diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2014-06-19 10:31:25 +0200 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2014-06-27 20:49:54 +0200 |
commit | 8350ca16f7de7e99f1d4416f8555ef6e5cd68c37 (patch) | |
tree | 9e1b012db2a0101f1883d430a28a6fc868962949 /examples | |
parent | 023e3f5ffbb580c9d2a841602517636c5305abd5 (diff) |
Updated simple-qml example with Parameter animations
Change-Id: I0501ade960a27ab68002e9b4f914adc1be74e052
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples')
-rw-r--r-- | examples/simple-qml/main.qml | 44 |
1 files changed, 30 insertions, 14 deletions
diff --git a/examples/simple-qml/main.qml b/examples/simple-qml/main.qml index b91808e58..79776da68 100644 --- a/examples/simple-qml/main.qml +++ b/examples/simple-qml/main.qml @@ -231,26 +231,45 @@ Node { Material { id: ballMaterial objectName: "ballMaterial" - // effect: adsEffect + + property color ambientColor : "#cc2200"; + property color diffuseColor : "pink" + QQ2.ParallelAnimation { + running: true + loops : QQ2.Animation.Infinite + QQ2.SequentialAnimation { + QQ2.ColorAnimation { target : ballMaterial; property : "ambientColor"; to: "lightsteelblue"; duration: 1000 } + QQ2.ColorAnimation { target : ballMaterial; property : "ambientColor"; to: "purple"; duration: 1000 } + QQ2.ColorAnimation { target : ballMaterial; property : "ambientColor"; to: "#cc2200"; duration: 1000 } + + } + QQ2.SequentialAnimation { + QQ2.ColorAnimation { target : ballMaterial; property : "diffuseColor"; to: "yellow"; duration: 1000 } + QQ2.ColorAnimation { target : ballMaterial; property : "diffuseColor"; to: "orange"; duration: 1000 } + QQ2.ColorAnimation { target : ballMaterial; property : "diffuseColor"; to: "pink"; duration: 1000 } + } + } parameters : [ // Maybe having a AttributeParameter, StandardUniformParameter, UniformParameter would be better - Parameter { name : "position"; datatype: Parameter.FloatVec3; meshAttributeName: "position" }, - Parameter { name : "normal"; datatype: Parameter.FloatVec3; meshAttributeName: "normal" }, - Parameter { name : "ambient"; datatype: Parameter.FloatVec3; value : Qt.vector3d(0.5, 0.0, 0.6) }, - Parameter { name : "diffuse"; datatype: Parameter.FloatVec3; value : Qt.vector3d(0.9, 0.7, 0.4);}, - Parameter { name : "lightPos"; datatype: Parameter.FloatVec4; value : Qt.vector4d(10.0, 10.0, 0.0, 1.0);}, - Parameter { name : "lightIntensity"; datatype: Parameter.FloatVec3; value : Qt.vector3d(0.5, 0.5, 0.5);}, - Parameter { name : "modelView"; datatype: Parameter.FloatMat4; standardUniform : Parameter.ModelView}, - Parameter { name : "normalMat"; datatype: Parameter.FloatMat4; standardUniform : Parameter.ModelViewNormal}, - Parameter { name : "mvp"; datatype: Parameter.FloatMat4; standardUniform : Parameter.ModelViewProjection} + Parameter { name : "ambient"; datatype: Parameter.FloatVec3; value : Qt.vector3d(ballMaterial.ambientColor.r, ballMaterial.ambientColor.g, ballMaterial.ambientColor.b) }, + Parameter { name : "lightIntensity"; datatype: Parameter.FloatVec3; value : Qt.vector3d(0.5, 0.5, 0.5);} ] // Custom properties go here effect : Effect { + parameters : [ + Parameter { name : "diffuse"; datatype: Parameter.FloatVec3; value : ballMaterial.diffuseColor;} + ] + techniques : [ Technique { criteria : [TechniqueCriterion { criterionType : TechniqueCriterion.RenderingStyle; criterionValue : "forward"}] + + parameters : [ + Parameter { name : "lightPos"; datatype: Parameter.FloatVec4; value : Qt.vector4d(10.0, 10.0, 0.0, 1.0);} + ] + renderPasses : [ RenderPass { criteria : [] @@ -260,10 +279,7 @@ Node { ParameterBinder {parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterBinder.Uniform}, ParameterBinder {parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterBinder.Uniform}, ParameterBinder {parameterName: "lightPos"; shaderVariableName: "lightPosition"; bindingType: ParameterBinder.Uniform}, - ParameterBinder {parameterName: "lightIntensity"; shaderVariableName: "lightIntensity"; bindingType: ParameterBinder.Uniform}, - ParameterBinder {parameterName: "modelView"; shaderVariableName: "modelViewMatrix"; bindingType: ParameterBinder.Uniform}, - ParameterBinder {parameterName: "normalMat"; shaderVariableName: "normalMatrix"; bindingType: ParameterBinder.Uniform}, - ParameterBinder {parameterName: "mvp"; shaderVariableName: "mvp"; bindingType: ParameterBinder.Uniform} + ParameterBinder {parameterName: "lightIntensity"; shaderVariableName: "lightIntensity"; bindingType: ParameterBinder.Uniform} ] shaderProgram : ShaderProgram { id : diffuseShader |