| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2016 Jolla Ltd, author: <gunnar.sletta@jollamobile.com> |
| 4 | ** Contact: http://www.qt-project.org/legal |
| 5 | ** |
| 6 | ** This file is part of the Qt Graphical Effects module of the Qt Toolkit. |
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| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
| 27 | ** General Public License version 2.0 or (at your option) the GNU General |
| 28 | ** Public license version 3 or any later version approved by the KDE Free |
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| 35 | ** |
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| 38 | ****************************************************************************/ |
| 39 | |
| 40 | #include "qgfxshaderbuilder_p.h" |
| 41 | |
| 42 | #include <QtCore/QDebug> |
| 43 | #include <QtGui/QOffscreenSurface> |
| 44 | #include <QtGui/QOpenGLContext> |
| 45 | #include <QtGui/QOpenGLFunctions> |
| 46 | |
| 47 | #include <qmath.h> |
| 48 | #include <qnumeric.h> |
| 49 | |
| 50 | #ifndef GL_MAX_VARYING_COMPONENTS |
| 51 | #define GL_MAX_VARYING_COMPONENTS 0x8B4B |
| 52 | #endif |
| 53 | |
| 54 | #ifndef GL_MAX_VARYING_FLOATS |
| 55 | #define GL_MAX_VARYING_FLOATS 0x8B4B |
| 56 | #endif |
| 57 | |
| 58 | #ifndef GL_MAX_VARYING_VECTORS |
| 59 | #define GL_MAX_VARYING_VECTORS 0x8DFC |
| 60 | #endif |
| 61 | |
| 62 | QGfxShaderBuilder::QGfxShaderBuilder() |
| 63 | : m_coreProfile(false) |
| 64 | { |
| 65 | // The following code makes the assumption that an OpenGL context the GUI |
| 66 | // thread will get the same capabilities as the render thread's OpenGL |
| 67 | // context. Not 100% accurate, but it works... |
| 68 | QOpenGLContext context; |
| 69 | if (!context.create()) { |
| 70 | qDebug() << "failed to acquire GL context to resolve capabilities, using defaults.." ; |
| 71 | m_maxBlurSamples = 8; // minimum number of varyings in the ES 2.0 spec. |
| 72 | return; |
| 73 | } |
| 74 | |
| 75 | QOffscreenSurface surface; |
| 76 | // In very odd cases, we can get incompatible configs here unless we pass the |
| 77 | // GL context's format on to the offscreen format. |
| 78 | surface.setFormat(context.format()); |
| 79 | surface.create(); |
| 80 | |
| 81 | QOpenGLContext *oldContext = QOpenGLContext::currentContext(); |
| 82 | QSurface *oldSurface = oldContext ? oldContext->surface() : 0; |
| 83 | if (context.makeCurrent(surface: &surface)) { |
| 84 | QOpenGLFunctions *gl = context.functions(); |
| 85 | if (context.isOpenGLES()) { |
| 86 | gl->glGetIntegerv(GL_MAX_VARYING_VECTORS, params: &m_maxBlurSamples); |
| 87 | } else if (context.format().majorVersion() >= 3) { |
| 88 | int components; |
| 89 | gl->glGetIntegerv(GL_MAX_VARYING_COMPONENTS, params: &components); |
| 90 | m_maxBlurSamples = components / 2.0; |
| 91 | m_coreProfile = context.format().profile() == QSurfaceFormat::CoreProfile; |
| 92 | } else { |
| 93 | int floats; |
| 94 | gl->glGetIntegerv(GL_MAX_VARYING_FLOATS, params: &floats); |
| 95 | m_maxBlurSamples = floats / 2.0; |
| 96 | } |
| 97 | if (oldContext && oldSurface) |
| 98 | oldContext->makeCurrent(surface: oldSurface); |
| 99 | else |
| 100 | context.doneCurrent(); |
| 101 | } else { |
| 102 | qDebug() << "failed to acquire GL context to resolve capabilities, using defaults.." ; |
| 103 | m_maxBlurSamples = 8; // minimum number of varyings in the ES 2.0 spec. |
| 104 | } |
| 105 | } |
| 106 | |
| 107 | /* |
| 108 | |
| 109 | The algorithm works like this.. |
| 110 | |
| 111 | For every two pixels we want to sample we take one sample between those |
| 112 | two pixels and rely on linear interpoliation to get both values at the |
| 113 | cost of one texture sample. The sample point is calculated based on the |
| 114 | gaussian weights at the two texels. |
| 115 | |
| 116 | I've included the table here for future reference: |
| 117 | |
| 118 | Requested Effective Actual Actual |
| 119 | Samples Radius/Kernel Samples Radius(*) |
| 120 | ------------------------------------------------- |
| 121 | 0 0 / 1x1 1 0 |
| 122 | 1 0 / 1x1 1 0 |
| 123 | 2 1 / 3x3 2 0 |
| 124 | 3 1 / 3x3 2 0 |
| 125 | 4 2 / 5x5 3 1 |
| 126 | 5 2 / 5x5 3 1 |
| 127 | 6 3 / 7x7 4 1 |
| 128 | 7 3 / 7x7 4 1 |
| 129 | 8 4 / 9x9 5 2 |
| 130 | 9 4 / 9x9 5 2 |
| 131 | 10 5 / 11x11 6 2 |
| 132 | 11 5 / 11x11 6 2 |
| 133 | 12 6 / 13x13 7 3 |
| 134 | 13 6 / 13x13 7 3 |
| 135 | ... ... ... ... |
| 136 | |
| 137 | When ActualSamples is an 'odd' nunber, sample center pixel separately: |
| 138 | EffectiveRadius: 4 |
| 139 | EffectiveKernel: 9x9 |
| 140 | ActualSamples: 5 |
| 141 | -4 -3 -2 -1 0 +1 +2 +3 +4 |
| 142 | | | | | | | | | | | |
| 143 | \ / \ / | \ / \ / |
| 144 | tL2 tL1 tC tR1 tR2 |
| 145 | |
| 146 | When ActualSamples is an 'even' number, sample 3 center pixels with two |
| 147 | samples: |
| 148 | EffectiveRadius: 3 |
| 149 | EffectiveKernel: 7x7 |
| 150 | ActualSamples: 4 |
| 151 | -3 -2 -1 0 +1 +2 +3 |
| 152 | | | | | | | | | |
| 153 | \ / \ / | \ / |
| 154 | tL1 tL0 tR0 tR2 |
| 155 | |
| 156 | From this table we have the following formulas: |
| 157 | EffectiveRadius = RequestedSamples / 2; |
| 158 | EffectiveKernel = EffectiveRadius * 2 + 1 |
| 159 | ActualSamples = 1 + RequstedSamples / 2; |
| 160 | ActualRadius = RequestedSamples / 4; |
| 161 | |
| 162 | (*) ActualRadius excludes the pixel pair sampled in the center |
| 163 | for even 'actual sample' counts |
| 164 | */ |
| 165 | |
| 166 | static qreal qgfx_gaussian(qreal x, qreal d) |
| 167 | { |
| 168 | return qExp(v: - x * x / (2 * d * d)); |
| 169 | } |
| 170 | |
| 171 | struct QGfxGaussSample |
| 172 | { |
| 173 | QByteArray name; |
| 174 | qreal pos; |
| 175 | qreal weight; |
| 176 | inline void set(const QByteArray &n, qreal p, qreal w) { |
| 177 | name = n; |
| 178 | pos = p; |
| 179 | weight = w; |
| 180 | } |
| 181 | }; |
| 182 | |
| 183 | static void qgfx_declareBlurVaryings(QByteArray &shader, QGfxGaussSample *s, int samples) |
| 184 | { |
| 185 | for (int i=0; i<samples; ++i) { |
| 186 | shader += "varying highp vec2 " ; |
| 187 | shader += s[i].name; |
| 188 | shader += ";\n" ; |
| 189 | } |
| 190 | } |
| 191 | |
| 192 | static void qgfx_declareCoreBlur(QByteArray &shader, const QByteArray& direction, QGfxGaussSample *s, int samples) |
| 193 | { |
| 194 | for (int i=0; i<samples; ++i) { |
| 195 | shader += direction + " vec2 " ; |
| 196 | shader += s[i].name; |
| 197 | shader += ";\n" ; |
| 198 | } |
| 199 | } |
| 200 | |
| 201 | static void qgfx_buildGaussSamplePoints(QGfxGaussSample *p, int samples, int radius, qreal deviation) |
| 202 | { |
| 203 | |
| 204 | if ((samples % 2) == 1) { |
| 205 | p[radius].set(n: "tC" , p: 0, w: 1); |
| 206 | for (int i=0; i<radius; ++i) { |
| 207 | qreal p0 = (i + 1) * 2 - 1; |
| 208 | qreal p1 = (i + 1) * 2; |
| 209 | qreal w0 = qgfx_gaussian(x: p0, d: deviation); |
| 210 | qreal w1 = qgfx_gaussian(x: p1, d: deviation); |
| 211 | qreal w = w0 + w1; |
| 212 | qreal samplePos = (p0 * w0 + p1 * w1) / w; |
| 213 | if (qIsNaN(d: samplePos)) { |
| 214 | samplePos = 0; |
| 215 | w = 0; |
| 216 | } |
| 217 | p[radius - i - 1].set(n: "tL" + QByteArray::number(i), p: samplePos, w); |
| 218 | p[radius + i + 1].set(n: "tR" + QByteArray::number(i), p: -samplePos, w); |
| 219 | } |
| 220 | } else { |
| 221 | { // tL0 |
| 222 | qreal wl = qgfx_gaussian(x: -1.0, d: deviation); |
| 223 | qreal wc = qgfx_gaussian(x: 0.0, d: deviation); |
| 224 | qreal w = wl + wc; |
| 225 | p[radius].set(n: "tL0" , p: -1.0 * wl / w, w); |
| 226 | p[radius+1].set(n: "tR0" , p: 1.0, w: wl); // reuse wl as gauss(-1)==gauss(1); |
| 227 | } |
| 228 | for (int i=0; i<radius; ++i) { |
| 229 | qreal p0 = (i + 1) * 2; |
| 230 | qreal p1 = (i + 1) * 2 + 1; |
| 231 | qreal w0 = qgfx_gaussian(x: p0, d: deviation); |
| 232 | qreal w1 = qgfx_gaussian(x: p1, d: deviation); |
| 233 | qreal w = w0 + w1; |
| 234 | qreal samplePos = (p0 * w0 + p1 * w1) / w; |
| 235 | if (qIsNaN(d: samplePos)) { |
| 236 | samplePos = 0; |
| 237 | w = 0; |
| 238 | } |
| 239 | p[radius - i - 1].set(n: "tL" + QByteArray::number(i+1), p: samplePos, w); |
| 240 | p[radius + i + 2].set(n: "tR" + QByteArray::number(i+1), p: -samplePos, w); |
| 241 | |
| 242 | } |
| 243 | } |
| 244 | } |
| 245 | |
| 246 | QByteArray qgfx_gaussianVertexShader(QGfxGaussSample *p, int samples) |
| 247 | { |
| 248 | QByteArray shader; |
| 249 | shader.reserve(asize: 1024); |
| 250 | shader += "attribute highp vec4 qt_Vertex;\n" |
| 251 | "attribute highp vec2 qt_MultiTexCoord0;\n\n" |
| 252 | "uniform highp mat4 qt_Matrix;\n" |
| 253 | "uniform highp float spread;\n" |
| 254 | "uniform highp vec2 dirstep;\n\n" ; |
| 255 | |
| 256 | qgfx_declareBlurVaryings(shader, s: p, samples); |
| 257 | |
| 258 | shader += "\nvoid main() {\n" |
| 259 | " gl_Position = qt_Matrix * qt_Vertex;\n\n" ; |
| 260 | |
| 261 | for (int i=0; i<samples; ++i) { |
| 262 | shader += " " ; |
| 263 | shader += p[i].name; |
| 264 | shader += " = qt_MultiTexCoord0" ; |
| 265 | if (p[i].pos != 0.0) { |
| 266 | shader += " + spread * dirstep * float(" ; |
| 267 | shader += QByteArray::number(p[i].pos); |
| 268 | shader += ')'; |
| 269 | } |
| 270 | shader += ";\n" ; |
| 271 | } |
| 272 | |
| 273 | shader += "}\n" ; |
| 274 | |
| 275 | return shader; |
| 276 | } |
| 277 | |
| 278 | QByteArray qgfx_gaussianVertexCoreShader(QGfxGaussSample *p, int samples) |
| 279 | { |
| 280 | QByteArray shader; |
| 281 | shader.reserve(asize: 1024); |
| 282 | shader += "#version 150 core\n" |
| 283 | "in vec4 qt_Vertex;\n" |
| 284 | "in vec2 qt_MultiTexCoord0;\n\n" |
| 285 | "uniform mat4 qt_Matrix;\n" |
| 286 | "uniform float spread;\n" |
| 287 | "uniform vec2 dirstep;\n\n" ; |
| 288 | |
| 289 | qgfx_declareCoreBlur(shader, direction: "out" , s: p, samples); |
| 290 | |
| 291 | shader += "\nvoid main() {\n" |
| 292 | " gl_Position = qt_Matrix * qt_Vertex;\n\n" ; |
| 293 | |
| 294 | for (int i=0; i<samples; ++i) { |
| 295 | shader += " " ; |
| 296 | shader += p[i].name; |
| 297 | shader += " = qt_MultiTexCoord0" ; |
| 298 | if (p[i].pos != 0.0) { |
| 299 | shader += " + spread * dirstep * float(" ; |
| 300 | shader += QByteArray::number(p[i].pos); |
| 301 | shader += ')'; |
| 302 | } |
| 303 | shader += ";\n" ; |
| 304 | } |
| 305 | |
| 306 | shader += "}\n" ; |
| 307 | |
| 308 | return shader; |
| 309 | } |
| 310 | |
| 311 | QByteArray qgfx_gaussianFragmentShader(QGfxGaussSample *p, int samples, bool alphaOnly) |
| 312 | { |
| 313 | QByteArray shader; |
| 314 | shader.reserve(asize: 1024); |
| 315 | shader += "uniform lowp sampler2D source;\n" |
| 316 | "uniform lowp float qt_Opacity;\n" ; |
| 317 | |
| 318 | if (alphaOnly) { |
| 319 | shader += "uniform lowp vec4 color;\n" |
| 320 | "uniform lowp float thickness;\n" ; |
| 321 | } |
| 322 | |
| 323 | shader += "\n" ; |
| 324 | |
| 325 | |
| 326 | |
| 327 | qgfx_declareBlurVaryings(shader, s: p, samples); |
| 328 | |
| 329 | shader += "\nvoid main() {\n" |
| 330 | " gl_FragColor = " ; |
| 331 | if (alphaOnly) |
| 332 | shader += "mix(vec4(0), color, clamp((" ; |
| 333 | else |
| 334 | shader += "(" ; |
| 335 | |
| 336 | qreal sum = 0; |
| 337 | for (int i=0; i<samples; ++i) |
| 338 | sum += p[i].weight; |
| 339 | |
| 340 | for (int i=0; i<samples; ++i) { |
| 341 | shader += "\n + float(" ; |
| 342 | shader += QByteArray::number(p[i].weight / sum); |
| 343 | shader += ") * texture2D(source, " ; |
| 344 | shader += p[i].name; |
| 345 | shader += ")" ; |
| 346 | if (alphaOnly) |
| 347 | shader += ".a" ; |
| 348 | } |
| 349 | |
| 350 | shader += "\n )" ; |
| 351 | if (alphaOnly) |
| 352 | shader += "/thickness, 0.0, 1.0))" ; |
| 353 | shader += "* qt_Opacity;\n}" ; |
| 354 | |
| 355 | return shader; |
| 356 | } |
| 357 | |
| 358 | QByteArray qgfx_gaussianFragmentCoreShader(QGfxGaussSample *p, int samples, bool alphaOnly) |
| 359 | { |
| 360 | QByteArray shader; |
| 361 | shader.reserve(asize: 1024); |
| 362 | shader += "#version 150 core\n" |
| 363 | "uniform sampler2D source;\n" |
| 364 | "uniform float qt_Opacity;\n" ; |
| 365 | |
| 366 | if (alphaOnly) { |
| 367 | shader += "uniform vec4 color;\n" |
| 368 | "uniform float thickness;\n" ; |
| 369 | } |
| 370 | |
| 371 | shader += "out vec4 fragColor;\n" ; |
| 372 | |
| 373 | qgfx_declareCoreBlur(shader, direction: "in" , s: p, samples); |
| 374 | |
| 375 | shader += "\nvoid main() {\n" |
| 376 | " fragColor = " ; |
| 377 | if (alphaOnly) |
| 378 | shader += "mix(vec4(0), color, clamp((" ; |
| 379 | else |
| 380 | shader += "(" ; |
| 381 | |
| 382 | qreal sum = 0; |
| 383 | for (int i=0; i<samples; ++i) |
| 384 | sum += p[i].weight; |
| 385 | |
| 386 | for (int i=0; i<samples; ++i) { |
| 387 | shader += "\n + float(" ; |
| 388 | shader += QByteArray::number(p[i].weight / sum); |
| 389 | shader += ") * texture(source, " ; |
| 390 | shader += p[i].name; |
| 391 | shader += ")" ; |
| 392 | if (alphaOnly) |
| 393 | shader += ".a" ; |
| 394 | } |
| 395 | |
| 396 | shader += "\n )" ; |
| 397 | if (alphaOnly) |
| 398 | shader += "/thickness, 0.0, 1.0))" ; |
| 399 | shader += "* qt_Opacity;\n}" ; |
| 400 | |
| 401 | return shader; |
| 402 | } |
| 403 | |
| 404 | static QByteArray qgfx_fallbackVertexShader() |
| 405 | { |
| 406 | return "attribute highp vec4 qt_Vertex;\n" |
| 407 | "attribute highp vec2 qt_MultiTexCoord0;\n" |
| 408 | "uniform highp mat4 qt_Matrix;\n" |
| 409 | "varying highp vec2 qt_TexCoord0;\n" |
| 410 | "void main() {\n" |
| 411 | " gl_Position = qt_Matrix * qt_Vertex;\n" |
| 412 | " qt_TexCoord0 = qt_MultiTexCoord0;\n" |
| 413 | "}\n" ; |
| 414 | } |
| 415 | |
| 416 | static QByteArray qgfx_fallbackCoreVertexShader() |
| 417 | { |
| 418 | return "#version 150 core\n" |
| 419 | "in vec4 qt_Vertex;\n" |
| 420 | "in vec2 qt_MultiTexCoord0;\n" |
| 421 | "uniform mat4 qt_Matrix;\n" |
| 422 | "out vec2 qt_TexCoord0;\n" |
| 423 | "void main() {\n" |
| 424 | " gl_Position = qt_Matrix * qt_Vertex;\n" |
| 425 | " qt_TexCoord0 = qt_MultiTexCoord0;\n" |
| 426 | "}\n" ; |
| 427 | } |
| 428 | |
| 429 | static QByteArray qgfx_fallbackFragmentShader(int requestedRadius, qreal deviation, bool masked, bool alphaOnly) |
| 430 | { |
| 431 | QByteArray fragShader; |
| 432 | if (masked) |
| 433 | fragShader += "uniform mediump sampler2D mask;\n" ; |
| 434 | fragShader += |
| 435 | "uniform highp sampler2D source;\n" |
| 436 | "uniform lowp float qt_Opacity;\n" |
| 437 | "uniform mediump float spread;\n" |
| 438 | "uniform highp vec2 dirstep;\n" ; |
| 439 | if (alphaOnly) { |
| 440 | fragShader += "uniform lowp vec4 color;\n" |
| 441 | "uniform lowp float thickness;\n" ; |
| 442 | } |
| 443 | fragShader += |
| 444 | "\n" |
| 445 | "varying highp vec2 qt_TexCoord0;\n" |
| 446 | "\n" |
| 447 | "void main() {\n" ; |
| 448 | if (alphaOnly) |
| 449 | fragShader += " mediump float result = 0.0;\n" ; |
| 450 | else |
| 451 | fragShader += " mediump vec4 result = vec4(0);\n" ; |
| 452 | fragShader += " highp vec2 pixelStep = dirstep * spread;\n" ; |
| 453 | if (masked) |
| 454 | fragShader += " pixelStep *= texture2D(mask, qt_TexCoord0).a;\n" ; |
| 455 | |
| 456 | float wSum = 0; |
| 457 | for (int r=-requestedRadius; r<=requestedRadius; ++r) { |
| 458 | float w = qgfx_gaussian(x: r, d: deviation); |
| 459 | wSum += w; |
| 460 | fragShader += " result += float(" ; |
| 461 | fragShader += QByteArray::number(w); |
| 462 | fragShader += ") * texture2D(source, qt_TexCoord0 + pixelStep * float(" ; |
| 463 | fragShader += QByteArray::number(r); |
| 464 | fragShader += "))" ; |
| 465 | if (alphaOnly) |
| 466 | fragShader += ".a" ; |
| 467 | fragShader += ";\n" ; |
| 468 | } |
| 469 | fragShader += " const mediump float wSum = float(" ; |
| 470 | fragShader += QByteArray::number(wSum); |
| 471 | fragShader += ");\n" |
| 472 | " gl_FragColor = " ; |
| 473 | if (alphaOnly) |
| 474 | fragShader += "mix(vec4(0), color, clamp((result / wSum) / thickness, 0.0, 1.0)) * qt_Opacity;\n" ; |
| 475 | else |
| 476 | fragShader += "(qt_Opacity / wSum) * result;\n" ; |
| 477 | fragShader += "}\n" ; |
| 478 | |
| 479 | return fragShader; |
| 480 | } |
| 481 | |
| 482 | static QByteArray qgfx_fallbackCoreFragmentShader(int requestedRadius, qreal deviation, bool masked, bool alphaOnly) |
| 483 | { |
| 484 | QByteArray fragShader = "#version 150 core\n" ; |
| 485 | if (masked) |
| 486 | fragShader += "uniform sampler2D mask;\n" ; |
| 487 | fragShader += |
| 488 | "uniform sampler2D source;\n" |
| 489 | "uniform float qt_Opacity;\n" |
| 490 | "uniform float spread;\n" |
| 491 | "uniform vec2 dirstep;\n" ; |
| 492 | if (alphaOnly) { |
| 493 | fragShader += "uniform vec4 color;\n" |
| 494 | "uniform float thickness;\n" ; |
| 495 | } |
| 496 | fragShader += |
| 497 | "out vec4 fragColor;\n" |
| 498 | "in vec2 qt_TexCoord0;\n" |
| 499 | "\n" |
| 500 | "void main() {\n" ; |
| 501 | if (alphaOnly) |
| 502 | fragShader += " float result = 0.0;\n" ; |
| 503 | else |
| 504 | fragShader += " vec4 result = vec4(0);\n" ; |
| 505 | fragShader += " vec2 pixelStep = dirstep * spread;\n" ; |
| 506 | if (masked) |
| 507 | fragShader += " pixelStep *= texture(mask, qt_TexCoord0).a;\n" ; |
| 508 | |
| 509 | float wSum = 0; |
| 510 | for (int r=-requestedRadius; r<=requestedRadius; ++r) { |
| 511 | float w = qgfx_gaussian(x: r, d: deviation); |
| 512 | wSum += w; |
| 513 | fragShader += " result += float(" ; |
| 514 | fragShader += QByteArray::number(w); |
| 515 | fragShader += ") * texture(source, qt_TexCoord0 + pixelStep * float(" ; |
| 516 | fragShader += QByteArray::number(r); |
| 517 | fragShader += "))" ; |
| 518 | if (alphaOnly) |
| 519 | fragShader += ".a" ; |
| 520 | fragShader += ";\n" ; |
| 521 | } |
| 522 | fragShader += " const float wSum = float(" ; |
| 523 | fragShader += QByteArray::number(wSum); |
| 524 | fragShader += ");\n" |
| 525 | " fragColor = " ; |
| 526 | if (alphaOnly) |
| 527 | fragShader += "mix(vec4(0), color, clamp((result / wSum) / thickness, 0.0, 1.0)) * qt_Opacity;\n" ; |
| 528 | else |
| 529 | fragShader += "(qt_Opacity / wSum) * result;\n" ; |
| 530 | fragShader += "}\n" ; |
| 531 | |
| 532 | return fragShader; |
| 533 | } |
| 534 | |
| 535 | QVariantMap QGfxShaderBuilder::gaussianBlur(const QJSValue ¶meters) |
| 536 | { |
| 537 | int requestedRadius = qMax(a: 0.0, b: parameters.property(QStringLiteral("radius" )).toNumber()); |
| 538 | qreal deviation = parameters.property(QStringLiteral("deviation" )).toNumber(); |
| 539 | bool masked = parameters.property(QStringLiteral("masked" )).toBool(); |
| 540 | bool alphaOnly = parameters.property(QStringLiteral("alphaOnly" )).toBool(); |
| 541 | |
| 542 | int requestedSamples = requestedRadius * 2 + 1; |
| 543 | int samples = 1 + requestedSamples / 2; |
| 544 | int radius = requestedSamples / 4; |
| 545 | bool fallback = parameters.property(QStringLiteral("fallback" )).toBool(); |
| 546 | |
| 547 | QVariantMap result; |
| 548 | |
| 549 | if (samples > m_maxBlurSamples || masked || fallback) { |
| 550 | |
| 551 | if (m_coreProfile) { |
| 552 | result[QStringLiteral("fragmentShader" )] = qgfx_fallbackCoreFragmentShader(requestedRadius, deviation, masked, alphaOnly); |
| 553 | result[QStringLiteral("vertexShader" )] = qgfx_fallbackCoreVertexShader(); |
| 554 | } else { |
| 555 | result[QStringLiteral("fragmentShader" )] = qgfx_fallbackFragmentShader(requestedRadius, deviation, masked, alphaOnly); |
| 556 | result[QStringLiteral("vertexShader" )] = qgfx_fallbackVertexShader(); |
| 557 | } |
| 558 | return result; |
| 559 | } |
| 560 | |
| 561 | QVarLengthArray<QGfxGaussSample, 64> p(samples); |
| 562 | qgfx_buildGaussSamplePoints(p: p.data(), samples, radius, deviation); |
| 563 | |
| 564 | if (m_coreProfile) { |
| 565 | result[QStringLiteral("fragmentShader" )] = qgfx_gaussianFragmentCoreShader(p: p.data(), samples, alphaOnly); |
| 566 | result[QStringLiteral("vertexShader" )] = qgfx_gaussianVertexCoreShader(p: p.data(), samples); |
| 567 | } else { |
| 568 | result[QStringLiteral("fragmentShader" )] = qgfx_gaussianFragmentShader(p: p.data(), samples, alphaOnly); |
| 569 | result[QStringLiteral("vertexShader" )] = qgfx_gaussianVertexShader(p: p.data(), samples); |
| 570 | } |
| 571 | return result; |
| 572 | } |
| 573 | |
| 574 | |