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Diffstat (limited to 'demos/declarative/teapot-shader-collapsing.qml')
-rw-r--r-- | demos/declarative/teapot-shader-collapsing.qml | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/demos/declarative/teapot-shader-collapsing.qml b/demos/declarative/teapot-shader-collapsing.qml new file mode 100644 index 000000000..1ee799885 --- /dev/null +++ b/demos/declarative/teapot-shader-collapsing.qml @@ -0,0 +1,122 @@ +/**************************************************************************** +** +** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the QtQuick3D examples of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** 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 Nokia Corporation 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 Qt 4.7 +import Qt3D 1.0 + +Viewport { + width: 640; height: 480 + +Item3D { + mesh: Mesh { source: "meshes/teapot.bez" } + effect: program + + transform: Rotation3D { + NumberAnimation on angle{ + running: true + loops: Animation.Infinite + from: 0 + to: 360 + duration: 8000 + } + axis: Qt.vector3d(1, -0.3, 0) + } + + ShaderProgram { + id: program + property real collapseFactor : 0.0 + + SequentialAnimation on collapseFactor { + running: true + loops: Animation.Infinite + PauseAnimation { duration: 700 } + NumberAnimation { from: 0.0; to: 1.0; duration: 1500; easing.type:"OutBounce" } + PauseAnimation { duration: 700 } + NumberAnimation { from: 1.0; to: 0.0; duration: 1500; easing.type:"OutBounce" } + } + texture: "textures/qtlogo.png" + + SequentialAnimation on color{ + running: true + loops: Animation.Infinite + ColorAnimation { + from: "#00008a" + to: "#003333" + duration: 5000 + } + ColorAnimation { + from: "#003333" + to: "#00008a" + duration: 5000 + } + } + + vertexShader: " + attribute highp vec4 qt_Vertex; + attribute highp vec4 qt_MultiTexCoord0; + uniform mediump mat4 qt_ModelViewProjectionMatrix; + varying highp vec4 texCoord; + uniform highp float collapseFactor; + + void main(void) + { + // Interpolate between the actual position of the input vertex + // and treating the tex-coordinates as vertex positions to + // create a neat collapsing effect. + vec4 workingPosition = mix( qt_Vertex, vec4(-qt_MultiTexCoord0.xyz, 1.0) , collapseFactor); + gl_Position = qt_ModelViewProjectionMatrix * workingPosition; + texCoord = -qt_MultiTexCoord0; + } + " + fragmentShader: " + varying highp vec4 texCoord; + uniform sampler2D qt_Texture0; + uniform mediump vec4 qt_Color; + + void main(void) + { + mediump vec4 col = texture2D(qt_Texture0, texCoord.st); + gl_FragColor = vec4(clamp(qt_Color.rgb * (1.0 - col.a) + + col.rgb, 0.0, 1.0), 1.0); + } + " + } + } +} |