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authorGunnar Sletta <gunnar@sletta.org>2014-09-28 12:26:55 +0200
committerGunnar Sletta <gunnar@sletta.org>2014-09-29 12:19:16 +0200
commit2bd7438d77c8544d263c51be432206970eae5ccf (patch)
tree6b632a39ef54b24779183d93e895e0873dfaa41c /src/quick/items
parent26387cf498843ce10dd4411d538e1e44a823b8a8 (diff)
Give Item::layer documentation some much needed love.
Change-Id: I31e038d961d3aa09a36db0c091c4e4910e395c2e Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Diffstat (limited to 'src/quick/items')
-rw-r--r--src/quick/items/qquickitem.cpp102
-rw-r--r--src/quick/items/qquickshadereffect.cpp24
2 files changed, 124 insertions, 2 deletions
diff --git a/src/quick/items/qquickitem.cpp b/src/quick/items/qquickitem.cpp
index 38ae0ed3c8..b8362c9dac 100644
--- a/src/quick/items/qquickitem.cpp
+++ b/src/quick/items/qquickitem.cpp
@@ -1838,6 +1838,101 @@ void QQuickItemPrivate::updateSubFocusItem(QQuickItem *scope, bool focus)
their layouts.
See LayoutMirroring for more details.
+
+ \section1 Item Layers
+
+ An Item will normally be rendered directly into the window it
+ belongs to. However, by setting \l layer.enabled, it is possible
+ to delegate the item and its entire subtree into an offscreen
+ surface. Only the offscreen surface, a texture, will be then drawn
+ into the window.
+
+ If it is desired to have a texture size different from that of the
+ item, this is possible using \l layer.textureSize. To render only
+ a section of the item into the texture, use \l
+ layer.sourceRect. It is also possible to specify \l
+ layer.sourceRect so it extends beyond the bounds of the item. In
+ this case, the exterior will be padded with transparent pixels.
+
+ The item will use linear interpolation for scaling if
+ \l layer.smooth is set to \c true and will use mipmap for
+ downsampling if \l layer.mipmap is set to \c true. Mipmapping may
+ improve visual quality of downscaled items. For mipmapping of
+ single Image items, prefer Image::mipmap.
+
+ \section2 Layer Opacity vs Item Opacity
+
+ When applying \l opacity to an item hierarchy the opacity is
+ applied to each item individually. This can lead to undesired
+ visual results when the opacity is applied to a subtree. Consider
+ the following example:
+
+ \table
+ \row
+ \li \inlineimage qml-blending-nonlayered.png
+ \li \b {Non-layered Opacity} \snippet qml/layerblending.qml non-layered
+ \endtable
+
+ A layer is rendered with the root item's opacity being 1, and then
+ the root item's opacity is applied to the texture when it is
+ drawn. This means that fading in a large item hierarchy from
+ transparent to opaque, or vice versa, can be done without the
+ overlap artifacts that the normal item by item alpha blending
+ has. Here is the same example with layer enabled:
+
+ \table
+ \row
+ \li \image qml-blending-layered.png
+ \li \b {Layered Opacity} \snippet qml/layerblending.qml layered
+ \endtable
+
+ \section2 Combined with ShaderEffects
+
+ Setting \l layer.enabled to true will turn the item into a \l
+ {QQuickItem::isTextureProvider}{texture provider}, making it
+ possible to use the item directly as a texture, for instance
+ in combination with the ShaderEffect type.
+
+ It is possible to apply an effect on a layer at runtime using
+ layer.effect:
+
+ \snippet qml/layerwitheffect.qml 1
+
+ In this example, we implement the shader effect manually. The \l
+ {Qt Graphical Effects} module contains a suite of ready-made
+ effects for use with Qt Quick.
+
+ See ShaderEffect for more information about using effects.
+
+ \note \l layer.enabled is actually just a more convenient way of using
+ ShaderEffectSource.
+
+
+ \section2 Memory and Performance
+
+ When an item's layer is enabled, the scene graph will allocate memory
+ in the GPU equal to \c {width x height x 4}. In memory constrained
+ configurations, large layers should be used with care.
+
+ In the QPainter / QWidget world, it is some times favorable to
+ cache complex content in a pixmap, image or texture. In Qt Quick,
+ because of the techniques already applied by the \l {Qt Quick
+ Scene Graph Renderer} {scene graph renderer}, this will in most
+ cases not be the case. Excessive draw calls are already reduced
+ because of batching and a cache will in most cases end up blending
+ more pixels than the original content. The overhead of rendering
+ to an offscreen and the blending involved with drawing the
+ resulting texture is therefore often more costly than simply
+ letting the item and its children be drawn normally.
+
+ Also, an item using a layer can not be \l {Batching} {batched} during
+ rendering. This means that a scene with many layered items may
+ have performance problems.
+
+ Layering can be convenient and useful for visual effects, but
+ should in most cases be enabled for the duration of the effect and
+ disabled afterwards.
+
*/
/*!
@@ -7486,12 +7581,15 @@ void QQuickItemLayer::setMipmap(bool mipmap)
allow you to save some texture memory.
\list
- \li ShaderEffectSource.Alpha - GL_ALPHA
+ \li ShaderEffectSource.Alpha - GL_ALPHA;
\li ShaderEffectSource.RGB - GL_RGB
\li ShaderEffectSource.RGBA - GL_RGBA
\endlist
- \note Some OpenGL implementations do not support the GL_ALPHA format.
+ \note ShaderEffectSource.RGB and ShaderEffectSource.Alpha should
+ be used with caution, as support for these formats in the underlying
+ hardare and driver is often not present.
+
*/
void QQuickItemLayer::setFormat(QQuickShaderEffectSource::Format f)
diff --git a/src/quick/items/qquickshadereffect.cpp b/src/quick/items/qquickshadereffect.cpp
index fb5dac1080..0358495a3b 100644
--- a/src/quick/items/qquickshadereffect.cpp
+++ b/src/quick/items/qquickshadereffect.cpp
@@ -641,10 +641,34 @@ void QQuickShaderEffectCommon::propertyChanged(QQuickItem *item, int mappedId,
corner. For non-linear vertex transformations, like page curl, you can
specify a fine grid of vertices by specifying a \l mesh resolution.
+ \section1 ShaderEffect and Item Layers
+
+ The ShaderEffect type can be combined with \l {Item Layers} {layered items}.
+
+ \table
+ \row
+ \li \b {Layer with effect disabled} \inlineimage qml-shadereffect-nolayereffect.png
+ \li \b {Layer with effect enabled} \inlineimage qml-shadereffect-layereffect.png
+ \li \snippet qml/layerwitheffect.qml 1
+ \endtable
+
+ It is also possible to combine multiple layered items:
+
+ \table
+ \row
+ \li \inlineimage qml-shadereffect-opacitymask.png
+ \li \snippet qml/opacitymask.qml 1
+ \endtable
+
+ The \l {Qt Graphical Effects} module contains several ready-made effects
+ for using with Qt Quick applications.
+
\note Scene Graph textures have origin in the top-left corner rather than
bottom-left which is common in OpenGL.
For information about the GLSL version being used, see \l QtQuick::OpenGLInfo.
+
+ \sa {Item Layers}
*/
QQuickShaderEffect::QQuickShaderEffect(QQuickItem *parent)