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author | Kalle Viironen <kalle.viironen@digia.com> | 2014-02-21 12:03:35 +0200 |
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committer | Kalle Viironen <kalle.viironen@digia.com> | 2014-02-21 12:04:13 +0200 |
commit | b1f9ebae32c44ff0dc2315a1c1c363ad98aaf145 (patch) | |
tree | bad33c0a01cc4274dee43c8370a0bdcd08d6fc7f /basicsuite/graphicaleffects/effect_CustomWave.qml | |
parent | 9c48ce0535c7a89e32a4b0f932dc3f61e973018a (diff) | |
parent | 0325d7b4156098ef064f04208905712c5bf0174e (diff) |
Merge branch 'stable' into release
* stable: (50 commits)
Fix deployment of QML import plugins when building in Qt Creator
Add QtWidgets dependecy to shared.pri
Update title and description for Text Input demo
Update content for About Boot to Qt demo
Fix QML GroupBox: Binding loop detected for property
[controls-touch] Deploy images
Remove Sensors demo from the Qt Creator's list of examples
Remove Sensor Explorer and Particles demos from launcher
Fix layout issues with Qt-Everywhere (touchgallery)
[qt5-launchpresentation] Don't crop the description text on nexus
[launcher settings] improve visual appearance
[qt5-everywhere] update preview image
Fix vkb import path
Fix issues in qt5-launcher presentation
Remove Raspberry Pi logo from demo
Fix Canvas2D error
Qt5-Everywhere: show network error message
fix glsl syntax in graphical effects demo
Update copyright year
Limit camera & mediaplayer demos to working devices
...
Change-Id: I1ed9233a89ea989013b398c8480e1932949fff19
Diffstat (limited to 'basicsuite/graphicaleffects/effect_CustomWave.qml')
-rw-r--r-- | basicsuite/graphicaleffects/effect_CustomWave.qml | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/basicsuite/graphicaleffects/effect_CustomWave.qml b/basicsuite/graphicaleffects/effect_CustomWave.qml new file mode 100644 index 0000000..eff9a45 --- /dev/null +++ b/basicsuite/graphicaleffects/effect_CustomWave.qml @@ -0,0 +1,158 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). +** Contact: For any questions to Digia, please use the contact form at +** http://qt.digia.com/ +** +** This file is part of the examples of the Qt Enterprise Embedded. +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names +** of its contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +import QtQuick 2.0 + +Item { + id: root + + property real inputX: 0.9; + property real feedbackX: shader.zrot + property string nameX: "Rotation" + + property real inputY: 0.7 + property real feedbackY: shader.amp + property string nameY: "Amplitude" + + + ShaderEffect { + id: shader + width: height + height: parent.height + anchors.centerIn: parent; + scale: height > root.height * 0.8 ? root.height * 0.8 / height : 1; + + blending: true + + mesh: "50x50" + + property variant size: Qt.size(width, height); + + property variant source: Image { source: "images/bug.jpg" } + + property real amp: root.inputY * 0.1; + + property real xrot: 2 / 8 * Math.PI; + + property real zrot: -root.inputX * Math.PI * 2 + + property real time: 0 + NumberAnimation on time { + id: timeAnimation + from: 0; + to: Math.PI * 2; + duration: 3457; + loops: Animation.Infinite + running: true; + } + + vertexShader: " + attribute highp vec4 qt_Vertex; + attribute highp vec2 qt_MultiTexCoord0; + uniform highp mat4 qt_Matrix; + uniform highp float xrot; + uniform highp float zrot; + uniform highp vec2 size; + uniform highp float time; + uniform highp float amp; + varying lowp vec2 v_TexCoord; + varying lowp float v_light; + void main() { + highp float xcosa = cos(xrot); + highp float xsina = sin(xrot); + + highp mat4 xrot = mat4(1, 0, 0, 0, + 0, xcosa, xsina, 0, + 0, -xsina, xcosa, 0, + 0, 0, 0, 1); + + highp float zcosa = cos(zrot); + highp float zsina = sin(zrot); + + highp mat4 zrot = mat4(zcosa, zsina, 0, 0, + -zsina, zcosa, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1); + + highp float near = 2.; + highp float far = 6.; + highp float fmn = far - near; + + highp mat4 proj = mat4(near, 0, 0, 0, + 0, near, 0, 0, + 0, 0, -(far + near) / fmn, -1., + 0, 0, -2. * far * near / fmn, 1); + + highp mat4 model = mat4(2, 0, 0, 0, + 0, 2, 0, 0, + 0, 0, 2, 0, + 0, -.5, -4, 1); + + vec4 nLocPos = vec4(qt_Vertex.xy * 2.0 / size - 1.0, 0, 1); + nLocPos.z = cos(nLocPos.x * 5. + time) * amp; + + vec4 pos = proj * model * xrot * zrot * nLocPos; + pos = vec4(pos.xyx/pos.w, 1); + + gl_Position = qt_Matrix * vec4((pos.xy + 1.0) / 2.0 * size , 0, 1); + + v_TexCoord = qt_MultiTexCoord0; + + + v_light = dot(normalize(vec3(-sin(nLocPos.x * 5.0 + time) * 5.0 * amp, 0, -1)), vec3(0, 0, -1)); + } + " + + fragmentShader: " + uniform lowp sampler2D source; + uniform lowp float qt_Opacity; + varying highp vec2 v_TexCoord; + varying lowp float v_light; + void main() { + highp vec4 c = texture2D(source, v_TexCoord); + gl_FragColor = (vec4(pow(v_light, 16.0)) * 0.3 + c) * qt_Opacity; + } + " + + } + +} + + |