/**************************************************************************** ** ** 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: Math.min(parent.height, parent.width) anchors.centerIn: parent; anchors.verticalCenterOffset: Math.min(slide.height, slide.width) * 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; } " } }