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dike6 / opt / dike6 / QtGraphicalEffects / private / FastMaskedBlur.qml
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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt Graphical Effects module.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
**     of its contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

import QtQuick 2.0

Item {
    id: rootItem
    property variant source
    property variant maskSource
    property real blur: 0.0
    property bool transparentBorder: false
    property bool cached: false

    SourceProxy {
        id: sourceProxy
        input: rootItem.source
    }

    SourceProxy {
        id: maskSourceProxy
        input: rootItem.maskSource
    }

    ShaderEffectSource {
        id: cacheItem
        anchors.fill: shaderItem
        visible: rootItem.cached
        sourceItem: shaderItem
        live: true
        hideSource: visible
        smooth: rootItem.blur > 0
    }

    property string __internalBlurVertexShader: "
        attribute highp vec4 qt_Vertex;
        attribute highp vec2 qt_MultiTexCoord0;
        uniform highp mat4 qt_Matrix;
        uniform highp float yStep;
        uniform highp float xStep;
        varying highp vec2 qt_TexCoord0;
        varying highp vec2 qt_TexCoord1;
        varying highp vec2 qt_TexCoord2;
        varying highp vec2 qt_TexCoord3;

        void main() {
            qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36);
            qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep);
            qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep);
            qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36);
            gl_Position = qt_Matrix * qt_Vertex;
        }
    "

    property string __internalBlurFragmentShader: "
        uniform lowp sampler2D source;
        uniform lowp float qt_Opacity;
        varying highp vec2 qt_TexCoord0;
        varying highp vec2 qt_TexCoord1;
        varying highp vec2 qt_TexCoord2;
        varying highp vec2 qt_TexCoord3;

        void main() {
            highp vec4 sourceColor = (texture2D(source, qt_TexCoord0) +
            texture2D(source, qt_TexCoord1) +
            texture2D(source, qt_TexCoord2) +
            texture2D(source, qt_TexCoord3)) * 0.25;
            gl_FragColor = sourceColor * qt_Opacity;
        }
   "

    ShaderEffect {
        id: mask0
        property variant source: maskSourceProxy.output
        anchors.fill: parent
        visible: false
        smooth: true
    }

   ShaderEffectSource {
       id: masklevel1
       width: Math.ceil(shaderItem.width / 32) * 32
       height: Math.ceil(shaderItem.height / 32) * 32
       sourceItem: mask0
       hideSource: rootItem.visible
       sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0, 0, 0, 0)
       visible: false
       smooth: rootItem.blur > 0
   }

    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.blur > 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
    }

    ShaderEffect {
        id: shaderItem
        property variant mask: masklevel1
        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.blur) * 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

        fragmentShader: "
            uniform lowp sampler2D mask;
            uniform lowp sampler2D source1;
            uniform lowp sampler2D source2;
            uniform lowp sampler2D source3;
            uniform lowp sampler2D source4;
            uniform lowp sampler2D source5;
            uniform lowp sampler2D source6;
            uniform lowp float lod;
            uniform lowp float qt_Opacity;
            varying mediump vec2 qt_TexCoord0;

            mediump float weight(mediump float v) {
                if (v <= 0.0)
                    return 1.0;

                if (v >= 0.5)
                    return 0.0;

                return 1.0 - v * 2.0;
            }

            void main() {

                lowp vec4 maskColor = texture2D(mask, qt_TexCoord0);
                mediump float l = lod * maskColor.a;

                mediump float w1 = weight(abs(l - 0.100));
                mediump float w2 = weight(abs(l - 0.300));
                mediump float w3 = weight(abs(l - 0.500));
                mediump float w4 = weight(abs(l - 0.700));
                mediump float w5 = weight(abs(l - 0.900));
                mediump float w6 = weight(abs(l - 1.100));

                mediump float sum = w1 + w2 + w3 + w4 + w5 + w6;
                mediump float weight1 = w1 / sum;
                mediump float weight2 = w2 / sum;
                mediump float weight3 = w3 / sum;
                mediump float weight4 = w4 / sum;
                mediump float weight5 = w5 / sum;
                mediump float weight6 = w6 / sum;

                lowp vec4 sourceColor = texture2D(source1, qt_TexCoord0) * weight1;
                sourceColor += texture2D(source2, qt_TexCoord0) * weight2;
                sourceColor += texture2D(source3, qt_TexCoord0) * weight3;
                sourceColor += texture2D(source4, qt_TexCoord0) * weight4;
                sourceColor += texture2D(source5, qt_TexCoord0) * weight5;
                sourceColor += texture2D(source6, qt_TexCoord0) * weight6;

                gl_FragColor = sourceColor * qt_Opacity;

            }
        "
    }
}