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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..5bde628 --- /dev/null +++ b/basicsuite/graphicaleffects/effect_CustomWave.qml @@ -0,0 +1,158 @@ +/**************************************************************************** +** +** Copyright (C) 2013 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; + } + " + + } + +} + + |