summaryrefslogtreecommitdiff
path: root/src/effects/private/FastMaskedBlur.qml
blob: ae49a6e9bb0e823ff73a897d0916ed1da8dd1e48 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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

Item {
    id: rootItem
    property variant source
    property variant maskSource
    property real blur: 0.0
    property bool transparentBorder: false
    property bool cached: false

    SourceProxy {
        id: sourceProxy
        input: rootItem.source
    }

    SourceProxy {
        id: maskSourceProxy
        input: rootItem.maskSource
    }

    ShaderEffectSource {
        id: cacheItem
        anchors.fill: shaderItem
        visible: rootItem.cached
        sourceItem: shaderItem
        live: true
        hideSource: visible
        smooth: rootItem.blur > 0
    }

    property string __internalBlurVertexShader: "
        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: "
        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: mask0
        property variant source: maskSourceProxy.output
        anchors.fill: parent
        visible: false
        smooth: true
    }

   ShaderEffectSource {
       id: masklevel1
       width: Math.ceil(shaderItem.width / 32) * 32
       height: Math.ceil(shaderItem.height / 32) * 32
       sourceItem: mask0
       hideSource: rootItem.visible
       sourceRect: transparentBorder ? Qt.rect(-64, -64, shaderItem.width, shaderItem.height) : Qt.rect(0, 0, 0, 0)
       visible: false
       smooth: rootItem.blur > 0
   }

    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)
        visible: false
        smooth: rootItem.blur > 0
    }

    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
    }

    ShaderEffect {
        id: shaderItem
        property variant mask: masklevel1
        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: Math.sqrt(rootItem.blur) * 1.2 - 0.2
        property real weight1
        property real weight2
        property real weight3
        property real weight4
        property real weight5
        property real weight6

        x: transparentBorder ? -64 : 0
        y: transparentBorder ? -64 : 0
        width: transparentBorder ? parent.width + 128 : parent.width
        height: transparentBorder ? parent.height + 128 : parent.height

        fragmentShader: "
            uniform lowp sampler2D mask;
            uniform lowp sampler2D source1;
            uniform lowp sampler2D source2;
            uniform lowp sampler2D source3;
            uniform lowp sampler2D source4;
            uniform lowp sampler2D source5;
            uniform lowp sampler2D source6;
            uniform lowp float lod;
            uniform lowp float qt_Opacity;
            varying mediump vec2 qt_TexCoord0;

            mediump float weight(mediump float v) {
                if (v <= 0.0)
                    return 1.0;

                if (v >= 0.5)
                    return 0.0;

                return 1.0 - v * 2.0;
            }

            void main() {

                lowp vec4 maskColor = texture2D(mask, qt_TexCoord0);
                mediump float l = lod * maskColor.a;

                mediump float w1 = weight(abs(l - 0.100));
                mediump float w2 = weight(abs(l - 0.300));
                mediump float w3 = weight(abs(l - 0.500));
                mediump float w4 = weight(abs(l - 0.700));
                mediump float w5 = weight(abs(l - 0.900));
                mediump float w6 = weight(abs(l - 1.100));

                mediump float sum = w1 + w2 + w3 + w4 + w5 + w6;
                mediump float weight1 = w1 / sum;
                mediump float weight2 = w2 / sum;
                mediump float weight3 = w3 / sum;
                mediump float weight4 = w4 / sum;
                mediump float weight5 = w5 / sum;
                mediump float weight6 = w6 / sum;

                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 += texture2D(source6, qt_TexCoord0) * weight6;

                gl_FragColor = sourceColor * qt_Opacity;

            }
        "
    }
}