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authorKalle Viironen <kalle.viironen@digia.com>2014-07-04 09:49:57 +0300
committerKalle Viironen <kalle.viironen@digia.com>2014-07-04 09:50:13 +0300
commit13d16d204eb5d9e92a6099c0b90e2730f043c04f (patch)
treebee88085e3f53993509af326959dffeb64fded35 /basicsuite/qt5-launchpresentation/ShaderSlide.qml
parentc7edfa22fadbb5041b8dee1d5cd27adfcfb7f833 (diff)
parent3473ec2b9a38a703310b773e51ce059a8423e379 (diff)
Merge commit '3473ec2b9a38a703310b773e51ce059a8423e379' into releaseQtEE_v3.1.0
* commit '3473ec2b9a38a703310b773e51ce059a8423e379': (32 commits) [Doc] Use symbolic links for demo preview images Changed the audio track on the Qt_EnterpriseEmbedded_1080p.mp4 video. Fix demo descriptions. launchersettings: make ip field span two columns Remove deleted demos also from doc Update all VirtualKeyboard import to version 1.1 Doc: Bump version to 3.1.0 Doc: Content/language improvement for About QtEE demo. Disable GraphicalEffects demo on beagleboneblack about: fit text properly to the box Fix Meet Qt Enterprise Embedded video url on startup Fix a typo in the new About presentation About Boot to Qt-demo update Update Enterprise gallery demo description Remove incorrect assingment of QUrl to bool Add Meet Qt Enterprise Embedded video to mediaplayer demo disable camera and sensor demo from Toradex Apalis iMX6 webengine: enable the browser example on android-nexus7v2 Delete obsoleted demos from Boot2Qt launcher webengine: Add offline Morphing Cubes demo ... Change-Id: Ic39278a1bc92386b9b9fe15e9d90097a67656a37
Diffstat (limited to 'basicsuite/qt5-launchpresentation/ShaderSlide.qml')
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diff --git a/basicsuite/qt5-launchpresentation/ShaderSlide.qml b/basicsuite/qt5-launchpresentation/ShaderSlide.qml
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-/****************************************************************************
-**
-** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the Qt 5 launch demo.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** 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
-import "presentation"
-
-
-Slide {
- id: slide
-
- title: "Qt Quick - ShaderEffect"
-
- writeInText: "Harness the raw power of the graphics processor. The ShaderEffect\nelement lets you write GLSL inline in your QML files."
-
- Image {
- id: sourceItem
- source: "images/ally.png"
- visible: false
- }
-
- SequentialAnimation {
- id: kickoffAnimation
-
- // setup
- PropertyAction { target: rotationAnimation; property: "running"; value: false }
- PropertyAction { target: timeAnimation; property: "running"; value: false }
- PropertyAction { target: shader; property: "amp"; value: 0 }
- PropertyAction { target: shader; property: "xrot"; value: 0 }
- PropertyAction { target: shader; property: "zrot"; value: 0 }
- PropertyAction { target: shader; property: "time"; value: 0 }
- PropertyAction { target: shader; property: "scale"; value: 1; }
- PropertyAction { target: rotationAnimation; property: "running"; value: false }
- PropertyAction { target: timeAnimation; property: "running"; value: false }
- // short pause
- PauseAnimation { duration: 2000 }
- // get started...
- ParallelAnimation {
- NumberAnimation { target: shader; property: "xrot"; to: 2 * Math.PI / 8; duration: 1000; easing.type: Easing.InOutCubic }
- NumberAnimation { target: shader; property: "amp"; to: 0.1; duration: 1000; easing.type: Easing.InOutCubic }
-// NumberAnimation { target: shader; property: "scale"; to: 1.5; duration: 1000; easing.type: Easing.InOutCubic }
- PropertyAction { target: rotationAnimation; property: "running"; value: true }
- PropertyAction { target: timeAnimation; property: "running"; value: true }
- }
-
- running: slide.visible;
- }
-
-
- ShaderEffect {
- id: shader
- width: height
- height: parent.height
- anchors.centerIn: parent;
- anchors.verticalCenterOffset: slide.height * 0.1
-
- blending: true
-
- mesh: "50x50"
-
- property variant size: Qt.size(width, height);
-
- property variant source: sourceItem;
-
- property real amp: 0
-
- property real xrot: 0; // 2 * Math.PI / 8;
-// NumberAnimation on xrot { from: 0; to: Math.PI * 2; duration: 3000; loops: Animation.Infinite }
-
- property real zrot: 0
- NumberAnimation on zrot {
- id: rotationAnimation
- from: 0;
- to: Math.PI * 2;
- duration: 20000;
- loops: Animation.Infinite
- easing.type: Easing.InOutCubic
- running: false;
- }
-
- property real time: 0
- NumberAnimation on time {
- id: timeAnimation
- from: 0;
- to: Math.PI * 2;
- duration: 3457;
- loops: Animation.Infinite
- running: false;
- }
-
- 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;
- }
- "
-
- }
-
-}