| Commit message (Collapse) | Author | Age | Files | Lines |
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Add API for specifying individual corner radius values similar to Quick
Rectangle. Try to keep the overhead minimum when not used, by storing
data in lazily allocated extra and using separate shader.
Use the API in the neumorphicpanel example.
Task-number: QTBUG-141110
Change-Id: I90e558526dff01c88fb2d163a33704b8f73aa1fc
Reviewed-by: Richard Moe Gustavsen <[email protected]>
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Add a new element into QtQuick.Effects called RectangularShadow.
This is a high performance shadow/glow for (rounded)rectangle
shapes.
Differences compared to QGE RectangularGlow:
- Implemented in C++ and part of QtQuick.Effects module.
- Different API, modelled based on CSS box-shadow.
- Shader uses SDFs math for rounded rectangle. Reduced item size
and properly rounding math (circle is a circle).
- Allows offset and spread relative to item.
- Default color is black (shadow) rather than white (glow).
- Using "layer.enabled" for cache property rather than separate
ShaderEffectSource.
- Property "material" so shader effect can be customized. QQEM
can contain RectangularShadow node for easier customization.
Contains an example and lancelot tests.
Task-number: QTBUG-128469
Change-Id: Ie3baa774a3294ba0c7fe11d1bee8cd7aae897505
Reviewed-by: Kaj Grönholm <[email protected]>
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MultiEffect shadow coloring was fixed in QTBUG-123396. Unfortunately
that caused shadow opacity to be taken into account twice. First in
multiplication and second in mix which takes shadowColor including the
alpha. Instead, remove multiplication and make the shadowColor to have
premultiplied alpha.
Task-number: QTBUG-130582
Pick-to: 6.8
Change-Id: I14c95ef13009dada5f1125d98c019e9c5d7f8245
Reviewed-by: Tomi Korpipää <[email protected]>
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The algorithm for shadow didn't work correctly when the source item was
dark and the shadow color wasn't black. Fix the shadow calculation.
Task-number: QTBUG-123396
Pick-to: 6.8
Change-Id: Ib038bef4ebdd374cfb3c992c16173f8d8ddc5d13
Reviewed-by: Tomi Korpipää <[email protected]>
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Pick-to: 5.15 6.2 6.5 6.6
Change-Id: I007eaddf0a3a9e7e6242d4e02b487fa0806c96a7
Reviewed-by: Laszlo Agocs <[email protected]>
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Pick-to: 6.6
Change-Id: I63864b622fe14b102e3a0267433e69f20689f320
Reviewed-by: Kaj Grönholm <[email protected]>
Reviewed-by: Qt CI Bot <[email protected]>
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Based on the API review, adjust the MultiEffect API.
- Change mask threshold Low/Up to Min/Max and for spread AtMin/AtMax.
- Change colorize to colorization so it is more symmetric with
brightness, saturation etc.
Task-number: QTBUG-109557
Pick-to: 6.5
Change-Id: I96ff2a13e20405998c5ed0cb38ad3b5911daf94c
Reviewed-by: Eskil Abrahamsen Blomfeldt <[email protected]>
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Move mask calculations from fragment shader into C++ side, so that only
need to be done once vs. each pixel. Adjust slightly so that smoothstep
doesn't reach potentially undefined rangle (edge0 ≥ edge1).
Task-number: QTBUG-109431
Pick-to: 6.5
Change-Id: If0ca10385c9bf41fb32b666f2b1c4dd38b7cc192
Reviewed-by: Eskil Abrahamsen Blomfeldt <[email protected]>
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Add new QtQuick.Effects plugin for post-processing effects.
The plan is to add essential effects directly into QtQuick,
not to duplicate Qt Graphical Effects.
Initially the plugin will contain MultiEffect which supports
7 different effects in a single ShaderEffect (brightness,
contrast, saturation, colorize, blur, shadow, mask). Combining
multiple effects into a single shader is more performant than
chaining multiple effect items. Depending on used features,
the most optimal shader gets selected.
Includes two examples demonstrating the usage of MultiEffect.
Task-number: QTBUG-106651
Change-Id: I35865030fd4b7a1f657146cee03b195451545bc6
Reviewed-by: Eskil Abrahamsen Blomfeldt <[email protected]>
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