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authorPaul Lemire <paul.lemire@kdab.com>2014-06-19 10:31:25 +0200
committerSean Harmer <sean.harmer@kdab.com>2014-06-27 20:49:54 +0200
commit8350ca16f7de7e99f1d4416f8555ef6e5cd68c37 (patch)
tree9e1b012db2a0101f1883d430a28a6fc868962949 /examples
parent023e3f5ffbb580c9d2a841602517636c5305abd5 (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.qml44
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