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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
-
-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 = [
- "gl_FragColor += texture2D(source, texCoord) * factor_0_2.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_0_2.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_0_2.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_3_5.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_3_5.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_3_5.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_6_8.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_6_8.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_6_8.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_9_11.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_9_11.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_9_11.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_12_14.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_12_14.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_12_14.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_15_17.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_15_17.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_15_17.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_18_20.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_18_20.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_18_20.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_21_23.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_21_23.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_21_23.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_24_26.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_24_26.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_24_26.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_27_29.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_27_29.y; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_27_29.z; texCoord += shift;",
-
- "gl_FragColor += texture2D(source, texCoord) * factor_30_31.x; texCoord += shift;",
- "gl_FragColor += texture2D(source, texCoord) * factor_30_31.y; texCoord += shift;"
- ]
-
- var shader = ""
- if (GraphicsInfo.profile == GraphicsInfo.OpenGLCoreProfile)
- shader += "#version 150 core\n#define varying in\n#define gl_FragColor fragColor\n#define texture2D texture\nout vec4 fragColor;\n"
- 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 += "gl_FragColor = mix(vec4(0), color, clamp((gl_FragColor.a - 0.0) / (spread - 0.0), 0.0, 1.0));\n"
- colorizeUniforms += "uniform highp vec4 color;\n"
- colorizeUniforms += "uniform highp float spread;\n"
- }
-
- if (enableMask) {
- maskSteps += "shift *= texture2D(maskSource, qt_TexCoord0).a;\n"
- maskUniforms += "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 = shader
- }
-
- onDeviationChanged: updateGaussianWeights()
-
- onRadiusChanged: updateGaussianWeights()
-
- onTransparentBorderChanged: {
- buildFragmentShader()
- updateGaussianWeights()
- }
-
- onMaxRadiusChanged: {
- buildFragmentShader()
- updateGaussianWeights()
- }
-
- Component.onCompleted: {
- buildFragmentShader()
- updateGaussianWeights()
- }
-
- property string fragmentShaderBegin: "
- varying mediump vec2 qt_TexCoord0;
- uniform highp float qt_Opacity;
- uniform lowp sampler2D source;
- uniform highp vec3 delta;
- uniform highp vec3 factor_0_2;
- uniform highp vec3 factor_3_5;
- uniform highp vec3 factor_6_8;
- uniform highp vec3 factor_9_11;
- uniform highp vec3 factor_12_14;
- uniform highp vec3 factor_15_17;
- uniform highp vec3 factor_18_20;
- uniform highp vec3 factor_21_23;
- uniform highp vec3 factor_24_26;
- uniform highp vec3 factor_27_29;
- uniform highp vec3 factor_30_31;
- uniform highp float gaussianSum;
- uniform highp float expandX;
- uniform highp float expandY;
- PLACEHOLDER_MASK_UNIFORMS
- PLACEHOLDER_COLORIZE_UNIFORMS
-
- void main() {
- highp vec2 shift = vec2(delta.x, delta.y);
-
- PLACEHOLDER_MASK_STEPS
-
- highp float index = delta.z;
- mediump 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);
-
- gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
- "
-
- property string fragmentShaderEnd: "
-
- gl_FragColor /= gaussianSum;
-
- PLACEHOLDER_COLORIZE_STEPS
-
- gl_FragColor *= qt_Opacity;
- }
- "
- }
-}