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Diffstat (limited to 'basicsuite/qt5-launchpresentation/ShaderSlide.qml')
-rw-r--r-- | basicsuite/qt5-launchpresentation/ShaderSlide.qml | 197 |
1 files changed, 0 insertions, 197 deletions
diff --git a/basicsuite/qt5-launchpresentation/ShaderSlide.qml b/basicsuite/qt5-launchpresentation/ShaderSlide.qml deleted file mode 100644 index 206cd9e..0000000 --- a/basicsuite/qt5-launchpresentation/ShaderSlide.qml +++ /dev/null @@ -1,197 +0,0 @@ -/**************************************************************************** -** -** 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; - } - " - - } - -} |