/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt Graphical Effects module. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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. 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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 import "private" /*! \qmltype FastBlur \inqmlmodule QtGraphicalEffects 1.0 \since QtGraphicalEffects 1.0 \inherits QtQuick2::Item \ingroup qtgraphicaleffects-blur \brief Applies a fast blur effect to one or more source items. FastBlur offers lower blur quality than \l{QtGraphicalEffects1::GaussianBlur}{GaussianBlur}, but it is faster to render. The FastBlur effect softens the source content by blurring it with algorithm which uses the source content downscaling and bilinear filtering. Use this effect in situations where the source content is rapidly changing and the highest possible blur quality is not needed. \table \header \li Source \li Effect applied \row \li \image Original_bug.png \li \image FastBlur_bug.png \endtable \section1 Example The following example shows how to apply the effect. \snippet FastBlur-example.qml example */ Item { id: rootItem /*! This property defines the source item that is going to be blurred. \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 distance of the neighboring pixels which affect the blurring of an individual pixel. A larger radius increases the blur effect. FastBlur algorithm may internally reduce the accuracy of the radius in order to provide good rendering performance. The value ranges from 0.0 (no blur) to inf. Visual quality of the blur is reduced when radius exceeds value 64. By default, the property is set to \c 0.0 (no blur). \table \header \li Output examples with different blur values \li \li \row \li \image FastBlur_radius1.png \li \image FastBlur_radius2.png \li \image FastBlur_radius3.png \row \li \b { radius: 0 } \li \b { radius: 32 } \li \b { radius: 64 } \endtable */ property real radius: 0.0 /*! This property defines the blur behavior near the edges of the item, where the pixel blurring is affected by the pixels outside the source edges. If the property is set to \c true, the pixels outside the source are interpreted to be transparent, which is similar to OpenGL clamp-to-border extension. The blur is expanded slightly outside the effect item area. If the property is set to \c false, the pixels outside the source are interpreted to contain the same color as the pixels at the edge of the item, which is similar to OpenGL clamp-to-edge behavior. The blur does not expand outside the effect item area. By default, the property is set to \c false. \table \header \li Output examples with different transparentBorder values \li \li \row \li \image FastBlur_transparentBorder1.png \li \image FastBlur_transparentBorder2.png \row \li \b { transparentBorder: false } \li \b { transparentBorder: true } \row \li \l radius: 64 \li \l radius: 64 \endtable */ property bool transparentBorder: false /*! 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. */ property bool cached: false SourceProxy { id: sourceProxy input: rootItem.source } ShaderEffectSource { id: cacheItem anchors.fill: shaderItem visible: rootItem.cached sourceItem: shaderItem live: true hideSource: visible smooth: rootItem.radius > 0 } /*! \internal */ 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; } " /*! \internal */ 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: 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.radius > 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 } Item { id: dummysource width: 1 height: 1 visible: false } ShaderEffectSource { id: dummy width: 1 height: 1 sourceItem: dummysource visible: false smooth: false live: false } ShaderEffect { id: shaderItem 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.radius / 64.0) * 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 function weight(v) { if (v <= 0.0) return 1.0 if (v >= 0.5) return 0.0 return 1.0 - v * 2.0 } function calculateWeights() { var w1 = weight(Math.abs(lod - 0.100)) var w2 = weight(Math.abs(lod - 0.300)) var w3 = weight(Math.abs(lod - 0.500)) var w4 = weight(Math.abs(lod - 0.700)) var w5 = weight(Math.abs(lod - 0.900)) var w6 = weight(Math.abs(lod - 1.100)) var sum = w1 + w2 + w3 + w4 + w5 + w6; weight1 = w1 / sum; weight2 = w2 / sum; weight3 = w3 / sum; weight4 = w4 / sum; weight5 = w5 / sum; weight6 = w6 / sum; upateSources() } function upateSources() { var sources = new Array(); var weights = new Array(); if (weight1 > 0) { sources.push(level1) weights.push(weight1) } if (weight2 > 0) { sources.push(level2) weights.push(weight2) } if (weight3 > 0) { sources.push(level3) weights.push(weight3) } if (weight4 > 0) { sources.push(level4) weights.push(weight4) } if (weight5 > 0) { sources.push(level5) weights.push(weight5) } if (weight6 > 0) { sources.push(level6) weights.push(weight6) } for (var j = sources.length; j < 6; j++) { sources.push(dummy) weights.push(0.0) } source1 = sources[0] source2 = sources[1] source3 = sources[2] source4 = sources[3] source5 = sources[4] source6 = sources[5] weight1 = weights[0] weight2 = weights[1] weight3 = weights[2] weight4 = weights[3] weight5 = weights[4] weight6 = weights[5] } Component.onCompleted: calculateWeights() onLodChanged: calculateWeights() fragmentShader: " uniform lowp sampler2D source1; uniform lowp sampler2D source2; uniform lowp sampler2D source3; uniform lowp sampler2D source4; uniform lowp sampler2D source5; uniform mediump float weight1; uniform mediump float weight2; uniform mediump float weight3; uniform mediump float weight4; uniform mediump float weight5; uniform lowp float qt_Opacity; varying mediump vec2 qt_TexCoord0; void main() { 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; gl_FragColor = sourceColor * qt_Opacity; } " } }