/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** This file is part of the Qt3D 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 QtQuick 2.0 import Qt3D 1.0 Viewport { width: parent.width height: parent.height id: viewPort renderMode: Viewport.DirectRender MouseArea { anchors.fill: parent onClicked: program.scalex = 2.5 - program.scalex } Item3D { mesh: Mesh { source: "meshes/teapot.bez" } effect: program transform: Rotation3D { NumberAnimation on angle{ running: true loops: Animation.Infinite from: 0 to: 360 duration: 18000 } axis: Qt.vector3d(1, -0.3, 0) } ShaderProgram { id: program property real qt_Custom : 1.0 property int customInt : 1 property color customColor : "#3333ff" property real scalex : 1.0 property real scaley : 1.0 property real scalez : 1.0 property real translationX : 0.0 property real translationY : 0.0 property real translationZ : 0.0 property variant matrix4x4 :[ scalex , 0.0, 0.0, translationX, 0.0, scaley, 0.0, translationY, 0.0, 0.0, scalez, translationZ, 0.0, 0.0, 0.0, 1.0 ] SequentialAnimation on translationY { running: true loops: Animation.Infinite PauseAnimation { duration: 2000 } NumberAnimation { from: 1.0; to: 0.001; duration: 1500; easing.type:"OutBounce" } PauseAnimation { duration: 2000 } NumberAnimation { from: 0.001; to: 1.0; duration: 1500; easing.type:"OutBounce" } } SequentialAnimation on customInt { running: true loops: Animation.Infinite PauseAnimation { duration: 2500 } NumberAnimation { from: 1.0; to: 0.001; duration: 1500; easing.type:"OutBounce" } PauseAnimation { duration: 2500 } NumberAnimation { from: 0.001; to: 1.0; duration: 1500; easing.type:"OutBounce" } } texture: "qtlogo.png" vertexShader: " attribute highp vec4 qt_Vertex; attribute highp vec4 qt_MultiTexCoord0; uniform mediump mat4 qt_ModelViewProjectionMatrix; varying highp vec4 texCoord; // uniform highp float qt_Custom; uniform int customInt; uniform vec2 vector; uniform mat3 matrix3x3; uniform mat4 matrix4x4; void main(void) { gl_Position = qt_ModelViewProjectionMatrix * (matrix4x4 * qt_Vertex); texCoord = -qt_MultiTexCoord0; } " fragmentShader: " varying highp vec4 texCoord; uniform sampler2D qt_Texture0; uniform lowp vec4 customColor; uniform bool customBoolean; void main(void) { mediump vec4 textureColor = texture2D(qt_Texture0, texCoord.st); gl_FragColor = clamp(vec4( customColor.rgb * (1.0 - textureColor.a) + textureColor.rgb, 1.0), 0.0, 1.0); } " } } }