Added recursive buffer support
This commit is contained in:
@@ -65,7 +65,7 @@ Item
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Komplex.ShaderPackModel
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{
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id: shaderPackModel
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onJsonChanged:
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onJsonChanged: () =>
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{
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// clean up old channels
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while(data.channels.length > 0)
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@@ -125,6 +125,7 @@ Item
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mainItem.iTime += (interval / 1000) * (wallpaper.configuration.shaderSpeed ? wallpaper.configuration.shaderSpeed : 1.0)
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mainItem.iDate = Qt.vector4d(date.getFullYear(), date.getMonth() + 1, date.getDate(), secondsSinceMidnight)
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mainItem.iFrame += 1
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}
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}
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}
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@@ -145,13 +146,13 @@ Item
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var currentChannel = null;
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if (pack.channel0)
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channelOutput.iChannel0 = parseChannel(pack.channel0);
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channelOutput.iChannel0 = parseChannel(pack.channel0, channelOutput);
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if (pack.channel1)
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channelOutput.iChannel1 = parseChannel(pack.channel1);
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channelOutput.iChannel1 = parseChannel(pack.channel1, channelOutput);
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if (pack.channel2)
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channelOutput.iChannel2 = parseChannel(pack.channel2);
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channelOutput.iChannel2 = parseChannel(pack.channel2, channelOutput);
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if (pack.channel3)
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channelOutput.iChannel3 = parseChannel(pack.channel3);
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channelOutput.iChannel3 = parseChannel(pack.channel3, channelOutput);
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channelOutput.source = getFilePath(pack.source); // Set the shader source file
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channelOutput.type = ShaderChannel.Type.ShaderChannel; // Set the shader
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@@ -164,7 +165,7 @@ Item
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}
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// Recursive helper function to parse channels
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function parseChannel(channel)
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function parseChannel(channel, parent)
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{
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if (!channel) return;
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@@ -181,25 +182,49 @@ Item
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if (component.status === Component.Ready) {
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result = component.createObject(mainItem, { x: 100, y: 100 });
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}
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result.frameBufferChannel = channel.frameBufferChannel !== undefined ? channel.frameBufferChannel : -1
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result.type = channel.type
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result.anchors.fill = mainItem
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result.visible = false
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result.iMouse = Qt.binding(function () { return mainItem.iMouse; })
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result.iTime = Qt.binding(function() { return mainItem.iTime; })
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result.iResolution = Qt.vector3d(channel.resolution_x || mainItem.width, channel.resolution_y || mainItem.height, 1.0)
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result.iMouse = Qt.binding(() => { return mainItem.iMouse; })
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result.iTime = Qt.binding(() => { return mainItem.iTime; })
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result.iResolution = Qt.binding(() => { return Qt.vector3d(channel.resolution_x || mainItem.width, channel.resolution_y || mainItem.height, 1.0); })
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result.mouseBias = channel.mouse_scale ? channel.mouse_scale : 1.0
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result.iTimeScale = channel.time_scale ? channel.time_scale : 1.0
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result.iTimeDelta = Qt.binding(() => { return mainItem.iTimeDelta; })
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result.iChannelResolution = Qt.binding(() => {
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return [
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Qt.vector3d(channel.resolution_x || mainItem.width, channel.resolution_y || mainItem.height, 1.0),
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Qt.vector3d(channel.resolution_x || mainItem.width, channel.resolution_y || mainItem.height, 1.0),
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Qt.vector3d(channel.resolution_x || mainItem.width, channel.resolution_y || mainItem.height, 1.0),
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Qt.vector3d(channel.resolution_x || mainItem.width, channel.resolution_y || mainItem.height, 1.0)
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];
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});
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result.iChannelTime = Qt.binding(() => {
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return [
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mainItem.iTime * result.iTimeScale,
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mainItem.iTime * result.iTimeScale,
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mainItem.iTime * result.iTimeScale,
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mainItem.iTime * result.iTimeScale
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];
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});
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result.iFrameRate = Qt.binding(() => { return mainItem.iFrameRate; })
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result.iFrame = Qt.binding(() => { return mainItem.iFrame; })
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result.invert = channel.invert ? channel.invert : false
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result.source = source
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if (channel.channel0)
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result.iChannel0 = parseChannel(channel.channel0);
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result.iChannel0 = parseChannel(channel.channel0, result);
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if (channel.channel1)
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result.iChannel1 = parseChannel(channel.channel1);
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result.iChannel1 = parseChannel(channel.channel1, result);
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if (channel.channel2)
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result.iChannel2 = parseChannel(channel.channel2);
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result.iChannel2 = parseChannel(channel.channel2, result);
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if (channel.channel3)
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result.iChannel3 = parseChannel(channel.channel3);
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result.iChannel3 = parseChannel(channel.channel3, result);
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data.channels.push(result) // save for destroying
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@@ -68,6 +68,7 @@ Item
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property real mouseBias: 1
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property var iDate
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property real iTimeScale: 1 // This is used to scale the time for the shader, allowing for slow motion or fast forward effects per channel
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property int frameBufferChannel: -1
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property bool invert
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@@ -250,6 +251,10 @@ Item
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Item
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{
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property var frameBufferData: undefined
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id: channelShaderContent
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anchors.fill: parent
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// Setup the shader effect sources for each channel
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// These are needed to provide the uniform data to the shader channel buffers
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ShaderEffectSource
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@@ -259,6 +264,9 @@ Item
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live: true
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smooth: true
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sourceRect: Qt.rect(0,0, sourceItem ? sourceItem.width : 0, sourceItem ? sourceItem.height : 0)
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wrapMode: ShaderEffectSource.Repeat
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textureSize: Qt.size(channelShaderContent.width, channelShaderContent.height)
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textureMirroring: ShaderEffectSource.NoMirroring
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}
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ShaderEffectSource
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@@ -268,6 +276,9 @@ Item
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live: true
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smooth: true
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sourceRect: Qt.rect(0,0, sourceItem ? sourceItem.width : 0, sourceItem ? sourceItem.height : 0)
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wrapMode: ShaderEffectSource.Repeat
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textureSize: Qt.size(channelShaderContent.width, channelShaderContent.height)
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textureMirroring: ShaderEffectSource.NoMirroring
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}
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ShaderEffectSource
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@@ -277,6 +288,9 @@ Item
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live: true
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smooth: true
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sourceRect: Qt.rect(0,0, sourceItem ? sourceItem.width : 0, sourceItem ? sourceItem.height : 0)
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wrapMode: ShaderEffectSource.Repeat
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textureSize: Qt.size(channelShaderContent.width, channelShaderContent.height)
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textureMirroring: ShaderEffectSource.NoMirroring
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}
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ShaderEffectSource
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@@ -286,15 +300,33 @@ Item
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live: true
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smooth: true
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sourceRect: Qt.rect(0,0, sourceItem ? sourceItem.width : 0, sourceItem ? sourceItem.height : 0)
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wrapMode: ShaderEffectSource.Repeat
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textureSize: Qt.size(channelShaderContent.width, channelShaderContent.height)
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textureMirroring: ShaderEffectSource.NoMirroring
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}
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// recursive frame buffer
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ShaderEffectSource
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{
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id: frameBufferSource
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sourceItem: channelShaderContent
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live: true
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sourceRect: Qt.rect(0,0, channelShaderContent.width, channelShaderContent.height)
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wrapMode: ShaderEffectSource.Repeat
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recursive: true
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textureSize: Qt.size(channelShaderContent.width, channelShaderContent.height)
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anchors.fill: parent
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visible: false
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textureMirroring: ShaderEffectSource.NoMirroring
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}
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// The shader effect that will be used to render the shader
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ShaderEffect
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{
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property var iChannel0: channelSource0
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property var iChannel1: channelSource1
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property var iChannel2: channelSource2
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property var iChannel3: channelSource3
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property var iChannel0: channel.frameBufferChannel === 0 ? frameBufferSource : channelSource0
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property var iChannel1: channel.frameBufferChannel === 1 ? frameBufferSource : channelSource1
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property var iChannel2: channel.frameBufferChannel === 2 ? frameBufferSource : channelSource2
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property var iChannel3: channel.frameBufferChannel === 3 ? frameBufferSource : channelSource3
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property var iResolution: channel.iResolution
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property var iTime: data.iTime
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@@ -310,6 +342,8 @@ Item
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fragmentShader: Qt.resolvedUrl(channel.source)
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anchors.fill: parent
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id: channelShaderOutput
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}
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}
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}
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@@ -374,8 +408,7 @@ Item
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}
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}
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// Supporting this as an mp3 feels kinda silly. Should really figure out how to capture desktop audio with qml
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// UPDATE: This is not currently supported in QML, so we will need to implement this in C++ later
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// Connect the audio channel to the cpp backend
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Component
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{
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id: channelAudio
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@@ -414,6 +447,11 @@ Item
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{
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Komplex.AudioModel.startCapture()
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}
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Component.onDestruction:
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{
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Komplex.AudioModel.stopCapture()
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}
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}
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}
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}
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@@ -189,6 +189,7 @@ Item
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mainItem.iTime += (interval / 1000) * (wallpaper.configuration.shaderSpeed ? wallpaper.configuration.shaderSpeed : 1.0)
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mainItem.iDate = Qt.vector4d(date.getFullYear(), date.getMonth() + 1, date.getDate(), secondsSinceMidnight)
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mainItem.iFrame += 1
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}
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}
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}
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