aboutsummaryrefslogtreecommitdiffstats
path: root/tests/manual/nodetypes/Effects.qml
diff options
context:
space:
mode:
Diffstat (limited to 'tests/manual/nodetypes/Effects.qml')
-rw-r--r--tests/manual/nodetypes/Effects.qml221
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
+ }
+ }
+ }
+}