Using relative coordinates; Using screenshot as texture
This commit is contained in:
parent
738b484a0b
commit
167bf588bd
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@ -1,7 +1,9 @@
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#include "BlurredBox.h"
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#include "BlurredBoxSkinlet.h"
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#include "BlurredBoxTextureProvider.h"
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#include <QQuickWindow>
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#include <limits>
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QSK_SUBCONTROL( BlurredBox, Panel )
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@ -10,33 +12,11 @@ class BlurredBoxSkinlet;
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BlurredBox::BlurredBox( QQuickItem* parentItem )
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: QskBox( parentItem )
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{
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auto* const skinlet = new BlurredBoxSkinlet();
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skinlet->setOwnedBySkinnable( true );
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setSkinlet( skinlet );
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setPolishOnResize( true );
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}
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BlurredBox::~BlurredBox() = default;
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QRectF BlurredBox::rectOnScreen() const
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{
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return mapRectToScene( contentsRect() );
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}
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QRectF BlurredBox::rectOfScreen() const
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{
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// find root node and get its rectangle
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auto* root = parentItem();
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while ( root && root->parentItem() )
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{
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root = root->parentItem();
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}
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const auto rootRect = this->window()->contentItem()->boundingRect();
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return rootRect;
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}
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void BlurredBox::geometryChangeEvent( QskGeometryChangeEvent* e )
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{
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Inherited::geometryChangeEvent( e );
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@ -55,7 +35,7 @@ void BlurredBox::setBlurDirections( float newBlurDirections )
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return;
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}
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m_blurDirections = newBlurDirections;
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m_blurDirections = std::max(newBlurDirections, std::numeric_limits<float>::min());
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update();
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Q_EMIT blurDirectionsChanged( m_blurDirections );
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}
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@ -72,7 +52,7 @@ void BlurredBox::setBlurQuality( float newBlurQuality )
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return;
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}
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m_blurQuality = newBlurQuality;
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m_blurQuality = std::max(newBlurQuality, std::numeric_limits<float>::min());
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update();
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Q_EMIT blurQualityChanged( m_blurQuality );
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}
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@ -1,12 +1,11 @@
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#pragma once
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#include <QskBox.h>
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#include <QskBoxShapeMetrics.h>
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#include <QskShadowMetrics.h>
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class QskGradient;
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class QSGTexture;
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class BlurredBox : public QskBox
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class BlurredBox final : public QskBox
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{
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Q_OBJECT
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Q_PROPERTY( float blurDirections READ blurDirections WRITE setBlurDirections NOTIFY
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@ -21,9 +20,6 @@ class BlurredBox : public QskBox
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BlurredBox( QQuickItem* parent = nullptr );
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~BlurredBox() override;
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QRectF rectOnScreen() const;
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QRectF rectOfScreen() const;
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void geometryChangeEvent( QskGeometryChangeEvent* ) override;
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float blurDirections() const;
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@ -4,7 +4,6 @@
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BlurredBoxMaterial::BlurredBoxMaterial()
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{
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setFlag( QSGMaterial::Blending, true );
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setFlag( QSGMaterial::SupportsRhiShader, true );
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}
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QSGMaterialShader* BlurredBoxMaterial::createShader() const
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@ -20,12 +19,16 @@ QSGMaterialType* BlurredBoxMaterial::type() const
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int BlurredBoxMaterial::compare( const QSGMaterial* other ) const
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{
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auto material = dynamic_cast< const BlurredBoxMaterial* >( other );
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const auto* const material = dynamic_cast< const BlurredBoxMaterial* >( other );
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if ( material->m_rectOfScreen != m_rectOfScreen || material->m_rectOnScreen != m_rectOnScreen ||
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!qFuzzyCompare( material->m_rectCornerRadii, m_rectCornerRadii ) ||
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material->m_opacity != m_opacity || material->m_blurDirections != m_blurDirections ||
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material->m_blurQuality != m_blurQuality || material->m_blurSize != m_blurSize )
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if ( material->m_rectCornerRadii != m_rectCornerRadii ||
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material->m_rectAspect != m_rectAspect ||
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material->m_opacity != m_opacity ||
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material->m_blurDirections != m_blurDirections ||
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material->m_blurQuality != m_blurQuality ||
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material->m_blurRadius != m_blurRadius ||
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material->m_edgeSoftness != m_edgeSoftness ||
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material->m_texture.get() != m_texture.get())
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{
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return 1;
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}
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@ -1,6 +1,8 @@
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#pragma once
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#include <QSGMaterial>
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#include <QSGTexture>
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#include <memory>
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class BlurredBoxMaterial final : public QSGMaterial
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{
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@ -12,11 +14,12 @@ class BlurredBoxMaterial final : public QSGMaterial
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int compare( const QSGMaterial* other ) const override;
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QVector4D m_rectOfScreen{ 0, 0, 0, 0 };
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QVector4D m_rectOnScreen{ 0, 0, 0, 0 };
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QVector4D m_rectCornerRadii{ 0, 0, 0, 0 };
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QVector2D m_rectAspect {1,1};
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float m_opacity = 1.0;
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float m_blurDirections = 32.0;
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float m_blurQuality = 8.0;
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float m_blurSize = 8.0;
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QVector2D m_blurRadius = {1.0,1.0};
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float m_edgeSoftness = 1.0;
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std::unique_ptr<QSGTexture> m_texture;
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};
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@ -1,3 +1,9 @@
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <QOpenGLTexture>
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#include <QImage>
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#include <QSGTexture>
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#include "BlurredBoxMaterialShader.h"
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#include "BlurredBoxMaterial.h"
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@ -22,11 +28,12 @@ void BlurredBoxMaterialShader::initialize()
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m_matrixId = p->uniformLocation( "matrix" );
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m_rectOpacityId = p->uniformLocation( "rectOpacity" );
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m_rectCornerRadiiId = p->uniformLocation( "rectCornerRadii" );
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m_rectAspect = p->uniformLocation( "rectAspect" );
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m_blurDirectionsId = p->uniformLocation( "blurDirections" );
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m_blurQualityId = p->uniformLocation( "blurQuality" );
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m_rectOnScreen = p->uniformLocation( "rectOnScreen" );
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m_rectOfScreen = p->uniformLocation( "rectOfScreen" );
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m_blurSizeId = p->uniformLocation( "blurSize" );
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m_blurQualityId = p->uniformLocation( "blurQuality" );
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m_blurRadiusId = p->uniformLocation( "blurRadius" );
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m_textureId = p->uniformLocation( "txr" );
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m_edgeSoftnessId = p->uniformLocation( "edgeSoftness" );
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}
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void BlurredBoxMaterialShader::updateState(
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}
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bool updateMaterial = ( oldMaterial == nullptr ) || newMaterial->compare( oldMaterial ) != 0;
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updateMaterial |= state.isCachedMaterialDataDirty();
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if ( updateMaterial )
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if ( !updateMaterial )
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{
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auto material = dynamic_cast< const BlurredBoxMaterial* >( newMaterial );
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return;
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}
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if(const auto* const material = dynamic_cast< const BlurredBoxMaterial* >( newMaterial ))
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{
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p->setUniformValue( m_rectCornerRadiiId, material->m_rectCornerRadii );
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p->setUniformValue( m_rectOfScreen, material->m_rectOfScreen );
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p->setUniformValue( m_rectOnScreen, material->m_rectOnScreen );
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p->setUniformValue( m_rectAspect, material->m_rectAspect );
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p->setUniformValue( m_blurDirectionsId, material->m_blurDirections );
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p->setUniformValue( m_blurQualityId, material->m_blurQuality );
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p->setUniformValue( m_blurSizeId, material->m_blurSize );
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p->setUniformValue( m_blurRadiusId, material->m_blurRadius );
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p->setUniformValue( m_edgeSoftnessId, material->m_edgeSoftness );
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p->setUniformValue( m_textureId, 0 /* GL_TEXTURE0 */);
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auto* const f = QOpenGLContext::currentContext()->functions();
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f->glActiveTexture(GL_TEXTURE0);
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material->m_texture->bind();
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}
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}
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@ -15,9 +15,10 @@ class BlurredBoxMaterialShader final : public QSGMaterialShader
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int m_matrixId = -1;
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int m_rectOpacityId = -1;
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int m_rectCornerRadiiId = -1;
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int m_rectOfScreen = -1;
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int m_rectOnScreen = -1;
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int m_rectAspect = -1;
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int m_blurDirectionsId = -1;
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int m_blurQualityId = -1;
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int m_blurSizeId = -1;
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int m_blurRadiusId = -1;
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int m_textureId = -1;
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int m_edgeSoftnessId = -1;
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};
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@ -1,5 +1,6 @@
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#include "BlurredBoxNode.h"
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#include "BlurredBoxMaterial.h"
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#include "BlurredBoxTextureProvider.h"
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#include <QskBoxShapeMetrics.h>
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#include <qsgmaterial.h>
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#include <qsgmaterialshader.h>
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <QQuickWindow>
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QSK_QT_PRIVATE_BEGIN
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#include <private/qsgnode_p.h>
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QSK_QT_PRIVATE_END
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#include <limits>
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class BlurredBoxNodePrivate final : public QSGGeometryNodePrivate
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{
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public:
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setGeometry( &d->geometry );
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setMaterial( &d->material );
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setFlag(QSGNode::UsePreprocess);
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}
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void BlurredBoxNode::preprocess()
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{
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Q_D( BlurredBoxNode );
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if(d->material.m_texture)
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{
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if (auto* dynamicTexture = qobject_cast<QSGDynamicTexture*>(d->material.m_texture.get() ))
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{
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dynamicTexture->updateTexture();
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}
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}
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}
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void BlurredBoxNode::setBlurData( const QRectF& rect, const QskBoxShapeMetrics& shape,
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const QRectF& rectOfScreen, const QRectF& rectOnScreen, float opacity, float blurDirections,
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float blurQuality, float blurSize )
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const QRectF& rectOnScreen, float opacity, float blurDirections,
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float blurQuality, float blurSize, BlurredBoxTextureProvider* textureProvider)
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{
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Q_D( BlurredBoxNode );
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d->rect = rect;
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const QRectF textureRect{ rectOnScreen.x() / rectOfScreen.width(),
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rectOnScreen.y() / rectOfScreen.height(), rectOnScreen.width() / rectOfScreen.width(),
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rectOnScreen.height() / rectOfScreen.height() };
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if(!d->material.m_texture)
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{
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d->material.m_texture = std::unique_ptr<QSGTexture>(textureProvider->texture(rectOnScreen.toRect()));
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}
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QSGGeometry::updateTexturedRectGeometry( &d->geometry, d->rect, textureRect );
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// update screen rectangle
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d->material.m_rectOfScreen = { static_cast< float >( rectOfScreen.x() ),
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static_cast< float >( rectOfScreen.y() ), static_cast< float >( rectOfScreen.width() ),
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static_cast< float >( rectOfScreen.height() ) };
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// update rectangle on screen
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d->material.m_rectOnScreen = { static_cast< float >( rectOnScreen.x() ),
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static_cast< float >( rectOnScreen.y() ), static_cast< float >( rectOnScreen.width() ),
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static_cast< float >( rectOnScreen.height() ) };
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QSGGeometry::updateTexturedRectGeometry( &d->geometry, d->rect, {0.0,0.0,1.0,1.0} /* texture coordinates */);
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// update all four corner radii
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d->material.m_rectCornerRadii = { static_cast< float >(
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shape.radius( Qt::TopLeftCorner ).width() ),
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static_cast< float >( shape.radius( Qt::TopRightCorner ).width() ),
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static_cast< float >( shape.radius( Qt::BottomRightCorner ).width() ),
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static_cast< float >( shape.radius( Qt::BottomLeftCorner ).width() ) };
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const auto size = std::min( d->rect.width(), d->rect.height() );
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d->material.m_rectCornerRadii = {
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static_cast< float >( std::min( 1.0, shape.radius( Qt::TopLeftCorner ).width() / size)),
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static_cast< float >( std::min( 1.0, shape.radius( Qt::TopRightCorner ).width() / size)),
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static_cast< float >( std::min( 1.0, shape.radius( Qt::BottomRightCorner ).width() / size)),
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static_cast< float >( std::min( 1.0, shape.radius( Qt::BottomLeftCorner ).width() / size))
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};
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// update the blurring radii
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d->material.m_blurRadius = {
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static_cast< float >( blurSize / rectOnScreen.width()),
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static_cast< float >( blurSize / rectOnScreen.height())
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};
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// updated rectangle's aspect ratio
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const auto cond = rect.width() >= rect.height();
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d->material.m_rectAspect = {
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static_cast<float>(cond ? rect.width() / rect.height() : 1.0),
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static_cast<float>(cond ? 1.0 : rect.height() / rect.width())
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};
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d->material.m_opacity = opacity;
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d->material.m_blurDirections = blurDirections;
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d->material.m_blurQuality = blurQuality;
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d->material.m_blurSize = blurSize;
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d->material.m_blurDirections = std::max(blurDirections, std::numeric_limits<float>::min());
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d->material.m_blurQuality = std::max(blurQuality, std::numeric_limits<float>::min());
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d->material.m_edgeSoftness = static_cast<float>(1.0f / std::max(1.0, rect.width()));
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markDirty( QSGNode::DirtyGeometry );
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markDirty( QSGNode::DirtyMaterial );
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#pragma once
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#include <QSGGeometryNode>
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#include "BlurredBoxTextureProvider.h"
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class QColor;
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class QskBoxShapeMetrics;
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class BlurredBoxNodePrivate;
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class BlurredBoxNode : public QSGGeometryNode
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class BlurredBoxNode final : public QSGGeometryNode
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{
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public:
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BlurredBoxNode();
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void setBlurData( const QRectF&, const QskBoxShapeMetrics&, const QRectF& rectOfScreen,
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const QRectF& rectOnScreen, float opacity, float blurDirections, float blurQuality,
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float blurSize );
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void preprocess() override;
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void setBlurData( const QRectF&, const QskBoxShapeMetrics&, const QRectF& rectOnScreen, float opacity, float blurDirections, float blurQuality,
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float blurSize , BlurredBoxTextureProvider* textureProvider);
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private:
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Q_DECLARE_PRIVATE( BlurredBoxNode )
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#include "BlurredBoxSkinlet.h"
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#include "BlurredBox.h"
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#include "BlurredBoxNode.h"
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#include "BlurredBoxTextureProvider.h"
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BlurredBoxSkinlet::BlurredBoxSkinlet()
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#include <QskSGNode.h>
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#include <QskBoxShapeMetrics.h>
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#include <utility>
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BlurredBoxSkinlet::BlurredBoxSkinlet(std::shared_ptr<BlurredBoxTextureProvider> textureProvider) : m_textureProvider(std::move(textureProvider))
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{
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setNodeRoles( { PanelRole } );
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}
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BlurredBoxSkinlet::~BlurredBoxSkinlet()
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{
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m_textureProvider = nullptr;
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}
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QRectF BlurredBoxSkinlet::subControlRect(
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const QskSkinnable*, const QRectF& contentsRect, QskAspect::Subcontrol ) const
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{
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@ -30,12 +41,11 @@ QSGNode* BlurredBoxSkinlet::updateSubNode(
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{
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case PanelRole:
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auto* const blurred = QskSGNode::ensureNode< BlurredBoxNode >( node );
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const auto rectOfScreen = box->rectOfScreen();
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const auto rectOnScreen = box->rectOnScreen();
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const auto boxShapeHint = box->boxShapeHint(BlurredBox::Panel);
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blurred->setBlurData( r, boxShapeHint, rectOfScreen, rectOnScreen,
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const auto rectOnScreen = box->mapRectToScene( box->contentsRect() );
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blurred->setBlurData( r, boxShapeHint, rectOnScreen,
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static_cast< float >( box->opacity() ), box->blurDirections(), box->blurQuality(),
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box->blurSize() );
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box->blurSize(), m_textureProvider.get());
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return blurred;
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}
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#pragma once
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#include <QskSGNode.h>
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#include <QskSkinlet.h>
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#include <memory>
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#include "BlurredBoxTextureProvider.h"
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class BlurredBoxSkinlet : public QskSkinlet
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class BlurredBoxSkinlet final : public QskSkinlet
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{
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public:
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enum NodeRole
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PanelRole
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};
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BlurredBoxSkinlet();
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BlurredBoxSkinlet(std::shared_ptr<BlurredBoxTextureProvider> textureProvider);
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~BlurredBoxSkinlet() override;
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QRectF subControlRect(
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const QskSkinnable*, const QRectF& contentsRect, QskAspect::Subcontrol ) const override;
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QSGNode* updateSubNode(
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const QskSkinnable* skinnable, quint8 nodeRole, QSGNode* node ) const override;
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private:
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std::shared_ptr<BlurredBoxTextureProvider> m_textureProvider;
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};
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@ -0,0 +1,32 @@
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#include "BlurredBoxTextureProvider.h"
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#include <QQuickWindow>
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#include <QSGTexture>
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#include <memory>
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BlurredBoxTextureProvider::BlurredBoxTextureProvider(QQuickWindow *window) : m_window(window), m_image(window->grabWindow())
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{
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}
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BlurredBoxTextureProvider::~BlurredBoxTextureProvider()
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{
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||||
m_window = nullptr;
|
||||
}
|
||||
|
||||
QSGTexture* BlurredBoxTextureProvider::texture() const
|
||||
{
|
||||
return m_window->createTextureFromImage(m_image);
|
||||
}
|
||||
|
||||
QSGTexture *BlurredBoxTextureProvider::texture(QRect roi) const
|
||||
{
|
||||
if (!m_image.rect().contains(roi))
|
||||
{
|
||||
QImage black(roi.width(), roi.height(), QImage::Format_RGBA8888);
|
||||
black.fill(Qt::black);
|
||||
return m_window->createTextureFromImage(black);
|
||||
}
|
||||
const auto image = m_image.copy(roi);
|
||||
return m_window->createTextureFromImage(image);
|
||||
}
|
|
@ -0,0 +1,20 @@
|
|||
#pragma once
|
||||
|
||||
#include <QSGTextureProvider>
|
||||
#include <QImage>
|
||||
|
||||
class QSGTexture;
|
||||
class QQuickWindow;
|
||||
|
||||
class BlurredBoxTextureProvider final : public QSGTextureProvider
|
||||
{
|
||||
public:
|
||||
BlurredBoxTextureProvider(QQuickWindow* window);
|
||||
BlurredBoxTextureProvider(QQuickWindow* window, QImage image);
|
||||
~BlurredBoxTextureProvider() override;
|
||||
QSGTexture* texture() const override;
|
||||
QSGTexture* texture(QRect roi) const;
|
||||
private:
|
||||
QQuickWindow* m_window = nullptr;
|
||||
QImage m_image;
|
||||
};
|
|
@ -1,5 +1,7 @@
|
|||
#include "MainWindow.h"
|
||||
#include "BlurredBox.h"
|
||||
#include "BlurredBoxTextureProvider.h"
|
||||
#include "BlurredBoxSkinlet.h"
|
||||
|
||||
#include <QColor>
|
||||
#include <QskLinearBox.h>
|
||||
|
@ -7,64 +9,70 @@
|
|||
|
||||
#include <QskGraphic.h>
|
||||
#include <QskGraphicLabel.h>
|
||||
#include <QskGridBox.h>
|
||||
#include <QskSegmentedBar.h>
|
||||
#include <QskShortcutMap.h>
|
||||
#include <QskSkin.h>
|
||||
#include <QskSlider.h>
|
||||
#include <QskTextInput.h>
|
||||
#include <QskTextLabel.h>
|
||||
#include <QQuickItemGrabResult>
|
||||
#include <QSGTextureProvider>
|
||||
#include <QskAnimator.h>
|
||||
#include <QskBoxShapeMetrics.h>
|
||||
#include <QskPushButton.h>
|
||||
|
||||
MainWindow::MainWindow()
|
||||
#include <memory>
|
||||
|
||||
class BlurredBoxAnimator : public QskAnimator{
|
||||
public:
|
||||
BlurredBoxAnimator(BlurredBox& blurred): m_blurred(blurred) {
|
||||
|
||||
}
|
||||
void advance(qreal value) override
|
||||
{
|
||||
m_blurred.setOpacity(value);
|
||||
}
|
||||
|
||||
void done() override {
|
||||
delete this;
|
||||
}
|
||||
private:
|
||||
BlurredBox& m_blurred;
|
||||
};
|
||||
|
||||
enum Layers : int { BACKGROUND = 1, BLURRED = 2, CONTROLS = 3 };
|
||||
|
||||
MainWindow::MainWindow() : m_stack(new QskStackBox(contentItem()))
|
||||
{
|
||||
constexpr QSize size = { 1280, 720 };
|
||||
constexpr auto width = 1280;
|
||||
constexpr auto height = 720;
|
||||
constexpr QSize size = { width, height };
|
||||
setMinimumSize( size );
|
||||
setMaximumSize( size );
|
||||
setTitle( tr( "Blurring" ) );
|
||||
|
||||
m_stack->setAutoLayoutChildren(true);
|
||||
createBackground();
|
||||
|
||||
// create a centered, blurred and rounded rectangle
|
||||
auto* const layout = new QskLinearBox( Qt::Vertical, contentItem() );
|
||||
layout->setMargins( 40 );
|
||||
auto* const stack = new QskStackBox( layout );
|
||||
stack->setAutoLayoutChildren( true );
|
||||
auto* const blurred = new BlurredBox( stack );
|
||||
blurred->setBlurSize( 20.0 );
|
||||
blurred->setBoxShapeHint(BlurredBox::Panel, { 40, 40, 40, 40 });
|
||||
auto* const l = new QskLinearBox( Qt::Vertical, layout );
|
||||
stack->addItem( l );
|
||||
|
||||
// create controls to change the rectangle
|
||||
l->addSpacer( 10, 1 );
|
||||
createBlurDirectionsControls( blurred, l );
|
||||
createBlurQualityControls( blurred, l );
|
||||
createBlurSizeControls( blurred, l );
|
||||
createBlurOpacityControls( blurred, l );
|
||||
createBlurCornerRadiiControls( blurred, l );
|
||||
l->addSpacer( 10, 1 );
|
||||
createShortcutNote( l );
|
||||
l->addSpacer( 10, 1 );
|
||||
return;
|
||||
QskShortcutMap::addShortcut( Qt::CTRL | Qt::Key_O, false, contentItem(), [this](){
|
||||
createOverlay();
|
||||
});
|
||||
}
|
||||
|
||||
void MainWindow::createBackground()
|
||||
{
|
||||
// create a brackground image
|
||||
auto* const graphic = new QskGraphicLabel( contentItem() );
|
||||
auto* const graphic = new QskGraphicLabel( m_stack );
|
||||
graphic->setZ(BACKGROUND);
|
||||
graphic->setFillMode( QskGraphicLabel::FillMode::Stretch );
|
||||
graphic->setAlignment( Qt::AlignCenter );
|
||||
|
||||
// callback for rotating through the background images
|
||||
auto updateBackground = [ this, graphic ]() {
|
||||
static unsigned int index = 2;
|
||||
index = 1 + ( index + 1 ) % 3;
|
||||
const QImage image( QString( ":/backgrounds/background%1.jpg" ).arg( index ) );
|
||||
graphic->setGraphic( QskGraphic::fromImage( image ) );
|
||||
update();
|
||||
};
|
||||
updateBackground();
|
||||
|
||||
QKeySequence keys( Qt::CTRL | Qt::Key_Space );
|
||||
QskShortcutMap::addShortcut( keys, false, contentItem(), updateBackground );
|
||||
static int index = 0;
|
||||
const QImage image( QString( ":/backgrounds/background%1.jpg" ).arg( 1 + index++ ) );
|
||||
graphic->setGraphic( QskGraphic::fromImage( image ) );
|
||||
m_stack->addItem(graphic);
|
||||
update();
|
||||
}
|
||||
|
||||
void MainWindow::createBlurDirectionsControls( BlurredBox* blurred, QskLinearBox* layout )
|
||||
|
@ -103,7 +111,7 @@ void MainWindow::createBlurSizeControls( BlurredBox* blurred, QskLinearBox* layo
|
|||
label->setTextColor( Qt::white );
|
||||
label->setFontRole( QskSkin::MediumFont );
|
||||
auto* const slider = new QskSlider( Qt::Horizontal, layout );
|
||||
slider->setMinimum( 4.0 );
|
||||
slider->setMinimum( 0.0 );
|
||||
slider->setMaximum( 32.0 );
|
||||
connect( slider, &QskSlider::valueChanged, slider, [ blurred, label ]( qreal value ) {
|
||||
blurred->setBlurSize( static_cast< float >( value ) );
|
||||
|
@ -203,4 +211,43 @@ void MainWindow::createShortcutNote( QskLinearBox* layout )
|
|||
label->setFontRole( QskSkin::LargeFont );
|
||||
}
|
||||
|
||||
void MainWindow::createOverlay()
|
||||
{
|
||||
auto* const skinlet = new BlurredBoxSkinlet(std::make_shared<BlurredBoxTextureProvider>(this));
|
||||
skinlet->setOwnedBySkinnable(true);
|
||||
|
||||
auto* blurredLayout = new QskLinearBox(m_stack);
|
||||
blurredLayout->setZ(BLURRED);
|
||||
|
||||
auto* const blurred = new BlurredBox(blurredLayout);
|
||||
blurred->setBoxShapeHint(BlurredBox::Panel, { 40, 40, 40, 40 });
|
||||
blurred->setBlurQuality(20);
|
||||
blurred->setBlurDirections(32);
|
||||
blurred->setBlurSize(16);
|
||||
blurred->setSkinlet(skinlet);
|
||||
blurred->setMargins(80);
|
||||
|
||||
auto* const animator = new BlurredBoxAnimator(*blurred);
|
||||
animator->setDuration(200);
|
||||
animator->setWindow(this);
|
||||
animator->start();
|
||||
|
||||
auto* const controlsLayout = new QskLinearBox( Qt::Vertical, m_stack );
|
||||
controlsLayout->setZ(CONTROLS);
|
||||
controlsLayout->setMargins(80);
|
||||
|
||||
// create controls to change the rectangle
|
||||
controlsLayout->addSpacer( 10, 1 );
|
||||
createBlurDirectionsControls( blurred, controlsLayout );
|
||||
createBlurQualityControls( blurred, controlsLayout );
|
||||
createBlurSizeControls( blurred, controlsLayout );
|
||||
createBlurOpacityControls( blurred, controlsLayout );
|
||||
createBlurCornerRadiiControls( blurred, controlsLayout );
|
||||
controlsLayout->addSpacer( 10, 1 );
|
||||
createShortcutNote( controlsLayout );
|
||||
controlsLayout->addSpacer( 10, 1 );
|
||||
|
||||
update();
|
||||
}
|
||||
|
||||
#include "moc_MainWindow.cpp"
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#include <QskWindow.h>
|
||||
#include <QskStackBox.h>
|
||||
|
||||
class BlurredBox;
|
||||
class QskLinearBox;
|
||||
|
@ -20,4 +21,7 @@ class MainWindow : public QskWindow
|
|||
void createBlurOpacityControls( BlurredBox* blurred, QskLinearBox* layout );
|
||||
void createBlurCornerRadiiControls( BlurredBox* blurred, QskLinearBox* layout );
|
||||
void createShortcutNote( QskLinearBox* layout );
|
||||
void createOverlay();
|
||||
|
||||
QskStackBox* m_stack = nullptr;
|
||||
};
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
CONFIG += qskexample
|
||||
CONFIG += opengl
|
||||
|
||||
QT += quick_private # TODO: examples should not use private headers
|
||||
QT += quick_private opengl-private # TODO: examples should not use private headers
|
||||
|
||||
SOURCES += \
|
||||
main.cpp \
|
||||
|
@ -10,6 +11,7 @@ SOURCES += \
|
|||
BlurredBoxMaterialShader.cpp \
|
||||
BlurredBoxNode.cpp \
|
||||
BlurredBoxSkinlet.cpp \
|
||||
BlurredBoxTextureProvider.cpp
|
||||
|
||||
HEADERS += \
|
||||
MainWindow.h \
|
||||
|
@ -18,6 +20,7 @@ HEADERS += \
|
|||
BlurredBoxMaterialShader.h \
|
||||
BlurredBoxNode.h \
|
||||
BlurredBoxSkinlet.h \
|
||||
BlurredBoxTextureProvider.h
|
||||
|
||||
RESOURCES += \
|
||||
blurringshaders.qrc
|
||||
|
|
|
@ -2,53 +2,37 @@
|
|||
uniform lowp float rectOpacity;
|
||||
// x = top left, y = top right, z = bottom right, w = bottom left
|
||||
uniform lowp vec4 rectCornerRadii;
|
||||
// the rectangle on the screen (x, y, width, height)
|
||||
uniform lowp vec4 rectOnScreen;
|
||||
// the screen's rectangle (x, y, width, height)
|
||||
uniform lowp vec4 rectOfScreen;
|
||||
// the rectangle's aspect ratio
|
||||
uniform lowp vec2 rectAspect;
|
||||
|
||||
// must be greater than 0.0!
|
||||
uniform lowp float blurDirections;
|
||||
// must be greater than 0.0!
|
||||
uniform lowp float blurQuality;
|
||||
// the radius for blurring
|
||||
uniform lowp float blurSize;
|
||||
uniform lowp vec2 blurRadius;
|
||||
|
||||
// normalized position of the fragment
|
||||
varying lowp vec2 coord;
|
||||
|
||||
// the texture
|
||||
// the texture with coordinates from top left (0.0,0.0) to bottom right (1.0,1.0)
|
||||
uniform sampler2D txr;
|
||||
|
||||
uniform lowp float edgeSoftness;
|
||||
|
||||
lowp float effectiveRadius( in lowp vec4 radii, in lowp vec2 point )
|
||||
{
|
||||
// aliases
|
||||
lowp float px = point.x * rectOfScreen.z;
|
||||
lowp float py = point.y * rectOfScreen.w;
|
||||
lowp float rx = rectOnScreen.x;
|
||||
lowp float ry = rectOnScreen.y;
|
||||
lowp float rw = rectOnScreen.z;
|
||||
lowp float rh = rectOnScreen.w;
|
||||
|
||||
// predicates
|
||||
bool l = px >= rx && px < rx + rw / 2.0;
|
||||
bool r = px >= rx + rw / 2.0 && px < rx + rw;
|
||||
bool t = py >= ry && py < ry + rh / 2.0;
|
||||
bool b = py >= ry + rh / 2.0 && py < ry + rh;
|
||||
|
||||
if ( t && l) return radii.x;
|
||||
if ( t && r) return radii.y;
|
||||
if ( b && r) return radii.z;
|
||||
if ( b && l) return radii.w;
|
||||
return 0.0;
|
||||
{
|
||||
if ( point.y < 0.5 )
|
||||
return ( point.x < 0.5) ? radii.x : radii.y;
|
||||
else
|
||||
return ( point.x < 0.5) ? radii.z : radii.w;
|
||||
}
|
||||
|
||||
// from https://iquilezles.org/articles/distfunctions
|
||||
lowp float roundedBoxSDF(vec2 centerPosition, vec2 size, lowp float radius)
|
||||
lowp float roundedBoxSDF(lowp vec2 centerPosition, lowp vec2 size, lowp float radius)
|
||||
{
|
||||
return length( max( abs(centerPosition) - size + radius, 0.0) ) - radius;
|
||||
}
|
||||
|
||||
// source: https://www.shadertoy.com/view/Xltfzj
|
||||
void main()
|
||||
{
|
||||
if(rectOpacity == 0.0)
|
||||
|
@ -56,29 +40,39 @@ void main()
|
|||
return;
|
||||
}
|
||||
|
||||
// Radius for blurring around the pixel
|
||||
vec2 blurRadius = blurSize / rectOnScreen.zw;
|
||||
lowp vec2 rectAspectHalf = rectAspect / 2.0;
|
||||
|
||||
// Pixel colour
|
||||
vec4 fragColor = texture2D(txr, coord);
|
||||
// Pixel color
|
||||
lowp vec4 fragColorOrig = texture2D(txr, coord);
|
||||
lowp vec4 fragColor = fragColorOrig;
|
||||
|
||||
// Blur calculations
|
||||
const lowp float Pi = 6.28318530718; // constant for Pi*2
|
||||
for( float d = 0.0; d < Pi; d += Pi / blurDirections)
|
||||
for(lowp float d = 0.0; d < Pi; d += Pi / blurDirections)
|
||||
{
|
||||
for(float i = 1.0 / blurQuality; i <= 1.0; i += 1.0 / blurQuality)
|
||||
lowp vec2 offset = vec2(cos(d), sin(d));
|
||||
for(lowp float i = 1.0 / blurQuality; i <= 1.0; i += 1.0 / blurQuality)
|
||||
{
|
||||
fragColor += texture2D( txr, coord + vec2(cos(d), sin(d)) * blurRadius * i);
|
||||
fragColor += texture2D( txr, coord + offset * blurRadius * i);
|
||||
}
|
||||
}
|
||||
|
||||
// Current corner radius
|
||||
lowp float cornerRadius = effectiveRadius(rectCornerRadii, coord);
|
||||
lowp float edgeSoftness = 1.0f;
|
||||
lowp float distance = roundedBoxSDF(coord * rectOfScreen.zw - rectOnScreen.xy - rectOnScreen.zw * 0.5f, rectOnScreen.zw * 0.5f, cornerRadius);
|
||||
lowp float smoothedAlpha = 1.0f - smoothstep(0.0f, edgeSoftness * 2.0f, distance);
|
||||
|
||||
// Calculate distance to edge.
|
||||
lowp float distance = roundedBoxSDF(coord * rectAspect - rectAspectHalf, rectAspectHalf, cornerRadius);
|
||||
|
||||
// Smooth the result (free antialiasing).
|
||||
lowp float smoothedAlpha = 1.0 - smoothstep(0.0, 2.0 * edgeSoftness, distance);
|
||||
|
||||
// Output to screen
|
||||
fragColor /= blurQuality * blurDirections - 15.0;
|
||||
|
||||
gl_FragColor = mix(texture2D( txr, coord), fragColor, smoothedAlpha) * rectOpacity;
|
||||
// Mix the original pixel coolor with the blurred
|
||||
gl_FragColor = mix(fragColorOrig, vec4(fragColor.xyz, 1.0), smoothedAlpha) * rectOpacity;
|
||||
}
|
||||
|
||||
// further reading
|
||||
// - https://iquilezles.org/articles/distfunctions
|
||||
// - https://www.shadertoy.com/view/Xltfzj
|
||||
|
|
Loading…
Reference in New Issue