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- // 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;
- }
- "
- }
- }
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