/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: http://www.qt-project.org/ ** ** This file is part of the Qt3D module 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 QtQuick 1.0 import Qt3D 1.0 import Qt3D.Shapes 1.0 Item3D { // We want to scale the flame, but keep the top constant so it // looks like it's attached to the lander's foot, so we use a // container Item3D to translate the flame's origin // This magic number lines up the jet with the bottom of the lander model y: -0.97 - 0.25 + 0.5 id: jet property real scaleFactor: 1.0 property real internalScaleFactor: 1.0 Behavior on scaleFactor { NumberAnimation { duration: 200 }} transform: Scale3D { scale: jet.scaleFactor * internalScaleFactor * 0.5 } SequentialAnimation { running: true loops: Animation.Infinite NumberAnimation { target: jet;property: "internalScaleFactor"; from: 1.0; to: 0.8; duration: 100 } PauseAnimation { duration: 100 } NumberAnimation { target: jet; property: "internalScaleFactor"; from: 0.8; to: 1.0; duration: 100 } PauseAnimation { duration: 100 } } Quad { y: -1.0 pretransform: Rotation3D { axis: Qt.vector3d(1, 0, 0); angle: 90 } effect: flame } ShaderProgram { id: flame blending: true texture: "flame.png" property real interpolationFactor : 1.0 SequentialAnimation on interpolationFactor { running: true loops: Animation.Infinite NumberAnimation { to : 1.0; duration: 150; } NumberAnimation { to : 0.0; duration: 150; } } vertexShader: " attribute highp vec4 qt_Vertex; attribute highp vec4 qt_MultiTexCoord0; uniform mediump mat4 qt_ModelViewProjectionMatrix; varying highp vec4 texCoord; void main(void) { gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; texCoord = qt_MultiTexCoord0; } " fragmentShader: " varying highp vec4 texCoord; uniform sampler2D qt_Texture0; uniform sampler2D texture2; uniform mediump float interpolationFactor; void main(void) { mediump vec4 col1 = texture2D(qt_Texture0, texCoord.st); mediump vec4 col2 = texture2D(texture2, texCoord.st); gl_FragColor = mix(col1, col2, interpolationFactor); } " } }