473 lines
17 KiB
QML
473 lines
17 KiB
QML
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/*****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the Qt Add-On Graphical Effects module.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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*****************************************************************************/
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import QtQuick 2.0
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import QtGraphicalEffects.private 1.0
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/*!
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\qmltype LevelAdjust
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\inqmlmodule QtGraphicalEffects
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\since QtGraphicalEffects 1.0
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\inherits QtQuick2::Item
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\ingroup qtgraphicaleffects-color
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\brief Adjusts color levels in the RGBA color space.
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This effect adjusts the source item colors separately for each color
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channel. Source item contrast can be adjusted and color balance altered.
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\table
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\header
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\li Source
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\li Effect applied
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\row
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\li \image Original_butterfly.png
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\li \image LevelAdjust_butterfly.png
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\endtable
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\section1 Example
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The following example shows how to apply the effect.
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\snippet LevelAdjust-example.qml example
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*/
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Item {
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id: rootItem
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/*!
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This property defines the source item that provides the source pixels
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for the effect.
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\note It is not supported to let the effect include itself, for
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instance by setting source to the effect's parent.
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*/
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property variant source
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/*!
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This property defines the change factor for how the value of each pixel
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color channel is altered according to the equation:
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\code result.rgb = pow(original.rgb, 1.0 / gamma.rgb); \endcode
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Setting the gamma values under QtVector3d(1.0, 1.0, 1.0) makes the image
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darker, the values above QtVector3d(1.0, 1.0, 1.0) lighten it.
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The value ranges from QtVector3d(0.0, 0.0, 0.0) (darkest) to inf
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(lightest). By default, the property is set to \c QtVector3d(1.0, 1.0,
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1.0) (no change).
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\table
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\header
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\li Output examples with different gamma values
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\li
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\li
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\row
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\li \image LevelAdjust_gamma1.png
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\li \image LevelAdjust_gamma2.png
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\li \image LevelAdjust_gamma3.png
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\row
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\li \b { gamma: Qt.vector3d(1.0, 1.0, 1.0) }
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\li \b { gamma: Qt.vector3d(1.0, 0.4, 2.0) }
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\li \b { gamma: Qt.vector3d(1.0, 0.1, 4.0) }
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\row
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\li \l minimumInput: #000000
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\li \l minimumInput: #000000
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\li \l minimumInput: #000000
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\row
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\li \l maximumInput: #ffffff
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\li \l maximumInput: #ffffff
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\li \l maximumInput: #ffffff
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\row
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\li \l minimumOutput: #000000
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\li \l minimumOutput: #000000
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\li \l minimumOutput: #000000
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\row
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\li \l maximumOutput: #ffffff
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\li \l maximumOutput: #ffffff
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\li \l maximumOutput: #ffffff
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\endtable
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\table
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\header
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\li Pixel color channel luminance curves of the above images.
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\li
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\li
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\row
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\li \image LevelAdjust_default_curve.png
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\li \image LevelAdjust_gamma2_curve.png
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\li \image LevelAdjust_gamma3_curve.png
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\row
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\li X-axis: pixel original luminance
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\li
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\li
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\row
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\li Y-axis: color channel luminance with effect applied
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\li
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\li
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\endtable
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*/
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property variant gamma: Qt.vector3d(1.0, 1.0, 1.0)
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/*!
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This property defines the minimum input level for each color channel. It
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sets the black-point, all pixels having lower value than this property
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are rendered as black (per color channel). Increasing the value darkens
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the dark areas.
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The value ranges from "#00000000" to "#ffffffff". By default, the
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property is set to \c "#00000000" (no change).
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\table
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\header
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\li Output examples with different minimumInput values
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\li
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\li
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\row
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\li \image LevelAdjust_minimumInput1.png
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\li \image LevelAdjust_minimumInput2.png
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\li \image LevelAdjust_minimumInput3.png
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\row
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\li \b { minimumInput: #00000000 }
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\li \b { minimumInput: #00000040 }
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\li \b { minimumInput: #00000070 }
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\row
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\li \l maximumInput: #ffffff
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\li \l maximumInput: #ffffff
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\li \l maximumInput: #ffffff
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\row
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\li \l minimumOutput: #000000
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\li \l minimumOutput: #000000
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\li \l minimumOutput: #000000
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\row
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\li \l maximumOutput: #ffffff
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\li \l maximumOutput: #ffffff
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\li \l maximumOutput: #ffffff
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\row
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\endtable
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\table
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\header
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\li Pixel color channel luminance curves of the above images.
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\li
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\li
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\row
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\li \image LevelAdjust_default_curve.png
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\li \image LevelAdjust_minimumInput2_curve.png
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\li \image LevelAdjust_minimumInput3_curve.png
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\row
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\li X-axis: pixel original luminance
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\li
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\li
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\row
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\li Y-axis: color channel luminance with effect applied
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\li
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\li
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\endtable
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*/
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property color minimumInput: Qt.rgba(0.0, 0.0, 0.0, 0.0)
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/*!
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This property defines the maximum input level for each color channel.
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It sets the white-point, all pixels having higher value than this
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property are rendered as white (per color channel).
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Decreasing the value lightens the light areas.
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The value ranges from "#ffffffff" to "#00000000". By default, the
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property is set to \c "#ffffffff" (no change).
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\table
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\header
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\li Output examples with different maximumInput values
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\li
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\li
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\row
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\li \image LevelAdjust_maximumInput1.png
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\li \image LevelAdjust_maximumInput2.png
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\li \image LevelAdjust_maximumInput3.png
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\row
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\li \b { maximumInput: #FFFFFFFF }
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\li \b { maximumInput: #FFFFFF80 }
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\li \b { maximumInput: #FFFFFF30 }
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\row
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\li \l minimumInput: #000000
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\li \l minimumInput: #000000
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\li \l minimumInput: #000000
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\row
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\li \l minimumOutput: #000000
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\li \l minimumOutput: #000000
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\li \l minimumOutput: #000000
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\row
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\li \l maximumOutput: #ffffff
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\li \l maximumOutput: #ffffff
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\li \l maximumOutput: #ffffff
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\row
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\endtable
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\table
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\header
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\li Pixel color channel luminance curves of the above images.
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\li
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\li
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\row
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\li \image LevelAdjust_default_curve.png
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\li \image LevelAdjust_maximumInput2_curve.png
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\li \image LevelAdjust_maximumInput3_curve.png
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\row
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\li X-axis: pixel original luminance
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\li
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\li
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\row
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\li Y-axis: color channel luminance with effect applied
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\li
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\li
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\endtable
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*/
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property color maximumInput: Qt.rgba(1.0, 1.0, 1.0, 1.0)
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/*!
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This property defines the minimum output level for each color channel.
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Increasing the value lightens the dark areas, reducing the contrast.
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The value ranges from "#00000000" to "#ffffffff". By default, the
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property is set to \c "#00000000" (no change).
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\table
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\header
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\li Output examples with different minimumOutput values
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\li
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\li
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\row
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\li \image LevelAdjust_minimumOutput1.png
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\li \image LevelAdjust_minimumOutput2.png
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\li \image LevelAdjust_minimumOutput3.png
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\row
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\li \b { minimumOutput: #00000000 }
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\li \b { minimumOutput: #00000070 }
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\li \b { minimumOutput: #000000A0 }
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\row
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\li \l minimumInput: #000000
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\li \l minimumInput: #000000
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\li \l minimumInput: #000000
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\row
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\li \l maximumInput: #ffffff
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\li \l maximumInput: #ffffff
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\li \l maximumInput: #ffffff
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\row
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\li \l maximumOutput: #ffffff
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\li \l maximumOutput: #ffffff
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\li \l maximumOutput: #ffffff
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\row
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\endtable
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\table
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\header
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\li Pixel color channel luminance curves of the above images.
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\li
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\li
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\row
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\li \image LevelAdjust_default_curve.png
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\li \image LevelAdjust_minimumOutput2_curve.png
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\li \image LevelAdjust_minimumOutput3_curve.png
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\row
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\li X-axis: pixel original luminance
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\li
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\li
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\row
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\li Y-axis: color channel luminance with effect applied
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\li
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\li
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\endtable
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*/
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property color minimumOutput: Qt.rgba(0.0, 0.0, 0.0, 0.0)
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/*!
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This property defines the maximum output level for each color channel.
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Decreasing the value darkens the light areas, reducing the contrast.
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The value ranges from "#ffffffff" to "#00000000". By default, the
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property is set to \c "#ffffffff" (no change).
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\table
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\header
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\li Output examples with different maximumOutput values
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\li
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\li
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\row
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\li \image LevelAdjust_maximumOutput1.png
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\li \image LevelAdjust_maximumOutput2.png
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\li \image LevelAdjust_maximumOutput3.png
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\row
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\li \b { maximumOutput: #FFFFFFFF }
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\li \b { maximumOutput: #FFFFFF80 }
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\li \b { maximumOutput: #FFFFFF30 }
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\row
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\li \l minimumInput: #000000
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\li \l minimumInput: #000000
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\li \l minimumInput: #000000
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\row
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\li \l maximumInput: #ffffff
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\li \l maximumInput: #ffffff
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\li \l maximumInput: #ffffff
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\row
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\li \l minimumOutput: #000000
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\li \l minimumOutput: #000000
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\li \l minimumOutput: #000000
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\row
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\li \l gamma: Qt.vector3d(1.0, 1.0, 1.0)
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\endtable
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\table
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\header
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\li Pixel color channel luminance curves of the above images.
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\li
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\li
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\row
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\li \image LevelAdjust_default_curve.png
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\li \image LevelAdjust_maximumOutput2_curve.png
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\li \image LevelAdjust_maximumOutput3_curve.png
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\row
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\li X-axis: pixel original luminance
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\li
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\li
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\row
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\li Y-axis: color channel luminance with effect applied
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\li
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\li
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\endtable
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*/
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property color maximumOutput: Qt.rgba(1.0, 1.0, 1.0, 1.0)
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/*!
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This property allows the effect output pixels to be cached in order to
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improve the rendering performance.
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Every time the source or effect properties are changed, the pixels in
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the cache must be updated. Memory consumption is increased, because an
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extra buffer of memory is required for storing the effect output.
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It is recommended to disable the cache when the source or the effect
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properties are animated.
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By default, the property is set to \c false.
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*/
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property bool cached: false
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SourceProxy {
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id: sourceProxy
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input: rootItem.source
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}
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ShaderEffectSource {
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id: cacheItem
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anchors.fill: parent
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visible: rootItem.cached
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smooth: true
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sourceItem: shaderItem
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live: true
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hideSource: visible
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}
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ShaderEffect {
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id: shaderItem
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property variant source: sourceProxy.output
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property variant minimumInputRGB: Qt.vector3d(rootItem.minimumInput.r, rootItem.minimumInput.g, rootItem.minimumInput.b)
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property variant maximumInputRGB: Qt.vector3d(rootItem.maximumInput.r, rootItem.maximumInput.g, rootItem.maximumInput.b)
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property real minimumInputAlpha: rootItem.minimumInput.a
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property real maximumInputAlpha: rootItem.maximumInput.a
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property variant minimumOutputRGB: Qt.vector3d(rootItem.minimumOutput.r, rootItem.minimumOutput.g, rootItem.minimumOutput.b)
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property variant maximumOutputRGB: Qt.vector3d(rootItem.maximumOutput.r, rootItem.maximumOutput.g, rootItem.maximumOutput.b)
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property real minimumOutputAlpha: rootItem.minimumOutput.a
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property real maximumOutputAlpha: rootItem.maximumOutput.a
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property variant gamma: Qt.vector3d(1.0 / Math.max(rootItem.gamma.x, 0.0001), 1.0 / Math.max(rootItem.gamma.y, 0.0001), 1.0 / Math.max(rootItem.gamma.z, 0.0001))
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anchors.fill: parent
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fragmentShader: "
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varying highp vec2 qt_TexCoord0;
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uniform highp float qt_Opacity;
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uniform lowp sampler2D source;
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uniform highp vec3 minimumInputRGB;
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uniform highp vec3 maximumInputRGB;
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uniform highp float minimumInputAlpha;
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uniform highp float maximumInputAlpha;
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uniform highp vec3 minimumOutputRGB;
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uniform highp vec3 maximumOutputRGB;
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uniform highp float minimumOutputAlpha;
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uniform highp float maximumOutputAlpha;
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|
uniform highp vec3 gamma;
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|
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highp float linearstep(highp float e0, highp float e1, highp float x) {
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return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
|
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|
}
|
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|
|
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|
void main(void) {
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|
highp vec4 textureColor = texture2D(source, qt_TexCoord0.st);
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|
highp vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a);
|
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|
|
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|
color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r);
|
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|
color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g);
|
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|
color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b);
|
||
|
color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a);
|
||
|
|
||
|
color.rgb = pow(color.rgb, gamma);
|
||
|
|
||
|
color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r);
|
||
|
color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g);
|
||
|
color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b);
|
||
|
color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha);
|
||
|
|
||
|
gl_FragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity;
|
||
|
}
|
||
|
"
|
||
|
}
|
||
|
}
|