Added integreation with geny cloud

This commit is contained in:
butomo1989
2018-05-29 02:04:30 +02:00
parent 424b6bb2ec
commit 79f797213c
296 changed files with 43232 additions and 9 deletions
+119
View File
@@ -0,0 +1,119 @@
FROM appium/appium:1.8.1-p0
LABEL maintainer "Budi Utomo <budi.ut.1989@gmail.com>"
#=============
# Set WORKDIR
#=============
WORKDIR /root
#==================
# General Packages
#------------------
# xterm
# Terminal emulator
# supervisor
# Process manager
# socat
# Port forwarder
#------------------
# NoVNC Packages
#------------------
# x11vnc
# VNC server for X display
# openbox
# Windows manager
# menu
# Debian menu
# python-numpy
# Numpy, For faster performance: https://github.com/novnc/websockify/issues/77
# net-tools
# Netstat
#------------------
# Video Recording
#------------------
# ffmpeg
# Video recorder
# jq
# Sed for JSON data
#==================
RUN apt-get -qqy update && apt-get -qqy install --no-install-recommends \
xterm \
supervisor \
socat \
x11vnc \
openbox \
menu \
python-numpy \
net-tools \
ffmpeg \
jq \
&& rm -rf /var/lib/apt/lists/*
#=======
# noVNC
# Use same commit id that docker-selenium uses
# https://github.com/elgalu/docker-selenium/blob/236b861177bd2917d864e52291114b1f5e4540d7/Dockerfile#L412-L413
#=======
ENV NOVNC_SHA="b403cb92fb8de82d04f305b4f14fa978003890d7" \
WEBSOCKIFY_SHA="558a6439f14b0d85a31145541745e25c255d576b"
RUN wget -nv -O noVNC.zip "https://github.com/kanaka/noVNC/archive/${NOVNC_SHA}.zip" \
&& unzip -x noVNC.zip \
&& rm noVNC.zip \
&& mv noVNC-${NOVNC_SHA} noVNC \
&& wget -nv -O websockify.zip "https://github.com/kanaka/websockify/archive/${WEBSOCKIFY_SHA}.zip" \
&& unzip -x websockify.zip \
&& mv websockify-${WEBSOCKIFY_SHA} ./noVNC/utils/websockify \
&& rm websockify.zip \
&& ln noVNC/vnc_auto.html noVNC/index.html
#================================================
# noVNC Default Configurations
# These Configurations can be changed through -e
#================================================
ENV DISPLAY=:0 \
SCREEN=0 \
SCREEN_WIDTH=1600 \
SCREEN_HEIGHT=900 \
SCREEN_DEPTH=16 \
LOCAL_PORT=5900 \
TARGET_PORT=6080 \
TIMEOUT=1 \
VIDEO_PATH=/tmp/video \
LOG_PATH=/var/log/supervisor
#====================
# Install genymotion
#====================
ENV GENYMOTION_VERSION=2.12.1 \
PATH="${PATH}:/root/genymotion"
COPY genymotion/${GENYMOTION_VERSION}/genymotion /root/genymotion
#=======================
# Set default variables
#=======================
ENV APPIUM_LOG=$LOG_PATH/appium.log
ENV GENYMOTION=true
COPY genymotion/generate_config.sh /root
RUN chmod +x /root/generate_config.sh
#===============
# Expose Ports
#---------------
# 4723
# Appium port
# 6080
# noVNC port
# 5555
# ADB connection port
#===============
EXPOSE 4723 6080 5555
#=======================
# Run docker-genymotion
#=======================
COPY src /root/src
COPY supervisord.conf /root/
RUN chmod -R +x /root/src && chmod +x /root/supervisord.conf
CMD /usr/bin/supervisord --configuration supervisord.conf
@@ -0,0 +1,478 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype Blend
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-blend
\brief Merges two source items by using a blend mode.
Blend mode can be selected with the \l{Blend::mode}{mode} property.
\table
\header
\li source
\li foregroundSource
\li Effect applied
\row
\li \image Original_bug.png
\li \image Original_butterfly.png
\li \image Blend_bug_and_butterfly.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet Blend-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that is going to be the base when
\l{Blend::foregroundSource}{foregroundSource} is blended over it.
\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 item that is going to be blended over the
\l{Blend::source}{source}.
\note It is not supported to let the effect include itself, for
instance by setting foregroundSource to the effect's parent.
*/
property variant foregroundSource
/*!
This property defines the mode which is used when foregroundSource is
blended over source. Values are case insensitive.
\table
\header
\li mode
\li description
\row
\li normal
\li The pixel component values from foregroundSource are written
over source by using alpha blending.
\row
\li addition
\li The pixel component values from source and foregroundSource are
added together and written.
\row
\li average
\li The pixel component values from source and foregroundSource are
averaged and written.
\row
\li color
\li The lightness value from source is combined with hue and
saturation from foregroundSource and written.
\row
\li colorBurn
\li The darker pixels from source are darkened more, if both source
and foregroundSource pixels are light the result is light.
\row
\li colorDodge
\li The lighter pixels from source are lightened more, if both
source and foregroundSource pixels are dark the result is dark.
\row
\li darken
\li The darker pixel component value from source and
foregroundSource is written.
\row
\li darkerColor
\li The lower luminance pixel rgb-value from source and
foregroundSource is written.
\row
\li difference
\li The absolute pixel component value difference between source and
foregroundSource is written.
\row
\li divide
\li The pixel component values from source is divided by the value
from foregroundSource and written.
\row
\li exclusion
\li The pixel component value difference with reduced contrast
between source and foregroundSource is written.
\row
\li hardLight
\li The pixel component values from source are lightened or darkened
according to foregroundSource values and written.
\row
\li hue
\li The hue value from foregroundSource is combined with saturation
and lightness from source and written.
\row
\li lighten
\li The lightest pixel component value from source and
foregroundSource is written.
\row
\li lighterColor
\li The higher luminance pixel rgb-value from source and
foregroundSource is written.
\row
\li lightness
\li The lightness value from foregroundSource is combined with hue
and saturation from source and written.
\row
\li multiply
\li The pixel component values from source and foregroundSource are
multiplied together and written.
\row
\li negation
\li The inverted absolute pixel component value difference between
source and foregroundSource is written.
\row
\li saturation
\li The saturation value from foregroundSource is combined with hue
and lightness from source and written.
\row
\li screen
\li The pixel values from source and foregroundSource are negated,
then multiplied, negated again, and written.
\row
\li subtract
\li Pixel value from foregroundSource is subracted from source and
written.
\row
\li softLight
\li The pixel component values from source are lightened or darkened
slightly according to foregroundSource values and written.
\endtable
\table
\header
\li Example source
\li Example foregroundSource
\row
\li \image Original_bug.png
\li \image Original_butterfly.png
\endtable
\table
\header
\li Output examples with different mode values
\li
\li
\row
\li \image Blend_mode1.png
\li \image Blend_mode2.png
\li \image Blend_mode3.png
\row
\li \b { mode: normal }
\li \b { mode: addition }
\li \b { mode: average }
\row
\li \image Blend_mode4.png
\li \image Blend_mode5.png
\li \image Blend_mode6.png
\row
\li \b { mode: color }
\li \b { mode: colorBurn }
\li \b { mode: colorDodge }
\row
\li \image Blend_mode7.png
\li \image Blend_mode8.png
\li \image Blend_mode9.png
\row
\li \b { mode: darken }
\li \b { mode: darkerColor }
\li \b { mode: difference }
\row
\li \image Blend_mode10.png
\li \image Blend_mode11.png
\li \image Blend_mode12.png
\row
\li \b { mode: divide }
\li \b { mode: exclusion }
\li \b { mode: hardlight }
\row
\li \image Blend_mode13.png
\li \image Blend_mode14.png
\li \image Blend_mode15.png
\row
\li \b { mode: hue }
\li \b { mode: lighten }
\li \b { mode: lighterColor }
\row
\li \image Blend_mode16.png
\li \image Blend_mode17.png
\li \image Blend_mode18.png
\row
\li \b { mode: lightness }
\li \b { mode: negation }
\li \b { mode: multiply }
\row
\li \image Blend_mode19.png
\li \image Blend_mode20.png
\li \image Blend_mode21.png
\row
\li \b { mode: saturation }
\li \b { mode: screen }
\li \b { mode: subtract }
\row
\li \image Blend_mode22.png
\row
\li \b { mode: softLight }
\endtable
*/
property string mode: "normal"
/*!
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 false.
*/
property bool cached: false
SourceProxy {
id: backgroundSourceProxy
input: rootItem.source
}
SourceProxy {
id: foregroundSourceProxy
input: rootItem.foregroundSource
}
ShaderEffectSource {
id: cacheItem
anchors.fill: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant backgroundSource: backgroundSourceProxy.output
property variant foregroundSource: foregroundSourceProxy.output
property string mode: rootItem.mode
anchors.fill: parent
fragmentShader: fragmentShaderBegin + blendModeNormal + fragmentShaderEnd
function buildFragmentShader() {
var shader = fragmentShaderBegin
switch (mode.toLowerCase()) {
case "addition" : shader += blendModeAddition; break;
case "average" : shader += blendModeAverage; break;
case "color" : shader += blendModeColor; break;
case "colorburn" : shader += blendModeColorBurn; break;
case "colordodge" : shader += blendModeColorDodge; break;
case "darken" : shader += blendModeDarken; break;
case "darkercolor" : shader += blendModeDarkerColor; break;
case "difference" : shader += blendModeDifference; break;
case "divide" : shader += blendModeDivide; break;
case "exclusion" : shader += blendModeExclusion; break;
case "hardlight" : shader += blendModeHardLight; break;
case "hue" : shader += blendModeHue; break;
case "lighten" : shader += blendModeLighten; break;
case "lightercolor" : shader += blendModeLighterColor; break;
case "lightness" : shader += blendModeLightness; break;
case "negation" : shader += blendModeNegation; break;
case "normal" : shader += blendModeNormal; break;
case "multiply" : shader += blendModeMultiply; break;
case "saturation" : shader += blendModeSaturation; break;
case "screen" : shader += blendModeScreen; break;
case "subtract" : shader += blendModeSubtract; break;
case "softlight" : shader += blendModeSoftLight; break;
default: shader += "gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);"; break;
}
shader += fragmentShaderEnd
fragmentShader = shader
// Workaraound for a bug just to make sure display gets updated when the mode changes.
backgroundSourceChanged()
}
Component.onCompleted: {
buildFragmentShader()
}
onModeChanged: {
buildFragmentShader()
}
property string blendModeAddition: "result.rgb = min(rgb1 + rgb2, 1.0);"
property string blendModeAverage: "result.rgb = 0.5 * (rgb1 + rgb2);"
property string blendModeColor: "result.rgb = HSLtoRGB(vec3(RGBtoHSL(rgb2).xy, RGBtoL(rgb1)));"
property string blendModeColorBurn: "result.rgb = clamp(1.0 - ((1.0 - rgb1) / max(vec3(1.0 / 256.0), rgb2)), vec3(0.0), vec3(1.0));"
property string blendModeColorDodge: "result.rgb = clamp(rgb1 / max(vec3(1.0 / 256.0), (1.0 - rgb2)), vec3(0.0), vec3(1.0));"
property string blendModeDarken: "result.rgb = min(rgb1, rgb2);"
property string blendModeDarkerColor: "result.rgb = 0.3 * rgb1.r + 0.59 * rgb1.g + 0.11 * rgb1.b > 0.3 * rgb2.r + 0.59 * rgb2.g + 0.11 * rgb2.b ? rgb2 : rgb1;"
property string blendModeDifference: "result.rgb = abs(rgb1 - rgb2);"
property string blendModeDivide: "result.rgb = clamp(rgb1 / rgb2, 0.0, 1.0);"
property string blendModeExclusion: "result.rgb = rgb1 + rgb2 - 2.0 * rgb1 * rgb2;"
property string blendModeHardLight: "result.rgb = vec3(channelBlendHardLight(rgb1.r, rgb2.r), channelBlendHardLight(rgb1.g, rgb2.g), channelBlendHardLight(rgb1.b, rgb2.b));"
property string blendModeHue: "result.rgb = HSLtoRGB(vec3(RGBtoHSL(rgb2).x, RGBtoHSL(rgb1).yz));"
property string blendModeLighten: "result.rgb = max(rgb1, rgb2);"
property string blendModeLighterColor: "result.rgb = 0.3 * rgb1.r + 0.59 * rgb1.g + 0.11 * rgb1.b > 0.3 * rgb2.r + 0.59 * rgb2.g + 0.11 * rgb2.b ? rgb1 : rgb2;"
property string blendModeLightness: "result.rgb = HSLtoRGB(vec3(RGBtoHSL(rgb1).xy, RGBtoL(rgb2)));"
property string blendModeMultiply: "result.rgb = rgb1 * rgb2;"
property string blendModeNegation: "result.rgb = 1.0 - abs(1.0 - rgb1 - rgb2);"
property string blendModeNormal: "result.rgb = rgb2; a = max(color1.a, color2.a);"
property string blendModeSaturation: "lowp vec3 hsl1 = RGBtoHSL(rgb1); result.rgb = HSLtoRGB(vec3(hsl1.x, RGBtoHSL(rgb2).y, hsl1.z));"
property string blendModeScreen: "result.rgb = 1.0 - (vec3(1.0) - rgb1) * (vec3(1.0) - rgb2);"
property string blendModeSubtract: "result.rgb = max(rgb1 - rgb2, vec3(0.0));"
property string blendModeSoftLight: "result.rgb = rgb1 * ((1.0 - rgb1) * rgb2 + (1.0 - (1.0 - rgb1) * (1.0 - rgb2)));"
property string fragmentShaderBegin: "
varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D backgroundSource;
uniform lowp sampler2D foregroundSource;
highp float RGBtoL(highp vec3 color) {
highp float cmin = min(color.r, min(color.g, color.b));
highp float cmax = max(color.r, max(color.g, color.b));
highp float l = (cmin + cmax) / 2.0;
return l;
}
highp vec3 RGBtoHSL(highp vec3 color) {
highp float cmin = min(color.r, min(color.g, color.b));
highp float cmax = max(color.r, max(color.g, color.b));
highp float h = 0.0;
highp float s = 0.0;
highp float l = (cmin + cmax) / 2.0;
highp float diff = cmax - cmin;
if (diff > 1.0 / 256.0) {
if (l < 0.5)
s = diff / (cmin + cmax);
else
s = diff / (2.0 - (cmin + cmax));
if (color.r == cmax)
h = (color.g - color.b) / diff;
else if (color.g == cmax)
h = 2.0 + (color.b - color.r) / diff;
else
h = 4.0 + (color.r - color.g) / diff;
h /= 6.0;
}
return vec3(h, s, l);
}
highp float hueToIntensity(highp float v1, highp float v2, highp float h) {
h = fract(h);
if (h < 1.0 / 6.0)
return v1 + (v2 - v1) * 6.0 * h;
else if (h < 1.0 / 2.0)
return v2;
else if (h < 2.0 / 3.0)
return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
return v1;
}
highp vec3 HSLtoRGB(highp vec3 color) {
highp float h = color.x;
highp float l = color.z;
highp float s = color.y;
if (s < 1.0 / 256.0)
return vec3(l, l, l);
highp float v1;
highp float v2;
if (l < 0.5)
v2 = l * (1.0 + s);
else
v2 = (l + s) - (s * l);
v1 = 2.0 * l - v2;
highp float d = 1.0 / 3.0;
highp float r = hueToIntensity(v1, v2, h + d);
highp float g = hueToIntensity(v1, v2, h);
highp float b = hueToIntensity(v1, v2, h - d);
return vec3(r, g, b);
}
lowp float channelBlendHardLight(lowp float c1, lowp float c2) {
return c2 > 0.5 ? (1.0 - (1.0 - 2.0 * (c2 - 0.5)) * (1.0 - c1)) : (2.0 * c1 * c2);
}
void main() {
lowp vec4 result = vec4(0.0);
lowp vec4 color1 = texture2D(backgroundSource, qt_TexCoord0);
lowp vec4 color2 = texture2D(foregroundSource, qt_TexCoord0);
lowp vec3 rgb1 = color1.rgb / max(1.0/256.0, color1.a);
lowp vec3 rgb2 = color2.rgb / max(1.0/256.0, color2.a);
highp float a = max(color1.a, color1.a * color2.a);
"
property string fragmentShaderEnd: "
gl_FragColor.rgb = mix(rgb1, result.rgb, color2.a);
gl_FragColor.rbg *= a;
gl_FragColor.a = a;
gl_FragColor *= qt_Opacity;
}
"
}
}
@@ -0,0 +1,207 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype BrightnessContrast
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-color
\brief Adjusts brightness and contrast.
This effect adjusts the source item colors.
Brightness adjustment changes the perceived luminance of the source item.
Contrast adjustment increases or decreases the color
and brightness variations.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_bug.png
\li \image BrightnessContrast_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet BrightnessContrast-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that provides the source pixels
for the effect.
\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 how much the source brightness is increased or
decreased.
The value ranges from -1.0 to 1.0. By default, the property is set to \c
0.0 (no change).
\table
\header
\li Output examples with different brightness values
\li
\li
\row
\li \image BrightnessContrast_brightness1.png
\li \image BrightnessContrast_brightness2.png
\li \image BrightnessContrast_brightness3.png
\row
\li \b { brightness: -0.25 }
\li \b { brightness: 0 }
\li \b { brightness: 0.5 }
\row
\li \l contrast: 0
\li \l contrast: 0
\li \l contrast: 0
\endtable
*/
property real brightness: 0.0
/*!
This property defines how much the source contrast is increased or
decreased. The decrease of the contrast is linear, but the increase is
applied with a non-linear curve to allow very high contrast adjustment at
the high end of the value range.
\table
\header
\li Contrast adjustment curve
\row
\li \image BrightnessContrast_contrast_graph.png
\endtable
The value ranges from -1.0 to 1.0. By default, the property is set to \c 0.0 (no change).
\table
\header
\li Output examples with different contrast values
\li
\li
\row
\li \image BrightnessContrast_contrast1.png
\li \image BrightnessContrast_contrast2.png
\li \image BrightnessContrast_contrast3.png
\row
\li \b { contrast: -0.5 }
\li \b { contrast: 0 }
\li \b { contrast: 0.5 }
\row
\li \l brightness: 0
\li \l brightness: 0
\li \l brightness: 0
\endtable
*/
property real contrast: 0.0
/*!
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: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property real brightness: rootItem.brightness
property real contrast: rootItem.contrast
anchors.fill: parent
blending: !rootItem.cached
fragmentShader: "
varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float brightness;
uniform highp float contrast;
void main() {
highp vec4 pixelColor = texture2D(source, qt_TexCoord0);
pixelColor.rgb /= max(1.0/256.0, pixelColor.a);
highp float c = 1.0 + contrast;
highp float contrastGainFactor = 1.0 + c * c * c * c * step(0.0, contrast);
pixelColor.rgb = ((pixelColor.rgb - 0.5) * (contrastGainFactor * contrast + 1.0)) + 0.5;
pixelColor.rgb = mix(pixelColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
gl_FragColor = vec4(pixelColor.rgb * pixelColor.a, pixelColor.a) * qt_Opacity;
}
"
}
}
@@ -0,0 +1,155 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype ColorOverlay
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-color
\brief Alters the colors of the source item by applying an overlay color.
The effect is similar to what happens when a colorized glass is put on top
of a grayscale image. The color for the overlay is given in the RGBA format.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_butterfly.png
\li \image ColorOverlay_butterfly.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet ColorOverlay-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that provides the source pixels
for the effect.
\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 RGBA color value which is used to colorize the
source.
By default, the property is set to \c "transparent".
\table
\header
\li Output examples with different color values
\li
\li
\row
\li \image ColorOverlay_color1.png
\li \image ColorOverlay_color2.png
\li \image ColorOverlay_color3.png
\row
\li \b { color: #80ff0000 }
\li \b { color: #8000ff00 }
\li \b { color: #800000ff }
\endtable
*/
property color color: "transparent"
/*!
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: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property color color: rootItem.color
anchors.fill: parent
fragmentShader: "
varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp vec4 color;
void main() {
highp vec4 pixelColor = texture2D(source, qt_TexCoord0);
gl_FragColor = vec4(mix(pixelColor.rgb/max(pixelColor.a, 0.00390625), color.rgb/max(color.a, 0.00390625), color.a) * pixelColor.a, pixelColor.a) * qt_Opacity;
}
"
}
}
@@ -0,0 +1,294 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype Colorize
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-color
\brief Sets the color in the HSL color space.
The effect is similar to what happens when a colorized glass is put on top
of a grayscale image. Colorize uses the hue, saturation, and lightness (HSL)
color space. You can specify a desired value for each property. You can
shift all HSL values with the
\l{QtGraphicalEffects1::HueSaturation}{HueSaturation} effect.
Alternatively, you can use the
\l{QtGraphicalEffects1::ColorOverlay}{ColorOverlay} effect to colorize the
source item in the RGBA color space.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_bug.png
\li \image Colorize_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet Colorize-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that provides the source pixels
for the effect.
\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 hue value which is used to colorize the
source.
The value ranges from 0.0 to 1.0. By default, the property is set to \c
0.0, which produces a slightly red color.
\table
\header
\li Allowed hue values
\row
\li \image Colorize_hue_scale.png
\endtable
\table
\header
\li Output examples with different hue values
\li
\li
\row
\li \image Colorize_hue1.png
\li \image Colorize_hue2.png
\li \image Colorize_hue3.png
\row
\li \b { hue: 0.2 }
\li \b { hue: 0.5 }
\li \b { hue: 0.8 }
\row
\li \l saturation: 1
\li \l saturation: 1
\li \l saturation: 1
\row
\li \l lightness: 0
\li \l lightness: 0
\li \l lightness: 0
\endtable
*/
property real hue: 0.0
/*!
This property defines the saturation value which is used to colorize the
source.
The value ranges from 0.0 (desaturated) to 1.0 (saturated). By default,
the property is set to \c 1.0 (saturated).
\table
\header
\li Output examples with different saturation values
\li
\li
\row
\li \image Colorize_saturation1.png
\li \image Colorize_saturation2.png
\li \image Colorize_saturation3.png
\row
\li \b { saturation: 0 }
\li \b { saturation: 0.5 }
\li \b { saturation: 1 }
\row
\li \l hue: 0
\li \l hue: 0
\li \l hue: 0
\row
\li \l lightness: 0
\li \l lightness: 0
\li \l lightness: 0
\endtable
*/
property real saturation: 1.0
/*!
This property defines how much the source lightness value is increased
or decreased.
Unlike hue and saturation properties, lightness does not set the used
value, but it shifts the existing source pixel lightness value.
The value ranges from -1.0 (decreased) to 1.0 (increased). By default,
the property is set to \c 0.0 (no change).
\table
\header
\li Output examples with different lightness values
\li
\li
\row
\li \image Colorize_lightness1.png
\li \image Colorize_lightness2.png
\li \image Colorize_lightness3.png
\row
\li \b { lightness: -0.75 }
\li \b { lightness: 0 }
\li \b { lightness: 0.75 }
\row
\li \l hue: 0
\li \l hue: 0
\li \l hue: 0
\row
\li \l saturation: 1
\li \l saturation: 1
\li \l saturation: 1
\endtable
*/
property real lightness: 0.0
/*!
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: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property real hue: rootItem.hue
property real saturation: rootItem.saturation
property real lightness: rootItem.lightness
anchors.fill: parent
fragmentShader: "
varying mediump vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float hue;
uniform highp float saturation;
uniform highp float lightness;
highp float RGBtoL(highp vec3 color) {
highp float cmin = min(color.r, min(color.g, color.b));
highp float cmax = max(color.r, max(color.g, color.b));
highp float l = (cmin + cmax) / 2.0;
return l;
}
highp float hueToIntensity(highp float v1, highp float v2, highp float h) {
h = fract(h);
if (h < 1.0 / 6.0)
return v1 + (v2 - v1) * 6.0 * h;
else if (h < 1.0 / 2.0)
return v2;
else if (h < 2.0 / 3.0)
return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
return v1;
}
highp vec3 HSLtoRGB(highp vec3 color) {
highp float h = color.x;
highp float l = color.z;
highp float s = color.y;
if (s < 1.0 / 256.0)
return vec3(l, l, l);
highp float v1;
highp float v2;
if (l < 0.5)
v2 = l * (1.0 + s);
else
v2 = (l + s) - (s * l);
v1 = 2.0 * l - v2;
highp float d = 1.0 / 3.0;
highp float r = hueToIntensity(v1, v2, h + d);
highp float g = hueToIntensity(v1, v2, h);
highp float b = hueToIntensity(v1, v2, h - d);
return vec3(r, g, b);
}
void main() {
lowp vec4 sample = texture2D(source, qt_TexCoord0);
sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
highp float light = RGBtoL(sample.rgb);
highp float c = step(0.0, lightness);
sample.rgb = HSLtoRGB(vec3(hue, saturation, mix(light, c, abs(lightness))));
gl_FragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
}
"
}
}
@@ -0,0 +1,342 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype ConicalGradient
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-gradient
\brief Draws a conical gradient.
A gradient is defined by two or more colors, which are blended seamlessly.
The colors start from the specified angle and end at 360 degrees larger
angle value.
\table
\header
\li Effect applied
\row
\li \image ConicalGradient.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet ConicalGradient-example.qml example
*/
Item {
id: rootItem
/*!
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
/*!
This property defines the starting angle where the color at the gradient
position of 0.0 is rendered. Colors at larger position values are
rendered into larger angle values and blended seamlessly. Angle values
increase clockwise.
\table
\header
\li Output examples with different angle values
\li
\li
\row
\li \image ConicalGradient_angle1.png
\li \image ConicalGradient_angle2.png
\li \image ConicalGradient_angle3.png
\row
\li \b { angle: 0 }
\li \b { angle: 45 }
\li \b { angle: 185 }
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\endtable
*/
property real angle: 0.0
/*!
\qmlproperty real QtGraphicalEffects1::ConicalGradient::horizontalOffset
\qmlproperty real QtGraphicalEffects1::ConicalGradient::verticalOffset
The horizontalOffset and verticalOffset properties define the offset in
pixels for the center point of the gradient compared to the item center.
The value ranges from -inf to inf. By default, the properties are set to \c
0.
\table
\header
\li Output examples with different horizontalOffset values
\li
\li
\row
\li \image ConicalGradient_horizontalOffset1.png
\li \image ConicalGradient_horizontalOffset2.png
\li \image ConicalGradient_horizontalOffset3.png
\row
\li \b { horizontalOffset: -50 }
\li \b { horizontalOffset: 0 }
\li \b { horizontalOffset: 50 }
\row
\li \l angle: 0
\li \l angle: 0
\li \l angle: 0
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\endtable
*/
property real horizontalOffset: 0.0
property real verticalOffset: 0.0
/*!
This property defines the item that is going to be filled with gradient.
Source item gets rendered into an intermediate pixel buffer and the
alpha values from the result are used to determine the gradient's pixels
visibility in the display. The default value for source is undefined and
in that case whole effect area is filled with gradient.
\table
\header
\li Output examples with different source values
\li
\row
\li \image ConicalGradient_maskSource1.png
\li \image ConicalGradient_maskSource2.png
\row
\li \b { source: undefined }
\li \b { source: }
\row
\li \l angle: 0
\li \l angle: 0
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\endtable
\note It is not supported to let the effect include itself, for
instance by setting source to the effect's parent.
*/
property variant source
/*!
A gradient is defined by two or more colors, which are blended seamlessly.
The colors are specified as a set of GradientStop child items, each of which
defines a position on the gradient (from 0.0 to 1.0), and a color.
The position of each GradientStop is defined by the position property.
The color is defined by the color property.
\table
\header
\li Output examples with different gradient values
\li
\li
\row
\li \image ConicalGradient_gradient1.png
\li \image ConicalGradient_gradient2.png
\li \image ConicalGradient_gradient3.png
\row
\li \b {gradient:} \code
Gradient {
GradientStop { position: 0.000
color: Qt.rgba(1, 0, 0, 1) }
GradientStop { position: 0.167;
color: Qt.rgba(1, 1, 0, 1) }
GradientStop { position: 0.333;
color: Qt.rgba(0, 1, 0, 1) }
GradientStop { position: 0.500;
color: Qt.rgba(0, 1, 1, 1) }
GradientStop { position: 0.667;
color: Qt.rgba(0, 0, 1, 1) }
GradientStop { position: 0.833;
color: Qt.rgba(1, 0, 1, 1) }
GradientStop { position: 1.000;
color: Qt.rgba(1, 0, 0, 1) }
}
\endcode
\li \b {gradient:} \code
Gradient {
GradientStop { position: 0.0
color: "#F0F0F0"
}
GradientStop { position: 0.5
color: "#000000"
}
GradientStop { position: 1.0
color: "#F0F0F0"
}
}
\endcode
\li \b {gradient:} \code
Gradient {
GradientStop { position: 0.0
color: "#00000000"
}
GradientStop { position: 1.0
color: "#FF000000"
}
}
\endcode
\row
\li \l angle: 0
\li \l angle: 0
\li \l angle: 0
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\endtable
*/
property Gradient gradient: Gradient {
GradientStop { position: 0.0; color: "white" }
GradientStop { position: 1.0; color: "black" }
}
SourceProxy {
id: maskSourceProxy
input: rootItem.source
}
Rectangle {
id: gradientRect
width: 16
height: 256
gradient: rootItem.gradient
smooth: true
}
ShaderEffectSource {
id: cacheItem
anchors.fill: parent
visible: rootItem.cached
smooth: true
rotation: shaderItem.rotation
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant gradientSource: ShaderEffectSource {
sourceItem: gradientRect
smooth: true
hideSource: true
visible: false
}
property variant maskSource: maskSourceProxy.output
property real startAngle: (rootItem.angle - 90) * Math.PI/180
property variant center: Qt.point(0.5 + horizontalOffset / width, 0.5 + verticalOffset / height)
anchors.fill: parent
fragmentShader: maskSource == undefined ? noMaskShader : maskShader
onFragmentShaderChanged: startAngleChanged()
property string noMaskShader: "
varying mediump vec2 qt_TexCoord0;
uniform lowp sampler2D gradientSource;
uniform highp float qt_Opacity;
uniform highp float startAngle;
uniform highp vec2 center;
void main() {
const highp float PI = 3.14159265;
const highp float PIx2inv = 0.1591549;
highp float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
gl_FragColor = texture2D(gradientSource, vec2(0.0, fract(a))) * qt_Opacity;
}
"
property string maskShader: "
varying mediump vec2 qt_TexCoord0;
uniform lowp sampler2D gradientSource;
uniform lowp sampler2D maskSource;
uniform highp float qt_Opacity;
uniform highp float startAngle;
uniform highp vec2 center;
void main() {
lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a;
const highp float PI = 3.14159265;
const highp float PIx2inv = 0.1591549;
highp float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
gl_FragColor = texture2D(gradientSource, vec2(0.0, fract(a))) * maskAlpha * qt_Opacity;
}
"
}
}
@@ -0,0 +1,155 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype Desaturate
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-color
\brief Reduces the saturation of the colors.
Desaturated pixel values are calculated as averages of the original RGB
component values of the source item.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_bug.png
\li \image Desaturate_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet Desaturate-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that provides the source pixels to
the effect.
\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 how much the source colors are desaturated.
The value ranges from 0.0 (no change) to 1.0 (desaturated). By default,
the property is set to \c 0.0 (no change).
\table
\header
\li Output examples with different desaturation values
\li
\li
\row
\li \image Desaturate_desaturation1.png
\li \image Desaturate_desaturation2.png
\li \image Desaturate_desaturation3.png
\row
\li \b { desaturation: 0.0 }
\li \b { desaturation: 0.5 }
\li \b { desaturation: 1.0 }
\endtable
*/
property real desaturation: 0.0
/*!
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: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property real desaturation: rootItem.desaturation
anchors.fill: parent
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float desaturation;
void main(void) {
lowp vec4 textureColor = texture2D(source, qt_TexCoord0.st);
lowp float grayColor = (textureColor.r + textureColor.g + textureColor.b) / 3.0;
gl_FragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation) * qt_Opacity;
}
"
}
}
@@ -0,0 +1,289 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype DirectionalBlur
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-motion-blur
\brief Applies blur effect to the specified direction.
Effect creates perceived impression that the source item appears to be
moving in the direction of the blur. Blur is applied to both sides of
each pixel, therefore setting the direction to 0 and 180 provides the
same result.
Other available motionblur effects are \l{QtGraphicalEffects1::ZoomBlur}{ZoomBlur} and
\l{QtGraphicalEffects1::RadialBlur}{RadialBlur}.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_bug.png
\li \image DirectionalBlur_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet DirectionalBlur-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 percieved amount of movement for each pixel.
The movement is divided evenly to both sides of each pixel.
The quality of the blur depends on \l{DirectionalBlur::samples}{samples}
property. If length value is large, more samples are needed to keep the
visual quality at high level.
The value ranges from 0.0 to inf.
By default the property is set to \c 0.0 (no blur).
\table
\header
\li Output examples with different length values
\li
\li
\row
\li \image DirectionalBlur_length1.png
\li \image DirectionalBlur_length2.png
\li \image DirectionalBlur_length3.png
\row
\li \b { length: 0.0 }
\li \b { length: 32.0 }
\li \b { length: 48.0 }
\row
\li \l samples: 24
\li \l samples: 24
\li \l samples: 24
\row
\li \l angle: 0
\li \l angle: 0
\li \l angle: 0
\endtable
*/
property real length: 0.0
/*!
This property defines how many samples are taken per pixel when blur
calculation is done. Larger value produces better quality, but is slower
to render.
This property is not intended to be animated. Changing this property may
cause the underlying OpenGL shaders to be recompiled.
Allowed values are between 0 and inf (practical maximum depends on GPU).
By default the property is set to \c 0 (no samples).
*/
property int samples: 0
/*!
This property defines the direction for the blur. Blur is applied to
both sides of each pixel, therefore setting the direction to 0 and 180
produces the same result.
The value ranges from -180.0 to 180.0.
By default the property is set to \c 0.0.
\table
\header
\li Output examples with different angle values
\li
\li
\row
\li \image DirectionalBlur_angle1.png
\li \image DirectionalBlur_angle2.png
\li \image DirectionalBlur_angle3.png
\row
\li \b { angle: 0.0 }
\li \b { angle: 45.0 }
\li \b { angle: 90.0 }
\row
\li \l samples: 24
\li \l samples: 24
\li \l samples: 24
\row
\li \l length: 32
\li \l length: 32
\li \l length: 32
\endtable
*/
property real angle: 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.
*/
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
sourceRect: rootItem.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 real len: rootItem.length
property bool transparentBorder: rootItem.transparentBorder
property real samples: rootItem.samples
property real weight: 1.0 / Math.max(1.0, rootItem.samples)
property variant expandPixels: transparentBorder ? Qt.size(rootItem.samples, rootItem.samples) : 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 * Math.cos((rootItem.angle + 90) * Math.PI/180), 1.0 / rootItem.height * Math.sin((rootItem.angle + 90) * Math.PI/180))
x: transparentBorder ? -expandPixels.width - 1: 0
y: transparentBorder ? -expandPixels.height - 1 : 0
width: transparentBorder ? parent.width + 2.0 * expandPixels.width + 2 : parent.width
height: transparentBorder ? parent.height + 2.0 * expandPixels.height + 2 : parent.height
property string fragmentShaderSkeleton: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float len;
uniform highp float samples;
uniform highp float weight;
uniform highp vec2 expand;
uniform highp vec2 delta;
void main(void) {
highp vec2 shift = delta * len / max(1.0, samples - 1.0);
mediump vec2 texCoord = qt_TexCoord0;
gl_FragColor = vec4(0.0);
PLACEHOLDER_EXPAND_STEPS
texCoord -= shift * max(0.0, samples - 1.0) * 0.5;
PLACEHOLDER_UNROLLED_LOOP
gl_FragColor *= weight * qt_Opacity;
}
"
function buildFragmentShader() {
var shader = fragmentShaderSkeleton
var expandSteps = ""
if (transparentBorder) {
expandSteps += "texCoord = (texCoord - expand) / (1.0 - 2.0 * expand);"
}
var unrolledLoop = "gl_FragColor += texture2D(source, texCoord);\n"
if (rootItem.samples > 1) {
unrolledLoop = ""
for (var i = 0; i < rootItem.samples; i++)
unrolledLoop += "gl_FragColor += texture2D(source, texCoord); texCoord += shift;\n"
}
shader = shader.replace("PLACEHOLDER_EXPAND_STEPS", expandSteps)
fragmentShader = shader.replace("PLACEHOLDER_UNROLLED_LOOP", unrolledLoop)
}
onFragmentShaderChanged: sourceChanged()
onSamplesChanged: buildFragmentShader()
onTransparentBorderChanged: buildFragmentShader()
Component.onCompleted: buildFragmentShader()
}
}
@@ -0,0 +1,217 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype Displace
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-distortion
\brief Moves the pixels of the source item according to the given
displacement map.
\table
\header
\li Source
\li DisplacementSource
\li Effect applied
\row
\li \image Original_bug.png
\li \image Displace_map.png
\li \image Displace_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet Displace-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item for the pixels that are going to
be displaced according to the data from
\l{Displace::displacementSource}{displacementSource}.
\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 item that is going to be used as the
displacement map. The displacementSource item gets rendered into the
intermediate pixel buffer. The red and green component values from the
result determine the displacement of the pixels from the source item.
The format for the displacement map is similar to the tangent space
normal maps, which can be created with most 3D-modeling tools. Many
image processing tools include the support for generating normal maps.
Alternatively, the displacement map for this effect can also be a QML
element which is colored appropriately. Like any QML element, it can be
animated. It is recommended that the size of the diplacement map matches
the size of the \l{Displace::source}{source}.
The displace data is interpreted in the RGBA format. For every pixel:
the red channel stores the x-axis displacement, and the green channel
stores the y-axis displacement. Blue and alpha channels are ignored for
this effect.
Assuming that red channel value 1.0 is fully red (0.0 having no red at
all), this effect considers pixel component value 0.5 to cause no
displacement at all. Values above 0.5 shift pixels to the left, values
below 0.5 do the shift to the right. In a similar way, green channel
values above 0.5 displace the pixels upwards, and values below 0.5 shift
the pixels downwards. The actual amount of displacement in pixels
depends on the \l displacement property.
*/
property variant displacementSource
/*!
This property defines the scale for the displacement. The bigger scale,
the bigger the displacement of the pixels. The value set to 0.0 causes
no displacement.
The value ranges from -1.0 (inverted maximum shift, according to
displacementSource) to 1.0 (maximum shift, according to
displacementSource). By default, the property is set to \c 0.0 (no
displacement).
\table
\header
\li Output examples with different displacement values
\li
\li
\row
\li \image Displace_displacement1.png
\li \image Displace_displacement2.png
\li \image Displace_displacement3.png
\row
\li \b { displacement: -0.2 }
\li \b { displacement: 0.0 }
\li \b { displacement: 0.2 }
\endtable
*/
property real displacement: 0.0
/*!
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
}
SourceProxy {
id: displacementSourceProxy
input: rootItem.displacementSource
}
ShaderEffectSource {
id: cacheItem
anchors.fill: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property variant displacementSource: displacementSourceProxy.output
property real displacement: rootItem.displacement
property real xPixel: 1.0/width
property real yPixel: 1.0/height
anchors.fill: parent
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform lowp sampler2D displacementSource;
uniform highp float displacement;
uniform highp float xPixel;
uniform highp float yPixel;
highp float linearstep(highp float e0, highp float e1, highp float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
void main() {
lowp vec4 offset = texture2D(displacementSource, qt_TexCoord0);
offset.xy -= vec2(0.5, 0.5);
offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy));
highp vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement);
lowp float e1 = linearstep(0.0, xPixel, tx.x);
lowp float e2 = linearstep(0.0, yPixel, tx.y);
lowp float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x);
lowp float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y);
lowp vec4 sample = texture2D(source, tx);
sample.rgb *= e1 * e2 * e3 * e4;
gl_FragColor = sample * qt_Opacity * offset.a;
}
"
}
}
@@ -0,0 +1,419 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype DropShadow
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-drop-shadow
\brief Generates a colorized and blurred shadow image of the
source and places it behind the original, giving the impression that
source item is raised from the background.
By default the effect produces a high quality shadow image, thus the
rendering speed of the shadow might not be the highest possible. The
rendering speed is reduced especially if the shadow edges are heavily
softened.
For use cases that require faster rendering speed and for which the highest
possible visual quality is not necessary, the
\l{DropShadow::fast}{fast} property can be set to \c true.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_butterfly.png
\li \image DropShadow_butterfly.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet DropShadow-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that is going to be used as the
source for the generated shadow.
\note It is not supported to let the effect include itself, for
instance by setting source to the effect's parent.
*/
property variant source
/*!
Radius defines the softness of the shadow. A larger radius causes the
edges of the shadow to appear more blurry.
Depending on the radius value, value of the
\l{DropShadow::samples}{samples} should be set to sufficiently large to
ensure the visual quality.
The value ranges from 0.0 (no blur) to inf. By default, the property is
set to \c 0.0 (no blur).
\table
\header
\li Output examples with different radius values
\li
\li
\row
\li \image DropShadow_radius1.png
\li \image DropShadow_radius2.png
\li \image DropShadow_radius3.png
\row
\li \b { radius: 0 }
\li \b { radius: 6 }
\li \b { radius: 12 }
\row
\li \l samples: 24
\li \l samples: 24
\li \l samples: 24
\row
\li \l color: #000000
\li \l color: #000000
\li \l color: #000000
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 20
\li \l verticalOffset: 20
\li \l verticalOffset: 20
\row
\li \l spread: 0
\li \l spread: 0
\li \l spread: 0
\endtable
*/
property real radius: 0.0
/*!
This property defines how many samples are taken per pixel when edge
softening blur calculation is done. Larger value produces better
quality, but is slower to render.
Ideally, this value should be twice as large as the highest required
radius value, for example, if the radius is animated between 0.0 and
4.0, samples should be set to 8.
The value ranges from 0 to 32. By default, the property is set to \c 0.
This property is not intended to be animated. Changing this property may
cause the underlying OpenGL shaders to be recompiled.
When \l{DropShadow::fast}{fast} property is set to true, this property
has no effect.
*/
property int samples: 0
/*!
This property defines the RGBA color value which is used for the shadow.
By default, the property is set to \c "black".
\table
\header
\li Output examples with different color values
\li
\li
\row
\li \image DropShadow_color1.png
\li \image DropShadow_color2.png
\li \image DropShadow_color3.png
\row
\li \b { color: #000000 }
\li \b { color: #0000ff }
\li \b { color: #aa000000 }
\row
\li \l radius: 8
\li \l radius: 8
\li \l radius: 8
\row
\li \l samples: 16
\li \l samples: 16
\li \l samples: 16
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 20
\li \l verticalOffset: 20
\li \l verticalOffset: 20
\row
\li \l spread: 0
\li \l spread: 0
\li \l spread: 0
\endtable
*/
property color color: "black"
/*!
\qmlproperty real QtGraphicalEffects1::DropShadow::horizontalOffset
\qmlproperty real QtGraphicalEffects1::DropShadow::verticalOffset
HorizontalOffset and verticalOffset properties define the offset for the
rendered shadow compared to the DropShadow item position. Often, the
DropShadow item is anchored so that it fills the source element. In this
case, if the HorizontalOffset and verticalOffset properties are set to
0, the shadow is rendered exactly under the source item. By changing the
offset properties, the shadow can be positioned relatively to the source
item.
The values range from -inf to inf. By default, the properties are set to
\c 0.
\table
\header
\li Output examples with different horizontalOffset values
\li
\li
\row
\li \image DropShadow_horizontalOffset1.png
\li \image DropShadow_horizontalOffset2.png
\li \image DropShadow_horizontalOffset3.png
\row
\li \b { horizontalOffset: -20 }
\li \b { horizontalOffset: 0 }
\li \b { horizontalOffset: 20 }
\row
\li \l radius: 4
\li \l radius: 4
\li \l radius: 4
\row
\li \l samples: 8
\li \l samples: 8
\li \l samples: 8
\row
\li \l color: #000000
\li \l color: #000000
\li \l color: #000000
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\row
\li \l spread: 0
\li \l spread: 0
\li \l spread: 0
\endtable
*/
property real horizontalOffset: 0.0
property real verticalOffset: 0.0
/*!
This property defines how large part of the shadow color is strenghtened
near the source edges.
The value ranges from 0.0 to 1.0. By default, the property is set to \c
0.5.
\table
\header
\li Output examples with different spread values
\li
\li
\row
\li \image DropShadow_spread1.png
\li \image DropShadow_spread2.png
\li \image DropShadow_spread3.png
\row
\li \b { spread: 0.0 }
\li \b { spread: 0.5 }
\li \b { spread: 1.0 }
\row
\li \l radius: 8
\li \l radius: 8
\li \l radius: 8
\row
\li \l samples: 16
\li \l samples: 16
\li \l samples: 16
\row
\li \l color: #000000
\li \l color: #000000
\li \l color: #000000
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 20
\li \l verticalOffset: 20
\li \l verticalOffset: 20
\endtable
*/
property real spread: 0.0
/*!
This property selects the blurring algorithm that is used to produce the
softness for the effect. Setting this to true enables fast algorithm,
setting value to false produces higher quality result.
By default, the property is set to \c false.
\table
\header
\li Output examples with different fast values
\li
\li
\row
\li \image DropShadow_fast1.png
\li \image DropShadow_fast2.png
\row
\li \b { fast: false }
\li \b { fast: true }
\row
\li \l radius: 16
\li \l radius: 16
\row
\li \l samples: 24
\li \l samples: 24
\row
\li \l color: #000000
\li \l color: #000000
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 20
\li \l verticalOffset: 20
\row
\li \l spread: 0
\li \l spread: 0
\endtable
*/
property bool fast: 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
/*!
This property determines whether or not the effect has a transparent
border.
When set to \c true, the exterior of the item is padded with a 1 pixel
wide transparent edge, making sampling outside the source texture use
transparency instead of the edge pixels. Without this property, an
image which has opaque edges will not get a blurred edge.
In the image below, the Rectangle on the left has transparent borders
and has blurred edges, whereas the Rectangle on the right does not:
\snippet DropShadow-transparentBorder-example.qml example
\image transparentBorder.png
*/
property bool transparentBorder: false
Loader {
x: rootItem.horizontalOffset
y: rootItem.verticalOffset
width: parent.width
height: parent.height
sourceComponent: rootItem.fast ? fastGlow : gaussianGlow
}
Component {
id: gaussianGlow
GaussianGlow {
anchors.fill: parent
source: sourceProxy.output
radius: rootItem.radius
maximumRadius: rootItem.samples * 0.5
color: rootItem.color
cached: rootItem.cached
spread: rootItem.spread
transparentBorder: rootItem.transparentBorder
}
}
Component {
id: fastGlow
FastGlow {
anchors.fill: parent
source: sourceProxy.output
blur: Math.pow(rootItem.radius / 64.0, 0.4)
color: rootItem.color
cached: rootItem.cached
spread: rootItem.spread
transparentBorder: rootItem.transparentBorder
}
}
SourceProxy {
id: sourceProxy
input: rootItem.source
sourceRect: rootItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2.0, parent.height + 2.0) : Qt.rect(0, 0, 0, 0)
}
ShaderEffect {
anchors.fill: parent
property variant source: sourceProxy.output
}
}
@@ -0,0 +1,496 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype FastBlur
\inqmlmodule QtGraphicalEffects
\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;
}
"
}
}
@@ -0,0 +1,193 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype GammaAdjust
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-color
\brief Alters the luminance of the source item.
GammaAdjust is applied to each pixel according to the curve which is
pre-defined as a power-law expression, where the property gamma is used as the
reciprocal scaling exponent. Refer to the property documentation of \l{GammaAdjust::gamma}{gamma}
for more details.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_bug.png
\li \image GammaAdjust_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet GammaAdjust-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item for which the luminance is going to be
adjusted.
\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 change factor for how the luminance of each pixel
is altered according to the equation:
\code
luminance = pow(original_luminance, 1.0 / gamma); // The luminance is assumed to be between 0.0 and 1.0
\endcode
Setting the gamma values under 1.0 makes the image darker, the values
above 1.0 lighten it.
The value ranges from 0.0 (darkest) to inf (lightest). By default, the
property is set to \c 1.0 (no change).
\table
\header
\li Output examples with different gamma values
\li
\li
\row
\li \image GammaAdjust_gamma1.png
\li \image GammaAdjust_gamma2.png
\li \image GammaAdjust_gamma3.png
\row
\li \b { gamma: 0.5 }
\li \b { gamma: 1.0 }
\li \b { gamma: 2.0 }
\endtable
\table
\header
\li Pixel luminance curves of the above images.
\li
\li
\row
\li \image GammaAdjust_gamma1_graph.png
\li \image GammaAdjust_gamma2_graph.png
\li \image GammaAdjust_gamma3_graph.png
\row
\li Red curve: default gamma (1.0)
\li
\li
\row
\li Yellow curve: effect applied
\li
\li
\row
\li X-axis: pixel original luminance
\li
\li
\row
\li Y-axis: pixel luminance with effect applied
\li
\li
\endtable
*/
property real gamma: 1.0
/*!
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: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property real gamma: 1.0 / Math.max(rootItem.gamma, 0.0001)
anchors.fill: parent
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp float gamma;
void main(void) {
highp vec4 originalColor = texture2D(source, qt_TexCoord0.st);
originalColor.rgb = originalColor.rgb / max(1.0/256.0, originalColor.a);
highp vec3 adjustedColor = pow(originalColor.rgb, vec3(gamma));
gl_FragColor = vec4(adjustedColor * originalColor.a, originalColor.a) * qt_Opacity;
}
"
}
}
@@ -0,0 +1,295 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype GaussianBlur
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-blur
\brief Applies a higher quality blur effect.
GaussianBlur effect softens the image by blurring it with an algorithm that
uses the Gaussian function to calculate the effect. The effect produces
higher quality than \l{QtGraphicalEffects1::FastBlur}{FastBlur}, but is
slower to render.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_bug.png
\li \image GaussianBlur_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet GaussianBlur-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.
Depending on the radius value, value of the
\l{GaussianBlur::samples}{samples} should be set to sufficiently large
to ensure the visual quality.
The value ranges from 0.0 (no blur) to inf. By default, the property is
set to \c 0.0 (no blur).
\table
\header
\li Output examples with different radius values
\li
\li
\row
\li \image GaussianBlur_radius1.png
\li \image GaussianBlur_radius2.png
\li \image GaussianBlur_radius3.png
\row
\li \b { radius: 0 }
\li \b { radius: 4 }
\li \b { radius: 8 }
\row
\li \l samples: 16
\li \l samples: 16
\li \l samples: 16
\row
\li \l deviation: 3
\li \l deviation: 3
\li \l deviation: 3
\endtable
*/
property real radius: 0.0
/*!
This property defines how many samples are taken per pixel when blur
calculation is done. Larger value produces better quality, but is slower
to render.
Ideally, this value should be twice as large as the highest required
radius value, for example, if the radius is animated between 0.0 and
4.0, samples should be set to 8.
The value ranges from 0 to 32. By default, the property is set to \c 0.
This property is not intended to be animated. Changing this property may
cause the underlying OpenGL shaders to be recompiled.
*/
property int samples: 0
/*!
This property is a parameter to the gaussian function that is used when
calculating neighboring pixel weights for the blurring. A larger
deviation causes image to appear more blurry, but it also reduces the
quality of the blur. A very large deviation value causes the effect to
look a bit similar to what, for exmple, a box blur algorithm produces. A
too small deviation values makes the effect insignificant for the pixels
near the radius.
\inlineimage GaussianBlur_deviation_graph.png
\caption The image above shows the Gaussian function with two different
deviation values, yellow (1) and cyan (2.7). The y-axis shows the
weights, the x-axis shows the pixel distance.
The value ranges from 0.0 (no deviation) to inf (maximum deviation). By
default, devaition is binded to radius. When radius increases, deviation
is automatically increased linearly. With the radius value of 8, the
deviation default value becomes approximately 2.7034. This value
produces a compromise between the blur quality and overall blurriness.
\table
\header
\li Output examples with different deviation values
\li
\li
\row
\li \image GaussianBlur_deviation1.png
\li \image GaussianBlur_deviation2.png
\li \image GaussianBlur_deviation3.png
\row
\li \b { deviation: 1 }
\li \b { deviation: 2 }
\li \b { deviation: 4 }
\row
\li \l radius: 8
\li \l radius: 8
\li \l radius: 8
\row
\li \l samples: 16
\li \l samples: 16
\li \l samples: 16
\endtable
*/
property real deviation: (radius + 1) / 3.3333
/*!
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 GaussianBlur_transparentBorder1.png
\li \image GaussianBlur_transparentBorder2.png
\row
\li \b { transparentBorder: false }
\li \b { transparentBorder: true }
\row
\li \l radius: 8
\li \l radius: 8
\row
\li \l samples: 16
\li \l samples: 16
\row
\li \l deviation: 2.7
\li \l deviation: 2.7
\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
sourceRect: rootItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2.0, parent.height + 2.0) : Qt.rect(0, 0, 0, 0)
}
ShaderEffectSource {
id: cacheItem
anchors.fill: verticalBlur
visible: rootItem.cached
smooth: true
sourceItem: verticalBlur
live: true
hideSource: visible
}
GaussianDirectionalBlur {
id: verticalBlur
x: transparentBorder ? -maximumRadius - 1 : 0
y: transparentBorder ? -maximumRadius - 1 : 0
width: horizontalBlur.width
height: horizontalBlur.height
horizontalStep: 0.0
verticalStep: 1.0 / parent.height
source: ShaderEffectSource {
id: horizontalBlurSource
sourceItem: horizontalBlur
hideSource: true
visible: false
smooth: true
}
deviation: rootItem.deviation
radius: rootItem.radius
maximumRadius: rootItem.samples * 0.5
transparentBorder: rootItem.transparentBorder
}
GaussianDirectionalBlur {
id: horizontalBlur
width: transparentBorder ? parent.width + 2 * maximumRadius + 2 : parent.width
height: transparentBorder ? parent.height + 2 * maximumRadius + 2 : parent.height
horizontalStep: 1.0 / parent.width
verticalStep: 0.0
source: sourceProxy.output
deviation: rootItem.deviation
radius: rootItem.radius
maximumRadius: rootItem.samples / 2.0
transparentBorder: rootItem.transparentBorder
}
}
@@ -0,0 +1,324 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype Glow
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-glow
\brief Generates a blurred and colorized image of the source and places it
behind the original, giving impression that the source is glowing.
By default effect produces a high quality glow image, thus the rendering
speed of the effect may not be the highest possible. The rendering speed is
reduced especially if the glow edges are heavily softened. For use cases
that require faster rendering speed and the highest possible visual quality
is not necessary, property \l{Glow::fast}{fast} can be set to true.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_butterfly_black.png
\li \image Glow_butterfly.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet Glow-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that is going to be used as source
for the generated glow.
\note It is not supported to let the effect include itself, for
instance by setting source to the effect's parent.
*/
property variant source
/*!
Radius defines the softness of the glow. A larger radius causes the
edges of the glow to appear more blurry.
Depending on the radius value, value of the \l{Glow::samples}{samples}
should be set to sufficiently large to ensure the visual quality.
The value ranges from 0.0 (no blur) to inf. By default, the property is
set to \c 0.0 (no blur).
\table
\header
\li Output examples with different radius values
\li
\li
\row
\li \image Glow_radius1.png
\li \image Glow_radius2.png
\li \image Glow_radius3.png
\row
\li \b { radius: 0 }
\li \b { radius: 6 }
\li \b { radius: 12 }
\row
\li \l samples: 24
\li \l samples: 24
\li \l samples: 24
\row
\li \l color: #ffffff
\li \l color: #ffffff
\li \l color: #ffffff
\row
\li \l spread: 0
\li \l spread: 0
\li \l spread: 0
\endtable
*/
property real radius: 0.0
/*!
This property defines how many samples are taken per pixel when edge
softening blur calculation is done. Larger value produces better
quality, but is slower to render.
Ideally, this value should be twice as large as the highest required
radius value, for example, if the radius is animated between 0.0 and
4.0, samples should be set to 8.
The value ranges from 0 to 32. By default, the property is set to \c 0.
This property is not intended to be animated. Changing this property may
cause the underlying OpenGL shaders to be recompiled.
When \l fast property is set to true, this property has no effect.
*/
property int samples: 0
/*!
This property defines how large part of the glow color is strenghtened
near the source edges.
The values range from 0.0 to 1.0. By default, the property is set to \c
0.5.
\table
\header
\li Output examples with different spread values
\li
\li
\row
\li \image Glow_spread1.png
\li \image Glow_spread2.png
\li \image Glow_spread3.png
\row
\li \b { spread: 0.0 }
\li \b { spread: 0.5 }
\li \b { spread: 1.0 }
\row
\li \l radius: 8
\li \l radius: 8
\li \l radius: 8
\row
\li \l samples: 16
\li \l samples: 16
\li \l samples: 16
\row
\li \l color: #ffffff
\li \l color: #ffffff
\li \l color: #ffffff
\endtable
*/
property real spread: 0.0
/*!
This property defines the RGBA color value which is used for the glow.
By default, the property is set to \c "white".
\table
\header
\li Output examples with different color values
\li
\li
\row
\li \image Glow_color1.png
\li \image Glow_color2.png
\li \image Glow_color3.png
\row
\li \b { color: #ffffff }
\li \b { color: #00ff00 }
\li \b { color: #aa00ff00 }
\row
\li \l radius: 8
\li \l radius: 8
\li \l radius: 8
\row
\li \l samples: 16
\li \l samples: 16
\li \l samples: 16
\row
\li \l spread: 0.5
\li \l spread: 0.5
\li \l spread: 0.5
\endtable
*/
property color color: "white"
/*!
This property selects the blurring algorithm that is used to produce the
softness for the effect. Setting this to true enables fast algorithm,
setting value to false produces higher quality result.
By default, the property is set to \c false.
\table
\header
\li Output examples with different fast values
\li
\li
\row
\li \image Glow_fast1.png
\li \image Glow_fast2.png
\row
\li \b { fast: false }
\li \b { fast: true }
\row
\li \l radius: 16
\li \l radius: 16
\row
\li \l samples: 24
\li \l samples: 24
\row
\li \l color: #ffffff
\li \l color: #ffffff
\row
\li \l spread: 0.3
\li \l spread: 0.3
\endtable
*/
property bool fast: 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
/*!
This property determines whether or not the effect has a transparent
border.
When set to \c true, the exterior of the item is padded with a 1 pixel
wide transparent edge, making sampling outside the source texture use
transparency instead of the edge pixels. Without this property, an
image which has opaque edges will not get a blurred edge.
In the snippet below, the Rectangle on the left has transparent borders
and has blurred edges, whereas the Rectangle on the right does not.
\snippet Glow-transparentBorder-example.qml example
\image transparentBorder.png
*/
property bool transparentBorder: false
Loader {
anchors.fill: parent
sourceComponent: rootItem.fast ? fastGlow : gaussianGlow
}
Component {
id: gaussianGlow
GaussianGlow {
anchors.fill: parent
source: sourceProxy.output
radius: rootItem.radius
maximumRadius: rootItem.samples * 0.5
color: rootItem.color
cached: rootItem.cached
spread: rootItem.spread
transparentBorder: rootItem.transparentBorder
}
}
Component {
id: fastGlow
FastGlow {
anchors.fill: parent
source: sourceProxy.output
blur: Math.pow(rootItem.radius / 64.0, 0.4)
color: rootItem.color
cached: rootItem.cached
spread: rootItem.spread
transparentBorder: rootItem.transparentBorder
}
}
SourceProxy {
id: sourceProxy
input: rootItem.source
sourceRect: rootItem.transparentBorder ? Qt.rect(-1, -1, parent.width + 2.0, parent.height + 2.0) : Qt.rect(0, 0, 0, 0)
}
ShaderEffect {
anchors.fill: parent
property variant source: sourceProxy.output
}
}
@@ -0,0 +1,300 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype HueSaturation
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-color
\brief Alters the source item colors in the HSL color space.
HueSaturation is similar to the \l{QtGraphicalEffects1::Colorize}{Colorize}
effect, but the hue and saturation property values are handled differently.
The HueSaturation effect always shifts the hue, saturation, and lightness
from the original, instead of setting them.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_bug.png
\li \image HueSaturation_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet HueSaturation-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that provides the source pixels
for the effect.
\note It is not supported to let the effect include itself, for
instance by setting source to the effect's parent.
*/
property variant source: 0
/*!
This property defines the hue value which is added to the source hue
value.
The value ranges from -1.0 (decrease) to 1.0 (increase). By default, the
property is set to \c 0.0 (no change).
\table
\header
\li Output examples with different hue values
\li
\li
\row
\li \image HueSaturation_hue1.png
\li \image HueSaturation_hue2.png
\li \image HueSaturation_hue3.png
\row
\li \b { hue: -0.3 }
\li \b { hue: 0.0 }
\li \b { hue: 0.3 }
\row
\li \l saturation: 0
\li \l saturation: 0
\li \l saturation: 0
\row
\li \l lightness: 0
\li \l lightness: 0
\li \l lightness: 0
\endtable
*/
property real hue: 0.0
/*!
This property defines the saturation value value which is added to the
source saturation value.
The value ranges from -1.0 (decrease) to 1.0 (increase). By default, the
property is set to \c 0.0 (no change).
\table
\header
\li Output examples with different saturation values
\li
\li
\row
\li \image HueSaturation_saturation1.png
\li \image HueSaturation_saturation2.png
\li \image HueSaturation_saturation3.png
\row
\li \b { saturation: -0.8 }
\li \b { saturation: 0.0 }
\li \b { saturation: 1.0 }
\row
\li \l hue: 0
\li \l hue: 0
\li \l hue: 0
\row
\li \l lightness: 0
\li \l lightness: 0
\li \l lightness: 0
\endtable
*/
property real saturation: 0.0
/*!
This property defines the lightness value which is added to the source
saturation value.
The value ranges from -1.0 (decrease) to 1.0 (increase). By default, the
property is set to \c 0.0 (no change).
\table
\header
\li Output examples with different lightness values
\li
\li
\row
\li \image HueSaturation_lightness1.png
\li \image HueSaturation_lightness2.png
\li \image HueSaturation_lightness3.png
\row
\li \b { lightness: -0.5 }
\li \b { lightness: 0.0 }
\li \b { lightness: 0.5 }
\row
\li \l hue: 0
\li \l hue: 0
\li \l hue: 0
\row
\li \l saturation: 0
\li \l saturation: 0
\li \l saturation: 0
\endtable
*/
property real lightness: 0.0
/*!
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: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property variant hsl: Qt.vector3d(rootItem.hue, rootItem.saturation, rootItem.lightness)
anchors.fill: parent
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform highp sampler2D source;
uniform highp vec3 hsl;
highp vec3 RGBtoHSL(highp vec3 color) {
highp float cmin = min(color.r, min(color.g, color.b));
highp float cmax = max(color.r, max(color.g, color.b));
highp float h = 0.0;
highp float s = 0.0;
highp float l = (cmin + cmax) / 2.0;
highp float diff = cmax - cmin;
if (diff > 1.0 / 256.0) {
if (l < 0.5)
s = diff / (cmin + cmax);
else
s = diff / (2.0 - (cmin + cmax));
if (color.r == cmax)
h = (color.g - color.b) / diff;
else if (color.g == cmax)
h = 2.0 + (color.b - color.r) / diff;
else
h = 4.0 + (color.r - color.g) / diff;
h /= 6.0;
}
return vec3(h, s, l);
}
highp float hueToIntensity(highp float v1, highp float v2, highp float h) {
h = fract(h);
if (h < 1.0 / 6.0)
return v1 + (v2 - v1) * 6.0 * h;
else if (h < 1.0 / 2.0)
return v2;
else if (h < 2.0 / 3.0)
return v1 + (v2 - v1) * 6.0 * (2.0 / 3.0 - h);
return v1;
}
highp vec3 HSLtoRGB(highp vec3 color) {
highp float h = color.x;
highp float l = color.z;
highp float s = color.y;
if (s < 1.0 / 256.0)
return vec3(l);
highp float v1;
highp float v2;
if (l < 0.5)
v2 = l * (1.0 + s);
else
v2 = (l + s) - (s * l);
v1 = 2.0 * l - v2;
highp float d = 1.0 / 3.0;
highp float r = hueToIntensity(v1, v2, h + d);
highp float g = hueToIntensity(v1, v2, h);
highp float b = hueToIntensity(v1, v2, h - d);
return vec3(r, g, b);
}
void main() {
lowp vec4 sample = texture2D(source, qt_TexCoord0);
sample = vec4(sample.rgb / max(1.0/256.0, sample.a), sample.a);
sample.rgb = mix(vec3(dot(sample.rgb, vec3(0.2125, 0.7154, 0.0721))), sample.rgb, 1.0 + hsl.y);
sample.xyz = RGBtoHSL(sample.rgb);
sample.rgb = HSLtoRGB(vec3(sample.x + hsl.x, sample.y, sample.z));
highp float c = step(0.0, hsl.z);
sample.rgb = mix(sample.rgb, vec3(c), abs(hsl.z));
gl_FragColor = vec4(sample.rgb * sample.a, sample.a) * qt_Opacity;
}
"
}
}
@@ -0,0 +1,385 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype InnerShadow
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-drop-shadow
\brief Generates a colorized and blurred shadow inside the
source.
By default the effect produces a high quality shadow image, thus the
rendering speed of the shadow might not be the highest possible. The
rendering speed is reduced especially if the shadow edges are heavily
softened. For use cases that require faster rendering speed and for which
the highest possible visual quality is not necessary, property
\l{InnerShadow::fast}{fast} can be set to true.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_butterfly.png
\li \image InnerShadow_butterfly.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet InnerShadow-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that is going to be used as the
source for the generated shadow.
\note It is not supported to let the effect include itself, for
instance by setting source to the effect's parent.
*/
property variant source
/*!
Radius defines the softness of the shadow. A larger radius causes the
edges of the shadow to appear more blurry.
Depending on the radius value, value of the
\l{InnerShadow::samples}{samples} should be set to sufficiently large to
ensure the visual quality.
The value ranges from 0.0 (no blur) to inf. By default, the property is
set to \c 0.0 (no blur).
\table
\header
\li Output examples with different radius values
\li
\li
\row
\li \image InnerShadow_radius1.png
\li \image InnerShadow_radius2.png
\li \image InnerShadow_radius3.png
\row
\li \b { radius: 0 }
\li \b { radius: 6 }
\li \b { radius: 12 }
\row
\li \l samples: 24
\li \l samples: 24
\li \l samples: 24
\row
\li \l color: #000000
\li \l color: #000000
\li \l color: #000000
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\row
\li \l spread: 0
\li \l spread: 0
\li \l spread: 0
\endtable
*/
property real radius: 0.0
/*!
This property defines how many samples are taken per pixel when edge
softening blur calculation is done. Larger value produces better
quality, but is slower to render.
Ideally, this value should be twice as large as the highest required
radius value, for example, if the radius is animated between 0.0 and
4.0, samples should be set to 8.
The value ranges from 0 to 32. By default, the property is set to \c 0.
This property is not intended to be animated. Changing this property may
cause the underlying OpenGL shaders to be recompiled.
When \l{InnerShadow::fast}{fast} property is set to true, this property
has no effect.
*/
property int samples: 0
/*!
This property defines how large part of the shadow color is strenghtened
near the source edges.
The value ranges from 0.0 to 1.0. By default, the property is set to \c
0.5.
\table
\header
\li Output examples with different spread values
\li
\li
\row
\li \image InnerShadow_spread1.png
\li \image InnerShadow_spread2.png
\li \image InnerShadow_spread3.png
\row
\li \b { spread: 0.0 }
\li \b { spread: 0.3 }
\li \b { spread: 0.5 }
\row
\li \l radius: 16
\li \l radius: 16
\li \l radius: 16
\row
\li \l samples: 24
\li \l samples: 24
\li \l samples: 24
\row
\li \l color: #000000
\li \l color: #000000
\li \l color: #000000
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\endtable
*/
property real spread: 0.0
/*!
This property defines the RGBA color value which is used for the shadow.
By default, the property is set to \c "black".
\table
\header
\li Output examples with different color values
\li
\li
\row
\li \image InnerShadow_color1.png
\li \image InnerShadow_color2.png
\li \image InnerShadow_color3.png
\row
\li \b { color: #000000 }
\li \b { color: #ffffff }
\li \b { color: #ff0000 }
\row
\li \l radius: 16
\li \l radius: 16
\li \l radius: 16
\row
\li \l samples: 24
\li \l samples: 24
\li \l samples: 24
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\row
\li \l spread: 0.2
\li \l spread: 0.2
\li \l spread: 0.2
\endtable
*/
property color color: "black"
/*!
\qmlproperty real QtGraphicalEffects1::InnerShadow::horizontalOffset
\qmlproperty real QtGraphicalEffects1::InnerShadow::verticalOffset
HorizontalOffset and verticalOffset properties define the offset for the
rendered shadow compared to the InnerShadow item position. Often, the
InnerShadow item is anchored so that it fills the source element. In
this case, if the HorizontalOffset and verticalOffset properties are set
to 0, the shadow is rendered fully inside the source item. By changing
the offset properties, the shadow can be positioned relatively to the
source item.
The values range from -inf to inf. By default, the properties are set to
\c 0.
\table
\header
\li Output examples with different horizontalOffset values
\li
\li
\row
\li \image InnerShadow_horizontalOffset1.png
\li \image InnerShadow_horizontalOffset2.png
\li \image InnerShadow_horizontalOffset3.png
\row
\li \b { horizontalOffset: -20 }
\li \b { horizontalOffset: 0 }
\li \b { horizontalOffset: 20 }
\row
\li \l radius: 16
\li \l radius: 16
\li \l radius: 16
\row
\li \l samples: 24
\li \l samples: 24
\li \l samples: 24
\row
\li \l color: #000000
\li \l color: #000000
\li \l color: #000000
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\row
\li \l spread: 0
\li \l spread: 0
\li \l spread: 0
\endtable
*/
property real horizontalOffset: 0
property real verticalOffset: 0
/*!
This property selects the blurring algorithm that is used to produce the
softness for the effect. Setting this to true enables fast algorithm,
setting value to false produces higher quality result.
By default, the property is set to \c false.
\table
\header
\li Output examples with different fast values
\li
\li
\row
\li \image InnerShadow_fast1.png
\li \image InnerShadow_fast2.png
\row
\li \b { fast: false }
\li \b { fast: true }
\row
\li \l radius: 16
\li \l radius: 16
\row
\li \l samples: 24
\li \l samples: 24
\row
\li \l color: #000000
\li \l color: #000000
\row
\li \l horizontalOffset: 0
\li \l horizontalOffset: 0
\row
\li \l verticalOffset: 0
\li \l verticalOffset: 0
\row
\li \l spread: 0.2
\li \l spread: 0.2
\endtable
*/
property bool fast: 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
Loader {
anchors.fill: parent
sourceComponent: rootItem.fast ? innerShadow : gaussianInnerShadow
}
Component {
id: gaussianInnerShadow
GaussianInnerShadow {
anchors.fill: parent
source: rootItem.source
radius: rootItem.radius
maximumRadius: rootItem.samples * 0.5
color: rootItem.color
cached: rootItem.cached
spread: rootItem.spread
horizontalOffset: rootItem.horizontalOffset
verticalOffset: rootItem.verticalOffset
}
}
Component {
id: innerShadow
FastInnerShadow {
anchors.fill: parent
source: rootItem.source
blur: Math.pow(rootItem.radius / 64.0, 0.4)
color: rootItem.color
cached: rootItem.cached
spread: rootItem.spread
horizontalOffset: rootItem.horizontalOffset
verticalOffset: rootItem.verticalOffset
}
}
}
@@ -0,0 +1,472 @@
/*****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt Add-On 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 Digia Plc 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 "private"
/*!
\qmltype LevelAdjust
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-color
\brief Adjusts color levels in the RGBA color space.
This effect adjusts the source item colors separately for each color
channel. Source item contrast can be adjusted and color balance altered.
\table
\header
\li Source
\li Effect applied
\row
\li \image Original_butterfly.png
\li \image LevelAdjust_butterfly.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet LevelAdjust-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that provides the source pixels
for the effect.
\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 change factor for how the value of each pixel
color channel is altered according to the equation:
\code result.rgb = pow(original.rgb, 1.0 / gamma.rgb); \endcode
Setting the gamma values under QtVector3d(1.0, 1.0, 1.0) makes the image
darker, the values above QtVector3d(1.0, 1.0, 1.0) lighten it.
The value ranges from QtVector3d(0.0, 0.0, 0.0) (darkest) to inf
(lightest). By default, the property is set to \c QtVector3d(1.0, 1.0,
1.0) (no change).
\table
\header
\li Output examples with different gamma values
\li
\li
\row
\li \image LevelAdjust_gamma1.png
\li \image LevelAdjust_gamma2.png
\li \image LevelAdjust_gamma3.png
\row
\li \b { gamma: Qt.vector3d(1.0, 1.0, 1.0) }
\li \b { gamma: Qt.vector3d(1.0, 0.4, 2.0) }
\li \b { gamma: Qt.vector3d(1.0, 0.1, 4.0) }
\row
\li \l minimumInput: #000000
\li \l minimumInput: #000000
\li \l minimumInput: #000000
\row
\li \l maximumInput: #ffffff
\li \l maximumInput: #ffffff
\li \l maximumInput: #ffffff
\row
\li \l minimumOutput: #000000
\li \l minimumOutput: #000000
\li \l minimumOutput: #000000
\row
\li \l maximumOutput: #ffffff
\li \l maximumOutput: #ffffff
\li \l maximumOutput: #ffffff
\endtable
\table
\header
\li Pixel color channel luminance curves of the above images.
\li
\li
\row
\li \image LevelAdjust_default_curve.png
\li \image LevelAdjust_gamma2_curve.png
\li \image LevelAdjust_gamma3_curve.png
\row
\li X-axis: pixel original luminance
\li
\li
\row
\li Y-axis: color channel luminance with effect applied
\li
\li
\endtable
*/
property variant gamma: Qt.vector3d(1.0, 1.0, 1.0)
/*!
This property defines the minimum input level for each color channel. It
sets the black-point, all pixels having lower value than this property
are rendered as black (per color channel). Increasing the value darkens
the dark areas.
The value ranges from "#00000000" to "#ffffffff". By default, the
property is set to \c "#00000000" (no change).
\table
\header
\li Output examples with different minimumInput values
\li
\li
\row
\li \image LevelAdjust_minimumInput1.png
\li \image LevelAdjust_minimumInput2.png
\li \image LevelAdjust_minimumInput3.png
\row
\li \b { minimumInput: #00000000 }
\li \b { minimumInput: #00000040 }
\li \b { minimumInput: #00000070 }
\row
\li \l maximumInput: #ffffff
\li \l maximumInput: #ffffff
\li \l maximumInput: #ffffff
\row
\li \l minimumOutput: #000000
\li \l minimumOutput: #000000
\li \l minimumOutput: #000000
\row
\li \l maximumOutput: #ffffff
\li \l maximumOutput: #ffffff
\li \l maximumOutput: #ffffff
\row
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\endtable
\table
\header
\li Pixel color channel luminance curves of the above images.
\li
\li
\row
\li \image LevelAdjust_default_curve.png
\li \image LevelAdjust_minimumInput2_curve.png
\li \image LevelAdjust_minimumInput3_curve.png
\row
\li X-axis: pixel original luminance
\li
\li
\row
\li Y-axis: color channel luminance with effect applied
\li
\li
\endtable
*/
property color minimumInput: Qt.rgba(0.0, 0.0, 0.0, 0.0)
/*!
This property defines the maximum input level for each color channel.
It sets the white-point, all pixels having higher value than this
property are rendered as white (per color channel).
Decreasing the value lightens the light areas.
The value ranges from "#ffffffff" to "#00000000". By default, the
property is set to \c "#ffffffff" (no change).
\table
\header
\li Output examples with different maximumInput values
\li
\li
\row
\li \image LevelAdjust_maximumInput1.png
\li \image LevelAdjust_maximumInput2.png
\li \image LevelAdjust_maximumInput3.png
\row
\li \b { maximumInput: #FFFFFFFF }
\li \b { maximumInput: #FFFFFF80 }
\li \b { maximumInput: #FFFFFF30 }
\row
\li \l minimumInput: #000000
\li \l minimumInput: #000000
\li \l minimumInput: #000000
\row
\li \l minimumOutput: #000000
\li \l minimumOutput: #000000
\li \l minimumOutput: #000000
\row
\li \l maximumOutput: #ffffff
\li \l maximumOutput: #ffffff
\li \l maximumOutput: #ffffff
\row
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\endtable
\table
\header
\li Pixel color channel luminance curves of the above images.
\li
\li
\row
\li \image LevelAdjust_default_curve.png
\li \image LevelAdjust_maximumInput2_curve.png
\li \image LevelAdjust_maximumInput3_curve.png
\row
\li X-axis: pixel original luminance
\li
\li
\row
\li Y-axis: color channel luminance with effect applied
\li
\li
\endtable
*/
property color maximumInput: Qt.rgba(1.0, 1.0, 1.0, 1.0)
/*!
This property defines the minimum output level for each color channel.
Increasing the value lightens the dark areas, reducing the contrast.
The value ranges from "#00000000" to "#ffffffff". By default, the
property is set to \c "#00000000" (no change).
\table
\header
\li Output examples with different minimumOutput values
\li
\li
\row
\li \image LevelAdjust_minimumOutput1.png
\li \image LevelAdjust_minimumOutput2.png
\li \image LevelAdjust_minimumOutput3.png
\row
\li \b { minimumOutput: #00000000 }
\li \b { minimumOutput: #00000070 }
\li \b { minimumOutput: #000000A0 }
\row
\li \l minimumInput: #000000
\li \l minimumInput: #000000
\li \l minimumInput: #000000
\row
\li \l maximumInput: #ffffff
\li \l maximumInput: #ffffff
\li \l maximumInput: #ffffff
\row
\li \l maximumOutput: #ffffff
\li \l maximumOutput: #ffffff
\li \l maximumOutput: #ffffff
\row
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\endtable
\table
\header
\li Pixel color channel luminance curves of the above images.
\li
\li
\row
\li \image LevelAdjust_default_curve.png
\li \image LevelAdjust_minimumOutput2_curve.png
\li \image LevelAdjust_minimumOutput3_curve.png
\row
\li X-axis: pixel original luminance
\li
\li
\row
\li Y-axis: color channel luminance with effect applied
\li
\li
\endtable
*/
property color minimumOutput: Qt.rgba(0.0, 0.0, 0.0, 0.0)
/*!
This property defines the maximum output level for each color channel.
Decreasing the value darkens the light areas, reducing the contrast.
The value ranges from "#ffffffff" to "#00000000". By default, the
property is set to \c "#ffffffff" (no change).
\table
\header
\li Output examples with different maximumOutput values
\li
\li
\row
\li \image LevelAdjust_maximumOutput1.png
\li \image LevelAdjust_maximumOutput2.png
\li \image LevelAdjust_maximumOutput3.png
\row
\li \b { maximumOutput: #FFFFFFFF }
\li \b { maximumOutput: #FFFFFF80 }
\li \b { maximumOutput: #FFFFFF30 }
\row
\li \l minimumInput: #000000
\li \l minimumInput: #000000
\li \l minimumInput: #000000
\row
\li \l maximumInput: #ffffff
\li \l maximumInput: #ffffff
\li \l maximumInput: #ffffff
\row
\li \l minimumOutput: #000000
\li \l minimumOutput: #000000
\li \l minimumOutput: #000000
\row
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
\endtable
\table
\header
\li Pixel color channel luminance curves of the above images.
\li
\li
\row
\li \image LevelAdjust_default_curve.png
\li \image LevelAdjust_maximumOutput2_curve.png
\li \image LevelAdjust_maximumOutput3_curve.png
\row
\li X-axis: pixel original luminance
\li
\li
\row
\li Y-axis: color channel luminance with effect applied
\li
\li
\endtable
*/
property color maximumOutput: Qt.rgba(1.0, 1.0, 1.0, 1.0)
/*!
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: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property variant minimumInputRGB: Qt.vector3d(rootItem.minimumInput.r, rootItem.minimumInput.g, rootItem.minimumInput.b)
property variant maximumInputRGB: Qt.vector3d(rootItem.maximumInput.r, rootItem.maximumInput.g, rootItem.maximumInput.b)
property real minimumInputAlpha: rootItem.minimumInput.a
property real maximumInputAlpha: rootItem.maximumInput.a
property variant minimumOutputRGB: Qt.vector3d(rootItem.minimumOutput.r, rootItem.minimumOutput.g, rootItem.minimumOutput.b)
property variant maximumOutputRGB: Qt.vector3d(rootItem.maximumOutput.r, rootItem.maximumOutput.g, rootItem.maximumOutput.b)
property real minimumOutputAlpha: rootItem.minimumOutput.a
property real maximumOutputAlpha: rootItem.maximumOutput.a
property variant gamma: Qt.vector3d(1.0 / Math.max(rootItem.gamma.x, 0.0001), 1.0 / Math.max(rootItem.gamma.y, 0.0001), 1.0 / Math.max(rootItem.gamma.z, 0.0001))
anchors.fill: parent
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform highp vec3 minimumInputRGB;
uniform highp vec3 maximumInputRGB;
uniform highp float minimumInputAlpha;
uniform highp float maximumInputAlpha;
uniform highp vec3 minimumOutputRGB;
uniform highp vec3 maximumOutputRGB;
uniform highp float minimumOutputAlpha;
uniform highp float maximumOutputAlpha;
uniform highp vec3 gamma;
highp float linearstep(highp float e0, highp float e1, highp float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
void main(void) {
highp vec4 textureColor = texture2D(source, qt_TexCoord0.st);
highp vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a);
color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r);
color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g);
color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b);
color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a);
color.rgb = pow(color.rgb, gamma);
color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r);
color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g);
color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b);
color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha);
gl_FragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity;
}
"
}
}
@@ -0,0 +1,346 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype LinearGradient
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-gradient
\brief Draws a linear gradient.
A gradient is defined by two or more colors, which are blended seamlessly.
The colors start from the given start point and end to the given end point.
\table
\header
\li Effect applied
\row
\li \image LinearGradient.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet LinearGradient-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the starting point where the color at gradient
position of 0.0 is rendered. Colors at larger position values are
rendered linearly towards the end point. The point is given in pixels
and the default value is Qt.point(0, 0). Setting the default values for
the start and \l{LinearGradient::end}{end} results in a full height
linear gradient on the y-axis.
\table
\header
\li Output examples with different start values
\li
\li
\row
\li \image LinearGradient_start1.png
\li \image LinearGradient_start2.png
\li \image LinearGradient_start3.png
\row
\li \b { start: QPoint(0, 0) }
\li \b { start: QPoint(150, 150) }
\li \b { start: QPoint(300, 0) }
\row
\li \l end: QPoint(300, 300)
\li \l end: QPoint(300, 300)
\li \l end: QPoint(300, 300)
\endtable
*/
property variant start: Qt.point(0, 0)
/*!
This property defines the ending point where the color at gradient
position of 1.0 is rendered. Colors at smaller position values are
rendered linearly towards the start point. The point is given in pixels
and the default value is Qt.point(0, height). Setting the default values
for the \l{LinearGradient::start}{start} and end results in a full
height linear gradient on the y-axis.
\table
\header
\li Output examples with different end values
\li
\li
\row
\li \image LinearGradient_end1.png
\li \image LinearGradient_end2.png
\li \image LinearGradient_end3.png
\row
\li \b { end: Qt.point(300, 300) }
\li \b { end: Qt.point(150, 150) }
\li \b { end: Qt.point(300, 0) }
\row
\li \l start: Qt.point(0, 0)
\li \l start: Qt.point(0, 0)
\li \l start: Qt.point(0, 0)
\endtable
*/
property variant end: Qt.point(0, height)
/*!
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
/*!
This property defines the item that is going to be filled with gradient.
Source item gets rendered into an intermediate pixel buffer and the
alpha values from the result are used to determine the gradient's pixels
visibility in the display. The default value for source is undefined and
in that case whole effect area is filled with gradient.
\table
\header
\li Output examples with different source values
\li
\li
\row
\li \image LinearGradient_maskSource1.png
\li \image LinearGradient_maskSource2.png
\row
\li \b { source: undefined }
\li \b { source: Image { source: images/butterfly.png } }
\row
\li \l start: Qt.point(0, 0)
\li \l start: Qt.point(0, 0)
\row
\li \l end: Qt.point(300, 300)
\li \l end: Qt.point(300, 300)
\endtable
\note It is not supported to let the effect include itself, for
instance by setting source to the effect's parent.
*/
property variant source
/*!
A gradient is defined by two or more colors, which are blended
seamlessly. The colors are specified as a set of GradientStop child
items, each of which defines a position on the gradient from 0.0 to 1.0
and a color. The position of each GradientStop is defined by the
position property, and the color is definded by the color property.
\table
\header
\li Output examples with different gradient values
\li
\li
\row
\li \image LinearGradient_gradient1.png
\li \image LinearGradient_gradient2.png
\li \image LinearGradient_gradient3.png
\row
\li \b {gradient:} \code
Gradient {
GradientStop { position: 0.000
color: Qt.rgba(1, 0, 0, 1) }
GradientStop { position: 0.167;
color: Qt.rgba(1, 1, 0, 1) }
GradientStop { position: 0.333;
color: Qt.rgba(0, 1, 0, 1) }
GradientStop { position: 0.500;
color: Qt.rgba(0, 1, 1, 1) }
GradientStop { position: 0.667;
color: Qt.rgba(0, 0, 1, 1) }
GradientStop { position: 0.833;
color: Qt.rgba(1, 0, 1, 1) }
GradientStop { position: 1.000;
color: Qt.rgba(1, 0, 0, 1) }
}
\endcode
\li \b {gradient:} \code
Gradient {
GradientStop { position: 0.0
color: "#F0F0F0"
}
GradientStop { position: 0.5
color: "#000000"
}
GradientStop { position: 1.0
color: "#F0F0F0"
}
}
\endcode
\li \b {gradient:} \code
Gradient {
GradientStop { position: 0.0
color: "#00000000"
}
GradientStop { position: 1.0
color: "#FF000000"
}
}
\endcode
\row
\li \l start: Qt.point(0, 0)
\li \l start: Qt.point(0, 0)
\li \l start: Qt.point(0, 0)
\row
\li \l end: Qt.point(300, 300)
\li \l end: Qt.point(300, 300)
\li \l end: Qt.point(300, 300)
\endtable
*/
property Gradient gradient: Gradient {
GradientStop { position: 0.0; color: "white" }
GradientStop { position: 1.0; color: "black" }
}
SourceProxy {
id: maskSourceProxy
input: rootItem.source
}
ShaderEffectSource {
id: gradientSource
sourceItem: Rectangle {
width: 16
height: 256
gradient: rootItem.gradient
smooth: true
}
smooth: true
hideSource: true
visible: false
}
ShaderEffectSource {
id: cacheItem
anchors.fill: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
anchors.fill: parent
property variant source: gradientSource
property variant maskSource: maskSourceProxy.output
property variant startPoint: Qt.point(start.x / width, start.y / height)
property real dx: end.x - start.x
property real dy: end.y - start.y
property real l: 1.0 / Math.sqrt(Math.pow(dx / width, 2.0) + Math.pow(dy / height, 2.0))
property real angle: Math.atan2(dx, dy)
property variant matrixData: Qt.point(Math.sin(angle), Math.cos(angle))
vertexShader: "
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
uniform highp vec2 startPoint;
uniform highp float l;
uniform highp vec2 matrixData;
void main() {
highp mat2 rot = mat2(matrixData.y, -matrixData.x,
matrixData.x, matrixData.y);
qt_TexCoord0 = qt_MultiTexCoord0;
qt_TexCoord1 = qt_MultiTexCoord0 * l;
qt_TexCoord1 -= startPoint * l;
qt_TexCoord1 *= rot;
gl_Position = qt_Matrix * qt_Vertex;
}
"
fragmentShader: maskSource == undefined ? noMaskShader : maskShader
onFragmentShaderChanged: lChanged()
property string maskShader: "
uniform lowp sampler2D source;
uniform lowp sampler2D maskSource;
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
void main() {
lowp vec4 gradientColor = texture2D(source, qt_TexCoord1);
lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a;
gl_FragColor = gradientColor * maskAlpha * qt_Opacity;
}
"
property string noMaskShader: "
uniform lowp sampler2D source;
uniform lowp float qt_Opacity;
varying highp vec2 qt_TexCoord1;
void main() {
gl_FragColor = texture2D(source, qt_TexCoord1) * qt_Opacity;
}
"
}
}
@@ -0,0 +1,282 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype MaskedBlur
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-blur
\brief Applies a blur effect with a varying intesity.
MaskedBlur effect softens the image by blurring it. The intensity of the
blur can be controlled for each pixel using maskSource so that some parts of
the source are blurred more than others. By default the effect produces a
high quality result, thus the rendering speed may not be the highest
possible. The rendering speed is reduced especially if the
\l{MaskedBlur::samples}{samples} is large. For use cases that require faster
rendering speed and the highest possible visual quality is not necessary,
property \l{MaskedBlur::fast}{fast} can be set to true.
\table
\header
\li Source
\li MaskSource
\li Effect applied
\row
\li \image Original_bug.png
\li \image MaskedBlur_mask.png
\li \image MaskedBlur_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet MaskedBlur-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 item that is controlling the final intensity
of the blur. The pixel alpha channel value from maskSource defines the
actual blur radius that is going to be used for blurring the
corresponding source pixel.
Opaque maskSource pixels produce blur with specified
\l{MaskedBlur::radius}{radius}, while transparent pixels suppress the
blur completely. Semitransparent maskSource pixels produce blur with a
radius that is interpolated according to the pixel transparency level.
*/
property variant maskSource
/*!
This property defines the distance of the neighboring pixels which
affect the blurring of an individual pixel. A larger radius increases
the blur effect.
Depending on the radius value, value of the
\l{MaskedBlur::samples}{samples} should be set to sufficiently large to
ensure the visual quality.
The value ranges from 0.0 (no blur) to inf. By default, the property is
set to \c 0.0 (no blur).
\table
\header
\li Output examples with different radius values
\li
\li
\row
\li \image MaskedBlur_radius1.png
\li \image MaskedBlur_radius2.png
\li \image MaskedBlur_radius3.png
\row
\li \b { radius: 0 }
\li \b { radius: 8 }
\li \b { radius: 16 }
\row
\li \l samples: 24
\li \l samples: 24
\li \l samples: 24
\row
\li \l transparentBorder: false
\li \l transparentBorder: false
\li \l transparentBorder: false
\row
\li \l fast: false
\li \l fast: false
\li \l fast: false
\endtable
*/
property real radius: 0.0
/*!
This property defines how many samples are taken per pixel when blur
calculation is done. Larger value produces better quality, but is slower
to render.
Ideally, this value should be twice as large as the highest required
radius value, for example, if the radius is animated between 0.0 and
4.0, samples should be set to 8.
The value ranges from 0 to 32. By default, the property is set to \c 0.
This property is not intended to be animated. Changing this property may
cause the underlying OpenGL shaders to be recompiled.
When \l{MaskedBlur::fast}{fast} property is set to true, this property
has no effect.
*/
property int samples: 0
/*!
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
/*!
This property selects the blurring algorithm that is used to produce the
blur. Setting this to true enables fast algorithm, setting value to
false produces higher quality result.
By default, the property is set to \c false.
\table
\header
\li Output examples with different fast values
\li
\li
\row
\li \image MaskedBlur_fast1.png
\li \image MaskedBlur_fast2.png
\row
\li \b { fast: false }
\li \b { fast: true }
\row
\li \l radius: 16
\li \l radius: 16
\row
\li \l samples: 24
\li \l samples: 24
\row
\li \l transparentBorder: false
\li \l transparentBorder: false
\endtable
*/
property bool fast: false
/*!
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 MaskedBlur_transparentBorder1.png
\li \image MaskedBlur_transparentBorder2.png
\row
\li \b { transparentBorder: false }
\li \b { transparentBorder: true }
\row
\li \l radius: 64
\li \l radius: 64
\row
\li \l samples: 24
\li \l samples: 24
\row
\li \l fast: true
\li \l fast: true
\endtable
*/
property bool transparentBorder: false
Loader {
id: loaderItem
anchors.fill: parent
sourceComponent: rootItem.fast ? fastBlur : gaussianBlur
}
Component {
id: gaussianBlur
GaussianMaskedBlur {
anchors.fill: parent
source: rootItem.source
maskSource: rootItem.maskSource
radius: rootItem.radius
maximumRadius: rootItem.samples * 0.5
transparentBorder: rootItem.transparentBorder
cached: rootItem.cached
}
}
Component {
id: fastBlur
FastMaskedBlur {
anchors.fill: parent
source:rootItem. source
maskSource: rootItem.maskSource
blur: Math.pow(rootItem.radius / 64.0, 0.4)
transparentBorder: rootItem.transparentBorder
cached: rootItem.cached
}
}
}
@@ -0,0 +1,154 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** 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 Digia Plc 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 "private"
/*!
\qmltype OpacityMask
\inqmlmodule QtGraphicalEffects
\since QtGraphicalEffects 1.0
\inherits QtQuick2::Item
\ingroup qtgraphicaleffects-mask
\brief Masks the source item with another item.
\table
\header
\li Source
\li MaskSource
\li Effect applied
\row
\li \image Original_bug.png
\li \image OpacityMask_mask.png
\li \image OpacityMask_bug.png
\endtable
\section1 Example
The following example shows how to apply the effect.
\snippet OpacityMask-example.qml example
*/
Item {
id: rootItem
/*!
This property defines the source item that is going to be masked.
\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 item that is going to be used as the mask. The
mask item gets rendered into an intermediate pixel buffer and the alpha
values from the result are used to determine the source item's pixels
visibility in the display.
\table
\header
\li Original
\li Mask
\li Effect applied
\row
\li \image Original_bug.png
\li \image OpacityMask_mask.png
\li \image OpacityMask_bug.png
\endtable
*/
property variant maskSource
/*!
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.
\note It is not supported to let the effect include itself, for
instance by setting maskSource to the effect's parent.
*/
property bool cached: false
SourceProxy {
id: sourceProxy
input: rootItem.source
}
SourceProxy {
id: maskSourceProxy
input: rootItem.maskSource
}
ShaderEffectSource {
id: cacheItem
anchors.fill: parent
visible: rootItem.cached
smooth: true
sourceItem: shaderItem
live: true
hideSource: visible
}
ShaderEffect {
id: shaderItem
property variant source: sourceProxy.output
property variant maskSource: maskSourceProxy.output
anchors.fill: parent
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform highp float qt_Opacity;
uniform lowp sampler2D source;
uniform lowp sampler2D maskSource;
void main(void) {
gl_FragColor = texture2D(source, qt_TexCoord0.st) * (texture2D(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
}
"
}
}

Some files were not shown because too many files have changed in this diff Show More