diff options
author | aavit <eirik.aavitsland@digia.com> | 2013-10-08 16:55:15 +0200 |
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committer | Eirik Aavitsland <eirik.aavitsland@digia.com> | 2013-10-09 11:33:52 +0300 |
commit | bcc6a8fe80f2f31605afaae63e1b05051c0deb5f (patch) | |
tree | 408bb294cb2fb813f2b86fcf0ae90e0f9d1c3d88 /basicsuite/Media Player/Effects/EffectPageCurl.qml | |
parent | ecd752748fd0385d6b22712663c0e1d1c87921af (diff) |
Moved Media Player and Camera from experimental to basicsuite
Change-Id: I8fd2335614062e1ca09f385ad6c0ae0dd19d694c
Reviewed-by: Pasi Petäjäjärvi <pasi.petajajarvi@digia.com>
Diffstat (limited to 'basicsuite/Media Player/Effects/EffectPageCurl.qml')
-rwxr-xr-x | basicsuite/Media Player/Effects/EffectPageCurl.qml | 196 |
1 files changed, 196 insertions, 0 deletions
diff --git a/basicsuite/Media Player/Effects/EffectPageCurl.qml b/basicsuite/Media Player/Effects/EffectPageCurl.qml new file mode 100755 index 0000000..39947d9 --- /dev/null +++ b/basicsuite/Media Player/Effects/EffectPageCurl.qml @@ -0,0 +1,196 @@ +/**************************************************************************** +** +** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/legal +** +** This file is part of the Qt Mobility Components. +** +** $QT_BEGIN_LICENSE:LGPL$ +** 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 Digia. For licensing terms and +** conditions see http://qt.digia.com/licensing. For further information +** use the contact form at http://qt.digia.com/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Digia gives you certain additional +** rights. These rights are described in the Digia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.0 + +Effect { + divider: false + parameters: ListModel { + ListElement { + name: "extent" + value: 0.5 + } + } + + // Transform slider values, and bind result to shader uniforms + property real curlExtent: 1.0 - parameters.get(0).value + + fragmentShaderSrc: "uniform float dividerValue; + uniform float curlExtent; + uniform sampler2D source; + uniform lowp float qt_Opacity; + varying vec2 qt_TexCoord0; + + const float minAmount = -0.16; + const float maxAmount = 1.3; + const float PI = 3.141592653589793; + const float scale = 512.0; + const float sharpness = 3.0; + const vec4 bgColor = vec4(1.0, 1.0, 0.8, 1.0); + + float amount = curlExtent * (maxAmount - minAmount) + minAmount; + float cylinderCenter = amount; + // 360 degrees * amount + float cylinderAngle = 2.0 * PI * amount; + const float cylinderRadius = 1.0 / PI / 2.0; + + vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation) + { + float hitPoint = hitAngle / (2.0 * PI); + point.y = hitPoint; + return rrotation * point; + } + + vec4 antiAlias(vec4 color1, vec4 color2, float distance) + { + distance *= scale; + if (distance < 0.0) return color2; + if (distance > 2.0) return color1; + float dd = pow(1.0 - distance / 2.0, sharpness); + return ((color2 - color1) * dd) + color1; + } + + float distanceToEdge(vec3 point) + { + float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x); + float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y); + if (point.x < 0.0) dx = -point.x; + if (point.x > 1.0) dx = point.x - 1.0; + if (point.y < 0.0) dy = -point.y; + if (point.y > 1.0) dy = point.y - 1.0; + if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy); + return min(dx, dy); + } + + vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation) + { + float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle); + vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation); + if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0)) + return bgColor; + if (yc > 0.0) + return texture2D(source, p); + vec4 color = texture2D(source, point.xy); + vec4 tcolor = vec4(0.0); + return antiAlias(color, tcolor, distanceToEdge(point)); + } + + vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation) + { + float shadow = distanceToEdge(point) * 30.0; + shadow = (1.0 - shadow) / 3.0; + if (shadow < 0.0) + shadow = 0.0; + else + shadow *= amount; + vec4 shadowColor = seeThrough(yc, p, rotation, rrotation); + shadowColor.r -= shadow; + shadowColor.g -= shadow; + shadowColor.b -= shadow; + return shadowColor; + } + + vec4 backside(float yc, vec3 point) + { + vec4 color = texture2D(source, point.xy); + float gray = (color.r + color.b + color.g) / 15.0; + gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0)); + color.rgb = vec3(gray); + return color; + } + + void main(void) + { + const float angle = 30.0 * PI / 180.0; + float c = cos(-angle); + float s = sin(-angle); + mat3 rotation = mat3( + c, s, 0, + -s, c, 0, + 0.12, 0.258, 1 + ); + c = cos(angle); + s = sin(angle); + mat3 rrotation = mat3( + c, s, 0, + -s, c, 0, + 0.15, -0.5, 1 + ); + vec3 point = rotation * vec3(qt_TexCoord0, 1.0); + float yc = point.y - cylinderCenter; + vec4 color = vec4(1.0, 0.0, 0.0, 1.0); + if (yc < -cylinderRadius) { + // See through to background + color = bgColor; + } else if (yc > cylinderRadius) { + // Flat surface + color = texture2D(source, qt_TexCoord0); + } else { + float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI; + float hitAngleMod = mod(hitAngle, 2.0 * PI); + if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0)) { + color = seeThrough(yc, qt_TexCoord0, rotation, rrotation); + } else { + point = hitPoint(hitAngle, yc, point, rrotation); + if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0) { + color = seeThroughWithShadow(yc, qt_TexCoord0, point, rotation, rrotation); + } else { + color = backside(yc, point); + vec4 otherColor; + if (yc < 0.0) { + float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71); + shado *= pow(-yc / cylinderRadius, 3.0); + shado *= 0.5; + otherColor = vec4(0.0, 0.0, 0.0, shado); + } else { + otherColor = texture2D(source, qt_TexCoord0); + } + color = antiAlias(color, otherColor, cylinderRadius - abs(yc)); + + // This second antialiasing step causes the shader to fail to render, on + // Symbian devices (tested so far using IVE3.5). Running out of scratch + // memory? + } + } + } + gl_FragColor = qt_Opacity * color; + }" +} |