290 lines
12 KiB
QML
290 lines
12 KiB
QML
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/****************************************************************************
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**
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** Copyright (C) 2017 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt Graphical Effects module.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.12
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import QtGraphicalEffects.private 1.12
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Item {
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id: rootItem
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property variant source
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property real deviation: (radius + 1) / 3.3333
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property real radius: 0.0
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property int maximumRadius: 0
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property real horizontalStep: 0.0
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property real verticalStep: 0.0
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property bool transparentBorder: false
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property bool cached: false
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property bool enableColor: false
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property color color: "white"
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property real spread: 0.0
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property bool enableMask: false
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property variant maskSource
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SourceProxy {
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id: sourceProxy
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input: rootItem.source
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}
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SourceProxy {
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id: maskSourceProxy
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input: rootItem.maskSource
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}
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ShaderEffectSource {
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id: cacheItem
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anchors.fill: rootItem
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visible: rootItem.cached
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smooth: true
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sourceItem: shaderItem
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live: true
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hideSource: visible
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}
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ShaderEffect {
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id: shaderItem
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property variant source: sourceProxy.output
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property real deviation: Math.max(0.1, rootItem.deviation)
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property real radius: rootItem.radius
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property int maxRadius: rootItem.maximumRadius
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property bool transparentBorder: rootItem.transparentBorder
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property real gaussianSum: 0.0
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property real startIndex: 0.0
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property real deltaFactor: (2 * radius - 1) / (maxRadius * 2 - 1)
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property real expandX: transparentBorder && rootItem.horizontalStep > 0 ? maxRadius / width : 0.0
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property real expandY: transparentBorder && rootItem.verticalStep > 0 ? maxRadius / height : 0.0
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property variant gwts: []
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property variant delta: Qt.vector3d(rootItem.horizontalStep * deltaFactor, rootItem.verticalStep * deltaFactor, startIndex);
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property variant factor_0_2: Qt.vector3d(gwts[0], gwts[1], gwts[2]);
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property variant factor_3_5: Qt.vector3d(gwts[3], gwts[4], gwts[5]);
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property variant factor_6_8: Qt.vector3d(gwts[6], gwts[7], gwts[8]);
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property variant factor_9_11: Qt.vector3d(gwts[9], gwts[10], gwts[11]);
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property variant factor_12_14: Qt.vector3d(gwts[12], gwts[13], gwts[14]);
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property variant factor_15_17: Qt.vector3d(gwts[15], gwts[16], gwts[17]);
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property variant factor_18_20: Qt.vector3d(gwts[18], gwts[19], gwts[20]);
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property variant factor_21_23: Qt.vector3d(gwts[21], gwts[22], gwts[23]);
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property variant factor_24_26: Qt.vector3d(gwts[24], gwts[25], gwts[26]);
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property variant factor_27_29: Qt.vector3d(gwts[27], gwts[28], gwts[29]);
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property variant factor_30_31: Qt.point(gwts[30], gwts[31]);
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property color color: rootItem.color
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property real spread: 1.0 - (rootItem.spread * 0.98)
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property variant maskSource: maskSourceProxy.output
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anchors.fill: rootItem
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function gausFunc(x){
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//Gaussian function = h(x):=(1/sqrt(2*3.14159*(D^2))) * %e^(-(x^2)/(2*(D^2)));
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return (1.0 / Math.sqrt(2 * Math.PI * (Math.pow(shaderItem.deviation, 2)))) * Math.pow(Math.E, -((Math.pow(x, 2)) / (2 * (Math.pow(shaderItem.deviation, 2)))));
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}
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function updateGaussianWeights() {
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gaussianSum = 0.0;
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startIndex = -maxRadius + 0.5
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var n = new Array(32);
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for (var j = 0; j < 32; j++)
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n[j] = 0;
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var max = maxRadius * 2
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var delta = (2 * radius - 1) / (max - 1);
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for (var i = 0; i < max; i++) {
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n[i] = gausFunc(-radius + 0.5 + i * delta);
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gaussianSum += n[i];
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}
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gwts = n;
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}
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function buildFragmentShader() {
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var shaderSteps = [
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"gl_FragColor += texture2D(source, texCoord) * factor_0_2.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_0_2.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_0_2.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_3_5.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_3_5.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_3_5.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_6_8.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_6_8.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_6_8.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_9_11.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_9_11.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_9_11.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_12_14.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_12_14.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_12_14.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_15_17.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_15_17.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_15_17.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_18_20.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_18_20.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_18_20.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_21_23.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_21_23.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_21_23.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_24_26.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_24_26.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_24_26.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_27_29.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_27_29.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_27_29.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_30_31.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_30_31.y; texCoord += shift;"
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]
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var shader = ""
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if (GraphicsInfo.profile == GraphicsInfo.OpenGLCoreProfile)
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shader += "#version 150 core\n#define varying in\n#define gl_FragColor fragColor\n#define texture2D texture\nout vec4 fragColor;\n"
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shader += fragmentShaderBegin
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var samples = maxRadius * 2
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if (samples > 32) {
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console.log("DirectionalGaussianBlur.qml WARNING: Maximum of blur radius (16) exceeded!")
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samples = 32
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}
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for (var i = 0; i < samples; i++) {
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shader += shaderSteps[i]
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}
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shader += fragmentShaderEnd
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var colorizeSteps = ""
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var colorizeUniforms = ""
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var maskSteps = ""
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var maskUniforms = ""
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if (enableColor) {
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colorizeSteps += "gl_FragColor = mix(vec4(0), color, clamp((gl_FragColor.a - 0.0) / (spread - 0.0), 0.0, 1.0));\n"
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colorizeUniforms += "uniform highp vec4 color;\n"
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colorizeUniforms += "uniform highp float spread;\n"
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}
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if (enableMask) {
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maskSteps += "shift *= texture2D(maskSource, qt_TexCoord0).a;\n"
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maskUniforms += "uniform sampler2D maskSource;\n"
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}
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shader = shader.replace("PLACEHOLDER_COLORIZE_STEPS", colorizeSteps)
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shader = shader.replace("PLACEHOLDER_COLORIZE_UNIFORMS", colorizeUniforms)
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shader = shader.replace("PLACEHOLDER_MASK_STEPS", maskSteps)
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shader = shader.replace("PLACEHOLDER_MASK_UNIFORMS", maskUniforms)
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fragmentShader = shader
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}
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onDeviationChanged: updateGaussianWeights()
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onRadiusChanged: updateGaussianWeights()
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onTransparentBorderChanged: {
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buildFragmentShader()
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updateGaussianWeights()
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}
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onMaxRadiusChanged: {
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buildFragmentShader()
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updateGaussianWeights()
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}
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Component.onCompleted: {
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buildFragmentShader()
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updateGaussianWeights()
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}
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property string fragmentShaderBegin: "
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varying mediump vec2 qt_TexCoord0;
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uniform highp float qt_Opacity;
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uniform lowp sampler2D source;
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uniform highp vec3 delta;
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uniform highp vec3 factor_0_2;
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uniform highp vec3 factor_3_5;
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uniform highp vec3 factor_6_8;
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uniform highp vec3 factor_9_11;
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uniform highp vec3 factor_12_14;
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uniform highp vec3 factor_15_17;
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uniform highp vec3 factor_18_20;
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uniform highp vec3 factor_21_23;
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uniform highp vec3 factor_24_26;
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uniform highp vec3 factor_27_29;
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uniform highp vec3 factor_30_31;
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uniform highp float gaussianSum;
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uniform highp float expandX;
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uniform highp float expandY;
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PLACEHOLDER_MASK_UNIFORMS
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PLACEHOLDER_COLORIZE_UNIFORMS
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void main() {
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highp vec2 shift = vec2(delta.x, delta.y);
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PLACEHOLDER_MASK_STEPS
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highp float index = delta.z;
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mediump vec2 texCoord = qt_TexCoord0;
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texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX);
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texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY);
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texCoord += (shift * index);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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"
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property string fragmentShaderEnd: "
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gl_FragColor /= gaussianSum;
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PLACEHOLDER_COLORIZE_STEPS
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gl_FragColor *= qt_Opacity;
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}
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"
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}
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}
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