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
|
/****************************************************************************
**
** Copyright (C) 2015 Pelagicore AG
** Contact: http://www.qt.io/ or http://www.pelagicore.com/
**
** This file is part of the Neptune IVI UI.
**
** $QT_BEGIN_LICENSE:GPL3-PELAGICORE$
** Commercial License Usage
** Licensees holding valid commercial Pelagicore Neptune IVI UI
** licenses may use this file in accordance with the commercial license
** agreement provided with the Software or, alternatively, in accordance
** with the terms contained in a written agreement between you and
** Pelagicore. For licensing terms and conditions, contact us at:
** http://www.pelagicore.com.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3 requirements will be
** met: http://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
** SPDX-License-Identifier: GPL-3.0
**
****************************************************************************/
import QtQuick 2.1
import utils 1.0
Item {
id: root
property real value: 0
property int upDuration: 2000
property int downDuration: 1000
width: meter.width
height: meter.height
Image {
id: meter
property real min: -83.5
property real max: 157
rotation: min + (max - min) * root.value
source: Style.gfx("cluster/dial_cursor")
ShaderEffect {
anchors.fill: parent
property var pattern: Image {
source: Style.gfx("cluster/dial_pattern")
}
property var fill: Image {
source: Style.gfx("cluster/dial_fill_color")
}
property real value: root.value
fragmentShader: "
#define M_PI 3.141592653589793
#define INNER 0.213
varying highp vec2 qt_TexCoord0;
uniform lowp float qt_Opacity;
uniform sampler2D pattern;
uniform sampler2D fill;
uniform lowp float value;
void main() {
lowp vec4 pattern = texture2D(pattern, qt_TexCoord0);
lowp vec4 fill = texture2D(fill, qt_TexCoord0);
lowp vec2 pos = vec2(qt_TexCoord0.x - 0.5, 0.501 - qt_TexCoord0.y);
lowp float d = length(pos);
lowp float angle = atan(pos.x, pos.y) / (2.0 * M_PI);
lowp float v = 0.66 * value - 0.33;
// Flare pattern
lowp vec4 color = mix(pattern, vec4(0.0), smoothstep(v, v + 0.1, angle));
// Gradient fill color
color += mix(fill, vec4(0.0), step(v, angle));
// Punch out the center hole
color = mix(vec4(0.0), color, smoothstep(INNER - 0.001, INNER + 0.001, d));
// Fade out below 0
gl_FragColor = mix(color, vec4(0.0), smoothstep(-0.35, -0.5, angle));
}
"
}
}
}
|