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-/****************************************************************************
-**
-** Copyright (C) 2017 The Qt Company Ltd.
-** Copyright (C) 2017 Jolla Ltd, author: <gunnar.sletta@jollamobile.com>
-** 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 QtQuick.Window 2.12
-import QtGraphicalEffects.private 1.12
-
-/*!
- \qmltype GaussianBlur
- \inqmlmodule QtGraphicalEffects
- \since QtGraphicalEffects 1.0
- \inherits QtQuick2::Item
- \ingroup qtgraphicaleffects-blur
- \brief Applies a higher quality blur effect.
-
- GaussianBlur effect softens the image by blurring it with an algorithm that
- uses the Gaussian function to calculate the effect. The effect produces
- higher quality than \l{QtGraphicalEffects::FastBlur}{FastBlur}, but is
- slower to render.
-
- \table
- \header
- \li Source
- \li Effect applied
- \row
- \li \image Original_bug.png
- \li \image GaussianBlur_bug.png
- \endtable
-
- \note This effect is available when running with OpenGL.
-
- \section1 Example
-
- The following example shows how to apply the effect.
- \snippet GaussianBlur-example.qml example
-
- Performing blur live is a costly operation. Fullscreen gaussian blur
- with even a moderate number of samples will only run at 60 fps on highend
- graphics hardware.
-
-*/
-Item {
- id: root
-
- /*!
- 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.
-
- The ideal blur is achieved by selecting \c samples and \c radius such
- that \c {samples = 1 + radius * 2}, such as:
-
- \table
- \header \li Radius \li Samples
- \row \li 0 \e{(no blur)} \li 1
- \row \li 1 \li 3
- \row \li 2 \li 5
- \row \li 3 \li 7
- \endtable
-
- The value ranges from 0.0 (no blur) to inf. By default, the property is
- set to \c floor(samples / 2.0).
-
- \table
- \header
- \li Output examples with different radius values
- \li
- \li
- \row
- \li \image GaussianBlur_radius1.png
- \li \image GaussianBlur_radius2.png
- \li \image GaussianBlur_radius3.png
- \row
- \li \b { radius: 0 }
- \li \b { radius: 4 }
- \li \b { radius: 8 }
- \row
- \li \l samples: 16
- \li \l samples: 16
- \li \l samples: 16
- \row
- \li \l deviation: 3
- \li \l deviation: 3
- \li \l deviation: 3
- \endtable
-
- */
- property real radius: Math.floor(samples / 2);
-
- /*!
- This property defines how many samples are taken per pixel when blur
- calculation is done. Larger value produces better quality, but is slower
- to render.
-
- Ideally, this value should be twice as large as the highest required
- radius value plus 1, for example, if the radius is animated between 0.0
- and 4.0, samples should be set to 9.
-
- By default, the property is set to \c 9.
-
- \note This property is not intended to be animated. Changing this property may
- cause the underlying OpenGL shaders to be recompiled.
-
- */
- property int samples: 9
-
- /*!
- This property is a parameter to the gaussian function that is used when
- calculating neighboring pixel weights for the blurring. A larger
- deviation causes image to appear more blurry, but it also reduces the
- quality of the blur. A very large deviation value causes the effect to
- look a bit similar to what, for exmple, a box blur algorithm produces. A
- too small deviation values makes the effect insignificant for the pixels
- near the radius.
-
- \inlineimage GaussianBlur_deviation_graph.png
- \caption The image above shows the Gaussian function with two different
- deviation values, yellow (1) and cyan (2.7). The y-axis shows the
- weights, the x-axis shows the pixel distance.
-
- The value ranges from 0.0 (no deviation) to inf (maximum deviation). By
- default, devaition is binded to radius. When radius increases, deviation
- is automatically increased linearly. With the radius value of 8, the
- deviation default value becomes approximately 2.7034. This value
- produces a compromise between the blur quality and overall blurriness.
-
- \table
- \header
- \li Output examples with different deviation values
- \li
- \li
- \row
- \li \image GaussianBlur_deviation1.png
- \li \image GaussianBlur_deviation2.png
- \li \image GaussianBlur_deviation3.png
- \row
- \li \b { deviation: 1 }
- \li \b { deviation: 2 }
- \li \b { deviation: 4 }
- \row
- \li \l radius: 8
- \li \l radius: 8
- \li \l radius: 8
- \row
- \li \l samples: 16
- \li \l samples: 16
- \li \l samples: 16
- \endtable
-
- */
- property real deviation: (radius + 1) / 3.3333
-
- /*!
- 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 GaussianBlur_transparentBorder1.png
- \li \image GaussianBlur_transparentBorder2.png
- \row
- \li \b { transparentBorder: false }
- \li \b { transparentBorder: true }
- \row
- \li \l radius: 8
- \li \l radius: 8
- \row
- \li \l samples: 16
- \li \l samples: 16
- \row
- \li \l deviation: 2.7
- \li \l deviation: 2.7
- \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
-
-
- // private members...
- /*! \internal */
- property int _paddedTexWidth: transparentBorder ? width + 2 * radius: width;
- /*! \internal */
- property int _paddedTexHeight: transparentBorder ? height + 2 * radius: height;
- /*! \internal */
- property int _kernelRadius: Math.max(0, samples / 2);
- /*! \internal */
- property int _kernelSize: _kernelRadius * 2 + 1;
- /*! \internal */
- property real _dpr: Screen.devicePixelRatio;
- /*! \internal */
- property bool _alphaOnly: false;
- /*! \internal */
- property var _maskSource: undefined
-
- /*! \internal */
- property alias _output: sourceProxy.output;
- /*! \internal */
- property alias _outputRect: sourceProxy.sourceRect;
- /*! \internal */
- property alias _color: verticalBlur.color;
- /*! \internal */
- property real _thickness: 0;
-
- onSamplesChanged: _rebuildShaders();
- on_KernelSizeChanged: _rebuildShaders();
- onDeviationChanged: _rebuildShaders();
- on_DprChanged: _rebuildShaders();
- on_MaskSourceChanged: _rebuildShaders();
- Component.onCompleted: _rebuildShaders();
-
- /*! \internal */
- function _rebuildShaders() {
- var params = {
- radius: _kernelRadius,
- // Limit deviation to something very small avoid getting NaN in the shader.
- deviation: Math.max(0.00001, deviation),
- alphaOnly: root._alphaOnly,
- masked: _maskSource != undefined,
- fallback: root.radius != _kernelRadius
- }
- var shaders = ShaderBuilder.gaussianBlur(params);
- horizontalBlur.fragmentShader = shaders.fragmentShader;
- horizontalBlur.vertexShader = shaders.vertexShader;
- }
-
- SourceProxy {
- id: sourceProxy
- interpolation: SourceProxy.LinearInterpolation
- input: root.source
- sourceRect: root.transparentBorder
- ? Qt.rect(-root.radius, 0, root._paddedTexWidth, parent.height)
- : Qt.rect(0, 0, 0, 0)
- }
-
- ShaderEffect {
- id: horizontalBlur
- width: root.transparentBorder ? root._paddedTexWidth : root.width
- height: root.height;
-
- // Used by all shaders
- property Item source: sourceProxy.output;
- property real spread: root.radius / root._kernelRadius;
- property var dirstep: Qt.vector2d(1 / (root._paddedTexWidth * root._dpr), 0);
-
- // Used by fallback shader (sampleCount exceeds number of varyings)
- property real deviation: root.deviation
-
- // Only in use for DropShadow and Glow
- property color color: "white"
- property real thickness: Math.max(0, Math.min(0.98, 1 - root._thickness * 0.98));
-
- // Only in use for MaskedBlur
- property var mask: root._maskSource;
-
- layer.enabled: true
- layer.smooth: true
- layer.sourceRect: root.transparentBorder
- ? Qt.rect(0, -root.radius, width, root._paddedTexHeight)
- : Qt.rect(0, 0, 0, 0)
- visible: false
- blending: false
- }
-
- ShaderEffect {
- id: verticalBlur
- x: transparentBorder ? -root.radius : 0
- y: x;
- width: root.transparentBorder ? root._paddedTexWidth: root.width
- height: root.transparentBorder ? root._paddedTexHeight : root.height;
- fragmentShader: horizontalBlur.fragmentShader
- vertexShader: horizontalBlur.vertexShader
-
- property Item source: horizontalBlur
- property real spread: horizontalBlur.spread
- property var dirstep: Qt.vector2d(0, 1 / (root._paddedTexHeight * root._dpr));
-
- property real deviation: horizontalBlur.deviation
-
- property color color: "black"
- property real thickness: horizontalBlur.thickness;
-
- property var mask: horizontalBlur.mask;
-
- visible: true
- }
-
- ShaderEffectSource {
- id: cacheItem
- anchors.fill: verticalBlur
- visible: root.cached
- smooth: true
- sourceItem: verticalBlur
- hideSource: visible
- }
-
-}