summaryrefslogtreecommitdiffstats
path: root/basicsuite/mediaplayer/Effects/EffectPageCurl.qml
blob: 31a901f2bcbd2bc219f7fca3e9a81fe3b7f483a0 (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
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt Mobility Components.
**
** $QT_BEGIN_LICENSE:LGPL21$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://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 2.1 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
**
****************************************************************************/

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;
                            }"
}