summaryrefslogtreecommitdiffstats
path: root/basicsuite/Qt5 Launch Presentation/ShaderSlide.qml
blob: 206cd9e5a8f46dd78ffb3fa44373415d732bbac3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
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;
            }
        "

    }

}