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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the 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 Digia Plc 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 QtQuick.Particles 2.0
+
+Rectangle {
+ width: 400
+ height: 400
+ Rectangle {
+ id: root
+ color: "white"
+ width: 310
+ height: 300
+ anchors.centerIn: parent
+ ParticleSystem { id: sys }
+ CustomParticle {
+ system: sys
+ property real maxWidth: root.width
+ property real maxHeight: root.height
+ ShaderEffectSource {
+ id: pictureSource
+ sourceItem: picture
+ hideSource: true
+ }
+ Image {
+ id: picture
+ source: "../../images/starfish_3.png"
+ }
+ ShaderEffectSource {
+ id: particleSource
+ sourceItem: particle
+ hideSource: true
+ }
+ Image {
+ id: particle
+ source: "../../images/particle4.png"
+ }
+ //! [vertex]
+ vertexShader:"
+ uniform highp float maxWidth;
+ uniform highp float maxHeight;
+ varying highp vec2 fTex2;
+ varying lowp float fFade;
+ uniform lowp float qt_Opacity;
+
+ void main() {
+
+ fTex2 = vec2(qt_ParticlePos.x, qt_ParticlePos.y);
+ //Uncomment this next line for each particle to use full texture, instead of the solid color at the center of the particle.
+ //fTex2 = fTex2 + ((- qt_ParticleData.z / 2. + qt_ParticleData.z) * qt_ParticleTex); //Adjusts size so it's like a chunk of image.
+ fTex2 = fTex2 / vec2(maxWidth, maxHeight);
+ highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
+ fFade = min(t*4., (1.-t*t)*.75) * qt_Opacity;
+ defaultMain();
+ }
+ "
+ //! [vertex]
+ property variant particleTexture: particleSource
+ property variant pictureTexture: pictureSource
+ //! [fragment]
+ fragmentShader: "
+ uniform sampler2D particleTexture;
+ uniform sampler2D pictureTexture;
+ varying highp vec2 qt_TexCoord0;
+ varying highp vec2 fTex2;
+ varying lowp float fFade;
+ void main() {
+ gl_FragColor = texture2D(pictureTexture, fTex2) * texture2D(particleTexture, qt_TexCoord0).w * fFade;
+ }"
+ //! [fragment]
+ }
+
+ Emitter {
+ id: emitter
+ system: sys
+ enabled: false
+ lifeSpan: 8000
+ maximumEmitted: 4000
+ anchors.fill: parent
+ size: 16
+ acceleration: PointDirection { xVariation: 12; yVariation: 12 }
+ }
+ MouseArea {
+ anchors.fill: parent
+ onClicked: emitter.burst(4000);
+ }
+ }
+}