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/****************************************************************************
**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt Mobility Components.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia.  For licensing terms and
** conditions see http://qt.digia.com/licensing.  For further information
** use the contact form at http://qt.digia.com/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 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights.  These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

import QtQuick 2.0

Effect {
    parameters: ListModel {
        ListElement {
            name: "threshold"
            value: 0.5
        }
    }

    // Transform slider values, and bind result to shader uniforms
    property real threshold: parameters.get(0).value
    property real targetSize: 250 - (200 * threshold) // TODO: fix ...
    property real resS: targetSize
    property real resT: targetSize

    // TODO
    property real magTol: 0.3
    property real quantize: 8.0

    fragmentShaderSrc: "uniform float dividerValue;
                        uniform float threshold;
                        uniform float resS;
                        uniform float resT;
                        uniform float magTol;
                        uniform float quantize;

                        uniform sampler2D source;
                        uniform lowp float qt_Opacity;
                        varying vec2 qt_TexCoord0;

                        void main()
                        {
                            vec4 color = vec4(1.0, 0.0, 0.0, 1.1);
                            vec2 uv = qt_TexCoord0.xy;
                            if (uv.x < dividerValue) {
                                vec2 st = qt_TexCoord0.st;
                                vec3 rgb = texture2D(source, st).rgb;
                                vec2 stp0 = vec2(1.0/resS,  0.0);
                                vec2 st0p = vec2(0.0     ,  1.0/resT);
                                vec2 stpp = vec2(1.0/resS,  1.0/resT);
                                vec2 stpm = vec2(1.0/resS, -1.0/resT);
                                float i00 =   dot( texture2D(source, st).rgb, vec3(0.2125,0.7154,0.0721));
                                float im1m1 = dot( texture2D(source, st-stpp).rgb, vec3(0.2125,0.7154,0.0721));
                                float ip1p1 = dot( texture2D(source, st+stpp).rgb, vec3(0.2125,0.7154,0.0721));
                                float im1p1 = dot( texture2D(source, st-stpm).rgb, vec3(0.2125,0.7154,0.0721));
                                float ip1m1 = dot( texture2D(source, st+stpm).rgb, vec3(0.2125,0.7154,0.0721));
                                float im10 =  dot( texture2D(source, st-stp0).rgb, vec3(0.2125,0.7154,0.0721));
                                float ip10 =  dot( texture2D(source, st+stp0).rgb, vec3(0.2125,0.7154,0.0721));
                                float i0m1 =  dot( texture2D(source, st-st0p).rgb, vec3(0.2125,0.7154,0.0721));
                                float i0p1 =  dot( texture2D(source, st+st0p).rgb, vec3(0.2125,0.7154,0.0721));
                                float h = -1.*im1p1 - 2.*i0p1 - 1.*ip1p1  +  1.*im1m1 + 2.*i0m1 + 1.*ip1m1;
                                float v = -1.*im1m1 - 2.*im10 - 1.*im1p1  +  1.*ip1m1 + 2.*ip10 + 1.*ip1p1;
                                float mag = sqrt(h*h + v*v);
                                if (mag > magTol) {
                                    color = vec4(0.0, 0.0, 0.0, 1.0);
                                }
                                else {
                                    rgb.rgb *= quantize;
                                    rgb.rgb += vec3(0.5, 0.5, 0.5);
                                    ivec3 irgb = ivec3(rgb.rgb);
                                    rgb.rgb = vec3(irgb) / quantize;
                                    color = vec4(rgb, 1.0);
                                }
                            } else {
                                color = texture2D(source, uv);
                            }
                            gl_FragColor = qt_Opacity * color;
                        }"
}