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Diffstat (limited to 'tests/manual/nodetypes/Effects.qml')
-rw-r--r-- | tests/manual/nodetypes/Effects.qml | 221 |
1 files changed, 221 insertions, 0 deletions
diff --git a/tests/manual/nodetypes/Effects.qml b/tests/manual/nodetypes/Effects.qml new file mode 100644 index 0000000000..85e7ab7a15 --- /dev/null +++ b/tests/manual/nodetypes/Effects.qml @@ -0,0 +1,221 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** This file is part of the demonstration applications 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 The Qt Company Ltd 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." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +// Use QtQuick 2.8 to get GraphicsInfo and the other new properties +import QtQuick 2.8 + +Item { + Rectangle { + color: "gray" + anchors.margins: 10 + anchors.fill: parent + Image { + id: image1 + source: "qrc:/qt.png" + } + ShaderEffectSource { + id: effectSource1 + sourceItem: image1 + hideSource: true + } + ShaderEffect { // wobble + id: eff + width: image1.width + height: image1.height + anchors.centerIn: parent + + property variant source: effectSource1 + property real amplitude: 0.04 * 0.2 + property real frequency: 20 + property real time: 0 + + NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 } + + property bool customVertexShader: false // the effect is fine with the default vs, but toggle this to test + property bool useHLSLSourceString: false // toggle to provide HLSL shaders as strings instead of bytecode in files + + property string glslVertexShader: + "uniform highp mat4 qt_Matrix;" + + "attribute highp vec4 qt_Vertex;" + + "attribute highp vec2 qt_MultiTexCoord0;" + + "varying highp vec2 qt_TexCoord0;" + + "void main() {" + + " qt_TexCoord0 = qt_MultiTexCoord0;" + + " gl_Position = qt_Matrix * qt_Vertex;" + + "}" + + property string glslFragmentShader: + "uniform sampler2D source;" + + "uniform highp float amplitude;" + + "uniform highp float frequency;" + + "uniform highp float time;" + + "uniform lowp float qt_Opacity;" + + "varying highp vec2 qt_TexCoord0;" + + "void main() {" + + " highp vec2 p = sin(time + frequency * qt_TexCoord0);" + + " gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;" + + "}" + + property string hlslVertexShader: "cbuffer ConstantBuffer : register(b0) {" + + " float4x4 qt_Matrix;" + + " float qt_Opacity; }" + + "struct PSInput {" + + " float4 position : SV_POSITION;" + + " float2 coord : TEXCOORD0; };" + + "PSInput main(float4 position : POSITION, float2 coord : TEXCOORD0) {" + + " PSInput result;" + + " result.position = mul(qt_Matrix, position);" + + " result.coord = coord;" + + " return result;" + + "}"; + + property string hlslPixelShader:"cbuffer ConstantBuffer : register(b0) {" + + " float4x4 qt_Matrix;" + + " float qt_Opacity;" + + " float amplitude;" + + " float frequency;" + + " float time; }" + + "Texture2D source : register(t0);" + + "SamplerState sourceSampler : register(s0);" + + "float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET" + + "{" + + " float2 p = sin(time + frequency * coord);" + + " return source.Sample(sourceSampler, coord + amplitude * float2(p.y, -p.x)) * qt_Opacity;" + + "}"; + + property string hlslVertexShaderByteCode: "qrc:/vs_wobble.cso" + property string hlslPixelShaderByteCode: "qrc:/ps_wobble.cso" + + vertexShader: customVertexShader ? (GraphicsInfo.shaderType === GraphicsInfo.HLSL + ? (useHLSLSourceString ? hlslVertexShader : hlslVertexShaderByteCode) + : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslVertexShader : "")) : "" + + fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL + ? (useHLSLSourceString ? hlslPixelShader : hlslPixelShaderByteCode) + : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslFragmentShader : "") + } + + Image { + id: image2 + source: "qrc:/face-smile.png" + } + ShaderEffectSource { + id: effectSource2 + sourceItem: image2 + hideSource: true + } + ShaderEffect { // dropshadow + id: eff2 + width: image2.width + height: image2.height + scale: 2 + x: 40 + y: 40 + + property variant source: effectSource2 + + property string glslShaderPass1: " + uniform lowp float qt_Opacity; + uniform sampler2D source; + uniform highp vec2 delta; + varying highp vec2 qt_TexCoord0; + void main() { + gl_FragColor = (0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta) + + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta) + + 0.2466 * texture2D(source, qt_TexCoord0) + + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta) + + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity; + }" + property string glslShaderPass2: " + uniform lowp float qt_Opacity; + uniform highp vec2 offset; + uniform sampler2D source; + uniform sampler2D shadow; + uniform highp float darkness; + uniform highp vec2 delta; + varying highp vec2 qt_TexCoord0; + void main() { + lowp vec4 fg = texture2D(source, qt_TexCoord0); + lowp vec4 bg = texture2D(shadow, qt_TexCoord0 + delta); + gl_FragColor = (fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a)) * qt_Opacity; + }" + + property variant shadow: ShaderEffectSource { + sourceItem: ShaderEffect { + width: eff2.width + height: eff2.height + property variant delta: Qt.size(0.0, 1.0 / height) + property variant source: ShaderEffectSource { + sourceItem: ShaderEffect { + id: innerEff + width: eff2.width + height: eff2.height + property variant delta: Qt.size(1.0 / width, 0.0) + property variant source: effectSource2 + fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "qrc:/ps_shadow1.cso" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? eff2.glslShaderPass1 : "") + } + } + fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "qrc:/ps_shadow1.cso" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? eff2.glslShaderPass1: "") + } + } + property real angle: 0 + property variant offset: Qt.point(5.0 * Math.cos(angle), 5.0 * Math.sin(angle)) + NumberAnimation on angle { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 6000 } + property variant delta: Qt.size(offset.x / width, offset.y / height) + property real darkness: 0.5 + fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "qrc:/ps_shadow2.cso" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslShaderPass2 : "") + } + + Column { + anchors.bottom: parent.bottom + Text { + color: "yellow" + font.pointSize: 24 + text: "Shader effect is " + (GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "HLSL" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "GLSL" : "UNKNOWN")) + " based"; + } + Text { + text: GraphicsInfo.shaderType + " " + GraphicsInfo.shaderCompilationType + " " + GraphicsInfo.shaderSourceType + } + Text { + text: eff.status + " " + eff.log + } + } + } +} |