Files
komplex/package/contents/ui/ShaderChannel.qml
2025-08-22 21:05:29 -04:00

527 lines
18 KiB
QML

/*
* Komplex Wallpaper Engine
* Copyright (C) 2025 @DigitalArtifex | github.com/DigitalArtifex
*
* ShaderChannel.qml
*
* This component provides a configurable channel type to more closely resemble how ShaderToys
* works. It can be configured to be an Image, Video, Shader, Audio, or CubeMap that can be
* used as the input channel of another ShaderChannel, allowing for more complex shader compositions.
*
* It would also appear that in order to support the audio channel, we will need to
* implement a way to capture the desktop audio in C++, as the MediaPlayer component does not support this.
* This will have to come later.
*
* Volumetric shaders do not seem to be widely used in ShaderToys, so it has not been implemented here.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>
*/
pragma ComponentBehavior: Bound
import QtQuick
import QtMultimedia
import QtQuick3D
import com.github.digitalartifex.komplex 1.0 as Komplex
Item
{
enum Type
{
ImageChannel,
VideoChannel,
ShaderChannel,
CubeMapChannel,
AudioChannel
}
property int type: ShaderChannel.Type.ImageChannel
property string source: ""
property int fillMode: Image.PreserveAspectCrop
property var iChannel0: null
property var iChannel1: null
property var iChannel2: null
property var iChannel3: null
property vector3d iResolution
property real iResolutionScale: 1 // This is used to scale the resolution of the shader, allowing for performance optimizations
property real iTime: 0 //used by most motion shaders
property real iTimeDelta: 0
property var iChannelTime: [data.iTime, data.iTime, data.iTime, data.iTime] //individual channel time values
property real iSampleRate: 44100 //used by audio shaders
property int iFrame: 0
property var iFrameRate: 60
property vector4d iMouse
property real mouseBias: 1
property var iDate
property real iTimeScale: 1 // This is used to scale the time for the shader, allowing for slow motion or fast forward effects per channel
property int frameBufferChannel: -1
property bool blending: false
// bind to ShaderEffectSource.live to prevent data being updated causing a refresh between intended frames. I think this may be why
// the shaders are using so many resources. This is likely to cause issues of its own since we have no way of knowing the progress
// of the current capture, but we'll cross that bridge later
property bool active: true
// this seems to work better than doubling the timer frequency and setting active/inactive states,
// but god damn does it feel hacky. Try to find a better way to actually limit framerate
onIFrameChanged: () =>
{
active = true;
active = false;
}
property bool invert
property var iChannelResolution: [Qt.vector3d(channel.iResolution.x * iResolutionScale, channel.iResolution.y * iResolutionScale, 1), Qt.vector3d(channel.iResolution.x * iResolutionScale, channel.iResolution.y * iResolutionScale, 1), Qt.vector3d(channel.iResolution.x * iResolutionScale, channel.iResolution.y * iResolutionScale, 1)]
onIResolutionChanged: () =>
{
channel.iChannelResolution = [Qt.vector3d(channel.iResolution.x * iResolutionScale, channel.iResolution.y * iResolutionScale, 1), Qt.vector3d(channel.iResolution.x * iResolutionScale, channel.iResolution.y * iResolutionScale, 1), Qt.vector3d(channel.iResolution.x * iResolutionScale, channel.iResolution.y * iResolutionScale, 1)]
}
QtObject
{
id: data
property vector4d iMouse: Qt.vector4d(channel.iMouse.x * channel.mouseBias, channel.iMouse.y * channel.mouseBias, channel.iMouse.z, channel.iMouse.w)
property real iTime: 0
property real lastITime: 0
property real angle: channel.invert ? 180 : 0
}
onITimeChanged:
{
iTimeDelta = iTime - data.lastITime
data.lastITime = iTime
data.iTime += iTimeDelta * iTimeScale
}
id: channel
visible: false // Set to false by default, main shader needs be set to true in MainWindow.qml
// This is used to dynamically load the appropriate channel type based on the `type` property of the channel
Loader
{
id: loader
anchors.fill: parent
sourceComponent: channelImage
states:[
State
{
when: channel.type === ShaderChannel.Type.ImageChannel
PropertyChanges
{
loader.sourceComponent: channelImage
}
},
State
{
when: channel.type === ShaderChannel.Type.VideoChannel
PropertyChanges
{
loader.sourceComponent: channelVideo
}
},
State
{
when: channel.type === ShaderChannel.Type.CubeMapChannel
PropertyChanges
{
loader.sourceComponent: channelCubeMap
}
},
State
{
when: channel.type === ShaderChannel.Type.ShaderChannel
PropertyChanges
{
loader.sourceComponent: channelShader
}
},
State
{
when: channel.type === ShaderChannel.Type.AudioChannel
PropertyChanges
{
loader.sourceComponent: channelAudio
// loader.width: 512
// loader.height: 2
// loader.and
}
}
]
transform: Rotation
{
id: channelRotation
origin.x: channel.width / 2
origin.y: channel.height / 2
// For vertical flipping, we need to transform the x axis
axis
{
x: 1
y: 0
z: 0
}
angle: data.angle
}
}
//The image channel will be the default channel type for backwards compatability
Component
{
id: channelImage
Image
{
id: image
anchors.fill: parent
source: Qt.resolvedUrl(channel.source)
fillMode: channel.fillMode
}
}
//Video channel
Component
{
id: channelVideo
VideoOutput
{
property alias duration: mediaPlayer.duration
property alias mediaSource: mediaPlayer.source
property alias metaData: mediaPlayer.metaData
property alias playbackRate: mediaPlayer.playbackRate
property alias position: mediaPlayer.position
property alias seekable: mediaPlayer.seekable
property alias volume: audioOutput.volume
signal sizeChanged
signal fatalError
id: videoOutput
visible: true
anchors.fill: parent
fillMode: VideoOutput.PreserveAspectCrop
smooth: true
onHeightChanged: this.sizeChanged()
MediaPlayer
{
id: mediaPlayer
videoOutput: videoOutput
loops: MediaPlayer.Infinite
source: Qt.resolvedUrl(channel.source)
audioOutput: AudioOutput
{
id: audioOutput
volume: 0
}
onErrorOccurred: function(error, errorString)
{
if (MediaPlayer.NoError !== error)
{
console.log("[qmlvideo] VideoItem.onError error " + error + " errorString " + errorString)
videoOutput.fatalError()
}
}
onSourceChanged:
{
if(mediaPlayer.source != "")
mediaPlayer.play()
else
mediaPlayer.stop()
}
}
function start() { mediaPlayer.play() }
function stop() { mediaPlayer.stop() }
function seek(position) { mediaPlayer.setPosition(position); }
}
}
// A shader channel can be a shader
Component
{
id: channelShader
Item
{
id: channelShaderContent
anchors.fill: parent
// Setup the shader effect sources for each channel
// These are needed to provide the uniform data to the shader channel buffers
ShaderEffectSource
{
id: channelSource0
sourceItem: channel.iChannel0 ? channel.iChannel0 : null
live: channel.active
smooth: false
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
wrapMode: ShaderEffectSource.ClampToEdge
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
textureMirroring: ShaderEffectSource.NoMirroring
recursive: false
mipmap: true
hideSource: true
width: channel.iResolution.x
height: channel.iResolution.y
}
ShaderEffectSource
{
id: channelSource1
sourceItem: channel.iChannel1 ? channel.iChannel1 : null
live: channel.active
smooth: false
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
wrapMode: ShaderEffectSource.ClampToEdge
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
textureMirroring: ShaderEffectSource.NoMirroring
recursive: false
mipmap: true
hideSource: true
width: channel.iResolution.x
height: channel.iResolution.y
}
ShaderEffectSource
{
id: channelSource2
sourceItem: channel.iChannel2 ? channel.iChannel2 : null
live: channel.active
smooth: false
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
wrapMode: ShaderEffectSource.ClampToEdge
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
textureMirroring: ShaderEffectSource.NoMirroring
recursive: false
mipmap: true
hideSource: true
width: channel.iResolution.x
height: channel.iResolution.y
}
ShaderEffectSource
{
id: channelSource3
sourceItem: channel.iChannel3 ? channel.iChannel3 : null
live: channel.active
smooth: false
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
wrapMode: ShaderEffectSource.ClampToEdge
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
textureMirroring: ShaderEffectSource.NoMirroring
recursive: false
mipmap: true
hideSource: true
width: channel.iResolution.x
height: channel.iResolution.y
}
// recursive frame buffer
ShaderEffectSource
{
id: frameBufferSource
sourceItem: channel.frameBufferChannel === -1 ? null : channelShaderContent
sourceRect: Qt.rect(0,0, channelShaderContent.width, channelShaderContent.height)
wrapMode: ShaderEffectSource.ClampToEdge
live: channel.active
mipmap: true
recursive: true
textureSize: Qt.size(channelShaderContent.width, channelShaderContent.height)
visible: false
textureMirroring: ShaderEffectSource.NoMirroring
width: channel.iResolution.x
height: channel.iResolution.y
}
// The shader effect that will be used to render the shader
ShaderEffect
{
property var iChannel0: channel.frameBufferChannel === 0 ? frameBufferSource : channelSource0
property var iChannel1: channel.frameBufferChannel === 1 ? frameBufferSource : channelSource1
property var iChannel2: channel.frameBufferChannel === 2 ? frameBufferSource : channelSource2
property var iChannel3: channel.frameBufferChannel === 3 ? frameBufferSource : channelSource3
property var iResolution: channel.iResolution
property var iTime: data.iTime
property var iTimeDelta: channel.iTimeDelta
property var iChannelTime: channel.iChannelTime
property var iSampleRate: channel.iSampleRate
property var iFrame: channel.iFrame
property var iFrameRate: channel.iFrameRate
property var iMouse: data.iMouse
property var iDate: channel.iDate
property var iChannelResolution: channel.iResolution
fragmentShader: Qt.resolvedUrl(channel.source)
width: channel.iResolution.x
height: channel.iResolution.y
id: channelShaderOutput
blending: channel.blending
}
// ShaderEffectSource
// {
// anchors.fill: parent
// sourceItem: channelShaderOutput
// hideSource: true
// visible: true
// }
}
}
//In order to support CubeMaps, we will need to select a folder that contains a series of JPGs, named as described
//in the CubeMapTexture documentation ie "posx.jpg;negx.jpg;posy.jpg;negy.jpg;posz.jpg;negz.jpg"
Component
{
id: channelCubeMap
View3D
{
id: view3d
anchors.fill: parent
property real lastX: 0
property real lastY: 0
property bool mousePressed: false
property real yaw: 0
property real pitch: 0
environment: SceneEnvironment
{
backgroundMode: SceneEnvironment.SkyBoxCubeMap
skyBoxCubeMap: CubeMapTexture
{
source: channel.source !== "" ? Qt.resolvedUrl(channel.source) + "/%p.jpg" : ""
}
}
camera: PerspectiveCamera
{
id: camera
position: Qt.vector3d(0, 0, 10)
}
function updateCamera()
{
yaw -= (data.iMouse.x - lastX) * 0.5
pitch -= (data.iMouse.y - lastY) * -0.5
pitch = Math.max(-89, Math.min(89, pitch))
lastX = data.iMouse.x
lastY = data.iMouse.y
var radYaw = yaw * Math.PI / 180
var radPitch = pitch * Math.PI / 180
var x = Math.cos(radPitch) * Math.sin(radYaw)
var y = Math.sin(radPitch)
var z = Math.cos(radPitch) * Math.cos(radYaw)
camera.eulerRotation = Qt.vector3d((radPitch * 180 / Math.PI), (radYaw * 180 / Math.PI), 0)
}
Connections
{
target: channel
function onIMouseChanged()
{
view3d.updateCamera()
}
}
}
}
// Connect the audio channel to the cpp backend
Component
{
id: channelAudio
Rectangle
{
anchors.fill: parent
color: "black"
Image
{
width: 512
height: 2
anchors.top: !channel.invert ? undefined : parent.top
anchors.bottom: !channel.invert ? parent.bottom : undefined
id: textureImage
source: "image://audiotexture/frame"
fillMode: Image.Pad
// we need to flip the texture when the channel itself is flipped
// so the orientation of the audio data is preserved
transform: Rotation
{
origin.x: textureImage.width / 2
origin.y: textureImage.height / 2
// For vertical flipping, we need to transform the x axis
axis
{
x: 1
y: 0
z: 0
}
angle: data.angle + 180
}
}
Timer
{
property int frame: 0
interval: 16
repeat: true
triggeredOnStart: true
running: true
onTriggered:
{
frame++
textureImage.source = "image://audiotexture/frame" + frame
}
}
Component.onCompleted:
{
Komplex.AudioModel.startCapture()
}
Component.onDestruction:
{
Komplex.AudioModel.stopCapture()
}
}
}
}