/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** 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 Nokia Corporation 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 import "internal" Item { id: rootItem property bool cached: false property real horizontalOffset: 0.0 property real verticalOffset: 0.0 property real horizontalRadius: width property real verticalRadius: height property real angle: 0.0 property variant maskSource property Gradient gradient: Gradient { GradientStop { position: 0.0; color: "white" } GradientStop { position: 1.0; color: "black" } } SourceProxy { id: maskSourceProxy input: rootItem.maskSource } ShaderEffectSource { id: gradientSource sourceItem: Rectangle { width: 1 height: 256 gradient: rootItem.gradient smooth: true } smooth: true hideSource: true visible: false } ShaderEffectSource { id: cacheItem anchors.fill: parent visible: rootItem.cached smooth: true sourceItem: shaderItem live: true hideSource: visible } ShaderEffect { id: shaderItem property variant gradientImage: gradientSource property variant maskSource: maskSourceProxy.output property variant center: Qt.point(0.5 + rootItem.horizontalOffset / width, 0.5 + rootItem.verticalOffset / height) property real horizontalRatio: rootItem.horizontalRadius > 0 ? width / (2 * rootItem.horizontalRadius) : width * 16384 property real verticalRatio: rootItem.verticalRadius > 0 ? height / (2 * rootItem.verticalRadius) : height * 16384 property real angle: -rootItem.angle / 360 * 2 * Math.PI property variant matrixData: Qt.point(Math.sin(angle), Math.cos(angle)) anchors.fill: parent vertexShader: " attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; uniform highp mat4 qt_Matrix; uniform highp vec2 matrixData; uniform highp float horizontalRatio; uniform highp float verticalRatio; uniform highp vec2 center; varying highp vec2 qt_TexCoord0; varying highp vec2 qt_TexCoord1; varying highp vec2 centerPoint; void main() { highp vec2 ratio = vec2(horizontalRatio, verticalRatio); // Rotation matrix highp mat2 rot = mat2(matrixData.y, -matrixData.x, matrixData.x, matrixData.y); qt_TexCoord0 = qt_MultiTexCoord0; qt_TexCoord1 = qt_MultiTexCoord0; qt_TexCoord1 -= center; qt_TexCoord1 *= rot; qt_TexCoord1 += center; qt_TexCoord1 *= ratio; centerPoint = center * ratio; gl_Position = qt_Matrix * qt_Vertex; } " fragmentShader: maskSource == undefined ? noMaskShader : maskShader onFragmentShaderChanged: horizontalRatioChanged() property string maskShader: " uniform lowp sampler2D gradientImage; uniform lowp sampler2D maskSource; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord0; varying highp vec2 qt_TexCoord1; varying highp vec2 centerPoint; void main() { lowp vec4 gradientColor = texture2D(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint))); lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a; gl_FragColor = gradientColor * maskAlpha * qt_Opacity; } " property string noMaskShader: " uniform lowp sampler2D gradientImage; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord1; varying highp vec2 centerPoint; void main() { lowp vec4 gradientColor = texture2D(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint))); gl_FragColor = gradientColor * qt_Opacity; } " } }