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

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QML

// Copyright (C) 2022 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 Qt5Compat.GraphicalEffects.private
/*!
\qmltype MaskedBlur
\inqmlmodule Qt5Compat.GraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick::Item
\ingroup qtgraphicaleffects-blur
\brief Applies a blur effect with a varying intesity.
MaskedBlur effect softens the image by blurring it. The intensity of the
blur can be controlled for each pixel using maskSource so that some parts of
the source are blurred more than others.
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.
\table
\header
\li Source
\li MaskSource
\li Effect applied
\row
\li \image Original_bug.png
\li \image MaskedBlur_mask.png
\li \image MaskedBlur_bug.png
\endtable
\note This effect is available when running with OpenGL.
\section1 Example
The following example shows how to apply the effect.
\snippet MaskedBlur-example.qml example
*/
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 alias source: blur.source
/*!
This property defines the item that is controlling the final intensity
of the blur. The pixel alpha channel value from maskSource defines the
actual blur radius that is going to be used for blurring the
corresponding source pixel.
Opaque maskSource pixels produce blur with specified
\l{MaskedBlur::radius}{radius}, while transparent pixels suppress the
blur completely. Semitransparent maskSource pixels produce blur with a
radius that is interpolated according to the pixel transparency level.
*/
property alias maskSource: maskProxy.input
/*!
This property defines the distance of the neighboring pixels which
affect the blurring of an individual pixel. A larger radius increases
the blur effect.
Depending on the radius value, value of the
\l{MaskedBlur::samples}{samples} should be set to sufficiently large to
ensure the visual quality.
The value ranges from 0.0 (no blur) to inf. By default, the property is
set to \c 0.0 (no blur).
\table
\header
\li Output examples with different radius values
\li
\li
\row
\li \image MaskedBlur_radius1.png
\li \image MaskedBlur_radius2.png
\li \image MaskedBlur_radius3.png
\row
\li \b { radius: 0 }
\li \b { radius: 8 }
\li \b { radius: 16 }
\row
\li \l samples: 25
\li \l samples: 25
\li \l samples: 25
\endtable
*/
property alias radius: blur.radius
/*!
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.
This property is not intended to be animated. Changing this property may
cause the underlying OpenGL shaders to be recompiled.
*/
property alias samples: blur.samples
/*!
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 alias cached: cacheItem.visible
GaussianBlur {
id: blur
source: root.source;
anchors.fill: parent
_maskSource: maskProxy.output;
SourceProxy {
id: maskProxy
}
}
ShaderEffectSource {
id: cacheItem
x: -blur._kernelRadius
y: -blur._kernelRadius
width: blur.width + 2 * blur._kernelRadius
height: blur.height + 2 * blur._kernelRadius
visible: false
smooth: true
sourceRect: Qt.rect(-blur._kernelRadius, -blur._kernelRadius, width, height);
sourceItem: blur
hideSource: visible
}
}