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2026-04-29 07:19:21 +03:00

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// Copyright (C) 2017 The Qt Company Ltd.
// Copyright (C) 2017 Jolla Ltd, author: <gunnar.sletta@jollamobile.com>
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
// Qt-Security score:significant reason:default
import QtQuick
import QtQuick.Window
import Qt5Compat.GraphicalEffects.private
/*!
\qmltype GaussianBlur
\inqmlmodule Qt5Compat.GraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick::Item
\ingroup qtgraphicaleffects-blur
\brief Applies a higher quality blur effect.
\note The MultiEffect component provides a blur effect with some performance
advantages. For new code, it should be considered as an alternative to using Qt Graphical
Effects.
GaussianBlur effect softens the image by blurring it with an algorithm that
uses the Gaussian function to calculate the effect. The effect produces
higher quality than \l{Qt5Compat.GraphicalEffects::FastBlur}{FastBlur}, but is
slower to render.
In particular, modifying properties of Gaussian blur will in many cases require
rebuilding the shader code from scratch, so animating properties of the effect
may perform badly as well as require a large amount of cache space. Therefore,
\l{FastBlur} should usually be preferred for animated blurs.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_bug.png
\li \image GaussianBlur_bug.png
\endtable
\note This effect is available when running with OpenGL.
\section1 Example
The following example shows how to apply the effect.
\snippet GaussianBlur-example.qml example
Performing blur live is a costly operation. Fullscreen gaussian blur
with even a moderate number of samples will only run at 60 fps on highend
graphics hardware.
*/
Item {
id: root
/*!
This property defines the source item that is going to be blurred.
\note It is not supported to let the effect include itself, for
instance by setting source to the effect's parent.
*/
property variant source
/*!
This property defines the distance of the neighboring pixels which
affect the blurring of an individual pixel. A larger radius increases
the blur effect.
The ideal blur is achieved by selecting \c samples and \c radius such
that \c {samples = 1 + radius * 2}, such as:
\table
\header \li Radius \li Samples
\row \li 0 \e{(no blur)} \li 1
\row \li 1 \li 3
\row \li 2 \li 5
\row \li 3 \li 7
\endtable
The value ranges from 0.0 (no blur) to inf. By default, the property is
set to \c floor(samples / 2.0).
\table
\header
\li Output examples with different radius values
\li
\li
\row
\li \image GaussianBlur_radius1.png
\li \image GaussianBlur_radius2.png
\li \image GaussianBlur_radius3.png
\row
\li \b { radius: 0 }
\li \b { radius: 4 }
\li \b { radius: 8 }
\row
\li \l samples: 16
\li \l samples: 16
\li \l samples: 16
\row
\li \l deviation: 3
\li \l deviation: 3
\li \l deviation: 3
\endtable
*/
property real radius: Math.floor(samples / 2);
/*!
This property defines how many samples are taken per pixel when blur
calculation is done. Larger value produces better quality, but is slower
to render.
Ideally, this value should be twice as large as the highest required
radius value plus 1, for example, if the radius is animated between 0.0
and 4.0, samples should be set to 9.
By default, the property is set to \c 9.
\note This property is not intended to be animated. Changing this property may
cause the underlying OpenGL shaders to be recompiled.
*/
property int samples: 9
/*!
This property is a parameter to the gaussian function that is used when
calculating neighboring pixel weights for the blurring. A larger
deviation causes image to appear more blurry, but it also reduces the
quality of the blur. A very large deviation value causes the effect to
look a bit similar to what, for exmple, a box blur algorithm produces. A
too small deviation values makes the effect insignificant for the pixels
near the radius.
\image GaussianBlur_deviation_graph.png
\caption The image above shows the Gaussian function with two different
deviation values, yellow (1) and cyan (2.7). The y-axis shows the
weights, the x-axis shows the pixel distance.
The value ranges from 0.0 (no deviation) to inf (maximum deviation). By
default, deviation is bound to radius. When radius increases, deviation
is automatically increased linearly. With the radius value of 8, the
deviation default value becomes approximately 2.7034. This value
produces a compromise between the blur quality and overall blurriness.
\table
\header
\li Output examples with different deviation values
\li
\li
\row
\li \image GaussianBlur_deviation1.png
\li \image GaussianBlur_deviation2.png
\li \image GaussianBlur_deviation3.png
\row
\li \b { deviation: 1 }
\li \b { deviation: 2 }
\li \b { deviation: 4 }
\row
\li \l radius: 8
\li \l radius: 8
\li \l radius: 8
\row
\li \l samples: 16
\li \l samples: 16
\li \l samples: 16
\endtable
*/
property real deviation: (radius + 1.0) / 3.3333
/*!
This property defines the blur behavior near the edges of the item,
where the pixel blurring is affected by the pixels outside the source
edges.
If the property is set to \c true, the pixels outside the source are
interpreted to be transparent, which is similar to OpenGL
clamp-to-border extension. The blur is expanded slightly outside the
effect item area.
If the property is set to \c false, the pixels outside the source are
interpreted to contain the same color as the pixels at the edge of the
item, which is similar to OpenGL clamp-to-edge behavior. The blur does
not expand outside the effect item area.
By default, the property is set to \c false.
\table
\header
\li Output examples with different transparentBorder values
\li
\li
\row
\li \image GaussianBlur_transparentBorder1.png
\li \image GaussianBlur_transparentBorder2.png
\row
\li \b { transparentBorder: false }
\li \b { transparentBorder: true }
\row
\li \l radius: 8
\li \l radius: 8
\row
\li \l samples: 16
\li \l samples: 16
\row
\li \l deviation: 2.7
\li \l deviation: 2.7
\endtable
*/
property bool transparentBorder: false
/*!
This property allows the effect output pixels to be cached in order to
improve the rendering performance.
Every time the source or effect properties are changed, the pixels in
the cache must be updated. Memory consumption is increased, because an
extra buffer of memory is required for storing the effect output.
It is recommended to disable the cache when the source or the effect
properties are animated.
By default, the property is set to \c false.
*/
property bool cached: false
// private members...
/*! \internal */
property int _paddedTexWidth: transparentBorder ? width + 2 * radius: width;
/*! \internal */
property int _paddedTexHeight: transparentBorder ? height + 2 * radius: height;
/*! \internal */
property int _kernelRadius: Math.max(0, samples / 2);
/*! \internal */
property int _kernelSize: _kernelRadius * 2 + 1;
/*! \internal */
property real _dpr: Screen.devicePixelRatio;
/*! \internal */
property bool _alphaOnly: false;
/*! \internal */
property var _maskSource: undefined
/*! \internal */
property alias _output: sourceProxy.output;
/*! \internal */
property alias _outputRect: sourceProxy.sourceRect;
/*! \internal */
property alias _color: verticalBlur.color;
/*! \internal */
property real _thickness: 0;
/*! \internal */
property bool _componentIsComplete: false
onSamplesChanged: _rebuildShaders();
on_KernelSizeChanged: _rebuildShaders();
onDeviationChanged: _rebuildShaders();
on_DprChanged: _rebuildShaders();
on_MaskSourceChanged: _rebuildShaders();
Component.onCompleted: {
_componentIsComplete = true
_rebuildShaders();
}
/*! \internal */
function _rebuildShaders() {
if (!_componentIsComplete)
return
var params = {
radius: _kernelRadius,
// Limit deviation to something very small avoid getting NaN in the shader.
deviation: Math.max(0.00001, deviation),
alphaOnly: root._alphaOnly,
masked: _maskSource != undefined,
fallback: root.radius != _kernelRadius
}
var shaders = ShaderBuilder.gaussianBlur(params);
horizontalBlur.fragmentShader = shaders.fragmentShader;
horizontalBlur.vertexShader = shaders.vertexShader;
}
SourceProxy {
id: sourceProxy
interpolation: SourceProxy.LinearInterpolation
input: root.source
sourceRect: root.transparentBorder
? Qt.rect(-root.radius, 0, root._paddedTexWidth, parent.height)
: Qt.rect(0, 0, 0, 0)
}
ShaderEffect {
id: horizontalBlur
width: root.transparentBorder ? root._paddedTexWidth : root.width
height: root.height;
// Used by all shaders
property Item source: sourceProxy.output;
property real spread: root.radius / root._kernelRadius;
property var dirstep: Qt.vector2d(1 / (root._paddedTexWidth * root._dpr), 0);
// Used by fallback shader (sampleCount exceeds number of varyings)
property real deviation: root.deviation
// Only in use for DropShadow and Glow
property color color: "white"
property real thickness: Math.max(0, Math.min(0.98, 1 - root._thickness * 0.98));
// Only in use for MaskedBlur
property var mask: root._maskSource;
layer.enabled: true
layer.smooth: true
layer.sourceRect: root.transparentBorder
? Qt.rect(0, -root.radius, width, root._paddedTexHeight)
: Qt.rect(0, 0, 0, 0)
visible: false
blending: false
}
ShaderEffect {
id: verticalBlur
x: transparentBorder ? -root.radius : 0
y: x;
width: root.transparentBorder ? root._paddedTexWidth: root.width
height: root.transparentBorder ? root._paddedTexHeight : root.height;
fragmentShader: horizontalBlur.fragmentShader
vertexShader: horizontalBlur.vertexShader
property Item source: horizontalBlur
property real spread: horizontalBlur.spread
property var dirstep: Qt.vector2d(0, 1 / (root._paddedTexHeight * root._dpr));
property real deviation: horizontalBlur.deviation
property color color: "black"
property real thickness: horizontalBlur.thickness;
property var mask: horizontalBlur.mask;
visible: true
}
ShaderEffectSource {
id: cacheItem
anchors.fill: verticalBlur
visible: root.cached
smooth: true
sourceItem: verticalBlur
hideSource: visible
}
}