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https://bitbucket.org/smil3y/katie.git
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209 lines
9.5 KiB
QML
209 lines
9.5 KiB
QML
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the QML Shaders plugin of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** As a special exception, The Qt Company gives you certain additional
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** rights. These rights are described in The Qt Company LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 1.0
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import Qt.labs.shaders 1.0
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// Note 1. This shader implements gaussian blur without dynamic array access from inside shader loops (Optional feature in OpenGLES 2.0).
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// Note 2. Shader code is generated to avoid ecessive if-else structure in fragment shader. Code re-generation (very slow!) happens if blur radius is changed.
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ShaderEffectItem {
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id: effect
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property variant source: 0
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property real deviation: Math.sqrt(-((radius+1) * (radius+1)) / (2 * Math.log(1.0 / 255.0)));
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property real radius: 8;
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property real deltaX: 0.0
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property real deltaY: 0.0
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property real gaussianSum: 0.0
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property real startIndex: 0.0
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property real samples: radius * 2
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property variant gwts: []
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property variant delta: Qt.vector3d(effect.deltaX, effect.deltaY, effect.startIndex);
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property variant factor_0_2: Qt.vector3d(effect.gwts[0], effect.gwts[1], effect.gwts[2]);
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property variant factor_3_5: Qt.vector3d(effect.gwts[3],effect.gwts[4],effect.gwts[5]);
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property variant factor_6_8: Qt.vector3d(effect.gwts[6],effect.gwts[7],effect.gwts[8]);
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property variant factor_9_11: Qt.vector3d(effect.gwts[9],effect.gwts[10],effect.gwts[11]);
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property variant factor_12_14: Qt.vector3d(effect.gwts[12],effect.gwts[13],effect.gwts[14]);
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property variant factor_15_17: Qt.vector3d(effect.gwts[15],effect.gwts[16],effect.gwts[17]);
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property variant factor_18_20: Qt.vector3d(effect.gwts[18],effect.gwts[19],effect.gwts[20]);
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property variant factor_21_23: Qt.vector3d(effect.gwts[21],effect.gwts[22],effect.gwts[23]);
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property variant factor_24_26: Qt.vector3d(effect.gwts[24],effect.gwts[25],effect.gwts[26]);
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property variant factor_27_29: Qt.vector3d(effect.gwts[27],effect.gwts[28],effect.gwts[29]);
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property variant factor_30_32: Qt.vector3d(effect.gwts[30],effect.gwts[31],effect.gwts[32]);
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//Gaussian function = h(x):=(1/sqrt(2*3.14159*(D^2))) * %e^(-(x^2)/(2*(D^2)));
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function gausFunc(x){
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return (1/Math.sqrt(2*3.1415926*(Math.pow(effect.deviation,2)))) * Math.pow(2.7182818,-((Math.pow(x,2))/(2*(Math.pow(effect.deviation,2)))));
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}
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function calcGWTS() {
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var n = new Array(Math.floor(effect.samples));
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var step
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for (var i = 0; i < effect.samples; i++) {
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step = -effect.samples/2 + i + 0.5
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n[i] = gausFunc(step);
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}
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return n;
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}
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function buildFragmentShader() {
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var shaderSteps = [
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"gl_FragColor += texture2D(source, texCoord) * factor_0_2.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_0_2.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_0_2.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_3_5.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_3_5.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_3_5.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_6_8.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_6_8.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_6_8.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_9_11.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_9_11.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_9_11.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_12_14.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_12_14.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_12_14.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_15_17.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_15_17.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_15_17.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_18_20.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_18_20.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_18_20.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_21_23.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_21_23.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_21_23.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_24_26.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_24_26.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_24_26.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_27_29.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_27_29.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_27_29.z; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_30_32.x; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_30_32.y; texCoord += shift;",
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"gl_FragColor += texture2D(source, texCoord) * factor_30_32.z; texCoord += shift;"
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]
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var shader = fragmentShader_begin
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var samples = effect.samples
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if (samples > 32) {
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console.log("GaussianBlur: Maximum of 32 blur samples exceeded!")
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samples = 32
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}
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for (var i = 0; i < samples; i++) {
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shader += shaderSteps[i]
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}
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shader += fragmentShader_end
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effect.fragmentShader = shader
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}
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onDeviationChanged:{
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effect.startIndex = -effect.samples/2 + 0.5
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effect.gwts = calcGWTS();
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var sum = 0.0;
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for (var j = 0; j < effect.samples; j++) {
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sum += effect.gwts[j];
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}
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effect.gaussianSum = sum
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}
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Component.onCompleted:{
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effect.startIndex = -effect.samples/2 + 0.5
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effect.gwts = calcGWTS();
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var sum = 0.0;
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for (var j = 0; j < effect.samples; j++) {
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sum += effect.gwts[j];
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}
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effect.gaussianSum = sum
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buildFragmentShader()
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}
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onSamplesChanged: {
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buildFragmentShader()
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}
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property string fragmentShader_begin:
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"
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varying mediump vec2 qt_TexCoord0;
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uniform sampler2D source;
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uniform highp vec3 delta;
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uniform highp vec3 factor_0_2;
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uniform highp vec3 factor_3_5;
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uniform highp vec3 factor_6_8;
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uniform highp vec3 factor_9_11;
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uniform highp vec3 factor_12_14;
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uniform highp vec3 factor_15_17;
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uniform highp vec3 factor_18_20;
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uniform highp vec3 factor_21_23;
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uniform highp vec3 factor_24_26;
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uniform highp vec3 factor_27_29;
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uniform highp vec3 factor_30_32;
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uniform highp float gaussianSum;
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void main() {
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highp vec2 shift = vec2(delta.x, delta.y);
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highp float index = delta.z;
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mediump vec2 texCoord = qt_TexCoord0 + (shift * index);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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"
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property string fragmentShader_end:
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"
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if (gaussianSum > 0.0)
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gl_FragColor /= gaussianSum;
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}
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"
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}
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