void SteepestDescentSolver<Scalar, LocalOrdinal, GlobalOrdinal, Node, LocalMatOps>::Iterate(const Matrix& Aref, const Constraint& C, const Matrix& P0, RCP<Matrix>& P) const { RCP<const Matrix> A = rcpFromRef(Aref); RCP<Matrix> AP, G; Teuchos::FancyOStream& mmfancy = this->GetOStream(Statistics2, 0); Teuchos::ArrayRCP<const SC> D = Utils::GetMatrixDiagonal(*A); RCP<CrsMatrix> Ptmp_ = CrsMatrixFactory::Build(C.GetPattern()); Ptmp_->fillComplete(P0.getDomainMap(), P0.getRangeMap()); RCP<Matrix> Ptmp = rcp(new CrsMatrixWrap(Ptmp_)); // Initial P0 would only be used for multiplication P = rcp_const_cast<Matrix>(rcpFromRef(P0)); for (size_t k = 0; k < nIts_; k++) { AP = Utils::Multiply(*A, false, *P, false, mmfancy, true, false); #if 0 // gradient = -2 A^T * A * P SC stepLength = 2*stepLength_; G = Utils::Multiply(*A, true, *AP, false, true, true); C.Apply(*G, *Ptmp); #else // gradient = - A * P SC stepLength = stepLength_; Utils::MyOldScaleMatrix(*AP, D, true, false, false); C.Apply(*AP, *Ptmp); #endif RCP<Matrix> newP; Utils2::TwoMatrixAdd(*Ptmp, false, -stepLength, *P, false, Teuchos::ScalarTraits<Scalar>::one(), newP, mmfancy); newP->fillComplete(P->getDomainMap(), P->getRangeMap() ); P = newP; } }
void ShadowView::SetShaderConstants() { Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY ); Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraProjectionMatrixPropertyIndex, EqualToConstraint() ); projectionMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::PROJECTION_MATRIX ) ); projectionMatrixConstraint.Apply(); Property::Index lightCameraViewMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY ); Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraViewMatrixPropertyIndex, EqualToConstraint() ); viewMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::VIEW_MATRIX ) ); viewMatrixConstraint.Apply(); mShadowColorPropertyIndex = mShadowPlane.RegisterProperty( SHADER_SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor ); }
void ShadowView::ConstrainCamera() { if( mPointLight && mShadowPlane ) { // Constrain camera to look directly at center of shadow plane. (mPointLight position // is under control of application, can't use transform inheritance) Constraint cameraOrientationConstraint = Constraint::New<Quaternion> ( mCameraActor, Actor::Property::ORIENTATION, &LookAt ); cameraOrientationConstraint.AddSource( Source( mShadowPlane, Actor::Property::WORLD_POSITION ) ); cameraOrientationConstraint.AddSource( Source( mPointLight, Actor::Property::WORLD_POSITION ) ); cameraOrientationConstraint.AddSource( Source( mShadowPlane, Actor::Property::WORLD_ORIENTATION ) ); cameraOrientationConstraint.Apply(); Constraint pointLightPositionConstraint = Constraint::New<Vector3>( mCameraActor, Actor::Property::POSITION, EqualToConstraint() ); pointLightPositionConstraint.AddSource( Source( mPointLight, Actor::Property::WORLD_POSITION ) ); pointLightPositionConstraint.Apply(); } }
int UtcDaliShaderConstraint02(void) { TestApplication application; tet_infoline("Test that a uniform map shader property can be constrained"); Shader shader = Shader::New(VertexSource, FragmentSource); Material material = Material::New( shader ); material.SetProperty(Material::Property::COLOR, Color::WHITE); Geometry geometry = CreateQuadGeometry(); Renderer renderer = Renderer::New( geometry, material ); Actor actor = Actor::New(); actor.AddRenderer(renderer); actor.SetSize(400, 400); Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(0); Vector4 initialColor = Color::WHITE; Property::Index colorIndex = shader.RegisterProperty( "uFadeColor", initialColor ); TestGlAbstraction& gl = application.GetGlAbstraction(); application.SendNotification(); application.Render(0); Vector4 actualValue(Vector4::ZERO); DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) ); DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION ); // Apply constraint Constraint constraint = Constraint::New<Vector4>( shader, colorIndex, TestConstraintNoBlue ); constraint.Apply(); application.SendNotification(); application.Render(0); // Expect no blue component in either buffer - yellow DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) ); DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION ); application.Render(0); DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) ); DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION ); shader.RemoveConstraints(); shader.SetProperty(colorIndex, Color::WHITE ); application.SendNotification(); application.Render(0); DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) ); DALI_TEST_EQUALS( actualValue, Color::WHITE, TEST_LOCATION ); END_TEST; }
void CGSolver<Scalar, LocalOrdinal, GlobalOrdinal, Node>::Iterate(const Matrix& Aref, const Constraint& C, const Matrix& P0, RCP<Matrix>& finalP) const { // Note: this function matrix notations follow Saad's "Iterative methods", ed. 2, pg. 246 // So, X is the unknown prolongator, P's are conjugate directions, Z's are preconditioned P's PrintMonitor m(*this, "CG iterations"); if (nIts_ == 0) { finalP = MatrixFactory2::BuildCopy(rcpFromRef(P0)); return; } RCP<const Matrix> A = rcpFromRef(Aref); ArrayRCP<const SC> D = Utilities::GetMatrixDiagonal(*A); bool useTpetra = (A->getRowMap()->lib() == Xpetra::UseTpetra); Teuchos::FancyOStream& mmfancy = this->GetOStream(Statistics2); SC one = Teuchos::ScalarTraits<SC>::one(); RCP<Matrix> X, P, R, Z, AP; RCP<Matrix> newX, tmpAP; #ifndef TWO_ARG_MATRIX_ADD RCP<Matrix> newR, newP; #endif SC oldRZ, newRZ, alpha, beta, app; // T is used only for projecting onto RCP<CrsMatrix> T_ = CrsMatrixFactory::Build(C.GetPattern()); T_->fillComplete(P0.getDomainMap(), P0.getRangeMap()); RCP<Matrix> T = rcp(new CrsMatrixWrap(T_)); // Initial P0 would only be used for multiplication X = rcp_const_cast<Matrix>(rcpFromRef(P0)); tmpAP = MatrixMatrix::Multiply(*A, false, *X, false, mmfancy, true/*doFillComplete*/, true/*optimizeStorage*/); C.Apply(*tmpAP, *T); // R_0 = -A*X_0 R = Xpetra::MatrixFactory2<Scalar, LocalOrdinal, GlobalOrdinal, Node>::BuildCopy(T); R->resumeFill(); R->scale(-one); R->fillComplete(R->getDomainMap(), R->getRangeMap()); // Z_0 = M^{-1}R_0 Z = Xpetra::MatrixFactory2<Scalar, LocalOrdinal, GlobalOrdinal, Node>::BuildCopy(R); Utilities::MyOldScaleMatrix(*Z, D, true, true, false); // P_0 = Z_0 P = Xpetra::MatrixFactory2<Scalar, LocalOrdinal, GlobalOrdinal, Node>::BuildCopy(Z); oldRZ = Utilities::Frobenius(*R, *Z); for (size_t i = 0; i < nIts_; i++) { // AP = constrain(A*P) if (i == 0 || useTpetra) { // Construct the MxM pattern from scratch // This is done by default for Tpetra as the three argument version requires tmpAP // to *not* be locally indexed which defeats the purpose // TODO: need a three argument Tpetra version which allows reuse of already fill-completed matrix tmpAP = MatrixMatrix::Multiply(*A, false, *P, false, mmfancy, true/*doFillComplete*/, true/*optimizeStorage*/); } else { // Reuse the MxM pattern tmpAP = MatrixMatrix::Multiply(*A, false, *P, false, tmpAP, mmfancy, true/*doFillComplete*/, true/*optimizeStorage*/); } C.Apply(*tmpAP, *T); AP = T; app = Utilities::Frobenius(*AP, *P); if (Teuchos::ScalarTraits<SC>::magnitude(app) < Teuchos::ScalarTraits<SC>::sfmin()) { // It happens, for instance, if P = 0 // For example, if we use TentativePFactory for both nonzero pattern and initial guess // I think it might also happen because of numerical breakdown, but we don't test for that yet if (i == 0) X = MatrixFactory2::BuildCopy(rcpFromRef(P0)); break; } // alpha = (R_i, Z_i)/(A*P_i, P_i) alpha = oldRZ / app; this->GetOStream(Runtime1,1) << "alpha = " << alpha << std::endl; // X_{i+1} = X_i + alpha*P_i #ifndef TWO_ARG_MATRIX_ADD newX = Teuchos::null; MatrixMatrix::TwoMatrixAdd(*P, false, alpha, *X, false, one, newX, mmfancy); newX->fillComplete(P0.getDomainMap(), P0.getRangeMap()); X.swap(newX); #else MatrixMatrix::TwoMatrixAdd(*P, false, alpha, *X, one); #endif if (i == nIts_ - 1) break; // R_{i+1} = R_i - alpha*A*P_i #ifndef TWO_ARG_MATRIX_ADD newR = Teuchos::null; MatrixMatrix::TwoMatrixAdd(*AP, false, -alpha, *R, false, one, newR, mmfancy); newR->fillComplete(P0.getDomainMap(), P0.getRangeMap()); R.swap(newR); #else MatrixMatrix::TwoMatrixAdd(*AP, false, -alpha, *R, one); #endif // Z_{i+1} = M^{-1} R_{i+1} Z = MatrixFactory2::BuildCopy(R); Utilities::MyOldScaleMatrix(*Z, D, true, true, false); // beta = (R_{i+1}, Z_{i+1})/(R_i, Z_i) newRZ = Utilities::Frobenius(*R, *Z); beta = newRZ / oldRZ; // P_{i+1} = Z_{i+1} + beta*P_i #ifndef TWO_ARG_MATRIX_ADD newP = Teuchos::null; MatrixMatrix::TwoMatrixAdd(*P, false, beta, *Z, false, one, newP, mmfancy); newP->fillComplete(P0.getDomainMap(), P0.getRangeMap()); P.swap(newP); #else MatrixMatrix::TwoMatrixAdd(*Z, false, one, *P, beta); #endif oldRZ = newRZ; } finalP = X; }
/** * Invoked upon creation of application * @param[in] application The application instance */ void Create( Application& application ) { Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent); mStageSize = Stage::GetCurrent().GetSize(); // The Init signal is received once (only) during the Application lifetime // Hide the indicator bar application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); // Creates a default view with a default tool bar. // The view is added to the stage. Toolkit::ToolBar toolBar; mContent = DemoHelper::CreateView( application, mView, toolBar, BACKGROUND_IMAGE, TOOLBAR_IMAGE, APPLICATION_TITLE ); mContent.SetLeaveRequired(true); mContent.TouchSignal().Connect( this, &ExampleController::OnTouched ); // Create magnifier (controlled by human touch) Layer overlay = Layer::New(); overlay.SetSensitive(false); overlay.SetParentOrigin( ParentOrigin::CENTER ); overlay.SetSize(mStageSize); Stage::GetCurrent().Add(overlay); mMagnifier = Toolkit::Magnifier::New(); mMagnifier.SetSourceActor( mView ); mMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width mMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR ); mMagnifier.SetScale(Vector3::ZERO); overlay.Add( mMagnifier ); // Apply constraint to animate the position of the magnifier. Constraint constraint = Constraint::New<Vector3>( mMagnifier, Actor::Property::POSITION, ConfinementConstraint(Vector3( 0.5f, 0.5f, 0.0f ), Vector2::ONE * MAGNIFIER_INDENT, Vector2::ONE * MAGNIFIER_INDENT) ); constraint.AddSource( LocalSource(Actor::Property::SIZE) ); constraint.AddSource( LocalSource(Actor::Property::PARENT_ORIGIN) ); constraint.AddSource( LocalSource(Actor::Property::ANCHOR_POINT) ); constraint.AddSource( ParentSource(Actor::Property::SIZE) ); constraint.SetRemoveAction(Constraint::Discard); constraint.Apply(); // Create bouncing magnifier automatically bounces around screen. mBouncingMagnifier = Toolkit::Magnifier::New(); mBouncingMagnifier.SetSourceActor( mView ); mBouncingMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width mBouncingMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR ); overlay.Add( mBouncingMagnifier ); mAnimationTimeProperty = mBouncingMagnifier.RegisterProperty("animationTime", 0.0f); ContinueAnimation(); // Apply constraint to animate the position of the magnifier. constraint = Constraint::New<Vector3>( mBouncingMagnifier, Actor::Property::POSITION, MagnifierPathConstraint(mStageSize, mStageSize * 0.5f) ); constraint.AddSource( LocalSource(Actor::Property::SIZE) ); constraint.AddSource( LocalSource(mAnimationTimeProperty) ); constraint.Apply(); // Apply constraint to animate the source of the magnifier. constraint = Constraint::New<Vector3>( mBouncingMagnifier, Toolkit::Magnifier::Property::SOURCE_POSITION, MagnifierPathConstraint(mStageSize) ); constraint.AddSource( LocalSource(Actor::Property::SIZE) ); constraint.AddSource( LocalSource(mAnimationTimeProperty) ); constraint.Apply(); }
void ShadowView::OnInitialize() { // root actor to parent all user added actors. Used as source actor for shadow render task. mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION ); mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); Vector2 stageSize = Stage::GetCurrent().GetSize(); mCameraActor = CameraActor::New(stageSize); mCameraActor.SetParentOrigin( ParentOrigin::CENTER ); // Target is constrained to point at the shadow plane origin mCameraActor.SetNearClippingPlane( 1.0f ); mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS); mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION); Property::Map customShader; customShader[ "vertex-shader" ] = RENDER_SHADOW_VERTEX_SOURCE; customShader[ "fragment-shader" ] = RENDER_SHADOW_FRAGMENT_SOURCE; customShader[ "subdivide-grid-x" ] = 20; customShader[ "subdivide-grid-y" ] = 20; customShader[ "hints" ] = "output-is-transparent"; mShadowRenderShader[ "shader" ] = customShader; // Create render targets needed for rendering from light's point of view mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 ); mOutputImage = FrameBufferImage::New( stageSize.width * 0.5f, stageSize.height * 0.5f, Pixel::RGBA8888 ); ////////////////////////////////////////////////////// // Connect to actor tree Self().Add( mChildrenRoot ); Stage::GetCurrent().Add( mCameraActor ); mBlurFilter.SetRefreshOnDemand(false); mBlurFilter.SetInputImage(mSceneFromLightRenderTarget); mBlurFilter.SetOutputImage(mOutputImage); mBlurFilter.SetSize(stageSize * 0.5f); mBlurFilter.SetPixelFormat(Pixel::RGBA8888); mBlurRootActor = Actor::New(); mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" ); // Turn off inheritance to ensure filter renders properly mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION); mBlurRootActor.SetInheritOrientation(false); mBlurRootActor.SetInheritScale(false); mBlurRootActor.SetColorMode(USE_OWN_COLOR); Self().Add(mBlurRootActor); mBlurFilter.SetRootActor(mBlurRootActor); mBlurFilter.SetBackgroundColor(Vector4::ZERO); CustomActor self = Self(); // Register a property that the user can use to control the blur in the internal object mBlurStrengthPropertyIndex = self.RegisterProperty(BLUR_STRENGTH_PROPERTY_NAME, BLUR_STRENGTH_DEFAULT); Constraint blurStrengthConstraint = Constraint::New<float>( mBlurFilter.GetHandleForAnimateBlurStrength(), mBlurFilter.GetBlurStrengthPropertyIndex(), EqualToConstraint() ); blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) ); blurStrengthConstraint.Apply(); }
void GaussianBlurView::OnInitialize() { // root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task mChildrenRoot.SetParentOrigin(ParentOrigin::CENTER); ////////////////////////////////////////////////////// // Create shaders // horiz std::ostringstream horizFragmentShaderStringStream; horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n"; horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE; mHorizBlurShader = ShaderEffect::New( "", horizFragmentShaderStringStream.str() ); // vert std::ostringstream vertFragmentShaderStringStream; vertFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n"; vertFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE; mVertBlurShader = ShaderEffect::New( "", vertFragmentShaderStringStream.str() ); ////////////////////////////////////////////////////// // Create actors // Create an ImageActor for performing a horizontal blur on the texture mImageActorHorizBlur = ImageActor::New(); mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER); mImageActorHorizBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME mImageActorHorizBlur.SetShaderEffect( mHorizBlurShader ); // Create an ImageActor for performing a vertical blur on the texture mImageActorVertBlur = ImageActor::New(); mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER); mImageActorVertBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME mImageActorVertBlur.SetShaderEffect( mVertBlurShader ); // Register a property that the user can control to fade the blur in / out via the GaussianBlurView object mBlurStrengthPropertyIndex = Self().RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // Create an ImageActor for compositing the blur and the original child actors render if(!mBlurUserImage) { mImageActorComposite = ImageActor::New(); mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER); mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value Constraint blurStrengthConstraint = Constraint::New<float>( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint()); blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) ); blurStrengthConstraint.Apply(); // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task mTargetActor = ImageActor::New(); mTargetActor.SetParentOrigin(ParentOrigin::CENTER); mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME ////////////////////////////////////////////////////// // Create cameras for the renders corresponding to the view size mRenderFullSizeCamera = CameraActor::New(); mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER); ////////////////////////////////////////////////////// // Connect to actor tree Self().Add( mImageActorComposite ); Self().Add( mTargetActor ); Self().Add( mRenderFullSizeCamera ); } ////////////////////////////////////////////////////// // Create camera for the renders corresponding to the (potentially downsampled) render targets' size mRenderDownsampledCamera = CameraActor::New(); mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER); ////////////////////////////////////////////////////// // Connect to actor tree Self().Add( mChildrenRoot ); Self().Add( mImageActorHorizBlur ); Self().Add( mImageActorVertBlur ); Self().Add( mRenderDownsampledCamera ); }