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-/****************************************************************************
-**
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the demonstration applications of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** BSD License Usage
-** Alternatively, 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
- }
- }
- }
-}