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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 RecursiveBlur
- \inqmlmodule QtGraphicalEffects
- \since QtGraphicalEffects 1.0
- \inherits QtQuick2::Item
- \ingroup qtgraphicaleffects-blur
- \brief Blurs repeatedly, providing a strong blur effect.
- The RecursiveBlur effect softens the image by blurring it with an algorithm
- that uses a recursive feedback loop to blur the source multiple times. The
- effect may give more blurry results than
- \l{QtGraphicalEffects::GaussianBlur}{GaussianBlur} or
- \l{QtGraphicalEffects::FastBlur}{FastBlur}, but the result is produced
- asynchronously and takes more time.
- \table
- \header
- \li Source
- \li Effect applied
- \row
- \li \image Original_bug.png
- \li \image RecursiveBlur_bug.png
- \endtable
- \note This effect is available when running with OpenGL.
- \section1 Example
- The following example shows how to apply the effect.
- \snippet RecursiveBlur-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 distance of neighboring pixels which influence
- the blurring of individual pixels. A larger radius provides better
- quality, but is slower to render.
- \b Note: The radius value in this effect is not intended to be changed
- or animated frequently. The correct way to use it is to set the correct
- value and keep it unchanged for the whole duration of the iterative blur
- sequence.
- The value ranges from (no blur) to 16.0 (maximum blur step). 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 RecursiveBlur_radius1.png
- \li \image RecursiveBlur_radius2.png
- \li \image RecursiveBlur_radius3.png
- \row
- \li \b { radius: 2.5 }
- \li \b { radius: 4.5 }
- \li \b { radius: 7.5 }
- \row
- \li \l loops: 20
- \li \l loops: 20
- \li \l loops: 20
- \endtable
- */
- property real radius: 0.0
- /*!
- 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
- /*!
- 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 RecursiveBlur_transparentBorder1.png
- \li \image RecursiveBlur_transparentBorder2.png
- \row
- \li \b { transparentBorder: false }
- \li \b { transparentBorder: true }
- \row
- \li \l loops: 20
- \li \l loops: 20
- \row
- \li \l radius: 7.5
- \li \l radius: 7.5
- \endtable
- */
- property bool transparentBorder: false
- /*!
- This property defines the amount of blur iterations that are going to be
- performed for the source. When the property changes, the iterative
- blurring process starts. If the value is decreased or if the value
- changes from zero to non-zero, a snapshot is taken from the source. The
- snapshot is used as a starting point for the process.
- The iteration loop tries to run as fast as possible. The speed might be
- limited by the VSYNC or the time needed for one blur step, or both.
- Sometimes it may be desirable to perform the blurring with a slower
- pace. In that case, it may be convenient to control the property with
- Animation which increases the value.
- The value ranges from 0 to inf. By default, the property is set to \c 0.
- \table
- \header
- \li Output examples with different loops values
- \li
- \li
- \row
- \li \image RecursiveBlur_loops1.png
- \li \image RecursiveBlur_loops2.png
- \li \image RecursiveBlur_loops3.png
- \row
- \li \b { loops: 4 }
- \li \b { loops: 20 }
- \li \b { loops: 70 }
- \row
- \li \l radius: 7.5
- \li \l radius: 7.5
- \li \l radius: 7.5
- \endtable
- */
- property int loops: 0
- /*!
- This property holds the progress of asynchronous source blurring
- process, from 0.0 (nothing blurred) to 1.0 (finished).
- */
- property real progress: loops > 0.0 ? Math.min(1.0, recursionTimer.counter / loops) : 0.0
- onLoopsChanged: recursiveSource.scheduleUpdate()
- onSourceChanged: recursionTimer.reset()
- onRadiusChanged: recursionTimer.reset()
- onTransparentBorderChanged: recursionTimer.reset()
- SourceProxy {
- id: sourceProxy
- input: rootItem.source
- sourceRect: rootItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2, parent.height + 2) : Qt.rect(0, 0, 0, 0)
- }
- ShaderEffectSource {
- id: cacheItem
- anchors.fill: verticalBlur
- smooth: true
- visible: rootItem.cached
- hideSource: visible
- live: true
- sourceItem: inputItem.visible ? inputItem : verticalBlur
- }
- Item {
- id: recursionTimer
- property int counter: 0
- function reset() {
- counter = 0
- recursiveSource.scheduleUpdate()
- }
- function nextFrame() {
- if (loops < counter)
- recursionTimer.counter = 0
- if (counter > 0)
- recursiveSource.sourceItem = verticalBlur
- else
- recursiveSource.sourceItem = inputItem
- if (counter < loops) {
- recursiveSource.scheduleUpdate()
- counter++
- }
- }
- }
- ShaderEffect {
- id: inputItem
- property variant source: sourceProxy.output
- property real expandX: rootItem.transparentBorder ? (horizontalBlur.maximumRadius) / horizontalBlur.width : 0.0
- property real expandY: rootItem.transparentBorder ? (horizontalBlur.maximumRadius) / horizontalBlur.height : 0.0
- anchors.fill: verticalBlur
- visible: !verticalBlur.visible
- vertexShader: "qrc:/qt-project.org/imports/QtGraphicalEffects/shaders/recursiveblur.vert"
- fragmentShader: "qrc:/qt-project.org/imports/QtGraphicalEffects/shaders/recursiveblur.frag"
- }
- ShaderEffectSource {
- id: recursiveSource
- visible: false
- smooth: true
- hideSource: false
- live: false
- sourceItem: inputItem
- recursive: true
- onSourceItemChanged: scheduleUpdate()
- onScheduledUpdateCompleted: recursionTimer.nextFrame()
- }
- GaussianDirectionalBlur {
- id: verticalBlur
- x: rootItem.transparentBorder ? -horizontalBlur.maximumRadius - 1 : 0
- y: rootItem.transparentBorder ? -horizontalBlur.maximumRadius - 1 : 0
- width: horizontalBlur.width + 2
- height: horizontalBlur.height + 2
- horizontalStep: 0.0
- verticalStep: 1.0 / parent.height
- source: ShaderEffectSource {
- sourceItem: horizontalBlur
- hideSource: true
- visible: false
- smooth: true
- }
- deviation: (radius + 1) / 2.3333
- radius: rootItem.radius
- maximumRadius: Math.ceil(rootItem.radius)
- transparentBorder: false
- visible: loops > 0
- }
- GaussianDirectionalBlur {
- id: horizontalBlur
- width: rootItem.transparentBorder ? parent.width + 2 * maximumRadius + 2 : parent.width
- height: rootItem.transparentBorder ? parent.height + 2 * maximumRadius + 2 : parent.height
- horizontalStep: 1.0 / parent.width
- verticalStep: 0.0
- source: recursiveSource
- deviation: (radius + 1) / 2.3333
- radius: rootItem.radius
- maximumRadius: Math.ceil(rootItem.radius)
- transparentBorder: false
- visible: false
- }
- }
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