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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples of Qt for Device Creation.
**
** $QT_BEGIN_LICENSE:BSD$
** 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.
**
** BSD License Usage
** Alternatively, 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 The Qt Company Ltd 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

Effect {
    divider: false
    parameters: ListModel {
        ListElement {
            name: "extent"
            value: 0.5
        }
    }

    // Transform slider values, and bind result to shader uniforms
    property real curlExtent: 1.0 - parameters.get(0).value

    fragmentShaderSrc: "uniform float dividerValue;
                            uniform float curlExtent;
                            uniform sampler2D source;
                            uniform lowp float qt_Opacity;
                            varying vec2 qt_TexCoord0;

                            const float minAmount = -0.16;
                            const float maxAmount = 1.3;
                            const float PI = 3.141592653589793;
                            const float scale = 512.0;
                            const float sharpness = 3.0;
                            const vec4 bgColor = vec4(1.0, 1.0, 0.8, 1.0);

                            float amount = curlExtent * (maxAmount - minAmount) + minAmount;
                            float cylinderCenter = amount;
                            // 360 degrees * amount
                            float cylinderAngle = 2.0 * PI * amount;
                            const float cylinderRadius = 1.0 / PI / 2.0;

                            vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation)
                            {
                                float hitPoint = hitAngle / (2.0 * PI);
                                point.y = hitPoint;
                                return rrotation * point;
                            }

                            vec4 antiAlias(vec4 color1, vec4 color2, float distance)
                            {
                                distance *= scale;
                                if (distance < 0.0) return color2;
                                if (distance > 2.0) return color1;
                                float dd = pow(1.0 - distance / 2.0, sharpness);
                                return ((color2 - color1) * dd) + color1;
                            }

                            float distanceToEdge(vec3 point)
                            {
                                float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
                                float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
                                if (point.x < 0.0) dx = -point.x;
                                if (point.x > 1.0) dx = point.x - 1.0;
                                if (point.y < 0.0) dy = -point.y;
                                if (point.y > 1.0) dy = point.y - 1.0;
                                if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
                                return min(dx, dy);
                            }

                            vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation)
                            {
                                float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
                                vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
                                if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0))
                                    return bgColor;
                                if (yc > 0.0)
                                    return texture2D(source, p);
                                vec4 color = texture2D(source, point.xy);
                                vec4 tcolor = vec4(0.0);
                                return antiAlias(color, tcolor, distanceToEdge(point));
                            }

                            vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation)
                            {
                                float shadow = distanceToEdge(point) * 30.0;
                                shadow = (1.0 - shadow) / 3.0;
                                if (shadow < 0.0)
                                    shadow = 0.0;
                                else
                                    shadow *= amount;
                                vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
                                shadowColor.r -= shadow;
                                shadowColor.g -= shadow;
                                shadowColor.b -= shadow;
                                return shadowColor;
                            }

                            vec4 backside(float yc, vec3 point)
                            {
                                vec4 color = texture2D(source, point.xy);
                                float gray = (color.r + color.b + color.g) / 15.0;
                                gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
                                color.rgb = vec3(gray);
                                return color;
                            }

                            void main(void)
                            {
                                const float angle = 30.0 * PI / 180.0;
                                float c = cos(-angle);
                                float s = sin(-angle);
                                mat3 rotation = mat3(
                                    c, s, 0,
                                    -s, c, 0,
                                    0.12, 0.258, 1
                                );
                                c = cos(angle);
                                s = sin(angle);
                                mat3 rrotation = mat3(
                                    c, s, 0,
                                    -s, c, 0,
                                    0.15, -0.5, 1
                                );
                                vec3 point = rotation * vec3(qt_TexCoord0, 1.0);
                                float yc = point.y - cylinderCenter;
                                vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
                                if (yc < -cylinderRadius) {
                                    // See through to background
                                    color = bgColor;
                                } else if (yc > cylinderRadius) {
                                    // Flat surface
                                    color = texture2D(source, qt_TexCoord0);
                                } else {
                                    float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
                                    float hitAngleMod = mod(hitAngle, 2.0 * PI);
                                    if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0)) {
                                        color = seeThrough(yc, qt_TexCoord0, rotation, rrotation);
                                    } else {
                                        point = hitPoint(hitAngle, yc, point, rrotation);
                                        if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0) {
                                            color = seeThroughWithShadow(yc, qt_TexCoord0, point, rotation, rrotation);
                                        } else {
                                            color = backside(yc, point);
                                            vec4 otherColor;
                                            if (yc < 0.0) {
                                                float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
                                                shado *= pow(-yc / cylinderRadius, 3.0);
                                                shado *= 0.5;
                                                otherColor = vec4(0.0, 0.0, 0.0, shado);
                                            } else {
                                                otherColor = texture2D(source, qt_TexCoord0);
                                            }
                                            color = antiAlias(color, otherColor, cylinderRadius - abs(yc));

                                            // This second antialiasing step causes the shader to fail to render, on
                                            // Symbian devices (tested so far using IVE3.5).  Running out of scratch
                                            // memory?
                                        }
                                    }
                                }
                                gl_FragColor = qt_Opacity * color;
                            }"
}