257 lines
10 KiB
QML
257 lines
10 KiB
QML
// Copyright (C) 2022 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
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// Qt-Security score:significant reason:default
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import QtQuick
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import Qt5Compat.GraphicalEffects.private
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Item {
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id: rootItem
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property variant source
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property real deviation: (radius + 1) / 3.3333
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property real radius: 0.0
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property int maximumRadius: 0
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property real horizontalStep: 0.0
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property real verticalStep: 0.0
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property bool transparentBorder: false
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property bool cached: false
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property bool enableColor: false
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property color color: "white"
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property real spread: 0.0
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property bool enableMask: false
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property variant maskSource
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SourceProxy {
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id: sourceProxy
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input: rootItem.source
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}
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SourceProxy {
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id: maskSourceProxy
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input: rootItem.maskSource
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}
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ShaderEffectSource {
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id: cacheItem
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anchors.fill: rootItem
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visible: rootItem.cached
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smooth: true
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sourceItem: shaderItem
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live: true
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hideSource: visible
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}
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ShaderEffect {
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id: shaderItem
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property variant source: sourceProxy.output
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property real deviation: Math.max(0.1, rootItem.deviation)
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property real radius: rootItem.radius
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property int maxRadius: rootItem.maximumRadius
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property bool transparentBorder: rootItem.transparentBorder
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property real gaussianSum: 0.0
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property real startIndex: 0.0
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property real deltaFactor: (2 * radius - 1) / (maxRadius * 2 - 1)
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property real expandX: transparentBorder && rootItem.horizontalStep > 0 ? maxRadius / width : 0.0
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property real expandY: transparentBorder && rootItem.verticalStep > 0 ? maxRadius / height : 0.0
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property variant gwts: []
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property variant delta: Qt.vector3d(rootItem.horizontalStep * deltaFactor, rootItem.verticalStep * deltaFactor, startIndex);
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property variant factor_0_2: Qt.vector3d(gwts[0], gwts[1], gwts[2]);
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property variant factor_3_5: Qt.vector3d(gwts[3], gwts[4], gwts[5]);
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property variant factor_6_8: Qt.vector3d(gwts[6], gwts[7], gwts[8]);
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property variant factor_9_11: Qt.vector3d(gwts[9], gwts[10], gwts[11]);
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property variant factor_12_14: Qt.vector3d(gwts[12], gwts[13], gwts[14]);
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property variant factor_15_17: Qt.vector3d(gwts[15], gwts[16], gwts[17]);
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property variant factor_18_20: Qt.vector3d(gwts[18], gwts[19], gwts[20]);
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property variant factor_21_23: Qt.vector3d(gwts[21], gwts[22], gwts[23]);
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property variant factor_24_26: Qt.vector3d(gwts[24], gwts[25], gwts[26]);
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property variant factor_27_29: Qt.vector3d(gwts[27], gwts[28], gwts[29]);
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property variant factor_30_31: Qt.point(gwts[30], gwts[31]);
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property color color: rootItem.color
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property real spread: 1.0 - (rootItem.spread * 0.98)
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property variant maskSource: maskSourceProxy.output
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anchors.fill: rootItem
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function gausFunc(x){
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//Gaussian function = h(x):=(1/sqrt(2*3.14159*(D^2))) * %e^(-(x^2)/(2*(D^2)));
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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)))));
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}
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function updateGaussianWeights() {
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gaussianSum = 0.0;
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startIndex = -maxRadius + 0.5
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var n = new Array(32);
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for (var j = 0; j < 32; j++)
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n[j] = 0;
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var max = maxRadius * 2
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var delta = (2 * radius - 1) / (max - 1);
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for (var i = 0; i < max; i++) {
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n[i] = gausFunc(-radius + 0.5 + i * delta);
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gaussianSum += n[i];
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}
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gwts = n;
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}
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function buildFragmentShader() {
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var shaderSteps = [
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"fragColor += texture(source, texCoord) * factor_0_2.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_0_2.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_0_2.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_3_5.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_3_5.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_3_5.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_6_8.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_6_8.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_6_8.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_9_11.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_9_11.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_9_11.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_12_14.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_12_14.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_12_14.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_15_17.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_15_17.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_15_17.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_18_20.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_18_20.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_18_20.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_21_23.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_21_23.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_21_23.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_24_26.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_24_26.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_24_26.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_27_29.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_27_29.y; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_27_29.z; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_30_31.x; texCoord += shift;",
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"fragColor += texture(source, texCoord) * factor_30_31.y; texCoord += shift;"
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]
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var shader = fragmentShaderBegin
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var samples = maxRadius * 2
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if (samples > 32) {
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console.log("DirectionalGaussianBlur.qml WARNING: Maximum of blur radius (16) exceeded!")
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samples = 32
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}
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for (var i = 0; i < samples; i++) {
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shader += shaderSteps[i]
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}
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shader += fragmentShaderEnd
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var colorizeSteps = ""
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var colorizeUniforms = ""
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var maskSteps = ""
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var maskUniforms = ""
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if (enableColor) {
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colorizeSteps += "fragColor = mix(vec4(0), color, clamp((fragColor.a - 0.0) / (spread - 0.0), 0.0, 1.0));\n"
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colorizeUniforms += "vec4 color;\n"
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colorizeUniforms += "float spread;\n"
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}
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if (enableMask) {
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maskSteps += "shift *= texture(maskSource, qt_TexCoord0).a;\n"
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maskUniforms += "layout(binding = 2) uniform sampler2D maskSource;\n"
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}
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shader = shader.replace("PLACEHOLDER_COLORIZE_STEPS", colorizeSteps)
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shader = shader.replace("PLACEHOLDER_COLORIZE_UNIFORMS", colorizeUniforms)
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shader = shader.replace("PLACEHOLDER_MASK_STEPS", maskSteps)
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shader = shader.replace("PLACEHOLDER_MASK_UNIFORMS", maskUniforms)
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fragmentShader = ShaderBuilder.buildFragmentShader(shader)
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}
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onDeviationChanged: updateGaussianWeights()
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onRadiusChanged: updateGaussianWeights()
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onTransparentBorderChanged: {
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buildFragmentShader()
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updateGaussianWeights()
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}
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onMaxRadiusChanged: {
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buildFragmentShader()
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updateGaussianWeights()
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}
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Component.onCompleted: {
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buildFragmentShader()
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updateGaussianWeights()
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}
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property string fragmentShaderBegin: "#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec3 delta;
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vec3 factor_0_2;
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vec3 factor_3_5;
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vec3 factor_6_8;
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vec3 factor_9_11;
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vec3 factor_12_14;
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vec3 factor_15_17;
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vec3 factor_18_20;
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vec3 factor_21_23;
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vec3 factor_24_26;
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vec3 factor_27_29;
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vec2 factor_30_31;
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float gaussianSum;
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float expandX;
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float expandY;
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PLACEHOLDER_COLORIZE_UNIFORMS
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};
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layout(binding = 1) uniform sampler2D source;
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PLACEHOLDER_MASK_UNIFORMS
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void main() {
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vec2 shift = vec2(delta.x, delta.y);
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PLACEHOLDER_MASK_STEPS
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float index = delta.z;
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vec2 texCoord = qt_TexCoord0;
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texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX);
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texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY);
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texCoord += (shift * index);
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fragColor = vec4(0.0, 0.0, 0.0, 0.0);
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"
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property string fragmentShaderEnd: "
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fragColor /= gaussianSum;
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PLACEHOLDER_COLORIZE_STEPS
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fragColor *= qt_Opacity;
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}
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"
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}
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}
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