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komplex-hub/Dependencies/Components/imports/designeffects/DesignDropShadowPrivate.qml
T
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
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** 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
** approved by the KDE Free Qt Foundation. The licenses are as published by
** 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
property bool showBehind: false
required property Item source
readonly property real sourceRotation: root.source.rotation
readonly property real radiusCeiled: Math.ceil(root.radius)
readonly property size orginialTextureSize: Qt.size(root.width + root.spread * 2,
root.height + root.spread * 2)
readonly property real sigma: root.radius / 2.7
visible: true
width: root.source.width
height: root.source.height
//Component.onCompleted: console.log("Drop Shadow created!")
onSourceRotationChanged: root.calculateOffset()
onRadiusCeiledChanged: root.calculateOffset()
onSpreadChanged: root.calculateOffset()
onHorizontalOffsetChanged: root.calculateOffset()
onVerticalOffsetChanged: root.calculateOffset()
signal geometryChanged()
property point __offset: Qt.point(0, 0)
function calculateOffset() {
let mat = Qt.matrix4x4()
mat.translate(Qt.vector3d(-root.spread, -root.spread, 0))
mat.translate(Qt.vector3d(-root.radiusCeiled, -root.radiusCeiled, 0))
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))
root.geometryChanged()
}
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.orginialTextureSize.width
height: root.orginialTextureSize.height
sourceItem: root.copyActive ? sourceCopy : root.source
}
ShaderEffect {
id: shadow
property color color: root.color
property var src: shaderEffectSource
visible: false
width: root.orginialTextureSize.width
height: root.orginialTextureSize.height
layer.enabled: true
layer.sourceRect: Qt.rect(-root.radiusCeiled, -root.radiusCeiled,
root.bluredTextureSize.width, root.bluredTextureSize.height)
fragmentShader: "shaders/dropShadow.frag.qsb"
}
readonly property size bluredTextureSize: Qt.size(root.orginialTextureSize.width + root.radiusCeiled * 2,
root.orginialTextureSize.height + root.radiusCeiled * 2)
readonly property vector2d bluredPixelSize: Qt.vector2d(1.0 / root.bluredTextureSize.width,
1.0 / root.bluredTextureSize.height)
ShaderEffect {
id: blurHorizontal
property real blurKernel: root.radius
property real sigma: root.sigma
property var src: shadow
property vector2d pixelSize: root.bluredPixelSize.times(Qt.vector2d(1, 0))
property bool useOffscreenColor: false
property color offscreenColor: "transparent"
visible: false
width: root.bluredTextureSize.width
height: root.bluredTextureSize.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.bluredPixelSize.times(Qt.vector2d(0, 1))
property bool useOffscreenColor: false
property color offscreenColor: "transparent"
visible: root.showBehind
x: root.showBehind ? root.__offset.x : 0
y: root.showBehind ? root.__offset.y : 0
width: root.bluredTextureSize.width
height: root.bluredTextureSize.height
layer.enabled: !root.showBehind
layer.sourceRect: Qt.rect(Math.min(0, -root.__offset.x),
Math.min(0, -root.__offset.y),
root.offsetTextureSize.width,
root.offsetTextureSize.height)
fragmentShader: "shaders/gaussianBlur.frag.qsb"
}
readonly property size offsetTextureSize: Qt.size(root.bluredTextureSize.width + Math.abs(root.__offset.x),
root.bluredTextureSize.height + Math.abs(root.__offset.y))
ShaderEffectSource {
id: originalSource
visible: false
width: root.offsetTextureSize.width
height: root.offsetTextureSize.height
sourceItem: root.source
sourceRect: Qt.rect(Math.min(0, root.__offset.x),
Math.min(0, root.__offset.y),
root.offsetTextureSize.width,
root.offsetTextureSize.height)
}
ShaderEffect {
id: result
property var shadow: blurVertical
property var original: originalSource
visible: !root.showBehind
x: -Math.max(0, -root.__offset.x)
y: -Math.max(0, -root.__offset.y)
width: root.offsetTextureSize.width
height: root.offsetTextureSize.height
fragmentShader: "shaders/dropShadowClip.frag.qsb"
}
readonly property rect boundingBox: Qt.rect(result.x, result.y, result.width, result.height)
onBoundingBoxChanged: root.geometryChanged()
}