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:
2016-10-28 18:38:05 +02:00
parent 8e815b0ce4
commit e39c240ff5
462 changed files with 64668 additions and 2760 deletions
+99
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/****************************************************************************
**
** 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
}
}
+394
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/****************************************************************************
**
** 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;
}
"
}
}
+414
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/****************************************************************************
**
** 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;
}
"
}
}
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/****************************************************************************
**
** 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;
}
"
}
}
+99
View File
@@ -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
}
}
+156
View File
@@ -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;
}
"
}
}
+105
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/****************************************************************************
**
** 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
}
}
+11
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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
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