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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 FastBlur
- \inqmlmodule QtGraphicalEffects
- \since QtGraphicalEffects 1.0
- \inherits QtQuick2::Item
- \ingroup qtgraphicaleffects-blur
- \brief Applies a fast blur effect to one or more source items.
- FastBlur offers lower blur quality than
- \l{QtGraphicalEffects::GaussianBlur}{GaussianBlur}, but it is faster to
- render. The FastBlur effect softens the source content by blurring it with
- algorithm which uses the source content downscaling and bilinear filtering.
- Use this effect in situations where the source content is rapidly changing
- and the highest possible blur quality is not
- needed.
- \table
- \header
- \li Source
- \li Effect applied
- \row
- \li \image Original_bug.png
- \li \image FastBlur_bug.png
- \endtable
- \note This effect is available when running with OpenGL.
- s
- \section1 Example
- The following example shows how to apply the effect.
- \snippet FastBlur-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 the neighboring pixels which affect
- the blurring of an individual pixel. A larger radius increases the blur
- effect. FastBlur algorithm may internally reduce the accuracy of the radius in order to
- provide good rendering performance.
- The value ranges from 0.0 (no blur) to inf. Visual quality of the blur is reduced when
- radius exceeds value 64. By default, the property is set to \c 0.0 (no blur).
- \table
- \header
- \li Output examples with different blur values
- \li
- \li
- \row
- \li \image FastBlur_radius1.png
- \li \image FastBlur_radius2.png
- \li \image FastBlur_radius3.png
- \row
- \li \b { radius: 0 }
- \li \b { radius: 32 }
- \li \b { radius: 64 }
- \endtable
- */
- property real radius: 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.
- \table
- \header
- \li Output examples with different transparentBorder values
- \li
- \li
- \row
- \li \image FastBlur_transparentBorder1.png
- \li \image FastBlur_transparentBorder2.png
- \row
- \li \b { transparentBorder: false }
- \li \b { transparentBorder: true }
- \row
- \li \l radius: 64
- \li \l radius: 64
- \endtable
- */
- 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
- }
- ShaderEffectSource {
- id: cacheItem
- anchors.fill: shaderItem
- visible: rootItem.cached
- sourceItem: shaderItem
- live: true
- hideSource: visible
- smooth: rootItem.radius > 0
- }
- /*! \internal */
- property string __internalBlurVertexShader: "qrc:/qt-project.org/imports/QtGraphicalEffects/shaders/fastblur_internal.vert"
- /*! \internal */
- property string __internalBlurFragmentShader: "qrc:/qt-project.org/imports/QtGraphicalEffects/shaders/fastblur_internal.frag"
- ShaderEffect {
- id: level0
- property variant source: sourceProxy.output
- anchors.fill: parent
- visible: false
- smooth: true
- }
- ShaderEffectSource {
- id: level1
- width: Math.ceil(shaderItem.width / 32) * 32
- height: Math.ceil(shaderItem.height / 32) * 32
- sourceItem: level0
- hideSource: rootItem.visible
- sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0, 0, 0, 0)
- visible: false
- smooth: rootItem.radius > 0
- }
- ShaderEffect {
- id: effect1
- property variant source: level1
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level2
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
- ShaderEffectSource {
- id: level2
- width: level1.width / 2
- height: level1.height / 2
- sourceItem: effect1
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
- ShaderEffect {
- id: effect2
- property variant source: level2
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level3
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
- ShaderEffectSource {
- id: level3
- width: level2.width / 2
- height: level2.height / 2
- sourceItem: effect2
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
- ShaderEffect {
- id: effect3
- property variant source: level3
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level4
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
- ShaderEffectSource {
- id: level4
- width: level3.width / 2
- height: level3.height / 2
- sourceItem: effect3
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
- ShaderEffect {
- id: effect4
- property variant source: level4
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level5
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
- ShaderEffectSource {
- id: level5
- width: level4.width / 2
- height: level4.height / 2
- sourceItem: effect4
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
- ShaderEffect {
- id: effect5
- property variant source: level5
- property real yStep: 1/height
- property real xStep: 1/width
- anchors.fill: level6
- visible: false
- smooth: true
- vertexShader: __internalBlurVertexShader
- fragmentShader: __internalBlurFragmentShader
- }
- ShaderEffectSource {
- id: level6
- width: level5.width / 2
- height: level5.height / 2
- sourceItem: effect5
- hideSource: rootItem.visible
- visible: false
- smooth: true
- }
- Item {
- id: dummysource
- width: 1
- height: 1
- visible: false
- }
- ShaderEffectSource {
- id: dummy
- width: 1
- height: 1
- sourceItem: dummysource
- visible: false
- smooth: false
- live: false
- }
- ShaderEffect {
- id: shaderItem
- property variant source1: level1
- property variant source2: level2
- property variant source3: level3
- property variant source4: level4
- property variant source5: level5
- property variant source6: level6
- property real lod: Math.sqrt(rootItem.radius / 64.0) * 1.2 - 0.2
- property real weight1
- property real weight2
- property real weight3
- property real weight4
- property real weight5
- property real weight6
- x: transparentBorder ? -64 : 0
- y: transparentBorder ? -64 : 0
- width: transparentBorder ? parent.width + 128 : parent.width
- height: transparentBorder ? parent.height + 128 : parent.height
- function weight(v) {
- if (v <= 0.0)
- return 1.0
- if (v >= 0.5)
- return 0.0
- return 1.0 - v * 2.0
- }
- function calculateWeights() {
- var w1 = weight(Math.abs(lod - 0.100))
- var w2 = weight(Math.abs(lod - 0.300))
- var w3 = weight(Math.abs(lod - 0.500))
- var w4 = weight(Math.abs(lod - 0.700))
- var w5 = weight(Math.abs(lod - 0.900))
- var w6 = weight(Math.abs(lod - 1.100))
- var sum = w1 + w2 + w3 + w4 + w5 + w6;
- weight1 = w1 / sum;
- weight2 = w2 / sum;
- weight3 = w3 / sum;
- weight4 = w4 / sum;
- weight5 = w5 / sum;
- weight6 = w6 / sum;
- upateSources()
- }
- function upateSources() {
- var sources = new Array();
- var weights = new Array();
- if (weight1 > 0) {
- sources.push(level1)
- weights.push(weight1)
- }
- if (weight2 > 0) {
- sources.push(level2)
- weights.push(weight2)
- }
- if (weight3 > 0) {
- sources.push(level3)
- weights.push(weight3)
- }
- if (weight4 > 0) {
- sources.push(level4)
- weights.push(weight4)
- }
- if (weight5 > 0) {
- sources.push(level5)
- weights.push(weight5)
- }
- if (weight6 > 0) {
- sources.push(level6)
- weights.push(weight6)
- }
- for (var j = sources.length; j < 6; j++) {
- sources.push(dummy)
- weights.push(0.0)
- }
- source1 = sources[0]
- source2 = sources[1]
- source3 = sources[2]
- source4 = sources[3]
- source5 = sources[4]
- source6 = sources[5]
- weight1 = weights[0]
- weight2 = weights[1]
- weight3 = weights[2]
- weight4 = weights[3]
- weight5 = weights[4]
- weight6 = weights[5]
- }
- Component.onCompleted: calculateWeights()
- onLodChanged: calculateWeights()
- fragmentShader: "qrc:/qt-project.org/imports/QtGraphicalEffects/shaders/fastblur.frag"
- }
- }
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