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+/****************************************************************************
+**
+** 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;
+ }
+ "
+
+ }
+
+}
+
+