Complete GUI overhaul (from Qt Widgets to Qt Quick Controls 2)
Added chaperone profiles Added separate supersampling sliders for applications/compositor Added asynchronous reprojection on/off switch Merged in Microphone Control Overlay Added Push-to-Talk profiles Updated to OpenVR 1.0.3 Requires at least SteamVR beta 1477423729.
This commit is contained in:
@@ -0,0 +1,99 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2015 Jolla Ltd, author: <gunnar.sletta@jollamobile.com>
|
||||
** Contact: http://www.qt-project.org/legal
|
||||
**
|
||||
** This file is part of the Qt Graphical Effects module.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
import QtQuick 2.0
|
||||
import QtGraphicalEffects.private 1.0
|
||||
import QtGraphicalEffects 1.0
|
||||
|
||||
Item {
|
||||
id: root
|
||||
|
||||
property variant source
|
||||
property real radius: Math.floor(samples / 2)
|
||||
property int samples: 9
|
||||
property color color: "black"
|
||||
property real horizontalOffset: 0
|
||||
property real verticalOffset: 0
|
||||
property real spread: 0.0
|
||||
property bool cached: false
|
||||
property bool transparentBorder: true
|
||||
|
||||
GaussianBlur {
|
||||
id: blur
|
||||
width: parent.width
|
||||
height: parent.height
|
||||
x: Math.round(horizontalOffset)
|
||||
y: Math.round(verticalOffset)
|
||||
source: root.source
|
||||
radius: root.radius
|
||||
samples: root.samples
|
||||
_thickness: root.spread
|
||||
transparentBorder: root.transparentBorder
|
||||
|
||||
|
||||
_color: root.color;
|
||||
_alphaOnly: true
|
||||
// ignoreDevicePixelRatio: root.ignoreDevicePixelRatio
|
||||
|
||||
ShaderEffect {
|
||||
x: blur._outputRect.x - parent.x
|
||||
y: blur._outputRect.y - parent.y
|
||||
width: transparentBorder ? blur._outputRect.width : blur.width
|
||||
height: transparentBorder ? blur._outputRect.height : blur.height
|
||||
property variant source: blur._output;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: cacheItem
|
||||
x: -blur._kernelRadius + horizontalOffset
|
||||
y: -blur._kernelRadius + verticalOffset
|
||||
width: blur.width + 2 * blur._kernelRadius
|
||||
height: blur.height + 2 * blur._kernelRadius
|
||||
visible: root.cached
|
||||
smooth: true
|
||||
sourceRect: Qt.rect(-blur._kernelRadius, -blur._kernelRadius, width, height);
|
||||
sourceItem: blur
|
||||
hideSource: visible
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,394 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2015 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt Graphical Effects module.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
import QtQuick 2.0
|
||||
import QtGraphicalEffects.private 1.0
|
||||
|
||||
Item {
|
||||
id: rootItem
|
||||
property variant source
|
||||
property real spread: 0.0
|
||||
property real blur: 0.0
|
||||
property color color: "white"
|
||||
property bool transparentBorder: false
|
||||
property bool cached: false
|
||||
|
||||
SourceProxy {
|
||||
id: sourceProxy
|
||||
input: rootItem.source
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: cacheItem
|
||||
anchors.fill: shaderItem
|
||||
visible: rootItem.cached
|
||||
smooth: true
|
||||
sourceItem: shaderItem
|
||||
live: true
|
||||
hideSource: visible
|
||||
}
|
||||
|
||||
property string __internalBlurVertexShader: "
|
||||
attribute highp vec4 qt_Vertex;
|
||||
attribute highp vec2 qt_MultiTexCoord0;
|
||||
uniform highp mat4 qt_Matrix;
|
||||
uniform highp float yStep;
|
||||
uniform highp float xStep;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
varying highp vec2 qt_TexCoord1;
|
||||
varying highp vec2 qt_TexCoord2;
|
||||
varying highp vec2 qt_TexCoord3;
|
||||
|
||||
void main() {
|
||||
qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
|
||||
qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
|
||||
qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
|
||||
qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
|
||||
gl_Position = qt_Matrix * qt_Vertex;
|
||||
}
|
||||
"
|
||||
|
||||
property string __internalBlurFragmentShader: "
|
||||
uniform lowp sampler2D source;
|
||||
uniform lowp float qt_Opacity;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
varying highp vec2 qt_TexCoord1;
|
||||
varying highp vec2 qt_TexCoord2;
|
||||
varying highp vec2 qt_TexCoord3;
|
||||
|
||||
void main() {
|
||||
highp vec4 sourceColor = (texture2D(source, qt_TexCoord0) +
|
||||
texture2D(source, qt_TexCoord1) +
|
||||
texture2D(source, qt_TexCoord2) +
|
||||
texture2D(source, qt_TexCoord3)) * 0.25;
|
||||
gl_FragColor = sourceColor * qt_Opacity;
|
||||
}
|
||||
"
|
||||
|
||||
ShaderEffect {
|
||||
id: level0
|
||||
property variant source: sourceProxy.output
|
||||
anchors.fill: parent
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level1
|
||||
width: Math.ceil(shaderItem.width / 32) * 32
|
||||
height: Math.ceil(shaderItem.height / 32) * 32
|
||||
sourceItem: level0
|
||||
hideSource: rootItem.visible
|
||||
sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0,0,0,0)
|
||||
smooth: true
|
||||
visible: false
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect1
|
||||
property variant source: level1
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level2
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level2
|
||||
width: level1.width / 2
|
||||
height: level1.height / 2
|
||||
sourceItem: effect1
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect2
|
||||
property variant source: level2
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level3
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level3
|
||||
width: level2.width / 2
|
||||
height: level2.height / 2
|
||||
sourceItem: effect2
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect3
|
||||
property variant source: level3
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level4
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level4
|
||||
width: level3.width / 2
|
||||
height: level3.height / 2
|
||||
sourceItem: effect3
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect4
|
||||
property variant source: level4
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level5
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level5
|
||||
width: level4.width / 2
|
||||
height: level4.height / 2
|
||||
sourceItem: effect4
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect5
|
||||
property variant source: level5
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level6
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level6
|
||||
width: level5.width / 2
|
||||
height: level5.height / 2
|
||||
sourceItem: effect5
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
Item {
|
||||
id: dummysource
|
||||
width: 1
|
||||
height: 1
|
||||
visible: false
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: dummy
|
||||
width: 1
|
||||
height: 1
|
||||
sourceItem: dummysource
|
||||
visible: false
|
||||
smooth: false
|
||||
live: false
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: shaderItem
|
||||
x: transparentBorder ? -64 : 0
|
||||
y: transparentBorder ? -64 : 0
|
||||
width: transparentBorder ? parent.width + 128 : parent.width
|
||||
height: transparentBorder ? parent.height + 128 : parent.height
|
||||
|
||||
property variant source1: level1
|
||||
property variant source2: level2
|
||||
property variant source3: level3
|
||||
property variant source4: level4
|
||||
property variant source5: level5
|
||||
property variant source6: level6
|
||||
property real lod: rootItem.blur
|
||||
|
||||
property real weight1;
|
||||
property real weight2;
|
||||
property real weight3;
|
||||
property real weight4;
|
||||
property real weight5;
|
||||
property real weight6;
|
||||
|
||||
property real spread: 1.0 - (rootItem.spread * 0.98)
|
||||
property alias color: rootItem.color
|
||||
|
||||
function weight(v) {
|
||||
if (v <= 0.0)
|
||||
return 1
|
||||
if (v >= 0.5)
|
||||
return 0
|
||||
|
||||
return 1.0 - v / 0.5
|
||||
}
|
||||
|
||||
function calculateWeights() {
|
||||
|
||||
var w1 = weight(Math.abs(lod - 0.100))
|
||||
var w2 = weight(Math.abs(lod - 0.300))
|
||||
var w3 = weight(Math.abs(lod - 0.500))
|
||||
var w4 = weight(Math.abs(lod - 0.700))
|
||||
var w5 = weight(Math.abs(lod - 0.900))
|
||||
var w6 = weight(Math.abs(lod - 1.100))
|
||||
|
||||
var sum = w1 + w2 + w3 + w4 + w5 + w6;
|
||||
weight1 = w1 / sum;
|
||||
weight2 = w2 / sum;
|
||||
weight3 = w3 / sum;
|
||||
weight4 = w4 / sum;
|
||||
weight5 = w5 / sum;
|
||||
weight6 = w6 / sum;
|
||||
|
||||
upateSources()
|
||||
}
|
||||
|
||||
function upateSources() {
|
||||
var sources = new Array();
|
||||
var weights = new Array();
|
||||
|
||||
if (weight1 > 0) {
|
||||
sources.push(level1)
|
||||
weights.push(weight1)
|
||||
}
|
||||
|
||||
if (weight2 > 0) {
|
||||
sources.push(level2)
|
||||
weights.push(weight2)
|
||||
}
|
||||
|
||||
if (weight3 > 0) {
|
||||
sources.push(level3)
|
||||
weights.push(weight3)
|
||||
}
|
||||
|
||||
if (weight4 > 0) {
|
||||
sources.push(level4)
|
||||
weights.push(weight4)
|
||||
}
|
||||
|
||||
if (weight5 > 0) {
|
||||
sources.push(level5)
|
||||
weights.push(weight5)
|
||||
}
|
||||
|
||||
if (weight6 > 0) {
|
||||
sources.push(level6)
|
||||
weights.push(weight6)
|
||||
}
|
||||
|
||||
for (var j = sources.length; j < 6; j++) {
|
||||
sources.push(dummy)
|
||||
weights.push(0.0)
|
||||
}
|
||||
|
||||
source1 = sources[0]
|
||||
source2 = sources[1]
|
||||
source3 = sources[2]
|
||||
source4 = sources[3]
|
||||
source5 = sources[4]
|
||||
source6 = sources[5]
|
||||
|
||||
weight1 = weights[0]
|
||||
weight2 = weights[1]
|
||||
weight3 = weights[2]
|
||||
weight4 = weights[3]
|
||||
weight5 = weights[4]
|
||||
weight6 = weights[5]
|
||||
}
|
||||
|
||||
Component.onCompleted: calculateWeights()
|
||||
|
||||
onLodChanged: calculateWeights()
|
||||
|
||||
fragmentShader: "
|
||||
uniform lowp sampler2D source1;
|
||||
uniform lowp sampler2D source2;
|
||||
uniform lowp sampler2D source3;
|
||||
uniform lowp sampler2D source4;
|
||||
uniform lowp sampler2D source5;
|
||||
uniform mediump float weight1;
|
||||
uniform mediump float weight2;
|
||||
uniform mediump float weight3;
|
||||
uniform mediump float weight4;
|
||||
uniform mediump float weight5;
|
||||
uniform highp vec4 color;
|
||||
uniform highp float spread;
|
||||
uniform lowp float qt_Opacity;
|
||||
varying mediump vec2 qt_TexCoord0;
|
||||
|
||||
highp float linearstep(highp float e0, highp float e1, highp float x) {
|
||||
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
lowp vec4 sourceColor = texture2D(source1, qt_TexCoord0) * weight1;
|
||||
sourceColor += texture2D(source2, qt_TexCoord0) * weight2;
|
||||
sourceColor += texture2D(source3, qt_TexCoord0) * weight3;
|
||||
sourceColor += texture2D(source4, qt_TexCoord0) * weight4;
|
||||
sourceColor += texture2D(source5, qt_TexCoord0) * weight5;
|
||||
sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a));
|
||||
gl_FragColor = sourceColor * qt_Opacity;
|
||||
}
|
||||
"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,414 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2015 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt Graphical Effects module.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
import QtQuick 2.0
|
||||
import QtGraphicalEffects.private 1.0
|
||||
|
||||
Item {
|
||||
id: rootItem
|
||||
property variant source
|
||||
property real blur: 0.0
|
||||
property real horizontalOffset: 0
|
||||
property real verticalOffset: 0
|
||||
property real spread: 0.0
|
||||
property color color: "black"
|
||||
property bool cached: false
|
||||
|
||||
SourceProxy {
|
||||
id: sourceProxy
|
||||
input: rootItem.source
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: cacheItem
|
||||
anchors.fill: shaderItem
|
||||
visible: rootItem.cached
|
||||
smooth: true
|
||||
sourceItem: shaderItem
|
||||
live: true
|
||||
hideSource: visible
|
||||
}
|
||||
|
||||
property string __internalBlurVertexShader: "
|
||||
attribute highp vec4 qt_Vertex;
|
||||
attribute highp vec2 qt_MultiTexCoord0;
|
||||
uniform highp mat4 qt_Matrix;
|
||||
uniform highp float yStep;
|
||||
uniform highp float xStep;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
varying highp vec2 qt_TexCoord1;
|
||||
varying highp vec2 qt_TexCoord2;
|
||||
varying highp vec2 qt_TexCoord3;
|
||||
|
||||
void main() {
|
||||
qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
|
||||
qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
|
||||
qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
|
||||
qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
|
||||
gl_Position = qt_Matrix * qt_Vertex;
|
||||
}
|
||||
"
|
||||
|
||||
property string __internalBlurFragmentShader: "
|
||||
uniform lowp sampler2D source;
|
||||
uniform lowp float qt_Opacity;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
varying highp vec2 qt_TexCoord1;
|
||||
varying highp vec2 qt_TexCoord2;
|
||||
varying highp vec2 qt_TexCoord3;
|
||||
|
||||
void main() {
|
||||
highp vec4 sourceColor = (texture2D(source, qt_TexCoord0) +
|
||||
texture2D(source, qt_TexCoord1) +
|
||||
texture2D(source, qt_TexCoord2) +
|
||||
texture2D(source, qt_TexCoord3)) * 0.25;
|
||||
gl_FragColor = sourceColor * qt_Opacity;
|
||||
}
|
||||
"
|
||||
|
||||
ShaderEffect {
|
||||
id: level0
|
||||
property variant source: sourceProxy.output
|
||||
property real horizontalOffset: rootItem.horizontalOffset / rootItem.width
|
||||
property real verticalOffset: rootItem.verticalOffset / rootItem.width
|
||||
property color color: rootItem.color
|
||||
|
||||
anchors.fill: parent
|
||||
visible: false
|
||||
smooth: true
|
||||
fragmentShader: "
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
uniform lowp float qt_Opacity;
|
||||
uniform highp sampler2D source;
|
||||
uniform lowp vec4 color;
|
||||
uniform highp float horizontalOffset;
|
||||
uniform highp float verticalOffset;
|
||||
|
||||
void main(void) {
|
||||
highp vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
|
||||
lowp float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
|
||||
lowp float eb = 1.0 - ea;
|
||||
gl_FragColor = (eb * color + ea * color * (1.0 - texture2D(source, pos).a)) * qt_Opacity;
|
||||
}
|
||||
"
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level1
|
||||
width: Math.ceil(shaderItem.width / 32) * 32
|
||||
height: Math.ceil(shaderItem.height / 32) * 32
|
||||
sourceItem: level0
|
||||
hideSource: rootItem.visible
|
||||
smooth: true
|
||||
visible: false
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect1
|
||||
property variant source: level1
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level2
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level2
|
||||
width: level1.width / 2
|
||||
height: level1.height / 2
|
||||
sourceItem: effect1
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect2
|
||||
property variant source: level2
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level3
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level3
|
||||
width: level2.width / 2
|
||||
height: level2.height / 2
|
||||
sourceItem: effect2
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect3
|
||||
property variant source: level3
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level4
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level4
|
||||
width: level3.width / 2
|
||||
height: level3.height / 2
|
||||
sourceItem: effect3
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect4
|
||||
property variant source: level4
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level5
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level5
|
||||
width: level4.width / 2
|
||||
height: level4.height / 2
|
||||
sourceItem: effect4
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect5
|
||||
property variant source: level5
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level6
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level6
|
||||
width: level5.width / 2
|
||||
height: level5.height / 2
|
||||
sourceItem: effect5
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
Item {
|
||||
id: dummysource
|
||||
width: 1
|
||||
height: 1
|
||||
visible: false
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: dummy
|
||||
width: 1
|
||||
height: 1
|
||||
sourceItem: dummysource
|
||||
visible: false
|
||||
smooth: false
|
||||
live: false
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: shaderItem
|
||||
width: parent.width
|
||||
height: parent.height
|
||||
|
||||
property variant original: sourceProxy.output
|
||||
property variant source1: level1
|
||||
property variant source2: level2
|
||||
property variant source3: level3
|
||||
property variant source4: level4
|
||||
property variant source5: level5
|
||||
property variant source6: level6
|
||||
property real lod: rootItem.blur
|
||||
|
||||
property real weight1;
|
||||
property real weight2;
|
||||
property real weight3;
|
||||
property real weight4;
|
||||
property real weight5;
|
||||
property real weight6;
|
||||
|
||||
property real spread: 1.0 - (rootItem.spread * 0.98)
|
||||
property color color: rootItem.color
|
||||
|
||||
function weight(v) {
|
||||
if (v <= 0.0)
|
||||
return 1
|
||||
if (v >= 0.5)
|
||||
return 0
|
||||
|
||||
return 1.0 - v / 0.5
|
||||
}
|
||||
|
||||
function calculateWeights() {
|
||||
|
||||
var w1 = weight(Math.abs(lod - 0.100))
|
||||
var w2 = weight(Math.abs(lod - 0.300))
|
||||
var w3 = weight(Math.abs(lod - 0.500))
|
||||
var w4 = weight(Math.abs(lod - 0.700))
|
||||
var w5 = weight(Math.abs(lod - 0.900))
|
||||
var w6 = weight(Math.abs(lod - 1.100))
|
||||
|
||||
var sum = w1 + w2 + w3 + w4 + w5 + w6;
|
||||
weight1 = w1 / sum;
|
||||
weight2 = w2 / sum;
|
||||
weight3 = w3 / sum;
|
||||
weight4 = w4 / sum;
|
||||
weight5 = w5 / sum;
|
||||
weight6 = w6 / sum;
|
||||
|
||||
upateSources()
|
||||
}
|
||||
|
||||
function upateSources() {
|
||||
var sources = new Array();
|
||||
var weights = new Array();
|
||||
|
||||
if (weight1 > 0) {
|
||||
sources.push(level1)
|
||||
weights.push(weight1)
|
||||
}
|
||||
|
||||
if (weight2 > 0) {
|
||||
sources.push(level2)
|
||||
weights.push(weight2)
|
||||
}
|
||||
|
||||
if (weight3 > 0) {
|
||||
sources.push(level3)
|
||||
weights.push(weight3)
|
||||
}
|
||||
|
||||
if (weight4 > 0) {
|
||||
sources.push(level4)
|
||||
weights.push(weight4)
|
||||
}
|
||||
|
||||
if (weight5 > 0) {
|
||||
sources.push(level5)
|
||||
weights.push(weight5)
|
||||
}
|
||||
|
||||
if (weight6 > 0) {
|
||||
sources.push(level6)
|
||||
weights.push(weight6)
|
||||
}
|
||||
|
||||
for (var j = sources.length; j < 6; j++) {
|
||||
sources.push(dummy)
|
||||
weights.push(0.0)
|
||||
}
|
||||
|
||||
source1 = sources[0]
|
||||
source2 = sources[1]
|
||||
source3 = sources[2]
|
||||
source4 = sources[3]
|
||||
source5 = sources[4]
|
||||
source6 = sources[5]
|
||||
|
||||
weight1 = weights[0]
|
||||
weight2 = weights[1]
|
||||
weight3 = weights[2]
|
||||
weight4 = weights[3]
|
||||
weight5 = weights[4]
|
||||
weight6 = weights[5]
|
||||
}
|
||||
|
||||
Component.onCompleted: calculateWeights()
|
||||
|
||||
onLodChanged: calculateWeights()
|
||||
|
||||
fragmentShader: "
|
||||
uniform lowp sampler2D original;
|
||||
uniform lowp sampler2D source1;
|
||||
uniform lowp sampler2D source2;
|
||||
uniform lowp sampler2D source3;
|
||||
uniform lowp sampler2D source4;
|
||||
uniform lowp sampler2D source5;
|
||||
uniform mediump float weight1;
|
||||
uniform mediump float weight2;
|
||||
uniform mediump float weight3;
|
||||
uniform mediump float weight4;
|
||||
uniform mediump float weight5;
|
||||
uniform highp vec4 color;
|
||||
uniform highp float spread;
|
||||
uniform lowp float qt_Opacity;
|
||||
varying mediump vec2 qt_TexCoord0;
|
||||
|
||||
highp float linearstep(highp float e0, highp float e1, highp float x) {
|
||||
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
lowp vec4 shadowColor = texture2D(source1, qt_TexCoord0) * weight1;
|
||||
shadowColor += texture2D(source2, qt_TexCoord0) * weight2;
|
||||
shadowColor += texture2D(source3, qt_TexCoord0) * weight3;
|
||||
shadowColor += texture2D(source4, qt_TexCoord0) * weight4;
|
||||
shadowColor += texture2D(source5, qt_TexCoord0) * weight5;
|
||||
lowp vec4 originalColor = texture2D(original, qt_TexCoord0);
|
||||
shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
|
||||
gl_FragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
|
||||
}
|
||||
"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,333 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2015 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt Graphical Effects module.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
import QtQuick 2.0
|
||||
import QtGraphicalEffects.private 1.0
|
||||
|
||||
Item {
|
||||
id: rootItem
|
||||
property variant source
|
||||
property variant maskSource
|
||||
property real blur: 0.0
|
||||
property bool transparentBorder: false
|
||||
property bool cached: false
|
||||
|
||||
SourceProxy {
|
||||
id: sourceProxy
|
||||
input: rootItem.source
|
||||
}
|
||||
|
||||
SourceProxy {
|
||||
id: maskSourceProxy
|
||||
input: rootItem.maskSource
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: cacheItem
|
||||
anchors.fill: shaderItem
|
||||
visible: rootItem.cached
|
||||
sourceItem: shaderItem
|
||||
live: true
|
||||
hideSource: visible
|
||||
smooth: rootItem.blur > 0
|
||||
}
|
||||
|
||||
property string __internalBlurVertexShader: "
|
||||
attribute highp vec4 qt_Vertex;
|
||||
attribute highp vec2 qt_MultiTexCoord0;
|
||||
uniform highp mat4 qt_Matrix;
|
||||
uniform highp float yStep;
|
||||
uniform highp float xStep;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
varying highp vec2 qt_TexCoord1;
|
||||
varying highp vec2 qt_TexCoord2;
|
||||
varying highp vec2 qt_TexCoord3;
|
||||
|
||||
void main() {
|
||||
qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
|
||||
qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
|
||||
qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
|
||||
qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
|
||||
gl_Position = qt_Matrix * qt_Vertex;
|
||||
}
|
||||
"
|
||||
|
||||
property string __internalBlurFragmentShader: "
|
||||
uniform lowp sampler2D source;
|
||||
uniform lowp float qt_Opacity;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
varying highp vec2 qt_TexCoord1;
|
||||
varying highp vec2 qt_TexCoord2;
|
||||
varying highp vec2 qt_TexCoord3;
|
||||
|
||||
void main() {
|
||||
highp vec4 sourceColor = (texture2D(source, qt_TexCoord0) +
|
||||
texture2D(source, qt_TexCoord1) +
|
||||
texture2D(source, qt_TexCoord2) +
|
||||
texture2D(source, qt_TexCoord3)) * 0.25;
|
||||
gl_FragColor = sourceColor * qt_Opacity;
|
||||
}
|
||||
"
|
||||
|
||||
ShaderEffect {
|
||||
id: mask0
|
||||
property variant source: maskSourceProxy.output
|
||||
anchors.fill: parent
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: masklevel1
|
||||
width: Math.ceil(shaderItem.width / 32) * 32
|
||||
height: Math.ceil(shaderItem.height / 32) * 32
|
||||
sourceItem: mask0
|
||||
hideSource: rootItem.visible
|
||||
sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0, 0, 0, 0)
|
||||
visible: false
|
||||
smooth: rootItem.blur > 0
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: level0
|
||||
property variant source: sourceProxy.output
|
||||
anchors.fill: parent
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level1
|
||||
width: Math.ceil(shaderItem.width / 32) * 32
|
||||
height: Math.ceil(shaderItem.height / 32) * 32
|
||||
sourceItem: level0
|
||||
hideSource: rootItem.visible
|
||||
sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0, 0, 0, 0)
|
||||
visible: false
|
||||
smooth: rootItem.blur > 0
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect1
|
||||
property variant source: level1
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level2
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level2
|
||||
width: level1.width / 2
|
||||
height: level1.height / 2
|
||||
sourceItem: effect1
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect2
|
||||
property variant source: level2
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level3
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level3
|
||||
width: level2.width / 2
|
||||
height: level2.height / 2
|
||||
sourceItem: effect2
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect3
|
||||
property variant source: level3
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level4
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level4
|
||||
width: level3.width / 2
|
||||
height: level3.height / 2
|
||||
sourceItem: effect3
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect4
|
||||
property variant source: level4
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level5
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level5
|
||||
width: level4.width / 2
|
||||
height: level4.height / 2
|
||||
sourceItem: effect4
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: effect5
|
||||
property variant source: level5
|
||||
property real yStep: 1/height
|
||||
property real xStep: 1/width
|
||||
anchors.fill: level6
|
||||
visible: false
|
||||
smooth: true
|
||||
vertexShader: __internalBlurVertexShader
|
||||
fragmentShader: __internalBlurFragmentShader
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: level6
|
||||
width: level5.width / 2
|
||||
height: level5.height / 2
|
||||
sourceItem: effect5
|
||||
hideSource: rootItem.visible
|
||||
visible: false
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: shaderItem
|
||||
property variant mask: masklevel1
|
||||
property variant source1: level1
|
||||
property variant source2: level2
|
||||
property variant source3: level3
|
||||
property variant source4: level4
|
||||
property variant source5: level5
|
||||
property variant source6: level6
|
||||
property real lod: Math.sqrt(rootItem.blur) * 1.2 - 0.2
|
||||
property real weight1
|
||||
property real weight2
|
||||
property real weight3
|
||||
property real weight4
|
||||
property real weight5
|
||||
property real weight6
|
||||
|
||||
x: transparentBorder ? -64 : 0
|
||||
y: transparentBorder ? -64 : 0
|
||||
width: transparentBorder ? parent.width + 128 : parent.width
|
||||
height: transparentBorder ? parent.height + 128 : parent.height
|
||||
|
||||
fragmentShader: "
|
||||
uniform lowp sampler2D mask;
|
||||
uniform lowp sampler2D source1;
|
||||
uniform lowp sampler2D source2;
|
||||
uniform lowp sampler2D source3;
|
||||
uniform lowp sampler2D source4;
|
||||
uniform lowp sampler2D source5;
|
||||
uniform lowp sampler2D source6;
|
||||
uniform lowp float lod;
|
||||
uniform lowp float qt_Opacity;
|
||||
varying mediump vec2 qt_TexCoord0;
|
||||
|
||||
mediump float weight(mediump float v) {
|
||||
if (v <= 0.0)
|
||||
return 1.0;
|
||||
|
||||
if (v >= 0.5)
|
||||
return 0.0;
|
||||
|
||||
return 1.0 - v * 2.0;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
lowp vec4 maskColor = texture2D(mask, qt_TexCoord0);
|
||||
mediump float l = lod * maskColor.a;
|
||||
|
||||
mediump float w1 = weight(abs(l - 0.100));
|
||||
mediump float w2 = weight(abs(l - 0.300));
|
||||
mediump float w3 = weight(abs(l - 0.500));
|
||||
mediump float w4 = weight(abs(l - 0.700));
|
||||
mediump float w5 = weight(abs(l - 0.900));
|
||||
mediump float w6 = weight(abs(l - 1.100));
|
||||
|
||||
mediump float sum = w1 + w2 + w3 + w4 + w5 + w6;
|
||||
mediump float weight1 = w1 / sum;
|
||||
mediump float weight2 = w2 / sum;
|
||||
mediump float weight3 = w3 / sum;
|
||||
mediump float weight4 = w4 / sum;
|
||||
mediump float weight5 = w5 / sum;
|
||||
mediump float weight6 = w6 / sum;
|
||||
|
||||
lowp vec4 sourceColor = texture2D(source1, qt_TexCoord0) * weight1;
|
||||
sourceColor += texture2D(source2, qt_TexCoord0) * weight2;
|
||||
sourceColor += texture2D(source3, qt_TexCoord0) * weight3;
|
||||
sourceColor += texture2D(source4, qt_TexCoord0) * weight4;
|
||||
sourceColor += texture2D(source5, qt_TexCoord0) * weight5;
|
||||
sourceColor += texture2D(source6, qt_TexCoord0) * weight6;
|
||||
|
||||
gl_FragColor = sourceColor * qt_Opacity;
|
||||
|
||||
}
|
||||
"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,287 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2015 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt Graphical Effects module.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
import QtQuick 2.0
|
||||
import QtGraphicalEffects.private 1.0
|
||||
|
||||
Item {
|
||||
id: rootItem
|
||||
property variant source
|
||||
property real deviation: (radius + 1) / 3.3333
|
||||
property real radius: 0.0
|
||||
property int maximumRadius: 0
|
||||
property real horizontalStep: 0.0
|
||||
property real verticalStep: 0.0
|
||||
property bool transparentBorder: false
|
||||
property bool cached: false
|
||||
|
||||
property bool enableColor: false
|
||||
property color color: "white"
|
||||
property real spread: 0.0
|
||||
|
||||
property bool enableMask: false
|
||||
property variant maskSource
|
||||
|
||||
SourceProxy {
|
||||
id: sourceProxy
|
||||
input: rootItem.source
|
||||
}
|
||||
|
||||
SourceProxy {
|
||||
id: maskSourceProxy
|
||||
input: rootItem.maskSource
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: cacheItem
|
||||
anchors.fill: rootItem
|
||||
visible: rootItem.cached
|
||||
smooth: true
|
||||
sourceItem: shaderItem
|
||||
live: true
|
||||
hideSource: visible
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: shaderItem
|
||||
property variant source: sourceProxy.output
|
||||
property real deviation: Math.max(0.1, rootItem.deviation)
|
||||
property real radius: rootItem.radius
|
||||
property int maxRadius: rootItem.maximumRadius
|
||||
property bool transparentBorder: rootItem.transparentBorder
|
||||
property real gaussianSum: 0.0
|
||||
property real startIndex: 0.0
|
||||
property real deltaFactor: (2 * radius - 1) / (maxRadius * 2 - 1)
|
||||
property real expandX: transparentBorder && rootItem.horizontalStep > 0 ? maxRadius / width : 0.0
|
||||
property real expandY: transparentBorder && rootItem.verticalStep > 0 ? maxRadius / height : 0.0
|
||||
property variant gwts: []
|
||||
property variant delta: Qt.vector3d(rootItem.horizontalStep * deltaFactor, rootItem.verticalStep * deltaFactor, startIndex);
|
||||
property variant factor_0_2: Qt.vector3d(gwts[0], gwts[1], gwts[2]);
|
||||
property variant factor_3_5: Qt.vector3d(gwts[3], gwts[4], gwts[5]);
|
||||
property variant factor_6_8: Qt.vector3d(gwts[6], gwts[7], gwts[8]);
|
||||
property variant factor_9_11: Qt.vector3d(gwts[9], gwts[10], gwts[11]);
|
||||
property variant factor_12_14: Qt.vector3d(gwts[12], gwts[13], gwts[14]);
|
||||
property variant factor_15_17: Qt.vector3d(gwts[15], gwts[16], gwts[17]);
|
||||
property variant factor_18_20: Qt.vector3d(gwts[18], gwts[19], gwts[20]);
|
||||
property variant factor_21_23: Qt.vector3d(gwts[21], gwts[22], gwts[23]);
|
||||
property variant factor_24_26: Qt.vector3d(gwts[24], gwts[25], gwts[26]);
|
||||
property variant factor_27_29: Qt.vector3d(gwts[27], gwts[28], gwts[29]);
|
||||
property variant factor_30_31: Qt.point(gwts[30], gwts[31]);
|
||||
|
||||
property color color: rootItem.color
|
||||
property real spread: 1.0 - (rootItem.spread * 0.98)
|
||||
property variant maskSource: maskSourceProxy.output
|
||||
|
||||
anchors.fill: rootItem
|
||||
|
||||
function gausFunc(x){
|
||||
//Gaussian function = h(x):=(1/sqrt(2*3.14159*(D^2))) * %e^(-(x^2)/(2*(D^2)));
|
||||
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)))));
|
||||
}
|
||||
|
||||
function updateGaussianWeights() {
|
||||
gaussianSum = 0.0;
|
||||
startIndex = -maxRadius + 0.5
|
||||
|
||||
var n = new Array(32);
|
||||
for (var j = 0; j < 32; j++)
|
||||
n[j] = 0;
|
||||
|
||||
var max = maxRadius * 2
|
||||
var delta = (2 * radius - 1) / (max - 1);
|
||||
for (var i = 0; i < max; i++) {
|
||||
n[i] = gausFunc(-radius + 0.5 + i * delta);
|
||||
gaussianSum += n[i];
|
||||
}
|
||||
|
||||
gwts = n;
|
||||
}
|
||||
|
||||
function buildFragmentShader() {
|
||||
|
||||
var shaderSteps = [
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_0_2.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_0_2.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_0_2.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_3_5.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_3_5.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_3_5.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_6_8.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_6_8.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_6_8.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_9_11.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_9_11.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_9_11.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_12_14.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_12_14.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_12_14.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_15_17.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_15_17.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_15_17.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_18_20.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_18_20.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_18_20.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_21_23.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_21_23.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_21_23.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_24_26.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_24_26.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_24_26.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_27_29.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_27_29.y; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_27_29.z; texCoord += shift;",
|
||||
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_30_31.x; texCoord += shift;",
|
||||
"gl_FragColor += texture2D(source, texCoord) * factor_30_31.y; texCoord += shift;"
|
||||
]
|
||||
|
||||
var shader = fragmentShaderBegin
|
||||
var samples = maxRadius * 2
|
||||
if (samples > 32) {
|
||||
console.log("DirectionalGaussianBlur.qml WARNING: Maximum of blur radius (16) exceeded!")
|
||||
samples = 32
|
||||
}
|
||||
|
||||
for (var i = 0; i < samples; i++) {
|
||||
shader += shaderSteps[i]
|
||||
}
|
||||
|
||||
shader += fragmentShaderEnd
|
||||
|
||||
var colorizeSteps = ""
|
||||
var colorizeUniforms = ""
|
||||
|
||||
var maskSteps = ""
|
||||
var maskUniforms = ""
|
||||
|
||||
if (enableColor) {
|
||||
colorizeSteps += "gl_FragColor = mix(vec4(0), color, clamp((gl_FragColor.a - 0.0) / (spread - 0.0), 0.0, 1.0));\n"
|
||||
colorizeUniforms += "uniform highp vec4 color;\n"
|
||||
colorizeUniforms += "uniform highp float spread;\n"
|
||||
}
|
||||
|
||||
if (enableMask) {
|
||||
maskSteps += "shift *= texture2D(maskSource, qt_TexCoord0).a;\n"
|
||||
maskUniforms += "uniform sampler2D maskSource;\n"
|
||||
}
|
||||
|
||||
shader = shader.replace("PLACEHOLDER_COLORIZE_STEPS", colorizeSteps)
|
||||
shader = shader.replace("PLACEHOLDER_COLORIZE_UNIFORMS", colorizeUniforms)
|
||||
shader = shader.replace("PLACEHOLDER_MASK_STEPS", maskSteps)
|
||||
shader = shader.replace("PLACEHOLDER_MASK_UNIFORMS", maskUniforms)
|
||||
|
||||
fragmentShader = shader
|
||||
}
|
||||
|
||||
onDeviationChanged: updateGaussianWeights()
|
||||
|
||||
onRadiusChanged: updateGaussianWeights()
|
||||
|
||||
onTransparentBorderChanged: {
|
||||
buildFragmentShader()
|
||||
updateGaussianWeights()
|
||||
}
|
||||
|
||||
onMaxRadiusChanged: {
|
||||
buildFragmentShader()
|
||||
updateGaussianWeights()
|
||||
}
|
||||
|
||||
Component.onCompleted: {
|
||||
buildFragmentShader()
|
||||
updateGaussianWeights()
|
||||
}
|
||||
|
||||
property string fragmentShaderBegin: "
|
||||
varying mediump vec2 qt_TexCoord0;
|
||||
uniform highp float qt_Opacity;
|
||||
uniform lowp sampler2D source;
|
||||
uniform highp vec3 delta;
|
||||
uniform highp vec3 factor_0_2;
|
||||
uniform highp vec3 factor_3_5;
|
||||
uniform highp vec3 factor_6_8;
|
||||
uniform highp vec3 factor_9_11;
|
||||
uniform highp vec3 factor_12_14;
|
||||
uniform highp vec3 factor_15_17;
|
||||
uniform highp vec3 factor_18_20;
|
||||
uniform highp vec3 factor_21_23;
|
||||
uniform highp vec3 factor_24_26;
|
||||
uniform highp vec3 factor_27_29;
|
||||
uniform highp vec3 factor_30_31;
|
||||
uniform highp float gaussianSum;
|
||||
uniform highp float expandX;
|
||||
uniform highp float expandY;
|
||||
PLACEHOLDER_MASK_UNIFORMS
|
||||
PLACEHOLDER_COLORIZE_UNIFORMS
|
||||
|
||||
void main() {
|
||||
highp vec2 shift = vec2(delta.x, delta.y);
|
||||
|
||||
PLACEHOLDER_MASK_STEPS
|
||||
|
||||
highp float index = delta.z;
|
||||
mediump vec2 texCoord = qt_TexCoord0;
|
||||
texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX);
|
||||
texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY);
|
||||
texCoord += (shift * index);
|
||||
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
"
|
||||
|
||||
property string fragmentShaderEnd: "
|
||||
|
||||
gl_FragColor /= gaussianSum;
|
||||
|
||||
PLACEHOLDER_COLORIZE_STEPS
|
||||
|
||||
gl_FragColor *= qt_Opacity;
|
||||
}
|
||||
"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2015 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt Graphical Effects module.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
import QtQuick 2.0
|
||||
import QtGraphicalEffects.private 1.0
|
||||
|
||||
Item {
|
||||
id: rootItem
|
||||
property variant source
|
||||
property real radius: 0.0
|
||||
property int maximumRadius: 0
|
||||
property real spread: 0.0
|
||||
property color color: "white"
|
||||
property bool cached: false
|
||||
property bool transparentBorder: false
|
||||
|
||||
SourceProxy {
|
||||
id: sourceProxy
|
||||
input: rootItem.source
|
||||
sourceRect: rootItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2.0, parent.height + 2.0) : Qt.rect(0, 0, 0, 0)
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: cacheItem
|
||||
anchors.fill: shaderItem
|
||||
visible: rootItem.cached
|
||||
smooth: true
|
||||
sourceItem: shaderItem
|
||||
live: true
|
||||
hideSource: visible
|
||||
}
|
||||
|
||||
GaussianDirectionalBlur {
|
||||
id: shaderItem
|
||||
x: transparentBorder ? -maximumRadius - 1 : 0
|
||||
y: transparentBorder ? -maximumRadius - 1 : 0
|
||||
width: horizontalBlur.width
|
||||
height: horizontalBlur.height
|
||||
horizontalStep: 0.0
|
||||
verticalStep: 1.0 / parent.height
|
||||
source: horizontalBlur
|
||||
radius: rootItem.radius
|
||||
maximumRadius: rootItem.maximumRadius
|
||||
transparentBorder: rootItem.transparentBorder
|
||||
enableColor: true
|
||||
color: rootItem.color
|
||||
spread: rootItem.spread
|
||||
}
|
||||
|
||||
GaussianDirectionalBlur {
|
||||
id: horizontalBlur
|
||||
width: transparentBorder ? parent.width + 2 * maximumRadius + 2 : parent.width
|
||||
height: transparentBorder ? parent.height + 2 * maximumRadius + 2 : parent.height
|
||||
horizontalStep: 1.0 / parent.width
|
||||
verticalStep: 0.0
|
||||
source: sourceProxy.output
|
||||
radius: rootItem.radius
|
||||
maximumRadius: rootItem.maximumRadius
|
||||
transparentBorder: rootItem.transparentBorder
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,156 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2015 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt Graphical Effects module.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
import QtQuick 2.0
|
||||
import QtGraphicalEffects.private 1.0
|
||||
|
||||
Item {
|
||||
id: rootItem
|
||||
property variant source
|
||||
property real radius: 0.0
|
||||
property int maximumRadius: 0
|
||||
property real horizontalOffset: 0
|
||||
property real verticalOffset: 0
|
||||
property real spread: 0
|
||||
property color color: "black"
|
||||
property bool cached: false
|
||||
|
||||
SourceProxy {
|
||||
id: sourceProxy
|
||||
input: rootItem.source
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: cacheItem
|
||||
anchors.fill: shaderItem
|
||||
visible: rootItem.cached
|
||||
smooth: true
|
||||
sourceItem: shaderItem
|
||||
live: true
|
||||
hideSource: visible
|
||||
}
|
||||
|
||||
ShaderEffect{
|
||||
id: shadowItem
|
||||
anchors.fill: parent
|
||||
|
||||
property variant original: sourceProxy.output
|
||||
property color color: rootItem.color
|
||||
property real horizontalOffset: rootItem.horizontalOffset / rootItem.width
|
||||
property real verticalOffset: rootItem.verticalOffset / rootItem.height
|
||||
|
||||
visible: false
|
||||
fragmentShader: "
|
||||
uniform highp sampler2D original;
|
||||
uniform lowp float qt_Opacity;
|
||||
uniform lowp vec4 color;
|
||||
uniform highp float horizontalOffset;
|
||||
uniform highp float verticalOffset;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
void main(void) {
|
||||
highp vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
|
||||
lowp float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
|
||||
lowp float eb = 1.0 - ea;
|
||||
gl_FragColor = eb * color + ea * color * (1.0 - texture2D(original, pos).a) * qt_Opacity;
|
||||
}
|
||||
"
|
||||
}
|
||||
|
||||
GaussianDirectionalBlur {
|
||||
id: blurItem
|
||||
anchors.fill: parent
|
||||
horizontalStep: 0.0
|
||||
verticalStep: 1.0 / parent.height
|
||||
source: horizontalBlur
|
||||
radius: rootItem.radius
|
||||
maximumRadius: rootItem.maximumRadius
|
||||
visible: false
|
||||
}
|
||||
|
||||
GaussianDirectionalBlur {
|
||||
id: horizontalBlur
|
||||
width: transparentBorder ? parent.width + 2 * maximumRadius : parent.width
|
||||
height: parent.height
|
||||
horizontalStep: 1.0 / parent.width
|
||||
verticalStep: 0.0
|
||||
source: shadowItem
|
||||
radius: rootItem.radius
|
||||
maximumRadius: rootItem.maximumRadius
|
||||
visible: false
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: blurredSource
|
||||
sourceItem: blurItem
|
||||
live: true
|
||||
smooth: true
|
||||
}
|
||||
|
||||
ShaderEffect {
|
||||
id: shaderItem
|
||||
anchors.fill: parent
|
||||
|
||||
property variant original: sourceProxy.output
|
||||
property variant shadow: blurredSource
|
||||
property real spread: 1.0 - (rootItem.spread * 0.98)
|
||||
property color color: rootItem.color
|
||||
|
||||
fragmentShader: "
|
||||
uniform highp sampler2D original;
|
||||
uniform highp sampler2D shadow;
|
||||
uniform lowp float qt_Opacity;
|
||||
uniform highp float spread;
|
||||
uniform lowp vec4 color;
|
||||
varying highp vec2 qt_TexCoord0;
|
||||
|
||||
highp float linearstep(highp float e0, highp float e1, highp float x) {
|
||||
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
lowp vec4 originalColor = texture2D(original, qt_TexCoord0);
|
||||
lowp vec4 shadowColor = texture2D(shadow, qt_TexCoord0);
|
||||
shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
|
||||
gl_FragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
|
||||
}
|
||||
"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,105 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2015 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt Graphical Effects module.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
import QtQuick 2.0
|
||||
import QtGraphicalEffects.private 1.0
|
||||
|
||||
Item {
|
||||
id: rootItem
|
||||
property variant source
|
||||
property variant maskSource
|
||||
property real radius: 0.0
|
||||
property int maximumRadius: 0
|
||||
property bool cached: false
|
||||
property bool transparentBorder: false
|
||||
|
||||
SourceProxy {
|
||||
id: sourceProxy
|
||||
input: rootItem.source
|
||||
sourceRect: rootItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2.0, parent.height + 2.0) : Qt.rect(0, 0, 0, 0)
|
||||
}
|
||||
|
||||
SourceProxy {
|
||||
id: maskSourceProxy
|
||||
input: rootItem.maskSource
|
||||
sourceRect: rootItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2.0, parent.height + 2.0) : Qt.rect(0, 0, 0, 0)
|
||||
}
|
||||
|
||||
ShaderEffectSource {
|
||||
id: cacheItem
|
||||
anchors.fill: blur
|
||||
visible: rootItem.cached
|
||||
smooth: true
|
||||
sourceItem: blur
|
||||
live: true
|
||||
hideSource: visible
|
||||
}
|
||||
|
||||
GaussianDirectionalBlur {
|
||||
id: blur
|
||||
x: transparentBorder ? -maximumRadius - 1: 0
|
||||
y: transparentBorder ? -maximumRadius - 1: 0
|
||||
width: horizontalBlur.width
|
||||
height: horizontalBlur.height
|
||||
horizontalStep: 0.0
|
||||
verticalStep: 1.0 / parent.height
|
||||
source: horizontalBlur
|
||||
enableMask: true
|
||||
maskSource: maskSourceProxy.output
|
||||
radius: rootItem.radius
|
||||
maximumRadius: rootItem.maximumRadius
|
||||
transparentBorder: rootItem.transparentBorder
|
||||
}
|
||||
|
||||
GaussianDirectionalBlur {
|
||||
id: horizontalBlur
|
||||
width: transparentBorder ? parent.width + 2 * maximumRadius + 2 : parent.width
|
||||
height: transparentBorder ? parent.height + 2 * maximumRadius + 2 : parent.height
|
||||
horizontalStep: 1.0 / parent.width
|
||||
verticalStep: 0.0
|
||||
source: sourceProxy.output
|
||||
enableMask: true
|
||||
maskSource: maskSourceProxy.output
|
||||
radius: rootItem.radius
|
||||
maximumRadius: rootItem.maximumRadius
|
||||
transparentBorder: rootItem.transparentBorder
|
||||
visible: false
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
module QtGraphicalEffects.private
|
||||
plugin qtgraphicaleffectsprivate
|
||||
classname QtGraphicalEffectsPrivatePlugin
|
||||
FastGlow 1.0 FastGlow.qml
|
||||
FastInnerShadow 1.0 FastInnerShadow.qml
|
||||
FastMaskedBlur 1.0 FastMaskedBlur.qml
|
||||
GaussianDirectionalBlur 1.0 GaussianDirectionalBlur.qml
|
||||
GaussianGlow 1.0 GaussianGlow.qml
|
||||
GaussianInnerShadow 1.0 GaussianInnerShadow.qml
|
||||
GaussianMaskedBlur 1.0 GaussianMaskedBlur.qml
|
||||
DropShadowBase 1.0 DropShadowBase.qml
|
||||
Binary file not shown.
Reference in New Issue
Block a user