/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the Qt Graphical Effects module. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 Nokia Corporation and its Subsidiary(-ies) 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 import "internal" Item { id: rootItem property variant source property real angle: 0.0 property int samples: 0 property real horizontalOffset: 0.0 property real verticalOffset: 0.0 property bool transparentBorder: false property bool cached: false SourceProxy { id: sourceProxy input: rootItem.source sourceRect: shaderItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2.0, parent.height + 2.0) : Qt.rect(0, 0, 0, 0) } ShaderEffectSource { id: cacheItem anchors.fill: shaderItem visible: rootItem.cached smooth: true sourceItem: shaderItem live: true hideSource: visible } ShaderEffect { id: shaderItem property variant source: sourceProxy.output property variant center: Qt.point(0.5 + rootItem.horizontalOffset / parent.width, 0.5 + rootItem.verticalOffset / parent.height) property bool transparentBorder: rootItem.transparentBorder && rootItem.samples > 1 property int samples: rootItem.samples property real weight: 1.0 / Math.max(1.0, rootItem.samples) property real angleSin: Math.sin(rootItem.angle/2 * Math.PI/180) property real angleCos: Math.cos(rootItem.angle/2 * Math.PI/180) property real angleSinStep: Math.sin(-rootItem.angle * Math.PI/180 / Math.max(1.0, rootItem.samples - 1)) property real angleCosStep: Math.cos(-rootItem.angle * Math.PI/180 / Math.max(1.0, rootItem.samples - 1)) property variant expandPixels: transparentBorder ? Qt.size(0.5 * parent.height, 0.5 * parent.width) : Qt.size(0,0) property variant expand: transparentBorder ? Qt.size(expandPixels.width / width, expandPixels.height / height) : Qt.size(0,0) property variant delta: Qt.size(1.0 / rootItem.width, 1.0 / rootItem.height) property real w: parent.width property real h: parent.height x: transparentBorder ? -expandPixels.width - 1 : 0 y: transparentBorder ? -expandPixels.height - 1 : 0 width: transparentBorder ? parent.width + expandPixels.width * 2.0 + 2 : parent.width height: transparentBorder ? parent.height + expandPixels.height * 2.0 + 2 : parent.height property string fragmentShaderSkeleton: " varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; uniform sampler2D source; uniform highp float angleSin; uniform highp float angleCos; uniform highp float angleSinStep; uniform highp float angleCosStep; uniform highp float weight; uniform highp vec2 expand; uniform highp vec2 center; uniform highp vec2 delta; uniform highp float w; uniform highp float h; void main(void) { highp mat2 m; gl_FragColor = vec4(0.0); mediump vec2 texCoord = qt_TexCoord0; PLACEHOLDER_EXPAND_STEPS highp vec2 dir = vec2(texCoord.s * w - w * center.x, texCoord.t * h - h * center.y); m[0] = vec2(angleCos, -angleSin); m[1] = vec2(angleSin, angleCos); dir *= m; m[0] = vec2(angleCosStep, -angleSinStep); m[1] = vec2(angleSinStep, angleCosStep); PLACEHOLDER_UNROLLED_LOOP gl_FragColor *= qt_Opacity; } " function buildFragmentShader() { var shader = fragmentShaderSkeleton var expandSteps = "" if (transparentBorder) { expandSteps += "texCoord.s = (texCoord.s - expand.x) / (1.0 - 2.0 * expand.x);" expandSteps += "texCoord.t = (texCoord.t - expand.y) / (1.0 - 2.0 * expand.y);" } var unrolledLoop = "gl_FragColor += texture2D(source, texCoord);\n" if (rootItem.samples > 1) { unrolledLoop = "" for (var i = 0; i < rootItem.samples; i++) unrolledLoop += "texCoord = vec2(center.x + dir.x * delta.x, center.y + dir.y * delta.y); gl_FragColor += texture2D(source, texCoord) * weight; dir *= m;\n" } shader = shader.replace("PLACEHOLDER_EXPAND_STEPS", expandSteps) fragmentShader = shader.replace("PLACEHOLDER_UNROLLED_LOOP", unrolledLoop) } onFragmentShaderChanged: sourceChanged() onSamplesChanged: buildFragmentShader() onTransparentBorderChanged: buildFragmentShader() Component.onCompleted: buildFragmentShader() } }