| /**************************************************************************** |
| ** |
| ** Copyright (C) 2017 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the Qt Graphical Effects module. |
| ** |
| ** $QT_BEGIN_LICENSE:LGPL$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
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| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** GNU Lesser General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU Lesser |
| ** General Public License version 3 as published by the Free Software |
| ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| ** packaging of this file. Please review the following information to |
| ** ensure the GNU Lesser General Public License version 3 requirements |
| ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| ** |
| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 2.0 or (at your option) the GNU General |
| ** Public license version 3 or any later version approved by the KDE Free |
| ** Qt Foundation. The licenses are as published by the Free Software |
| ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
| ** included in the packaging of this file. Please review the following |
| ** information to ensure the GNU General Public License requirements will |
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| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| import QtQuick 2.12 |
| import QtGraphicalEffects.private 1.12 |
| |
| 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 = "" |
| if (GraphicsInfo.profile == GraphicsInfo.OpenGLCoreProfile) |
| shader += "#version 150 core\n#define varying in\n#define gl_FragColor fragColor\n#define texture2D texture\nout vec4 fragColor;\n" |
| 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; |
| } |
| " |
| } |
| } |