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- /****************************************************************************
- **
- ** 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
- ** Software or, alternatively, in accordance with the terms contained in
- ** a written agreement between you and The Qt Company. For licensing terms
- ** and conditions see https://www.qt.io/terms-conditions. For further
- ** 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
- ** be met: https://www.gnu.org/licenses/gpl-2.0.html and
- ** https://www.gnu.org/licenses/gpl-3.0.html.
- **
- ** $QT_END_LICENSE$
- **
- ****************************************************************************/
- import QtQuick 2.12
- import QtGraphicalEffects.private 1.12
- /*!
- \qmltype RadialBlur
- \inqmlmodule QtGraphicalEffects
- \since QtGraphicalEffects 1.0
- \inherits QtQuick2::Item
- \ingroup qtgraphicaleffects-motion-blur
- \brief Applies directional blur in a circular direction around the items
- center point.
- Effect creates perceived impression that the source item appears to be
- rotating to the direction of the blur.
- Other available motionblur effects are
- \l{QtGraphicalEffects::ZoomBlur}{ZoomBlur} and
- \l{QtGraphicalEffects::DirectionalBlur}{DirectionalBlur}.
- \table
- \header
- \li Source
- \li Effect applied
- \row
- \li \image Original_bug.png
- \li \image RadialBlur_bug.png
- \endtable
- \note This effect is available when running with OpenGL.
- \section1 Example Usage
- The following example shows how to apply the effect.
- \snippet RadialBlur-example.qml example
- */
- Item {
- id: rootItem
- /*!
- 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 direction for the blur and at the same time
- the level of blurring. The larger the angle, the more the result becomes
- blurred. The quality of the blur depends on
- \l{RadialBlur::samples}{samples} property. If angle value is large, more
- samples are needed to keep the visual quality at high level.
- Allowed values are between 0.0 and 360.0. By default the property is set
- to \c 0.0.
- \table
- \header
- \li Output examples with different angle values
- \li
- \li
- \row
- \li \image RadialBlur_angle1.png
- \li \image RadialBlur_angle2.png
- \li \image RadialBlur_angle3.png
- \row
- \li \b { angle: 0.0 }
- \li \b { angle: 15.0 }
- \li \b { angle: 30.0 }
- \row
- \li \l samples: 24
- \li \l samples: 24
- \li \l samples: 24
- \row
- \li \l horizontalOffset: 0
- \li \l horizontalOffset: 0
- \li \l horizontalOffset: 0
- \row
- \li \l verticalOffset: 0
- \li \l verticalOffset: 0
- \li \l verticalOffset: 0
- \endtable
- */
- property real angle: 0.0
- /*!
- 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.
- This property is not intended to be animated. Changing this property may
- cause the underlying OpenGL shaders to be recompiled.
- Allowed values are between 0 and inf (practical maximum depends on GPU).
- By default the property is set to \c 0 (no samples).
- */
- property int samples: 0
- /*!
- \qmlproperty real QtGraphicalEffects::RadialBlur::horizontalOffset
- \qmlproperty real QtGraphicalEffects::RadialBlur::verticalOffset
- These properties define the offset in pixels for the perceived center
- point of the rotation.
- Allowed values are between -inf and inf.
- By default these properties are set to \c 0.
- \table
- \header
- \li Output examples with different horizontalOffset values
- \li
- \li
- \row
- \li \image RadialBlur_horizontalOffset1.png
- \li \image RadialBlur_horizontalOffset2.png
- \li \image RadialBlur_horizontalOffset3.png
- \row
- \li \b { horizontalOffset: 75.0 }
- \li \b { horizontalOffset: 0.0 }
- \li \b { horizontalOffset: -75.0 }
- \row
- \li \l samples: 24
- \li \l samples: 24
- \li \l samples: 24
- \row
- \li \l angle: 20
- \li \l angle: 20
- \li \l angle: 20
- \row
- \li \l verticalOffset: 0
- \li \l verticalOffset: 0
- \li \l verticalOffset: 0
- \endtable
- */
- property real horizontalOffset: 0.0
- property real verticalOffset: 0.0
- /*!
- 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.
- */
- 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
- SourceProxy {
- id: sourceProxy
- input: rootItem.source
- sourceRect: shaderItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2.0, parent.height + 2.0) : Qt.rect(0, 0, 0, 0)
- }
- ShaderEffectSource {
- id: cacheItem
- anchors.fill: shaderItem
- visible: rootItem.cached
- smooth: true
- sourceItem: shaderItem
- live: true
- hideSource: visible
- }
- ShaderEffect {
- id: shaderItem
- property variant source: sourceProxy.output
- property variant center: Qt.point(0.5 + rootItem.horizontalOffset / parent.width, 0.5 + rootItem.verticalOffset / parent.height)
- property bool transparentBorder: rootItem.transparentBorder && rootItem.samples > 1
- property int samples: rootItem.samples
- property real weight: 1.0 / Math.max(1.0, rootItem.samples)
- property real angleSin: Math.sin(rootItem.angle/2 * Math.PI/180)
- property real angleCos: Math.cos(rootItem.angle/2 * Math.PI/180)
- property real angleSinStep: Math.sin(-rootItem.angle * Math.PI/180 / Math.max(1.0, rootItem.samples - 1))
- property real angleCosStep: Math.cos(-rootItem.angle * Math.PI/180 / Math.max(1.0, rootItem.samples - 1))
- property variant expandPixels: transparentBorder ? Qt.size(0.5 * parent.height, 0.5 * parent.width) : Qt.size(0,0)
- property variant expand: transparentBorder ? Qt.size(expandPixels.width / width, expandPixels.height / height) : Qt.size(0,0)
- property variant delta: Qt.size(1.0 / rootItem.width, 1.0 / rootItem.height)
- property real w: parent.width
- property real h: parent.height
- x: transparentBorder ? -expandPixels.width - 1 : 0
- y: transparentBorder ? -expandPixels.height - 1 : 0
- width: transparentBorder ? parent.width + expandPixels.width * 2.0 + 2 : parent.width
- height: transparentBorder ? parent.height + expandPixels.height * 2.0 + 2 : parent.height
- property string fragmentShaderSkeleton: "
- varying highp vec2 qt_TexCoord0;
- uniform highp float qt_Opacity;
- uniform lowp sampler2D source;
- uniform highp float angleSin;
- uniform highp float angleCos;
- uniform highp float angleSinStep;
- uniform highp float angleCosStep;
- uniform highp float weight;
- uniform highp vec2 expand;
- uniform highp vec2 center;
- uniform highp vec2 delta;
- uniform highp float w;
- uniform highp float h;
- void main(void) {
- highp mat2 m;
- gl_FragColor = vec4(0.0);
- mediump vec2 texCoord = qt_TexCoord0;
- PLACEHOLDER_EXPAND_STEPS
- highp vec2 dir = vec2(texCoord.s * w - w * center.x, texCoord.t * h - h * center.y);
- m[0] = vec2(angleCos, -angleSin);
- m[1] = vec2(angleSin, angleCos);
- dir *= m;
- m[0] = vec2(angleCosStep, -angleSinStep);
- m[1] = vec2(angleSinStep, angleCosStep);
- PLACEHOLDER_UNROLLED_LOOP
- gl_FragColor *= weight * qt_Opacity;
- }
- "
- function buildFragmentShader() {
- 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 += fragmentShaderSkeleton
- var expandSteps = ""
- if (transparentBorder) {
- expandSteps += "texCoord = (texCoord - expand) / (1.0 - 2.0 * expand);"
- }
- var unrolledLoop = "gl_FragColor += texture2D(source, texCoord);\n"
- if (rootItem.samples > 1) {
- unrolledLoop = ""
- for (var i = 0; i < rootItem.samples; i++)
- unrolledLoop += "gl_FragColor += texture2D(source, center + dir * delta); dir *= m;\n"
- }
- shader = shader.replace("PLACEHOLDER_EXPAND_STEPS", expandSteps)
- fragmentShader = shader.replace("PLACEHOLDER_UNROLLED_LOOP", unrolledLoop)
- }
- onFragmentShaderChanged: sourceChanged()
- onSamplesChanged: buildFragmentShader()
- onTransparentBorderChanged: buildFragmentShader()
- Component.onCompleted: buildFragmentShader()
- }
- }
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