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authorJocelyn Turcotte <jocelyn.turcotte@digia.com>2015-01-21 15:22:37 +0100
committerJocelyn Turcotte <jocelyn.turcotte@theqtcompany.com>2015-01-26 15:34:35 +0200
commita48d66e54876335a3e5c02fa0eb269ccb237b332 (patch)
tree14f2552c2acd37223958525712221571ed70c334 /tradeshow/enterprise-kinectdatavis/Noise.qml
parentfb74273be089955cc9f9c8f08efaad52c18e4fa4 (diff)
Add enterprise-kinectdatavis in tradeshow demos
This is a small demo I did with feedback from the sales guys in Berlin. It's similar to the Kinect demo we had for 3D charts, except that it doesn't require complicated packages like OpenNI; only libfreenect to get the depth image. I only tested the demo on the imx6. The mesh processing of incoming frames is quite heavy so it might not work well on slower devices. The resolution can be tweaked with QQuickFreenectDepthDataProxy's width and height variables to change the resolution of the graph. It isn't in basicsuits since it require a Kinect to be of any value. Change-Id: I4b4619599842119e7d3e8ee130ece7244c0c645c Reviewed-by: Michal Klocek <michal.klocek@digia.com>
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+/*
+Copyright (C) 2011 by Ashima Arts (Simplex noise)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+*/
+
+import QtQuick 2.1
+
+ShaderEffect {
+ property real time
+ NumberAnimation on time {
+ loops: Animation.Infinite
+ duration: 1000
+ from: 30
+ to: 200
+ }
+ vertexShader: "
+ uniform highp mat4 qt_Matrix;
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 coord;
+ void main() {
+ coord = qt_MultiTexCoord0;
+ gl_Position = qt_Matrix * qt_Vertex;
+ }"
+ fragmentShader: "
+ varying highp vec2 coord;
+ uniform lowp float qt_Opacity;
+ uniform highp float time;
+ uniform lowp float width;
+ uniform lowp float height;
+
+ vec3 mod289(vec3 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+ }
+ vec2 mod289(vec2 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+ }
+ vec3 permute(vec3 x) {
+ return mod289(((x*34.0)+1.0)*x);
+ }
+ float snoise(vec2 v)
+ {
+ const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
+ 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
+ -0.577350269189626, // -1.0 + 2.0 * C.x
+ 0.024390243902439); // 1.0 / 41.0
+ // First corner
+ vec2 i = floor(v + dot(v, C.yy) );
+ vec2 x0 = v - i + dot(i, C.xx);
+
+ // Other corners
+ vec2 i1;
+ //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
+ //i1.y = 1.0 - i1.x;
+ i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
+ // x0 = x0 - 0.0 + 0.0 * C.xx ;
+ // x1 = x0 - i1 + 1.0 * C.xx ;
+ // x2 = x0 - 1.0 + 2.0 * C.xx ;
+ vec4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+
+ // Permutations
+ i = mod289(i); // Avoid truncation effects in permutation
+ vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ + i.x + vec3(0.0, i1.x, 1.0 ));
+
+ vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
+ m = m*m ;
+ m = m*m ;
+
+ // Gradients: 41 points uniformly over a line, mapped onto a diamond.
+ // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
+ vec3 x = 2.0 * fract(p * C.www) - 1.0;
+ vec3 h = abs(x) - 0.5;
+ vec3 ox = floor(x + 0.5);
+ vec3 a0 = x - ox;
+
+ // Normalise gradients implicitly by scaling m
+ // Approximation of: m *= inversesqrt( a0*a0 + h*h );
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
+
+ // Compute final noise value at P
+ vec3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot(m, g);
+ }
+
+ void main() {
+ float n = snoise((coord + vec2(mod(time, 12.12), 0.0)) * (vec2(width, height) / 5.0));
+ n = n * 0.6 + 0.4;
+ gl_FragColor = vec4(n, n, n, 1.0) * qt_Opacity;
+ }"
+}