ); + mRootActor.Add( mActorForInput ); + mRootActor.Add( mActorForHorz ); SetupCamera(); CreateRenderTasks(); @@ -196,17 +179,6 @@ void SpreadFilter::SetSize( const Vector2& size ) } } -void SpreadFilter::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 SpreadFilter::CreateRenderTasks() { RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();