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

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QML

// Copyright (C) 2022 The Qt Company Ltd.
// 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
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 = [
"fragColor += texture(source, texCoord) * factor_0_2.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_0_2.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_0_2.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_3_5.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_3_5.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_3_5.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_6_8.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_6_8.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_6_8.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_9_11.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_9_11.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_9_11.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_12_14.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_12_14.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_12_14.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_15_17.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_15_17.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_15_17.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_18_20.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_18_20.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_18_20.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_21_23.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_21_23.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_21_23.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_24_26.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_24_26.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_24_26.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_27_29.x; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_27_29.y; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_27_29.z; texCoord += shift;",
"fragColor += texture(source, texCoord) * factor_30_31.x; texCoord += shift;",
"fragColor += texture(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 += "fragColor = mix(vec4(0), color, clamp((fragColor.a - 0.0) / (spread - 0.0), 0.0, 1.0));\n"
colorizeUniforms += "vec4 color;\n"
colorizeUniforms += "float spread;\n"
}
if (enableMask) {
maskSteps += "shift *= texture(maskSource, qt_TexCoord0).a;\n"
maskUniforms += "layout(binding = 2) 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 = ShaderBuilder.buildFragmentShader(shader)
}
onDeviationChanged: updateGaussianWeights()
onRadiusChanged: updateGaussianWeights()
onTransparentBorderChanged: {
buildFragmentShader()
updateGaussianWeights()
}
onMaxRadiusChanged: {
buildFragmentShader()
updateGaussianWeights()
}
Component.onCompleted: {
buildFragmentShader()
updateGaussianWeights()
}
property string fragmentShaderBegin: "#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec3 delta;
vec3 factor_0_2;
vec3 factor_3_5;
vec3 factor_6_8;
vec3 factor_9_11;
vec3 factor_12_14;
vec3 factor_15_17;
vec3 factor_18_20;
vec3 factor_21_23;
vec3 factor_24_26;
vec3 factor_27_29;
vec2 factor_30_31;
float gaussianSum;
float expandX;
float expandY;
PLACEHOLDER_COLORIZE_UNIFORMS
};
layout(binding = 1) uniform sampler2D source;
PLACEHOLDER_MASK_UNIFORMS
void main() {
vec2 shift = vec2(delta.x, delta.y);
PLACEHOLDER_MASK_STEPS
float index = delta.z;
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);
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
"
property string fragmentShaderEnd: "
fragColor /= gaussianSum;
PLACEHOLDER_COLORIZE_STEPS
fragColor *= qt_Opacity;
}
"
}
}