qtdeclarative/src/effects/qquickmultieffect.cpp

1779 lines
48 KiB
C++

// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "qtypes.h"
#include <private/qquickmultieffect_p_p.h>
#include <private/qquickshadereffect_p.h>
#include <private/qquickshadereffectsource_p.h>
QT_BEGIN_NAMESPACE
Q_LOGGING_CATEGORY(lcQuickEffect, "qt.quick.effects")
/*!
\qmlmodule QtQuick.Effects
\title Qt Quick Effects QML Types
\ingroup qmlmodules
\brief Provides QML types for applying one or more simple graphical effects to Qt Quick items.
To use the types in this module, import the module with the following line:
\qml
import QtQuick.Effects
\endqml
*/
/*!
\qmltype MultiEffect
\instantiates QQuickMultiEffect
\inqmlmodule QtQuick.Effects
\inherits Item
\ingroup qtquick-effects
\brief Applies post-processing effect to an item.
The MultiEffect type applies a post-processing effect to \l source item.
Compared to \c {Qt Graphical Effects} module, MultiEffect combines multiple
effects (blur, shadow, colorization etc.) into a single item and shader which
makes it better for multiple effects. There are several shader variations
and the most optimal one gets selected based on the features used.
MultiEffect is designed specifically for most common effects and can be easily animated.
If the MultiEffect doesn't contain the effect you need, consider implementing a custom
effect using \l {Qt Quick Effect Maker}. For more information about shader effects,
see the \l ShaderEffect reference documentation.
\section1 Example Usage
The following simple example shows how to apply a saturation effect on an item:
\table 70%
\row
\li \image multieffect-example1.png
\li \qml
import QtQuick
import QtQuick.Effects
...
Image {
id: sourceItem
source: "qt_logo_green_rgb.png"
visible: false
}
MultiEffect {
source: sourceItem
anchors.fill: sourceItem
saturation: -1.0
}
\endqml
\endtable
Here is a bit more complex example, applying multiple effects at the same time:
\table 70%
\row
\li \image multieffect-example2.png
\li \qml
import QtQuick
import QtQuick.Effects
...
MultiEffect {
source: sourceItem
anchors.fill: sourceItem
brightness: 0.4
saturation: 0.2
blurEnabled: true
blurMax: 64
blur: 1.0
}
\endqml
\endtable
Below is an example of how to use the mask, colorization and brightness effects together to
fade away an element. This kind of hiding/showing of elements can be, for example, bind
to a slider value or animations like NumberAnimation. Note how the \c visible property is
false when the item is totally faded away, to avoid unnecessary rendering of the effect.
\table 70%
\row
\li \image multieffect-example3.png
\li \qml
import QtQuick
import QtQuick.Effects
import QtQuick.Controls.Material
...
MultiEffect {
property real effectAmount: effectSlider.value
source: sourceItem
anchors.fill: sourceItem
brightness: effectAmount
colorizationColor: "#ff20d0"
colorization: effectAmount
maskEnabled: true
maskSource: Image {
source: "mask.png"
}
maskSpreadAtMin: 0.2
maskThresholdMin: effectAmount
visible: effectAmount < 1.0
}
Slider {
id: effectSlider
anchors.bottom: parent.bottom
anchors.horizontalCenter: parent.horizontalCenter
}
\endqml
\endtable
\section1 Performance
There are a few things to consider for optimal performance:
\list
\li To get the most optimal shader, enable only the effects which you actually use
(see \l blurEnabled, \l shadowEnabled, \l maskEnabled). Simple color effects (\l brightness,
\l contrast, \l saturation, \l colorization) are always enabled, so using them doesn't
add extra overhead.
\li See the \b {Performance notes} of the properties which may change the shader or the effect
item size and don't modify these during animations.
\li When the MultiEffect isn't used, remember to set its \c visible property to be false to
avoid rendering the effects in the background.
\li Blur and shadow are the heaviest effects. With these, prefer increasing \l blurMultiplier
over \l blurMax and avoid using \l source items which animate, so blurring doesn't need
to be regenerated in every frame.
\li Apply effects to optimally sized QML elements as more pixels means more work for
the GPU. When applying the blur effect to the whole background, remember to set
\l autoPaddingEnabled false or the effect grows "outside" the window / screen.
\endlist
*/
/*!
\qmlsignal QtQuick::MultiEffect::shaderChanged()
This signal is emitted when the used shader changes.
\sa fragmentShader, vertexShader
*/
QQuickMultiEffect::QQuickMultiEffect(QQuickItem *parent)
: QQuickItem(*new QQuickMultiEffectPrivate, parent)
{
setFlag(ItemHasContents);
}
QQuickMultiEffect::~QQuickMultiEffect()
{
}
/*!
\qmlproperty Item QtQuick::MultiEffect::source
This property holds the item to be used as a source for the effect.
If needed, MultiEffect will internally generate a \l ShaderEffectSource
as the texture source.
\note It is not supported to let the effect include itself, for instance
by setting source to the effect's parent.
\sa hasProxySource
*/
QQuickItem *QQuickMultiEffect::source() const
{
Q_D(const QQuickMultiEffect);
return d->source();
}
void QQuickMultiEffect::setSource(QQuickItem *item)
{
Q_D(QQuickMultiEffect);
d->setSource(item);
}
/*!
\qmlproperty bool QtQuick::MultiEffect::autoPaddingEnabled
When blur or shadow effects are enabled and this is set to true (default),
the item size is padded automatically based on blurMax and blurMultiplier.
Note that \l paddingRect is always added to the size.
\image multieffect-example4.png
\sa paddingRect
\include notes.qdocinc performance item size
\include notes.qdocinc performance item resize
*/
bool QQuickMultiEffect::autoPaddingEnabled() const
{
Q_D(const QQuickMultiEffect);
return d->autoPaddingEnabled();
}
void QQuickMultiEffect::setAutoPaddingEnabled(bool enabled)
{
Q_D(QQuickMultiEffect);
d->setAutoPaddingEnabled(enabled);
}
/*!
\qmlproperty rect QtQuick::MultiEffect::paddingRect
Set this to increase item size manually so that blur and/or shadows will fit.
If autoPaddingEnabled is true and paddingRect is not set, the item is padded
to fit maximally blurred item based on blurMax and blurMultiplier. When
enabling the shadow, you typically need to take \l shadowHorizontalOffset and
\l shadowVerticalOffset into account and adjust this paddingRect accordingly.
Below is an example of adjusting paddingRect with autoPaddingEnabled set to
false so that the shadow fits inside the MultiEffect item.
\image multieffect-example5.png
\sa autoPaddingEnabled
\include notes.qdocinc performance item size
\include notes.qdocinc performance item resize
*/
QRectF QQuickMultiEffect::paddingRect() const
{
Q_D(const QQuickMultiEffect);
return d->paddingRect();
}
void QQuickMultiEffect::setPaddingRect(const QRectF &rect)
{
Q_D(QQuickMultiEffect);
d->setPaddingRect(rect);
}
/*!
\qmlproperty real QtQuick::MultiEffect::brightness
This property defines how much the source brightness is increased or
decreased.
The value ranges from -1.0 to 1.0. By default, the property is set to \c
0.0 (no change).
*/
qreal QQuickMultiEffect::brightness() const
{
Q_D(const QQuickMultiEffect);
return d->brightness();
}
void QQuickMultiEffect::setBrightness(qreal brightness)
{
Q_D(QQuickMultiEffect);
d->setBrightness(brightness);
}
/*!
\qmlproperty real QtQuick::MultiEffect::contrast
This property defines how much the source contrast is increased or
decreased.
The value ranges from -1.0 to 1.0. By default, the property is set to \c
0.0 (no change).
*/
qreal QQuickMultiEffect::contrast() const
{
Q_D(const QQuickMultiEffect);
return d->contrast();
}
void QQuickMultiEffect::setContrast(qreal contrast)
{
Q_D(QQuickMultiEffect);
d->setContrast(contrast);
}
/*!
\qmlproperty real QtQuick::MultiEffect::saturation
This property defines how much the source saturation is increased or
decreased.
The value ranges from -1.0 (totally desaturated) to inf. By default,
the property is set to \c 0.0 (no change).
*/
qreal QQuickMultiEffect::saturation() const
{
Q_D(const QQuickMultiEffect);
return d->saturation();
}
void QQuickMultiEffect::setSaturation(qreal saturation)
{
Q_D(QQuickMultiEffect);
d->setSaturation(saturation);
}
/*!
\qmlproperty real QtQuick::MultiEffect::colorization
This property defines how much the source is colorized with the
colorizationColor.
The value ranges from 0.0 (not colorized) to 1.0 (fully colorized).
By default, the property is set to \c 0.0 (no change).
*/
qreal QQuickMultiEffect::colorization() const
{
Q_D(const QQuickMultiEffect);
return d->colorization();
}
void QQuickMultiEffect::setColorization(qreal colorization)
{
Q_D(QQuickMultiEffect);
d->setColorization(colorization);
}
/*!
\qmlproperty color QtQuick::MultiEffect::colorizationColor
This property defines the RGBA color value which is used to
colorize the source.
By default, the property is set to \c {Qt.rgba(1.0, 0.0, 0.0, 1.0)} (red).
\sa colorization
*/
QColor QQuickMultiEffect::colorizationColor() const
{
Q_D(const QQuickMultiEffect);
return d->colorizationColor();
}
void QQuickMultiEffect::setColorizationColor(const QColor &color)
{
Q_D(QQuickMultiEffect);
d->setColorizationColor(color);
}
/*!
\qmlproperty bool QtQuick::MultiEffect::blurEnabled
Enables the blur effect.
\include notes.qdocinc performance shader regen
*/
bool QQuickMultiEffect::blurEnabled() const
{
Q_D(const QQuickMultiEffect);
return d->blurEnabled();
}
void QQuickMultiEffect::setBlurEnabled(bool enabled)
{
Q_D(QQuickMultiEffect);
d->setBlurEnabled(enabled);
}
/*!
\qmlproperty real QtQuick::MultiEffect::blur
This property defines how much blur (radius) is applied to the source.
The value ranges from 0.0 (no blur) to 1.0 (full blur). By default,
the property is set to \c 0.0 (no change). The amount of full blur
is affected by blurMax and blurMultiplier.
\b {Performance note:} If you don't need to go close to 1.0 at any point
of blur animations, consider reducing blurMax or blurMultiplier for
optimal performance.
*/
qreal QQuickMultiEffect::blur() const
{
Q_D(const QQuickMultiEffect);
return d->blur();
}
void QQuickMultiEffect::setBlur(qreal blur)
{
Q_D(QQuickMultiEffect);
d->setBlur(blur);
}
/*!
\qmlproperty int QtQuick::MultiEffect::blurMax
This property defines the maximum pixel radius that blur with value
1.0 will reach.
Meaningful range of this value is from 2 (subtle blur) to 64 (high
blur). By default, the property is set to \c 32. For the most optimal
performance, select as small value as you need.
\note This affects to both blur and shadow effects.
\include notes.qdocinc performance shader regen
\include notes.qdocinc performance item resize
*/
int QQuickMultiEffect::blurMax() const
{
Q_D(const QQuickMultiEffect);
return d->blurMax();
}
void QQuickMultiEffect::setBlurMax(int blurMax)
{
Q_D(QQuickMultiEffect);
d->setBlurMax(blurMax);
}
/*!
\qmlproperty real QtQuick::MultiEffect::blurMultiplier
This property defines a multiplier for extending the blur radius.
The value ranges from 0.0 (not multiplied) to inf. By default,
the property is set to \c 0.0. Incresing the multiplier extends the
blur radius, but decreases the blur quality. This is more performant
option for a bigger blur radius than blurMax as it doesn't increase
the amount of texture lookups.
\note This affects to both blur and shadow effects.
\include notes.qdocinc performance item resize
*/
qreal QQuickMultiEffect::blurMultiplier() const
{
Q_D(const QQuickMultiEffect);
return d->blurMultiplier();
}
void QQuickMultiEffect::setBlurMultiplier(qreal blurMultiplier)
{
Q_D(QQuickMultiEffect);
d->setBlurMultiplier(blurMultiplier);
}
/*!
\qmlproperty bool QtQuick::MultiEffect::shadowEnabled
Enables the shadow effect.
\include notes.qdocinc performance shader regen
*/
bool QQuickMultiEffect::shadowEnabled() const
{
Q_D(const QQuickMultiEffect);
return d->shadowEnabled();
}
void QQuickMultiEffect::setShadowEnabled(bool enabled)
{
Q_D(QQuickMultiEffect);
d->setShadowEnabled(enabled);
}
/*!
\qmlproperty real QtQuick::MultiEffect::shadowOpacity
This property defines the opacity of the drop shadow. This value
is multiplied with the \c shadowColor alpha value.
The value ranges from 0.0 (fully transparent) to 1.0 (fully opaque).
By default, the property is set to \c 1.0.
*/
qreal QQuickMultiEffect::shadowOpacity() const
{
Q_D(const QQuickMultiEffect);
return d->shadowOpacity();
}
void QQuickMultiEffect::setShadowOpacity(qreal shadowOpacity)
{
Q_D(QQuickMultiEffect);
d->setShadowOpacity(shadowOpacity);
}
/*!
\qmlproperty real QtQuick::MultiEffect::shadowBlur
This property defines how much blur (radius) is applied to the shadow.
The value ranges from 0.0 (no blur) to 1.0 (full blur). By default,
the property is set to \c 1.0. The amount of full blur
is affected by blurMax and blurMultiplier.
\b {Performance note:} The most optimal way to reduce shadow blurring is
to make blurMax smaller (if it isn't needed for item blur). Just remember
to not adjust blurMax during animations.
*/
qreal QQuickMultiEffect::shadowBlur() const
{
Q_D(const QQuickMultiEffect);
return d->shadowBlur();
}
void QQuickMultiEffect::setShadowBlur(qreal shadowBlur)
{
Q_D(QQuickMultiEffect);
d->setShadowBlur(shadowBlur);
}
/*!
\qmlproperty real QtQuick::MultiEffect::shadowHorizontalOffset
This property defines the horizontal offset of the shadow from the
item center.
The value ranges from -inf to inf. By default, the property is set
to \c 0.0.
\note When moving shadow position away from center and adding
shadowBlur, you possibly also need to increase the paddingRect
accordingly if you want the shadow to not be clipped.
*/
qreal QQuickMultiEffect::shadowHorizontalOffset() const
{
Q_D(const QQuickMultiEffect);
return d->shadowHorizontalOffset();
}
void QQuickMultiEffect::setShadowHorizontalOffset(qreal offset)
{
Q_D(QQuickMultiEffect);
d->setShadowHorizontalOffset(offset);
}
/*!
\qmlproperty real QtQuick::MultiEffect::shadowVerticalOffset
This property defines the vertical offset of the shadow from the
item center.
The value ranges from -inf to inf. By default, the property is set
to \c 0.0.
\note When moving shadow position away from center and adding
shadowBlur, you possibly also need to increase the paddingRect
accordingly if you want the shadow to not be clipped.
*/
qreal QQuickMultiEffect::shadowVerticalOffset() const
{
Q_D(const QQuickMultiEffect);
return d->shadowVerticalOffset();
}
void QQuickMultiEffect::setShadowVerticalOffset(qreal offset)
{
Q_D(QQuickMultiEffect);
d->setShadowVerticalOffset(offset);
}
/*!
\qmlproperty color QtQuick::MultiEffect::shadowColor
This property defines the RGBA color value which is used for
the shadow. It is useful for example when a shadow is used for
simulating a glow effect.
By default, the property is set to \c {Qt.rgba(0.0, 0.0, 0.0, 1.0)}
(black).
*/
QColor QQuickMultiEffect::shadowColor() const
{
Q_D(const QQuickMultiEffect);
return d->shadowColor();
}
void QQuickMultiEffect::setShadowColor(const QColor &color)
{
Q_D(QQuickMultiEffect);
d->setShadowColor(color);
}
/*!
\qmlproperty real QtQuick::MultiEffect::shadowScale
This property defines the scale of the shadow. Scaling is applied from
the center of the item.
The value ranges from 0 to inf. By default, the property is set to
\c 1.0.
\note When increasing the shadowScale, you possibly also need to
increase the paddingRect accordingly to avoid the shadow from being
clipped.
*/
qreal QQuickMultiEffect::shadowScale() const
{
Q_D(const QQuickMultiEffect);
return d->shadowScale();
}
void QQuickMultiEffect::setShadowScale(qreal shadowScale)
{
Q_D(QQuickMultiEffect);
d->setShadowScale(shadowScale);
}
/*!
\qmlproperty bool QtQuick::MultiEffect::maskEnabled
Enables the mask effect.
\include notes.qdocinc performance shader regen
*/
bool QQuickMultiEffect::maskEnabled() const
{
Q_D(const QQuickMultiEffect);
return d->maskEnabled();
}
void QQuickMultiEffect::setMaskEnabled(bool enabled)
{
Q_D(QQuickMultiEffect);
d->setMaskEnabled(enabled);
}
/*!
\qmlproperty Item QtQuick::MultiEffect::maskSource
Source item for the mask effect. Should point to ShaderEffectSource,
item with \l {QtQuick::Item::layer.enabled} {layer.enabled} set to \c true,
or to an item that can be directly used as a texture source (e.g.
\l [QML] Image). The alpha channel of the source item is used for masking.
*/
QQuickItem *QQuickMultiEffect::maskSource() const
{
Q_D(const QQuickMultiEffect);
return d->maskSource();
}
void QQuickMultiEffect::setMaskSource(QQuickItem *item)
{
Q_D(QQuickMultiEffect);
d->setMaskSource(item);
}
/*!
\qmlproperty real QtQuick::MultiEffect::maskThresholdMin
This property defines a lower threshold value for the mask pixels.
The mask pixels that have an alpha value below this property are used
to completely mask away the corresponding pixels from the source item.
The mask pixels that have a higher alpha value are used to alphablend
the source item to the display.
The value ranges from 0.0 (alpha value 0) to 1.0 (alpha value 255). By
default, the property is set to \c 0.0.
*/
qreal QQuickMultiEffect::maskThresholdMin() const
{
Q_D(const QQuickMultiEffect);
return d->maskThresholdMin();
}
void QQuickMultiEffect::setMaskThresholdMin(qreal threshold)
{
Q_D(QQuickMultiEffect);
d->setMaskThresholdMin(threshold);
}
/*!
\qmlproperty real QtQuick::MultiEffect::maskSpreadAtMin
This property defines the smoothness of the mask edges near the
maskThresholdMin. Setting higher spread values softens the transition
from the transparent mask pixels towards opaque mask pixels by adding
interpolated values between them.
The value ranges from 0.0 (sharp mask edge) to 1.0 (smooth mask edge).
By default, the property is set to \c 0.0.
*/
qreal QQuickMultiEffect::maskSpreadAtMin() const
{
Q_D(const QQuickMultiEffect);
return d->maskSpreadAtMin();
}
void QQuickMultiEffect::setMaskSpreadAtMin(qreal spread)
{
Q_D(QQuickMultiEffect);
d->setMaskSpreadAtMin(spread);
}
/*!
\qmlproperty real QtQuick::MultiEffect::maskThresholdMax
This property defines an upper threshold value for the mask pixels.
The mask pixels that have an alpha value below this property are used
to completely mask away the corresponding pixels from the source item.
The mask pixels that have a higher alpha value are used to alphablend
the source item to the display.
The value ranges from 0.0 (alpha value 0) to 1.0 (alpha value 255). By
default, the property is set to \c 1.0.
*/
qreal QQuickMultiEffect::maskThresholdMax() const
{
Q_D(const QQuickMultiEffect);
return d->maskThresholdMax();
}
void QQuickMultiEffect::setMaskThresholdMax(qreal threshold)
{
Q_D(QQuickMultiEffect);
d->setMaskThresholdMax(threshold);
}
/*!
\qmlproperty real QtQuick::MultiEffect::maskSpreadAtMax
This property defines the smoothness of the mask edges near the
maskThresholdMax. Using higher spread values softens the transition
from the transparent mask pixels towards opaque mask pixels by adding
interpolated values between them.
The value ranges from 0.0 (sharp mask edge) to 1.0 (smooth mask edge).
By default, the property is set to \c 0.0.
*/
qreal QQuickMultiEffect::maskSpreadAtMax() const
{
Q_D(const QQuickMultiEffect);
return d->maskSpreadAtMax();
}
void QQuickMultiEffect::setMaskSpreadAtMax(qreal spread)
{
Q_D(QQuickMultiEffect);
d->setMaskSpreadAtMax(spread);
}
/*!
\qmlproperty bool QtQuick::MultiEffect::maskInverted
This property switches the mask to the opposite side; instead of
masking away the content outside maskThresholdMin and maskThresholdMax,
content between them will get masked away.
By default, the property is set to \c false.
*/
bool QQuickMultiEffect::maskInverted() const
{
Q_D(const QQuickMultiEffect);
return d->maskInverted();
}
void QQuickMultiEffect::setMaskInverted(bool inverted)
{
Q_D(QQuickMultiEffect);
d->setMaskInverted(inverted);
}
/*!
\qmlproperty rect QtQuick::MultiEffect::itemRect
Read-only access to effect item rectangle. This can be used e.g. to see
the area item covers.
\sa paddingRect, autoPaddingEnabled
*/
QRectF QQuickMultiEffect::itemRect() const
{
Q_D(const QQuickMultiEffect);
return d->itemRect();
}
/*!
\qmlproperty string QtQuick::MultiEffect::fragmentShader
\readonly
Read-only access to filename of the currently used fragment shader.
*/
QString QQuickMultiEffect::fragmentShader() const
{
Q_D(const QQuickMultiEffect);
return d->fragmentShader();
}
/*!
\qmlproperty string QtQuick::MultiEffect::vertexShader
\readonly
Read-only access to filename of the currently used vertex shader.
*/
QString QQuickMultiEffect::vertexShader() const
{
Q_D(const QQuickMultiEffect);
return d->vertexShader();
}
/*!
\qmlproperty bool QtQuick::MultiEffect::hasProxySource
\readonly
Returns true when the MultiEffect internally creates \l ShaderEffectSource
for the \l source item and false when \l source item is used as-is.
For example when source is \l Image element or \l Item with
\l {QtQuick::Item::layer.enabled} {layer.enabled} set to \c true,
this additional proxy source is not needed.
*/
bool QQuickMultiEffect::hasProxySource() const
{
Q_D(const QQuickMultiEffect);
return d->hasProxySource();
}
// *** protected ***
void QQuickMultiEffect::componentComplete()
{
Q_D(QQuickMultiEffect);
QQuickItem::componentComplete();
d->initialize();
}
void QQuickMultiEffect::geometryChange(const QRectF &newGeometry, const QRectF &oldGeometry)
{
Q_D(QQuickMultiEffect);
QQuickItem::geometryChange(newGeometry, oldGeometry);
if (width() > 0 && height() > 0)
d->handleGeometryChange(newGeometry, oldGeometry);
}
void QQuickMultiEffect::itemChange(ItemChange change, const ItemChangeData &value)
{
Q_D(QQuickMultiEffect);
d->handleItemChange(change, value);
QQuickItem::itemChange(change, value);
}
// *** private ***
QQuickMultiEffectPrivate::QQuickMultiEffectPrivate()
{
}
QQuickMultiEffectPrivate::~QQuickMultiEffectPrivate()
{
}
void QQuickMultiEffectPrivate::handleGeometryChange(const QRectF &newGeometry, const QRectF &oldGeometry)
{
Q_UNUSED(oldGeometry);
Q_UNUSED(newGeometry);
initialize();
if (!m_shaderEffect)
return;
updateBlurItemSizes();
updateSourcePadding();
}
void QQuickMultiEffectPrivate::handleItemChange(QQuickItem::ItemChange change, const QQuickItem::ItemChangeData &value)
{
Q_UNUSED(value);
if (change == QQuickItem::ItemSceneChange)
initialize();
}
QQuickItem *QQuickMultiEffectPrivate::source() const
{
return m_sourceItem;
}
void QQuickMultiEffectPrivate::setSource(QQuickItem *item)
{
Q_Q(QQuickMultiEffect);
if (item == m_sourceItem)
return;
m_sourceItem = item;
if (m_shaderSource)
m_shaderSource->setInput(m_sourceItem);
updateSourcePadding();
q->update();
Q_EMIT q->sourceChanged();
}
bool QQuickMultiEffectPrivate::autoPaddingEnabled() const
{
return m_autoPaddingEnabled;
}
void QQuickMultiEffectPrivate::setAutoPaddingEnabled(bool enabled)
{
Q_Q(QQuickMultiEffect);
if (enabled == m_autoPaddingEnabled)
return;
m_autoPaddingEnabled = enabled;
updateSourcePadding();
q->update();
Q_EMIT q->autoPaddingEnabledChanged();
}
QRectF QQuickMultiEffectPrivate::paddingRect() const
{
return m_paddingRect;
}
void QQuickMultiEffectPrivate::setPaddingRect(const QRectF &rect)
{
Q_Q(QQuickMultiEffect);
if (rect == m_paddingRect)
return;
m_paddingRect = rect;
updateCenterOffset();
updateSourcePadding();
q->update();
emit q->paddingRectChanged();
}
qreal QQuickMultiEffectPrivate::brightness() const
{
return m_brightness;
}
void QQuickMultiEffectPrivate::setBrightness(qreal brightness)
{
Q_Q(QQuickMultiEffect);
if (brightness == m_brightness)
return;
m_brightness = brightness;
if (m_shaderEffect)
m_shaderEffect->setProperty("brightness", m_brightness);
q->update();
Q_EMIT q->brightnessChanged();
}
qreal QQuickMultiEffectPrivate::contrast() const
{
return m_contrast;
}
void QQuickMultiEffectPrivate::setContrast(qreal contrast)
{
Q_Q(QQuickMultiEffect);
if (contrast == m_contrast)
return;
m_contrast = contrast;
if (m_shaderEffect)
m_shaderEffect->setProperty("contrast", m_contrast);
q->update();
Q_EMIT q->contrastChanged();
}
qreal QQuickMultiEffectPrivate::saturation() const
{
return m_saturation;
}
void QQuickMultiEffectPrivate::setSaturation(qreal saturation)
{
Q_Q(QQuickMultiEffect);
if (saturation == m_saturation)
return;
m_saturation = saturation;
if (m_shaderEffect)
m_shaderEffect->setProperty("saturation", m_saturation);
q->update();
Q_EMIT q->saturationChanged();
}
qreal QQuickMultiEffectPrivate::colorization() const
{
return m_colorization;
}
void QQuickMultiEffectPrivate::setColorization(qreal colorization)
{
Q_Q(QQuickMultiEffect);
if (colorization == m_colorization)
return;
m_colorization = colorization;
updateColorizationColor();
q->update();
Q_EMIT q->colorizationChanged();
}
QColor QQuickMultiEffectPrivate::colorizationColor() const
{
return m_colorizationColor;
}
void QQuickMultiEffectPrivate::setColorizationColor(const QColor &color)
{
Q_Q(QQuickMultiEffect);
if (color == m_colorizationColor)
return;
m_colorizationColor = color;
updateColorizationColor();
q->update();
Q_EMIT q->colorizationColorChanged();
}
bool QQuickMultiEffectPrivate::blurEnabled() const
{
return m_blurEnabled;
}
void QQuickMultiEffectPrivate::setBlurEnabled(bool enabled)
{
Q_Q(QQuickMultiEffect);
if (enabled == m_blurEnabled)
return;
m_blurEnabled = enabled;
updateSourcePadding();
updateBlurLevel();
updateEffectShaders();
q->update();
Q_EMIT q->blurEnabledChanged();
}
qreal QQuickMultiEffectPrivate::blur() const
{
return m_blur;
}
void QQuickMultiEffectPrivate::setBlur(qreal blur)
{
Q_Q(QQuickMultiEffect);
if (blur == m_blur)
return;
m_blur = blur;
updateBlurWeights();
q->update();
Q_EMIT q->blurChanged();
}
int QQuickMultiEffectPrivate::blurMax() const
{
return m_blurMax;
}
void QQuickMultiEffectPrivate::setBlurMax(int blurMax)
{
Q_Q(QQuickMultiEffect);
if (blurMax == m_blurMax)
return;
m_blurMax = blurMax;
updateSourcePadding();
updateBlurLevel();
updateBlurItemSizes();
updateBlurWeights();
updateShadowBlurWeights();
updateEffectShaders();
q->update();
Q_EMIT q->blurMaxChanged();
}
qreal QQuickMultiEffectPrivate::blurMultiplier() const
{
return m_blurMultiplier;
}
void QQuickMultiEffectPrivate::setBlurMultiplier(qreal blurMultiplier)
{
Q_Q(QQuickMultiEffect);
if (blurMultiplier == m_blurMultiplier)
return;
m_blurMultiplier = blurMultiplier;
updateSourcePadding();
updateBlurItemSizes(true);
updateBlurWeights();
updateShadowBlurWeights();
q->update();
Q_EMIT q->blurMultiplierChanged();
}
bool QQuickMultiEffectPrivate::shadowEnabled() const
{
return m_shadowEnabled;
}
void QQuickMultiEffectPrivate::setShadowEnabled(bool enabled)
{
Q_Q(QQuickMultiEffect);
if (enabled == m_shadowEnabled)
return;
m_shadowEnabled = enabled;
updateSourcePadding();
updateBlurLevel();
updateEffectShaders();
q->update();
Q_EMIT q->shadowEnabledChanged();
}
qreal QQuickMultiEffectPrivate::shadowOpacity() const
{
return m_shadowOpacity;
}
void QQuickMultiEffectPrivate::setShadowOpacity(qreal shadowOpacity)
{
Q_Q(QQuickMultiEffect);
if (shadowOpacity == m_shadowOpacity)
return;
m_shadowOpacity = shadowOpacity;
updateShadowColor();
q->update();
Q_EMIT q->shadowOpacityChanged();
}
qreal QQuickMultiEffectPrivate::shadowBlur() const
{
return m_shadowBlur;
}
void QQuickMultiEffectPrivate::setShadowBlur(qreal shadowBlur)
{
Q_Q(QQuickMultiEffect);
if (shadowBlur == m_shadowBlur)
return;
m_shadowBlur = shadowBlur;
updateShadowBlurWeights();
q->update();
Q_EMIT q->shadowBlurChanged();
}
qreal QQuickMultiEffectPrivate::shadowHorizontalOffset() const
{
return m_shadowHorizontalOffset;
}
void QQuickMultiEffectPrivate::setShadowHorizontalOffset(qreal offset)
{
Q_Q(QQuickMultiEffect);
if (offset == m_shadowHorizontalOffset)
return;
m_shadowHorizontalOffset = offset;
updateShadowOffset();
q->update();
Q_EMIT q->shadowHorizontalOffsetChanged();
}
qreal QQuickMultiEffectPrivate::shadowVerticalOffset() const
{
return m_shadowVerticalOffset;
}
void QQuickMultiEffectPrivate::setShadowVerticalOffset(qreal offset)
{
Q_Q(QQuickMultiEffect);
if (offset == m_shadowVerticalOffset)
return;
m_shadowVerticalOffset = offset;
updateShadowOffset();
q->update();
Q_EMIT q->shadowVerticalOffsetChanged();
}
QColor QQuickMultiEffectPrivate::shadowColor() const
{
return m_shadowColor;
}
void QQuickMultiEffectPrivate::setShadowColor(const QColor &color)
{
Q_Q(QQuickMultiEffect);
if (color == m_shadowColor)
return;
m_shadowColor = color;
updateShadowColor();
q->update();
Q_EMIT q->shadowColorChanged();
}
qreal QQuickMultiEffectPrivate::shadowScale() const
{
return m_shadowScale;
}
void QQuickMultiEffectPrivate::setShadowScale(qreal shadowScale)
{
Q_Q(QQuickMultiEffect);
if (shadowScale == m_shadowScale)
return;
m_shadowScale = shadowScale;
updateCenterOffset();
if (m_shaderEffect)
m_shaderEffect->setProperty("shadowScale", 1.0 / m_shadowScale);
q->update();
Q_EMIT q->shadowScaleChanged();
}
bool QQuickMultiEffectPrivate::maskEnabled() const
{
return m_maskEnabled;
}
void QQuickMultiEffectPrivate::setMaskEnabled(bool enabled)
{
Q_Q(QQuickMultiEffect);
if (enabled == m_maskEnabled)
return;
m_maskEnabled = enabled;
updateEffectShaders();
q->update();
Q_EMIT q->maskEnabledChanged();
}
QQuickItem *QQuickMultiEffectPrivate::maskSource() const
{
return m_maskSourceItem;
}
void QQuickMultiEffectPrivate::setMaskSource(QQuickItem *item)
{
Q_Q(QQuickMultiEffect);
if (item == m_maskSourceItem)
return;
m_maskSourceItem = item;
if (m_shaderEffect) {
auto maskSourceVariant = QVariant::fromValue<QQuickItem*>(m_maskSourceItem);
m_shaderEffect->setProperty("maskSrc", maskSourceVariant);
}
q->update();
Q_EMIT q->maskSourceChanged();
}
qreal QQuickMultiEffectPrivate::maskThresholdMin() const
{
return m_maskThresholdMin;
}
void QQuickMultiEffectPrivate::setMaskThresholdMin(qreal threshold)
{
Q_Q(QQuickMultiEffect);
if (threshold == m_maskThresholdMin)
return;
m_maskThresholdMin = threshold;
updateMaskThresholdSpread();
q->update();
Q_EMIT q->maskThresholdMinChanged();
}
qreal QQuickMultiEffectPrivate::maskSpreadAtMin() const
{
return m_maskSpreadAtMin;
}
void QQuickMultiEffectPrivate::setMaskSpreadAtMin(qreal spread)
{
Q_Q(QQuickMultiEffect);
if (spread == m_maskSpreadAtMin)
return;
m_maskSpreadAtMin = spread;
updateMaskThresholdSpread();
q->update();
Q_EMIT q->maskSpreadAtMinChanged();
}
qreal QQuickMultiEffectPrivate::maskThresholdMax() const
{
return m_maskThresholdMax;
}
void QQuickMultiEffectPrivate::setMaskThresholdMax(qreal threshold)
{
Q_Q(QQuickMultiEffect);
if (threshold == m_maskThresholdMax)
return;
m_maskThresholdMax = threshold;
updateMaskThresholdSpread();
q->update();
Q_EMIT q->maskThresholdMaxChanged();
}
qreal QQuickMultiEffectPrivate::maskSpreadAtMax() const
{
return m_maskSpreadAtMax;
}
void QQuickMultiEffectPrivate::setMaskSpreadAtMax(qreal spread)
{
Q_Q(QQuickMultiEffect);
if (spread == m_maskSpreadAtMax)
return;
m_maskSpreadAtMax = spread;
updateMaskThresholdSpread();
q->update();
Q_EMIT q->maskSpreadAtMaxChanged();
}
bool QQuickMultiEffectPrivate::maskInverted() const
{
return m_maskInverted;
}
void QQuickMultiEffectPrivate::setMaskInverted(bool inverted)
{
Q_Q(QQuickMultiEffect);
if (inverted == m_maskInverted)
return;
m_maskInverted = inverted;
if (m_shaderEffect)
m_shaderEffect->setProperty("maskInverted", float(m_maskInverted));
q->update();
Q_EMIT q->maskInvertedChanged();
}
QRectF QQuickMultiEffectPrivate::itemRect() const
{
if (!m_shaderEffect || !m_shaderSource)
return QRectF();
QRectF sourceRect = m_shaderSource->sourceRect();
if (sourceRect.width() > 0 && sourceRect.height() > 0)
return sourceRect;
else
return m_shaderEffect->boundingRect();
}
QString QQuickMultiEffectPrivate::fragmentShader() const
{
return m_fragShader;
}
QString QQuickMultiEffectPrivate::vertexShader() const
{
return m_vertShader;
}
bool QQuickMultiEffectPrivate::hasProxySource() const
{
return m_shaderSource && m_shaderSource->isActive();
}
// This initializes the component. It will be ran once, when
// the component is ready and it has a valid size.
void QQuickMultiEffectPrivate::initialize()
{
Q_Q(QQuickMultiEffect);
if (m_initialized)
return;
if (!q->isComponentComplete())
return;
if (!q->window())
return;
if (q->width() <= 0 || q->height() <= 0)
return;
m_shaderEffect = new QQuickShaderEffect(q);
m_shaderSource = new QGfxSourceProxy(q);
QObject::connect(m_shaderSource, &QGfxSourceProxy::outputChanged, q, [this] { proxyOutputChanged(); });
QObject::connect(m_shaderSource, &QGfxSourceProxy::activeChanged, q, &QQuickMultiEffect::hasProxySourceChanged);
m_shaderEffect->setParentItem(q);
m_shaderEffect->setSize(q->size());
m_shaderSource->setParentItem(q);
m_shaderSource->setSize(q->size());
m_shaderSource->setInput(m_sourceItem);
updateCenterOffset();
updateMaskThresholdSpread();
updateBlurWeights();
updateShadowBlurWeights();
updateColorizationColor();
updateShadowColor();
updateShadowOffset();
// Create properties
auto sourceVariant = QVariant::fromValue<QQuickItem*>(m_shaderSource->output());
m_shaderEffect->setProperty("src", sourceVariant);
m_shaderEffect->setProperty("brightness", m_brightness);
m_shaderEffect->setProperty("contrast", m_contrast);
m_shaderEffect->setProperty("saturation", m_saturation);
m_shaderEffect->setProperty("shadowScale", 1.0 / m_shadowScale);
auto maskSourceVariant = QVariant::fromValue<QQuickItem*>(m_maskSourceItem);
m_shaderEffect->setProperty("maskSrc", maskSourceVariant);
m_shaderEffect->setProperty("maskInverted", float(m_maskInverted));
updateBlurLevel();
updateBlurItemSizes();
updateSourcePadding();
updateEffectShaders();
m_initialized = true;
}
void QQuickMultiEffectPrivate::updateMaskThresholdSpread()
{
if (!m_shaderEffect)
return;
// Calculate threshold and spread values for mask
// smoothstep, keeping always edge0 < edge1.
const qreal c0 = 0.0001;
const qreal c1 = 1.0 - c0;
const qreal mt1 = m_maskThresholdMin + c0;
const qreal ms1 = m_maskSpreadAtMin + 1.0;
const qreal mt2 = c1 - m_maskThresholdMax;
const qreal ms2 = m_maskSpreadAtMax + 1.0;
const QVector4D maskThresholdSpread = QVector4D(
mt1 * ms1 - (ms1 - c1),
mt1 * ms1,
mt2 * ms2 - (ms2 - c1),
mt2 * ms2);
m_shaderEffect->setProperty("mask", maskThresholdSpread);
}
void QQuickMultiEffectPrivate::updateCenterOffset()
{
if (!m_shaderEffect)
return;
const qreal scale = 1.0 / m_shadowScale;
QVector2D centerOffset((1.0 - scale) * (0.5 + 0.5 * (m_paddingRect.x() - m_paddingRect.width()) / m_shaderEffect->width()),
(1.0 - scale) * (0.5 + 0.5 * (m_paddingRect.y() - m_paddingRect.height()) / m_shaderEffect->height()));
m_shaderEffect->setProperty("centerOffset", centerOffset);
}
void QQuickMultiEffectPrivate::updateShadowOffset()
{
if (!m_shaderEffect)
return;
QVector2D shadowOffset = QVector2D(m_shadowHorizontalOffset / m_shaderEffect->width(), m_shadowVerticalOffset / m_shaderEffect->height());
m_shaderEffect->setProperty("shadowOffset", shadowOffset);
}
void QQuickMultiEffectPrivate::updateColorizationColor()
{
if (!m_shaderEffect)
return;
int alpha = std::clamp(int(m_colorizationColor.alpha() * m_colorization), 0, 255);
QColor colorizationColor = m_colorizationColor;
colorizationColor.setAlpha(alpha);
m_shaderEffect->setProperty("colorizationColor", colorizationColor);
}
void QQuickMultiEffectPrivate::updateShadowColor()
{
if (!m_shaderEffect)
return;
int alpha = std::clamp(int(m_shadowColor.alpha() * m_shadowOpacity), 0, 255);
QColor shadowColor = m_shadowColor;
shadowColor.setAlpha(alpha);
m_shaderEffect->setProperty("shadowColor", shadowColor);
}
float QQuickMultiEffectPrivate::calculateLod(float blurAmount)
{
return qSqrt(blurAmount * float(m_blurMax) / 64.0f) * 1.2f - 0.2f;
}
float QQuickMultiEffectPrivate::blurWeight(float v)
{
return std::max(0.0f, std::min(1.0f, 1.0f - v * 2.0f));
}
void QQuickMultiEffectPrivate::getBlurWeights(float blurLod, QVector4D &blurWeight1, QVector2D &blurWeight2)
{
float bw1 = blurWeight(std::fabs(blurLod - 0.1f));
float bw2 = blurWeight(std::fabs(blurLod - 0.3f));
float bw3 = blurWeight(std::fabs(blurLod - 0.5f));
float bw4 = blurWeight(std::fabs(blurLod - 0.7f));
float bw5 = blurWeight(std::fabs(blurLod - 0.9f));
float bw6 = blurWeight(std::fabs(blurLod - 1.1f));
float bsum = bw1 + bw2 + bw3 + bw4 + bw5 + bw6;
blurWeight1 = QVector4D(bw1 / bsum, bw2 / bsum, bw3 / bsum, bw4 / bsum);
blurWeight2 = QVector2D(bw5 / bsum, bw6 / bsum);
}
void QQuickMultiEffectPrivate::updateBlurWeights()
{
if (!m_shaderEffect)
return;
float blurLod = calculateLod(m_blur);
getBlurWeights(blurLod, m_blurWeight1, m_blurWeight2);
m_shaderEffect->setProperty("blurWeight1", m_blurWeight1);
m_shaderEffect->setProperty("blurWeight2", m_blurWeight2);
}
void QQuickMultiEffectPrivate::updateShadowBlurWeights()
{
if (!m_shaderEffect)
return;
float blurLod = calculateLod(m_shadowBlur);
getBlurWeights(blurLod, m_shadowBlurWeight1, m_shadowBlurWeight2);
m_shaderEffect->setProperty("shadowBlurWeight1", m_shadowBlurWeight1);
m_shaderEffect->setProperty("shadowBlurWeight2", m_shadowBlurWeight2);
}
void QQuickMultiEffectPrivate::updateBlurItemSizes(bool forceUpdate)
{
if (m_blurEffects.isEmpty() || !m_shaderSource || !m_sourceItem)
return;
// First blur item size to be half of th source item
// extended size, rounded to next divisible by 16.
QSizeF sourceSize = itemRect().size();
QSizeF firstItemSize(std::ceil(sourceSize.width() / 32) * 16,
std::ceil(sourceSize.height() / 32) * 16);
if (!forceUpdate && m_firstBlurItemSize == firstItemSize)
return;
qCDebug(lcQuickEffect) << "Source size:" << sourceSize;
m_firstBlurItemSize = firstItemSize;
for (int i = 0; i < m_blurEffects.size(); i++) {
auto *blurEffect = m_blurEffects[i];
QSizeF itemSize = (i == 0) ? firstItemSize : m_blurEffects[i - 1]->size() * 0.5;
qCDebug(lcQuickEffect) << "Blur item" << i << ":" << itemSize;
blurEffect->setSize(itemSize);
const QVector2D offset((1.0 + m_blurMultiplier) / itemSize.width(),
(1.0 + m_blurMultiplier) / itemSize.height());
blurEffect->setProperty("offset", offset);
}
}
void QQuickMultiEffectPrivate::updateEffectShaders()
{
Q_Q(QQuickMultiEffect);
if (!q->isComponentComplete())
return;
QString vShader = QStringLiteral("multieffect_c");
if (m_shadowEnabled)
vShader += QStringLiteral("s");
QString fShader = QStringLiteral("multieffect_c");
if (m_maskEnabled)
fShader += QStringLiteral("m");
if (m_blurEnabled && m_blurMax > 0)
fShader += QStringLiteral("b");
if (m_shadowEnabled)
fShader += QStringLiteral("s");
fShader += QString::number(m_blurLevel);
bool shaderChanged = false;
if (fShader != m_fragShader) {
shaderChanged = true;
m_fragShader = fShader;
QUrl fs = QUrl(QStringLiteral("qrc:/data/shaders/%1.frag.qsb").arg(m_fragShader));
m_shaderEffect->setFragmentShader(fs);
Q_EMIT q->fragmentShaderChanged();
}
if (vShader != m_vertShader) {
shaderChanged = true;
m_vertShader = vShader;
QUrl vs = QUrl(QStringLiteral("qrc:/data/shaders/%1.vert.qsb").arg(m_vertShader));
m_shaderEffect->setVertexShader(vs);
Q_EMIT q->vertexShaderChanged();
}
if (shaderChanged) {
qCDebug(lcQuickEffect) << this << "Shaders: " << m_fragShader << m_vertShader;
Q_EMIT q->shaderChanged();
}
}
void QQuickMultiEffectPrivate::updateBlurLevel(bool forceUpdate)
{
int blurLevel = 0;
if ((m_blurEnabled || m_shadowEnabled) && m_blurMax > 0) {
if (m_blurMax > 32)
blurLevel = 3;
else if (m_blurMax > 16)
blurLevel = 2;
else
blurLevel = 1;
}
if (blurLevel != m_blurLevel || (blurLevel > 0 && m_blurEffects.isEmpty()) || forceUpdate) {
// Blur level has changed or blur items need to be
// initially created.
updateBlurItemsAmount(blurLevel);
// When the level grows, new items must be resized
if (blurLevel > m_blurLevel)
updateBlurItemSizes(true);
}
m_blurLevel = blurLevel;
}
void QQuickMultiEffectPrivate::updateBlurItemsAmount(int blurLevel)
{
Q_Q(QQuickMultiEffect);
if (!m_shaderEffect)
return;
// Lowest blur level uses 3 items, highest 5 items.
int itemsAmount = blurLevel == 0 ? 0 : blurLevel + 2;
if (m_blurEffects.size() < itemsAmount) {
// Add more blur items.
// Note that by design blur items are only added and never reduced
// during the lifetime of the effect component.
const auto engine = qmlEngine(q);
QUrl blurVs = QUrl(QStringLiteral("qrc:/data/shaders/bluritems.vert.qsb"));
QUrl blurFs = QUrl(QStringLiteral("qrc:/data/shaders/bluritems.frag.qsb"));
QQmlComponent blurComponent(engine, QUrl(QStringLiteral("qrc:/data/BlurItem.qml")));
for (int i = m_blurEffects.size(); i < itemsAmount; i++) {
auto blurEffect = qobject_cast<QQuickShaderEffect*>(blurComponent.create());
blurEffect->setParent(q);
blurEffect->setParentItem(q);
auto sourceVariant = QVariant::fromValue<QQuickItem*>(blurEffect);
QString sourceProperty = QStringLiteral("blurSrc%1").arg(i + 1);
m_shaderEffect->setProperty(sourceProperty.toUtf8(), sourceVariant);
// Initial value to avoid "'source' does not have a matching property" warning.
// Will be updated with the correct one few lines forward.
blurEffect->setProperty("source", sourceVariant);
QQuickItemPrivate *priv = QQuickItemPrivate::get(blurEffect);
priv->layer()->setEnabled(true);
priv->layer()->setSmooth(true);
blurEffect->setVertexShader(blurVs);
blurEffect->setFragmentShader(blurFs);
m_blurEffects << blurEffect;
}
}
// Set the blur items source components
static const auto dummyShaderSource = new QQuickShaderEffectSource(q);
for (int i = 0; i < m_blurEffects.size(); i++) {
auto *blurEffect = m_blurEffects[i];
auto sourceItem = (i >= itemsAmount) ?
static_cast<QQuickItem *>(dummyShaderSource) : (i == 0) ?
static_cast<QQuickItem *>(m_shaderSource->output()) :
static_cast<QQuickItem *>(m_blurEffects[i - 1]);
auto sourceVariant = QVariant::fromValue<QQuickItem*>(sourceItem);
blurEffect->setProperty("source", sourceVariant);
}
}
void QQuickMultiEffectPrivate::updateSourcePadding()
{
Q_Q(QQuickMultiEffect);
if (!m_shaderEffect || !m_shaderSource)
return;
const bool blurItemsNeeded = (m_blurEnabled || m_shadowEnabled) && (m_blurMax > 0);
const int itemPadding = m_autoPaddingEnabled && blurItemsNeeded ? m_blurMax * (1.0 + m_blurMultiplier) : 0;
// Set the shader effect size
if (m_paddingRect != QRectF() || itemPadding > 0) {
QRectF effectRect(-m_paddingRect.x() - itemPadding,
-m_paddingRect.y() - itemPadding,
q->width() + m_paddingRect.x() + m_paddingRect.width() + (itemPadding * 2),
q->height() + m_paddingRect.y() + m_paddingRect.height() + (itemPadding * 2));
m_shaderEffect->setX(effectRect.x());
m_shaderEffect->setY(effectRect.y());
m_shaderEffect->setWidth(effectRect.width());
m_shaderEffect->setHeight(effectRect.height());
// Set the source size
m_shaderSource->setSize(m_shaderEffect->size());
// When m_sourceItem is set and has size, use that as the base size.
// When effect is used as a component in Item "layer.effect", source
// doesn't have a size and then we follow the effect item size.
const qreal baseWidth = m_sourceItem && m_sourceItem->width() > 0 ? m_sourceItem->width() : q->width();
const qreal baseHeight = m_sourceItem && m_sourceItem->height() > 0 ? m_sourceItem->height() : q->height();
// Set the source rect
const qreal widthMultiplier = q->width() > 0 ? baseWidth / q->width() : 1.0;
const qreal heightMultiplier = q->height() > 0 ? baseHeight / q->height() : 1.0;
const qreal xPadding = itemPadding * widthMultiplier;
const qreal yPadding = itemPadding * heightMultiplier;
QRectF rect = QRectF(m_paddingRect.x() * widthMultiplier,
m_paddingRect.y() * heightMultiplier,
m_paddingRect.width() * widthMultiplier,
m_paddingRect.height() * heightMultiplier);
QRectF sourceRect = QRectF(-rect.x() - xPadding,
-rect.y() - yPadding,
baseWidth + rect.x() + rect.width() + xPadding * 2,
baseHeight + rect.y() + rect.height() + yPadding * 2);
m_shaderSource->setSourceRect(sourceRect);
} else {
m_shaderEffect->setX(0);
m_shaderEffect->setY(0);
m_shaderEffect->setSize(q->size());
m_shaderSource->setSize(q->size());
m_shaderSource->setSourceRect(QRectF());
}
updateShadowOffset();
updateProxyActiveCheck();
updateBlurItemSizes();
Q_EMIT q->paddingRectChanged();
Q_EMIT q->itemRectChanged();
Q_EMIT q->itemSizeChanged();
}
void QQuickMultiEffectPrivate::proxyOutputChanged()
{
if (!m_shaderSource)
return;
auto sourceVariant = QVariant::fromValue<QQuickItem*>(m_shaderSource->output());
m_shaderEffect->setProperty("src", sourceVariant);
// Force updating the blur items since the source output has changed
updateBlurLevel(true);
updateBlurItemSizes();
updateSourcePadding();
}
void QQuickMultiEffectPrivate::updateProxyActiveCheck()
{
if (!m_shaderSource)
return;
m_shaderSource->polish();
}
QT_END_NAMESPACE
#include "moc_qquickmultieffect_p.cpp"