--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/uiacceltk/hitchcock/coretoolkit/rendervg10/src/HuiFxVg10BevelFilter.cpp Tue Feb 02 07:56:43 2010 +0200
@@ -0,0 +1,139 @@
+/*
+* Copyright (c) 2008 Nokia Corporation and/or its subsidiary(-ies).
+* All rights reserved.
+* This component and the accompanying materials are made available
+* under the terms of "Eclipse Public License v1.0"
+* which accompanies this distribution, and is available
+* at the URL "http://www.eclipse.org/legal/epl-v10.html".
+*
+* Initial Contributors:
+* Nokia Corporation - initial contribution.
+*
+* Contributors:
+*
+* Description:
+*
+*/
+
+
+
+#include "HuiFxVg10BevelFilter.h"
+#include "HuiFxVg10RenderbufferBase.h"
+#include "HuiFxConstants.h"
+
+CHuiFxVg10BevelFilter* CHuiFxVg10BevelFilter::NewL()
+ {
+ CHuiFxVg10BevelFilter* self = new (ELeave) CHuiFxVg10BevelFilter();
+ CleanupStack::PushL( self );
+ self->ConstructL();
+ CleanupStack::Pop( self );
+ return self;
+ }
+
+void CHuiFxVg10BevelFilter::ConstructL()
+ {
+ CHuiFxFilter::ConstructL();
+ iOutlineX = 1.0;
+ iOutlineY = 1.0;
+ iSteepness = 20.0;
+/* iRed = 0.0f;
+ iGreen = 0.0f;
+ iBlue = 0.0f;*/
+ RegisterParameterL(KLitOutlineX, &iOutlineX);
+ RegisterParameterL(KLitOutlineY, &iOutlineY);
+ RegisterParameterL(KLitSteepness, &iSteepness);
+/* RegisterParameterL(KLitRed, &iRed);
+ RegisterParameterL(KLitGreen, &iGreen);
+ RegisterParameterL(KLitBlue, &iBlue);*/
+ }
+CHuiFxVg10BevelFilter *CHuiFxVg10BevelFilter::CloneL() const
+ {
+ CHuiFxVg10BevelFilter *filter = new(ELeave)CHuiFxVg10BevelFilter;
+ filter->CHuiFxFilter::CopyFromL(this);
+ filter->iOutlineX = iOutlineX;
+ filter->iOutlineY = iOutlineY;
+ filter->iSteepness = iSteepness;
+ filter->CopyParameterL(KLitOutlineX, &filter->iOutlineX, this);
+ filter->CopyParameterL(KLitOutlineY, &filter->iOutlineY, this);
+ filter->CopyParameterL(KLitSteepness, &filter->iSteepness, this);
+ return filter;
+ }
+
+void CHuiFxVg10BevelFilter::DrawEffect(CHuiFxEngine& aEngine, VGImage aTargetImage, VGImage aSourceImage, TInt aWidth, TInt aHeight)
+ {
+ VGfloat outline_x = clamp(iOutlineX, EPSILON, 128.0f);
+ VGfloat outline_y = clamp(iOutlineY, EPSILON, 128.0f);
+ VGubyte steepness = (VGubyte)clamp(iSteepness, 0.0f, 255.0f);
+// VGint width = vgGetParameteri(aSourceImage, VG_IMAGE_WIDTH);
+// VGint height = vgGetParameteri(aSourceImage, VG_IMAGE_HEIGHT);
+ VGint width = aWidth;
+ VGint height = aHeight;
+
+ if((outline_x > EPSILON && outline_y > EPSILON) || steepness == 0)
+ {
+ // get an aux buffer
+ CHuiFxRenderbuffer* aux1Buffer = aEngine.AcquireRenderbuffer(TSize(width, height));
+ CHuiFxRenderbuffer* aux2Buffer = aEngine.AcquireRenderbuffer(TSize(width, height));
+ if (!aux1Buffer || !aux2Buffer) // can't render the effect
+ {
+ return;
+ }
+ aux1Buffer->BindAsTexture(ERenderbufferUsageReadWrite);
+ aux2Buffer->BindAsTexture(ERenderbufferUsageReadWrite);
+
+ VGImage aux1Image = (reinterpret_cast<CHuiFxVg10RenderbufferBase*>(aux1Buffer)->Image());
+ VGImage aux2Image = (reinterpret_cast<CHuiFxVg10RenderbufferBase*>(aux2Buffer)->Image());
+
+ VGuint lut[256];
+ int threshold = 1;
+ // generate ramp for alpha channel. the bigger the steepness the more solid the outline.
+ for(int i = 0; i < threshold; i++)
+ {
+ lut[i] = 0x00000000; // | i;
+ }
+ for(int i = threshold; i < 256; i++)
+ {
+ lut[i] = 0xffffffff; // | i;
+ }
+ vgLookupSingle(aux1Image, aSourceImage, lut, VG_ALPHA, VG_TRUE, VG_FALSE);
+
+ // TODO: pixel relative parameters
+ // the variables are commented out because they are not used yet
+/*
+ VGint shiftX = 0;
+ VGint shiftY = 0;
+// VGshort kernel[9] = {0, -1, -2, 1, 0, -1, 2, 1, 0};
+ VGshort kernel[9] = {1, 0, -1, 2, 0, -2, 1, 0, -1};
+ VGfloat scale = 0.5f;
+ VGfloat bias = 0.5f;
+*/
+
+// vgConvolve(aux2Image, aux1Image, 3, 3, shiftX, shiftY, kernel, scale, bias, VG_TILE_PAD);
+
+/* for(int i = 0; i < 126; i++)
+ {
+ lut[i] = 0x000000ff | i << 24 | i << 16 | i << 8 | i;
+ }
+*/ for(int i = 0; i < 10; i++)
+ {
+ lut[i] = 0x00000000 | i << 24 | i << 16 | i << 8 | 255 - i * 3;
+ }
+ for(int i = 20; i < 255; i++)
+ {
+ lut[i] = 0x00000000; // | i << 24 | i << 16 | i << 8 | i;
+ }
+
+// vgLookupSingle(aux1Image, aux2Image, lut, VG_ALPHA, VG_TRUE, VG_FALSE);
+
+// vgGaussianBlur(aTargetImage, aux1Image, outline_x, outline_y, VG_TILE_PAD);
+
+ aux1Buffer->UnbindAsTexture();
+ aux2Buffer->UnbindAsTexture();
+ aEngine.ReleaseRenderbuffer(aux1Buffer);
+ aEngine.ReleaseRenderbuffer(aux2Buffer);
+ }
+ else // fast path --- just copy
+ {
+ vgCopyImage(aTargetImage, 0, 0, aSourceImage, 0, 0, width, height, VG_FALSE);
+ }
+ }