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