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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick 2.0
import "private"
/*!
\qmltype OpacityMask
\inqmlmodule QtGraphicalEffects 1.0
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-mask
\brief Masks the source item with another item.
\table
\header
\li Source
\li MaskSource
\li Effect applied
\row
\li \image Original_bug.png
\li \image OpacityMask_mask.png
\li \image OpacityMask_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet OpacityMask-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that is going to be masked.
\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 item that is going to be used as the mask. The
mask item gets rendered into an intermediate pixel buffer and the alpha
values from the result are used to determine the source item's pixels
visibility in the display.
\table
\header
\li Original
\li Mask
\li Effect applied
\row
\li \image Original_bug.png
\li \image OpacityMask_mask.png
\li \image OpacityMask_bug.png
\endtable
*/
property variant maskSource
/*!
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.
\note It is not supported to let the effect include itself, for
instance by setting maskSource to the effect's parent.
*/
property bool cached: false
SourceProxy {
id: sourceProxy
input: rootItem.source
}
SourceProxy {
id: maskSourceProxy
input: rootItem.maskSource
}
ShaderEffectSource {
id: cacheItem
anchors.fill: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property variant maskSource: maskSourceProxy.output
anchors.fill: parent
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform lowp sampler2D maskSource;
void main(void) {
gl_FragColor = texture2D(source, qt_TexCoord0.st) * (texture2D(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
}
"
}
}
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