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komplex-hub/Dependencies/Components/imports/designeffects/DesignInnerShadowPrivate.qml
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2026-06-02 15:11:36 -04:00

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QML

/****************************************************************************
**
** Copyright (C) 2024 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick Studio Components.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
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** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
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****************************************************************************/
import QtQuick
Item {
id: root
property int horizontalOffset: 10
property int verticalOffset: 30
property int spread: 0
property color color: "black"
property real radius: 10
required property Item source
readonly property real sourceRotation: root.source.rotation
readonly property size textureSize: Qt.size(Math.max(root.width, root.width - root.spread * 2) + Math.abs(root.__offset.x),
Math.max(root.height, root.height - root.spread * 2) + Math.abs(root.__offset.y))
readonly property vector2d pixelSize: Qt.vector2d(1.0 / root.textureSize.width,
1.0 / root.textureSize.height)
readonly property real sigma: root.radius / 2.7
visible: true
width: root.source.width
height: root.source.height
//Component.onCompleted: console.log("Inner Shadow created!")
onSourceRotationChanged: root.calculateOffset()
onSpreadChanged: root.calculateOffset()
onHorizontalOffsetChanged: root.calculateOffset()
onVerticalOffsetChanged: root.calculateOffset()
property point __offset: Qt.point(0, 0)
function calculateOffset() {
let mat = Qt.matrix4x4()
mat.rotate(-root.sourceRotation, Qt.vector3d(0, 0, 1))
root.__offset = mat.map(Qt.point(root.horizontalOffset, root.verticalOffset))
root.__offset = Qt.point(Math.round(root.__offset.x), Math.round(root.__offset.y))
}
readonly property bool copyActive: root.source instanceof Rectangle && root.spread !== 0
Rectangle {
id: sourceCopy
visible: false
width: Math.max(0, root.source.width - root.spread * 2)
height: Math.max(0, root.source.height - root.spread * 2)
radius: Math.max(0, root.source.radius !== 0 ? root.source.radius - root.spread : 0)
color: "black"
}
ShaderEffectSource {
id: shaderEffectSource
visible: false
width: root.textureSize.width
height: root.textureSize.height
sourceItem: root.copyActive ? sourceCopy : root.source
sourceRect: Qt.rect(Math.min(0, -root.__offset.x) - Math.max(0, root.spread),
Math.min(0, -root.__offset.y) - Math.max(0, root.spread),
root.textureSize.width,
root.textureSize.height)
}
ShaderEffect {
id: shadow
property color color: root.color
property var src: shaderEffectSource
visible: false
width: root.textureSize.width
height: root.textureSize.height
layer.enabled: true
fragmentShader: "shaders/innerShadow.frag.qsb"
}
ShaderEffect {
id: blurHorizontal
property real blurKernel: root.radius
property real sigma: root.sigma
property var src: shadow
property vector2d pixelSize: root.pixelSize.times(Qt.vector2d(1, 0))
property bool useOffscreenColor: true
property color offscreenColor: root.color
visible: false
width: root.textureSize.width
height: root.textureSize.height
layer.enabled: true
layer.smooth: true // Otherwise bluring artifacts
fragmentShader: "shaders/gaussianBlur.frag.qsb"
}
ShaderEffect {
id: blurVertical
property real blurKernel: root.radius
property real sigma: root.sigma
property var src: blurHorizontal
property vector2d pixelSize: root.pixelSize.times(Qt.vector2d(0, 1))
property bool useOffscreenColor: true
property color offscreenColor: root.color
visible: false
width: root.textureSize.width
height: root.textureSize.height
layer.enabled: true
layer.smooth: true // Otherwise bluring artifacts
fragmentShader: "shaders/gaussianBlur.frag.qsb"
}
ShaderEffectSource {
id: originalSource
visible: false
hideSource: true
width: root.textureSize.width
height: root.textureSize.height
sourceItem: root.source
sourceRect: Qt.rect(Math.min(0, root.__offset.x) + Math.min(0, root.spread),
Math.min(0, root.__offset.y) + Math.min(0, root.spread),
root.textureSize.width,
root.textureSize.height)
}
ShaderEffect {
property var shadow: blurVertical
property var original: originalSource
visible: true
x: -Math.max(0, -root.__offset.x) + Math.min(0, root.spread)
y: -Math.max(0, -root.__offset.y) + Math.min(0, root.spread)
width: root.textureSize.width
height: root.textureSize.height
fragmentShader: "shaders/innerShadowClip.frag.qsb"
}
}