using texture for blurring

This commit is contained in:
Rick Vogel 2022-09-14 15:34:48 +02:00
parent c4000eb44b
commit 3e685a21d7
23 changed files with 970 additions and 0 deletions

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#include "BlurredBox.h"
#include "BlurredBoxSkinlet.h"
#include "BlurredBoxTextureProvider.h"
#include <QQuickWindow>
#include <limits>
QSK_SUBCONTROL( BlurredBox, Panel )
class BlurredBoxSkinlet;
BlurredBox::BlurredBox( QQuickItem* parentItem )
: QskBox( parentItem )
{
setPolishOnResize( true );
}
BlurredBox::~BlurredBox() = default;
void BlurredBox::geometryChangeEvent( QskGeometryChangeEvent* e )
{
Inherited::geometryChangeEvent( e );
update();
}
float BlurredBox::blurDirections() const
{
return m_blurDirections;
}
void BlurredBox::setBlurDirections( float newBlurDirections )
{
if ( qFuzzyCompare( m_blurDirections, newBlurDirections ) )
{
return;
}
m_blurDirections = std::max(newBlurDirections, std::numeric_limits<float>::min());
update();
Q_EMIT blurDirectionsChanged( m_blurDirections );
}
float BlurredBox::blurQuality() const
{
return m_blurQuality;
}
void BlurredBox::setBlurQuality( float newBlurQuality )
{
if ( qFuzzyCompare( m_blurQuality, newBlurQuality ) )
{
return;
}
m_blurQuality = std::max(newBlurQuality, std::numeric_limits<float>::min());
update();
Q_EMIT blurQualityChanged( m_blurQuality );
}
float BlurredBox::blurSize() const
{
return m_blurSize;
}
void BlurredBox::setBlurSize( float newBlurSize )
{
if ( qFuzzyCompare( m_blurSize, newBlurSize ) )
{
return;
}
m_blurSize = newBlurSize;
update();
Q_EMIT blurSizeChanged( m_blurSize );
}
#include "moc_BlurredBox.cpp"

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#pragma once
#include <QskBox.h>
class QskGradient;
class QSGTexture;
class BlurredBox final : public QskBox
{
Q_OBJECT
Q_PROPERTY( float blurDirections READ blurDirections WRITE setBlurDirections NOTIFY
blurDirectionsChanged )
Q_PROPERTY( float blurQuality READ blurQuality WRITE setBlurQuality NOTIFY blurQualityChanged )
Q_PROPERTY( float blurSize READ blurSize WRITE setBlurSize NOTIFY blurSizeChanged )
using Inherited = QskBox;
public:
QSK_SUBCONTROLS( Panel )
BlurredBox( QQuickItem* parent = nullptr );
~BlurredBox() override;
void geometryChangeEvent( QskGeometryChangeEvent* ) override;
float blurDirections() const;
void setBlurDirections( float newBlurDirections );
float blurQuality() const;
void setBlurQuality( float newBlurQuality );
float blurSize() const;
void setBlurSize( float newBlurSize );
Q_SIGNALS:
void blurDirectionsChanged( float );
void blurQualityChanged( float );
void blurSizeChanged( float );
private:
float m_blurDirections = 32.0;
float m_blurQuality = 8.0;
float m_blurSize = 8.0;
};

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#include "BlurredBoxMaterial.h"
#include "BlurredBoxMaterialShader.h"
BlurredBoxMaterial::BlurredBoxMaterial()
{
setFlag( QSGMaterial::Blending, true );
}
QSGMaterialShader* BlurredBoxMaterial::createShader() const
{
return new BlurredBoxMaterialShader();
}
QSGMaterialType* BlurredBoxMaterial::type() const
{
static QSGMaterialType staticType;
return &staticType;
}
int BlurredBoxMaterial::compare( const QSGMaterial* other ) const
{
const auto* const material = dynamic_cast< const BlurredBoxMaterial* >( other );
if ( material->m_rectCornerRadii != m_rectCornerRadii ||
material->m_rectAspect != m_rectAspect ||
material->m_opacity != m_opacity ||
material->m_blurDirections != m_blurDirections ||
material->m_blurQuality != m_blurQuality ||
material->m_blurRadius != m_blurRadius ||
material->m_edgeSoftness != m_edgeSoftness ||
material->m_texture.get() != m_texture.get())
{
return 1;
}
return QSGMaterial::compare( other );
}

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#pragma once
#include <QSGMaterial>
#include <QSGTexture>
#include <memory>
class BlurredBoxMaterial final : public QSGMaterial
{
public:
BlurredBoxMaterial();
QSGMaterialShader* createShader() const override;
QSGMaterialType* type() const override;
int compare( const QSGMaterial* other ) const override;
QVector4D m_rectCornerRadii{ 0, 0, 0, 0 };
QVector2D m_rectAspect {1,1};
float m_opacity = 1.0;
float m_blurDirections = 32.0;
float m_blurQuality = 8.0;
QVector2D m_blurRadius = {1.0,1.0};
float m_edgeSoftness = 1.0;
std::unique_ptr<QSGTexture> m_texture;
};

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#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLTexture>
#include <QImage>
#include <QSGTexture>
#include "BlurredBoxMaterialShader.h"
#include "BlurredBoxMaterial.h"
BlurredBoxMaterialShader::BlurredBoxMaterialShader()
{
setShaderSourceFile( QOpenGLShader::Vertex, ":/shaders/blurredbox.vert" );
setShaderSourceFile( QOpenGLShader::Fragment, ":/shaders/blurredbox.frag" );
}
const char* const* BlurredBoxMaterialShader::attributeNames() const
{
static char const* const names[] = { "in_vertex", "in_coord", nullptr };
return names;
}
void BlurredBoxMaterialShader::initialize()
{
QSGMaterialShader::initialize();
auto p = program();
m_matrixId = p->uniformLocation( "matrix" );
m_rectOpacityId = p->uniformLocation( "rectOpacity" );
m_rectCornerRadiiId = p->uniformLocation( "rectCornerRadii" );
m_rectAspect = p->uniformLocation( "rectAspect" );
m_blurDirectionsId = p->uniformLocation( "blurDirections" );
m_blurQualityId = p->uniformLocation( "blurQuality" );
m_blurRadiusId = p->uniformLocation( "blurRadius" );
m_textureId = p->uniformLocation( "txr" );
m_edgeSoftnessId = p->uniformLocation( "edgeSoftness" );
}
void BlurredBoxMaterialShader::updateState(
const RenderState& state, QSGMaterial* newMaterial, QSGMaterial* oldMaterial )
{
auto p = program();
if ( state.isMatrixDirty() )
{
p->setUniformValue( m_matrixId, state.combinedMatrix() );
}
if ( state.isOpacityDirty() )
{
p->setUniformValue( m_rectOpacityId, state.opacity() );
}
bool updateMaterial = ( oldMaterial == nullptr ) || newMaterial->compare( oldMaterial ) != 0;
updateMaterial |= state.isCachedMaterialDataDirty();
if ( !updateMaterial )
{
return;
}
if(const auto* const material = dynamic_cast< const BlurredBoxMaterial* >( newMaterial ))
{
p->setUniformValue( m_rectCornerRadiiId, material->m_rectCornerRadii );
p->setUniformValue( m_rectAspect, material->m_rectAspect );
p->setUniformValue( m_blurDirectionsId, material->m_blurDirections );
p->setUniformValue( m_blurQualityId, material->m_blurQuality );
p->setUniformValue( m_blurRadiusId, material->m_blurRadius );
p->setUniformValue( m_edgeSoftnessId, material->m_edgeSoftness );
p->setUniformValue( m_textureId, 0 /* GL_TEXTURE0 */);
auto* const f = QOpenGLContext::currentContext()->functions();
f->glActiveTexture(GL_TEXTURE0);
material->m_texture->bind();
}
}

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#pragma once
#include <QSGMaterialShader>
class BlurredBoxMaterialShader final : public QSGMaterialShader
{
public:
BlurredBoxMaterialShader();
char const* const* attributeNames() const override;
void initialize() override;
void updateState( const QSGMaterialShader::RenderState& state, QSGMaterial* newMaterial,
QSGMaterial* oldMaterial ) override;
private:
int m_matrixId = -1;
int m_rectOpacityId = -1;
int m_rectCornerRadiiId = -1;
int m_rectAspect = -1;
int m_blurDirectionsId = -1;
int m_blurQualityId = -1;
int m_blurRadiusId = -1;
int m_textureId = -1;
int m_edgeSoftnessId = -1;
};

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#include "BlurredBoxNode.h"
#include "BlurredBoxMaterial.h"
#include "BlurredBoxTextureProvider.h"
#include <QskBoxShapeMetrics.h>
#include <qcolor.h>
#include <qsgmaterial.h>
#include <qsgmaterialshader.h>
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QQuickWindow>
QSK_QT_PRIVATE_BEGIN
#include <private/qsgnode_p.h>
QSK_QT_PRIVATE_END
#include <limits>
class BlurredBoxNodePrivate final : public QSGGeometryNodePrivate
{
public:
BlurredBoxNodePrivate()
: geometry( QSGGeometry::defaultAttributes_TexturedPoint2D(), 4 )
{
}
QSGGeometry geometry;
BlurredBoxMaterial material;
QRectF rect;
};
BlurredBoxNode::BlurredBoxNode()
: QSGGeometryNode( *new BlurredBoxNodePrivate )
{
Q_D( BlurredBoxNode );
setGeometry( &d->geometry );
setMaterial( &d->material );
setFlag(QSGNode::UsePreprocess);
}
void BlurredBoxNode::preprocess()
{
Q_D( BlurredBoxNode );
if(d->material.m_texture)
{
if (auto* dynamicTexture = qobject_cast<QSGDynamicTexture*>(d->material.m_texture.get() ))
{
dynamicTexture->updateTexture();
}
}
}
void BlurredBoxNode::setBlurData( const QRectF& rect, const QskBoxShapeMetrics& shape,
const QRectF& rectOnScreen, float opacity, float blurDirections,
float blurQuality, float blurSize, BlurredBoxTextureProvider* textureProvider)
{
Q_D( BlurredBoxNode );
d->rect = rect;
if(!d->material.m_texture)
{
d->material.m_texture = std::unique_ptr<QSGTexture>(textureProvider->texture(rectOnScreen.toRect()));
}
QSGGeometry::updateTexturedRectGeometry( &d->geometry, d->rect, {0.0,0.0,1.0,1.0} /* texture coordinates */);
// update all four corner radii
const auto size = std::min( d->rect.width(), d->rect.height() );
d->material.m_rectCornerRadii = {
static_cast< float >( std::min( 1.0, shape.radius( Qt::TopLeftCorner ).width() / size)),
static_cast< float >( std::min( 1.0, shape.radius( Qt::TopRightCorner ).width() / size)),
static_cast< float >( std::min( 1.0, shape.radius( Qt::BottomRightCorner ).width() / size)),
static_cast< float >( std::min( 1.0, shape.radius( Qt::BottomLeftCorner ).width() / size))
};
// update the blurring radii
d->material.m_blurRadius = {
static_cast< float >( blurSize / rectOnScreen.width()),
static_cast< float >( blurSize / rectOnScreen.height())
};
// updated rectangle's aspect ratio
const auto cond = rect.width() >= rect.height();
d->material.m_rectAspect = {
static_cast<float>(cond ? rect.width() / rect.height() : 1.0),
static_cast<float>(cond ? 1.0 : rect.height() / rect.width())
};
d->material.m_opacity = opacity;
d->material.m_blurDirections = std::max(blurDirections, std::numeric_limits<float>::min());
d->material.m_blurQuality = std::max(blurQuality, std::numeric_limits<float>::min());
d->material.m_edgeSoftness = static_cast<float>(1.0f / std::max(1.0, rect.width()));
markDirty( QSGNode::DirtyGeometry );
markDirty( QSGNode::DirtyMaterial );
}

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#pragma once
#include <QSGGeometryNode>
#include "BlurredBoxTextureProvider.h"
class QskBoxShapeMetrics;
class BlurredBoxNodePrivate;
class BlurredBoxNode final : public QSGGeometryNode
{
public:
BlurredBoxNode();
void preprocess() override;
void setBlurData( const QRectF&, const QskBoxShapeMetrics&, const QRectF& rectOnScreen, float opacity, float blurDirections, float blurQuality,
float blurSize , BlurredBoxTextureProvider* textureProvider);
private:
Q_DECLARE_PRIVATE( BlurredBoxNode )
};

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#include "BlurredBoxSkinlet.h"
#include "BlurredBox.h"
#include "BlurredBoxNode.h"
#include "BlurredBoxTextureProvider.h"
#include <QskSGNode.h>
#include <QskBoxShapeMetrics.h>
#include <utility>
BlurredBoxSkinlet::BlurredBoxSkinlet(std::shared_ptr<BlurredBoxTextureProvider> textureProvider) : m_textureProvider(std::move(textureProvider))
{
setNodeRoles( { PanelRole } );
}
BlurredBoxSkinlet::~BlurredBoxSkinlet()
{
m_textureProvider = nullptr;
}
QRectF BlurredBoxSkinlet::subControlRect(
const QskSkinnable*, const QRectF& contentsRect, QskAspect::Subcontrol ) const
{
return contentsRect;
}
QSGNode* BlurredBoxSkinlet::updateSubNode(
const QskSkinnable* skinnable, quint8 nodeRole, QSGNode* node ) const
{
const auto box = dynamic_cast< const BlurredBox* >( skinnable );
const auto r = box->subControlRect( BlurredBox::Panel );
if ( r.isEmpty() )
{
return nullptr;
}
const auto result = QskSkinlet::updateSubNode( skinnable, nodeRole, node );
switch ( nodeRole )
{
case PanelRole:
auto* const blurred = QskSGNode::ensureNode< BlurredBoxNode >( node );
const auto boxShapeHint = box->boxShapeHint(BlurredBox::Panel);
const auto rectOnScreen = box->mapRectToScene( box->contentsRect() );
blurred->setBlurData( r, boxShapeHint, rectOnScreen,
static_cast< float >( box->opacity() ), box->blurDirections(), box->blurQuality(),
box->blurSize(), m_textureProvider.get());
return blurred;
}
return result;
}

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#pragma once
#include <QskSkinlet.h>
#include <memory>
#include "BlurredBoxTextureProvider.h"
class BlurredBoxSkinlet final : public QskSkinlet
{
public:
enum NodeRole
{
PanelRole
};
BlurredBoxSkinlet(std::shared_ptr<BlurredBoxTextureProvider> textureProvider);
~BlurredBoxSkinlet() override;
QRectF subControlRect(
const QskSkinnable*, const QRectF& contentsRect, QskAspect::Subcontrol ) const override;
QSGNode* updateSubNode(
const QskSkinnable* skinnable, quint8 nodeRole, QSGNode* node ) const override;
private:
std::shared_ptr<BlurredBoxTextureProvider> m_textureProvider;
};

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#include "BlurredBoxTextureProvider.h"
#include <QQuickWindow>
#include <QSGTexture>
#include <memory>
BlurredBoxTextureProvider::BlurredBoxTextureProvider(QQuickWindow *window) : m_window(window), m_image(window->grabWindow())
{
}
BlurredBoxTextureProvider::~BlurredBoxTextureProvider()
{
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);
}

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#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;
};

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#include "MainWindow.h"
#include "BlurredBox.h"
#include "BlurredBoxTextureProvider.h"
#include "BlurredBoxSkinlet.h"
#include <QColor>
#include <QskLinearBox.h>
#include <QskStackBox.h>
#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>
#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 auto width = 1280;
constexpr auto height = 720;
constexpr QSize size = { width, height };
setMinimumSize( size );
setMaximumSize( size );
setTitle( tr( "Blurring" ) );
m_stack->setAutoLayoutChildren(true);
createBackground();
QskShortcutMap::addShortcut( Qt::CTRL | Qt::Key_O, false, contentItem(), [this](){
createOverlay();
});
}
void MainWindow::createBackground()
{
// create a brackground image
auto* const graphic = new QskGraphicLabel( m_stack );
graphic->setZ(BACKGROUND);
graphic->setFillMode( QskGraphicLabel::FillMode::Stretch );
graphic->setAlignment( Qt::AlignCenter );
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 )
{
auto* const label = new QskTextLabel( layout );
label->setTextColor( Qt::white );
label->setFontRole( QskSkin::MediumFont );
auto* const slider = new QskSlider( Qt::Horizontal, layout );
slider->setMinimum( 16.0 );
slider->setMaximum( 32.0 );
connect( slider, &QskSlider::valueChanged, slider, [ blurred, label ]( qreal value ) {
blurred->setBlurDirections( static_cast< float >( value ) );
label->setText( QString( tr( "Blur Directions" ) + " ( %1 )" ).arg( value ) );
} );
slider->setValue( blurred->blurDirections() );
}
void MainWindow::createBlurQualityControls( BlurredBox* blurred, QskLinearBox* layout )
{
auto* const label = new QskTextLabel( layout );
label->setTextColor( Qt::white );
label->setFontRole( QskSkin::MediumFont );
auto* const slider = new QskSlider( Qt::Horizontal, layout );
slider->setMinimum( 4.0 );
slider->setMaximum( 16.0 );
connect( slider, &QskSlider::valueChanged, slider, [ blurred, label ]( qreal value ) {
blurred->setBlurQuality( static_cast< float >( value ) );
label->setText( QString( tr( "Blur Quality" ) + " ( %1 )" ).arg( value ) );
} );
slider->setValue( blurred->blurQuality() );
}
void MainWindow::createBlurSizeControls( BlurredBox* blurred, QskLinearBox* layout )
{
auto* const label = new QskTextLabel( layout );
label->setTextColor( Qt::white );
label->setFontRole( QskSkin::MediumFont );
auto* const slider = new QskSlider( Qt::Horizontal, layout );
slider->setMinimum( 0.0 );
slider->setMaximum( 32.0 );
connect( slider, &QskSlider::valueChanged, slider, [ blurred, label ]( qreal value ) {
blurred->setBlurSize( static_cast< float >( value ) );
label->setText( QString( tr( "Blur Size" ) + " ( %1 )" ).arg( value ) );
} );
slider->setValue( blurred->blurSize() );
}
void MainWindow::createBlurOpacityControls( BlurredBox* blurred, QskLinearBox* layout )
{
auto* const label = new QskTextLabel( layout );
label->setTextColor( Qt::white );
label->setFontRole( QskSkin::MediumFont );
auto* const slider = new QskSlider( Qt::Horizontal, layout );
slider->setMinimum( 0.0 );
slider->setMaximum( 1.0 );
connect( slider, &QskSlider::valueChanged, slider, [ blurred, label ]( qreal value ) {
blurred->setOpacity( value );
label->setText( QString( tr( "Blur Opacity" ) + " ( %1 )" ).arg( value ) );
} );
slider->setValue( blurred->opacity() );
}
void MainWindow::createBlurCornerRadiiControls( BlurredBox* blurred, QskLinearBox* layout )
{
auto* const label = new QskTextLabel( layout );
label->setTextColor( Qt::white );
label->setFontRole( QskSkin::MediumFont );
auto* const bar = new QskSegmentedBar( Qt::Horizontal, layout );
enum
{
TL = 0,
TR = 1,
BR = 2,
BL = 3
};
bar->addText( "TL" );
bar->addText( "TR" );
bar->addText( "BR" );
bar->addText( "BL" );
auto* const slider = new QskSlider( Qt::Horizontal, layout );
slider->setMinimum( 0.0 );
slider->setMaximum( 80.0 );
connect( slider, &QskSlider::valueChanged, slider, [ blurred, bar, label ]( qreal value ) {
auto shape = blurred->boxShapeHint(BlurredBox::Panel);
const auto format = tr( "Corner Radius" ) + " ( %1 )";
switch ( bar->currentIndex() )
{
case TL:
shape.setTopLeft( { value, value } );
break;
case TR:
shape.setTopRight( { value, value } );
break;
case BR:
shape.setBottomRight( { value, value } );
break;
case BL:
shape.setBottomLeft( { value, value } );
break;
}
label->setText( format.arg( value ) );
blurred->setBoxShapeHint(BlurredBox::Panel, shape );
blurred->update();
} );
connect( bar, &QskSegmentedBar::currentIndexChanged, slider, [ blurred, slider ]( int index ) {
const auto shape = blurred->boxShapeHint(BlurredBox::Panel);
switch ( index )
{
case TL:
slider->setValue( shape.topLeft().width() );
break;
case TR:
slider->setValue( shape.topRight().width() );
break;
case BR:
slider->setValue( shape.bottomRight().width() );
break;
case BL:
slider->setValue( shape.bottomLeft().width() );
break;
}
} );
slider->setValue( blurred->boxShapeHint(BlurredBox::Panel).topLeft().width() );
bar->setSelectedIndex( TL );
bar->setCurrentIndex( TL );
}
void MainWindow::createShortcutNote( QskLinearBox* layout )
{
const auto text = tr( "Press 'Ctrl + Space' to change the background" );
auto* const label = new QskTextLabel( text, layout );
label->setTextColor( Qt::white );
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"

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#pragma once
#include <QskWindow.h>
#include <QskStackBox.h>
class BlurredBox;
class QskLinearBox;
class MainWindow : public QskWindow
{
Q_OBJECT
public:
MainWindow();
private:
void createBackground();
void createBlurDirectionsControls( BlurredBox* blurred, QskLinearBox* layout );
void createBlurQualityControls( BlurredBox* blurred, QskLinearBox* layout );
void createBlurSizeControls( BlurredBox* blurred, QskLinearBox* layout );
void createBlurOpacityControls( BlurredBox* blurred, QskLinearBox* layout );
void createBlurCornerRadiiControls( BlurredBox* blurred, QskLinearBox* layout );
void createShortcutNote( QskLinearBox* layout );
void createOverlay();
QskStackBox* m_stack = nullptr;
};

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CONFIG += qskexample
CONFIG += opengl
QT += quick_private opengl-private # TODO: examples should not use private headers
SOURCES += \
main.cpp \
MainWindow.cpp \
BlurredBox.cpp \
BlurredBoxMaterial.cpp \
BlurredBoxMaterialShader.cpp \
BlurredBoxNode.cpp \
BlurredBoxSkinlet.cpp \
BlurredBoxTextureProvider.cpp
HEADERS += \
MainWindow.h \
BlurredBox.h \
BlurredBoxMaterial.h \
BlurredBoxMaterialShader.h \
BlurredBoxNode.h \
BlurredBoxSkinlet.h \
BlurredBoxTextureProvider.h
RESOURCES += \
blurringshaders.qrc

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@ -0,0 +1,9 @@
<RCC>
<qresource prefix="/">
<file>shaders/blurredbox.vert</file>
<file>shaders/blurredbox.frag</file>
<file>backgrounds/background1.jpg</file>
<file>backgrounds/background2.jpg</file>
<file>backgrounds/background3.jpg</file>
</qresource>
</RCC>

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@ -0,0 +1,33 @@
#include <SkinnyShortcut.h>
#include <QskObjectCounter.h>
#include <QskSetup.h>
#include <QskShortcutMap.h>
#include <QskSkinFactory.h>
#include <QskSkinManager.h>
#include <QskWindow.h>
#include <QGuiApplication>
#include "MainWindow.h"
int main( int argc, char* argv[] )
{
#ifdef ITEM_STATISTICS
QskObjectCounter counter( true );
#endif
QGuiApplication app( argc, argv );
// disable default skins
qskSkinManager->setPluginPaths( QStringList() ); // no plugins
// With CTRL-B you can rotate a couple of visual debug modes
SkinnyShortcut::enable( SkinnyShortcut::RotateSkin | SkinnyShortcut::DebugBackground |
SkinnyShortcut::DebugStatistics | SkinnyShortcut::Quit );
MainWindow window;
window.show();
return app.exec();
}

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@ -0,0 +1,78 @@
// opacity of the rectangle
uniform lowp float rectOpacity;
// x = top left, y = top right, z = bottom right, w = bottom left
uniform lowp vec4 rectCornerRadii;
// 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 vec2 blurRadius;
// normalized position of the fragment
varying lowp vec2 coord;
// 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 )
{
if ( point.y < 0.5 )
return ( point.x < 0.5) ? radii.x : radii.y;
else
return ( point.x < 0.5) ? radii.z : radii.w;
}
lowp float roundedBoxSDF(lowp vec2 centerPosition, lowp vec2 size, lowp float radius)
{
return length( max( abs(centerPosition) - size + radius, 0.0) ) - radius;
}
void main()
{
if(rectOpacity == 0.0)
{
return;
}
lowp vec2 rectAspectHalf = rectAspect / 2.0;
// 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(lowp float d = 0.0; d < Pi; d += Pi / blurDirections)
{
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 + offset * blurRadius * i);
}
}
// Current corner radius
lowp float cornerRadius = effectiveRadius(rectCornerRadii, coord);
// 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;
// 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

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uniform highp mat4 matrix;
attribute highp vec4 in_vertex;
attribute mediump vec2 in_coord;
varying mediump vec2 coord;
void main()
{
coord = in_coord;
gl_Position = matrix * in_vertex;
}

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@ -2,6 +2,7 @@ TEMPLATE = subdirs
# c++
SUBDIRS += \
blurredbox \
desktop \
gallery \
layouts \