/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt Quick Controls module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 2.4 Item { id: rootItem property variant source property real spread: 0.0 property real blur: 0.0 property color color: "white" property bool transparentBorder: false property bool cached: false SourceProxy { id: sourceProxy input: rootItem.source } ShaderEffectSource { id: cacheItem anchors.fill: shaderItem visible: rootItem.cached smooth: true sourceItem: shaderItem live: true hideSource: visible } property string __internalBlurVertexShader: OpenGLInfo.profile === OpenGLInfo.CoreProfile ? "#version 150 in vec4 qt_Vertex; in vec2 qt_MultiTexCoord0; uniform mat4 qt_Matrix; uniform float yStep; uniform float xStep; out vec2 qt_TexCoord0; out vec2 qt_TexCoord1; out vec2 qt_TexCoord2; out 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; } " : " 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: OpenGLInfo.profile === OpenGLInfo.CoreProfile ? "#version 150 uniform sampler2D source; uniform float qt_Opacity; in vec2 qt_TexCoord0; in vec2 qt_TexCoord1; in vec2 qt_TexCoord2; in vec2 qt_TexCoord3; out vec4 fragColor; void main() { vec4 sourceColor = (texture(source, qt_TexCoord0) + texture(source, qt_TexCoord1) + texture(source, qt_TexCoord2) + texture(source, qt_TexCoord3)) * 0.25; fragColor = sourceColor * qt_Opacity; } " : " 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: 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) smooth: true visible: false } 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 x: transparentBorder ? -64 : 0 y: transparentBorder ? -64 : 0 width: transparentBorder ? parent.width + 128 : parent.width height: transparentBorder ? parent.height + 128 : parent.height 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: rootItem.blur property real weight1; property real weight2; property real weight3; property real weight4; property real weight5; property real weight6; property real spread: 1.0 - (rootItem.spread * 0.98) property alias color: rootItem.color function weight(v) { if (v <= 0.0) return 1 if (v >= 0.5) return 0 return 1.0 - v / 0.5 } 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: rootItem.OpenGLInfo.profile === OpenGLInfo.CoreProfile ? "#version 150 uniform sampler2D source1; uniform sampler2D source2; uniform sampler2D source3; uniform sampler2D source4; uniform sampler2D source5; uniform float weight1; uniform float weight2; uniform float weight3; uniform float weight4; uniform float weight5; uniform vec4 color; uniform float spread; uniform float qt_Opacity; in vec2 qt_TexCoord0; out vec4 fragColor; float linearstep(float e0, float e1, float x) { return clamp((x - e0) / (e1 - e0), 0.0, 1.0); } void main() { vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1; sourceColor += texture(source2, qt_TexCoord0) * weight2; sourceColor += texture(source3, qt_TexCoord0) * weight3; sourceColor += texture(source4, qt_TexCoord0) * weight4; sourceColor += texture(source5, qt_TexCoord0) * weight5; sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a)); fragColor = sourceColor * qt_Opacity; } " : " uniform lowp sampler2D source1; uniform lowp sampler2D source2; uniform lowp sampler2D source3; uniform lowp sampler2D source4; uniform lowp sampler2D source5; uniform mediump float weight1; uniform mediump float weight2; uniform mediump float weight3; uniform mediump float weight4; uniform mediump float weight5; uniform highp vec4 color; uniform highp float spread; uniform lowp float qt_Opacity; varying mediump vec2 qt_TexCoord0; highp float linearstep(highp float e0, highp float e1, highp float x) { return clamp((x - e0) / (e1 - e0), 0.0, 1.0); } void main() { 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 = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a)); gl_FragColor = sourceColor * qt_Opacity; } " } }