From 3f622e0dc71d67cc922e530511d2f34ad678fb00 Mon Sep 17 00:00:00 2001 From: Alan Alpert Date: Fri, 3 Feb 2012 14:43:05 +1000 Subject: Homogenize examples Several groups of examples are now organized like the other Qt examples, with a project file, doc entry, and single launch point. Change-Id: I2fd957c00e0d1121ebe47c806e54e6999425d1d3 Reviewed-by: Martin Jones --- .../declarative/shadereffects/shadereffects.qml | 300 +++++++++++++++++++++ 1 file changed, 300 insertions(+) create mode 100644 examples/declarative/shadereffects/shadereffects.qml (limited to 'examples/declarative/shadereffects/shadereffects.qml') diff --git a/examples/declarative/shadereffects/shadereffects.qml b/examples/declarative/shadereffects/shadereffects.qml new file mode 100644 index 0000000000..842e42b89f --- /dev/null +++ b/examples/declarative/shadereffects/shadereffects.qml @@ -0,0 +1,300 @@ +/**************************************************************************** +** +** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/ +** +** This file is part of the Declarative module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** GNU Lesser General Public License Usage +** This file may be used under the terms of the GNU Lesser General Public +** License version 2.1 as published by the Free Software Foundation and +** appearing in the file LICENSE.LGPL included in the packaging of this +** file. Please review the following information to ensure the GNU Lesser +** General Public License version 2.1 requirements will be met: +** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU General +** Public License version 3.0 as published by the Free Software Foundation +** and appearing in the file LICENSE.GPL included in the packaging of this +** file. Please review the following information to ensure the GNU General +** Public License version 3.0 requirements will be met: +** http://www.gnu.org/copyleft/gpl.html. +** +** Other Usage +** Alternatively, this file may be used in accordance with the terms and +** conditions contained in a signed written agreement between you and Nokia. +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.0 +import "content" + +Image { + width: 640 + height: 360 + source: "../snake/content/pics/background.png" + + ShaderEffectSource { + id: theSource + sourceItem: theItem + smooth: true + } + + function saturate(x) { + return Math.min(Math.max(x, 0), 1) + } + + function sliderToColor(x) { + return Qt.rgba(saturate(Math.max(2 - 6 * x, 6 * x - 4)), + saturate(Math.min(6 * x, 4 - 6 * x)), + saturate(Math.min(6 * x - 2, 6 - 6 * x))) + } + + Grid { + anchors.centerIn: parent + columns: 3 + + Item { + id: theItem + width: 180 + height: 180 + ListView { + anchors.centerIn: parent + width: 160 + height: 140 + clip: true + snapMode: ListView.SnapOneItem + model: VisualItemModel { + Text { + width: 160 + height: 140 + horizontalAlignment: Text.AlignHCenter + verticalAlignment: Text.AlignVCenter + font.pixelSize: 120 + font.family: "Times" + color: "blue" + text: "Qt" + } + Image { + width: 160 + height: 140 + source: "content/qt-logo.png" + smooth: true + } + Image { + width: 160 + height: 140 + source: "content/face-smile.png" + smooth: true + } + } + } + } + ShaderEffect { + width: 180 + height: 180 + property variant source: theSource + property real amplitude: 0.04 * wobbleSlider.value + property real frequency: 20 + property real time: 0 + NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 } + fragmentShader: + "uniform lowp float qt_Opacity;" + + "uniform highp float amplitude;" + + "uniform highp float frequency;" + + "uniform highp float time;" + + "uniform sampler2D source;" + + "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;" + + "}" + Slider { + id: wobbleSlider + anchors.left: parent.left + anchors.right: parent.right + anchors.bottom: parent.bottom + height: 40 + } + } + ShaderEffect { + width: 180 + height: 180 + property variant source: theSource + property variant shadow: ShaderEffectSource { + smooth: true + sourceItem: ShaderEffect { + width: theItem.width + height: theItem.height + property variant delta: Qt.size(0.0, 1.0 / height) + property variant source: ShaderEffectSource { + smooth: true + sourceItem: ShaderEffect { + width: theItem.width + height: theItem.height + property variant delta: Qt.size(1.0 / width, 0.0) + property variant source: theSource + fragmentShader: " + 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; + }" + } + } + fragmentShader: " + 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 real angle: 0 + property variant offset: Qt.point(15.0 * Math.cos(angle), 15.0 * 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: shadowSlider.value + fragmentShader: " + 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; + }" + Slider { + id: shadowSlider + anchors.left: parent.left + anchors.right: parent.right + anchors.bottom: parent.bottom + height: 40 + } + } + ShaderEffect { + width: 180 + height: 180 + property variant source: theSource + property variant delta: Qt.size(0.5 / width, 0.5 / height) + fragmentShader: " + uniform sampler2D source; + uniform highp vec2 delta; + uniform highp float qt_Opacity; + varying highp vec2 qt_TexCoord0; + void main() { + lowp vec4 tl = texture2D(source, qt_TexCoord0 - delta); + lowp vec4 tr = texture2D(source, qt_TexCoord0 + vec2(delta.x, -delta.y)); + lowp vec4 bl = texture2D(source, qt_TexCoord0 - vec2(delta.x, -delta.y)); + lowp vec4 br = texture2D(source, qt_TexCoord0 + delta); + lowp vec4 gx = (tl + bl) - (tr + br); + lowp vec4 gy = (tl + tr) - (bl + br); + gl_FragColor.xyz = vec3(0.); + gl_FragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * qt_Opacity; + }" + } + ShaderEffect { + width: 180 + height: 180 + property variant source: theSource + property color tint: sliderToColor(colorizeSlider.value) + fragmentShader: " + uniform sampler2D source; + uniform lowp vec4 tint; + uniform lowp float qt_Opacity; + varying highp vec2 qt_TexCoord0; + void main() { + lowp vec4 c = texture2D(source, qt_TexCoord0); + lowp float lo = min(min(c.x, c.y), c.z); + lowp float hi = max(max(c.x, c.y), c.z); + gl_FragColor = qt_Opacity * vec4(mix(vec3(lo), vec3(hi), tint.xyz), c.w); + }" + Slider { + id: colorizeSlider + anchors.left: parent.left + anchors.right: parent.right + anchors.bottom: parent.bottom + height: 40 + } + } + ShaderEffect { + width: 180 + height: 180 + mesh: Qt.size(10, 10) + property variant source: theSource + property real bend: 0 + property real minimize: 0 + property real side: genieSlider.value + SequentialAnimation on bend { + loops: Animation.Infinite + NumberAnimation { to: 1; duration: 700; easing.type: Easing.InOutSine } + PauseAnimation { duration: 1600 } + NumberAnimation { to: 0; duration: 700; easing.type: Easing.InOutSine } + PauseAnimation { duration: 1000 } + } + SequentialAnimation on minimize { + loops: Animation.Infinite + PauseAnimation { duration: 300 } + NumberAnimation { to: 1; duration: 700; easing.type: Easing.InOutSine } + PauseAnimation { duration: 1000 } + NumberAnimation { to: 0; duration: 700; easing.type: Easing.InOutSine } + PauseAnimation { duration: 1300 } + } + vertexShader: " + uniform highp mat4 qt_Matrix; + uniform highp float bend; + uniform highp float minimize; + uniform highp float side; + uniform highp float width; + uniform highp float height; + attribute highp vec4 qt_Vertex; + attribute highp vec2 qt_MultiTexCoord0; + varying highp vec2 qt_TexCoord0; + void main() { + qt_TexCoord0 = qt_MultiTexCoord0; + highp vec4 pos = qt_Vertex; + pos.y = mix(qt_Vertex.y, height, minimize); + highp float t = pos.y / height; + t = (3. - 2. * t) * t * t; + pos.x = mix(qt_Vertex.x, side * width, t * bend); + gl_Position = qt_Matrix * pos; + }" + Slider { + id: genieSlider + anchors.left: parent.left + anchors.right: parent.right + anchors.bottom: parent.bottom + height: 40 + } + } + } +} -- cgit v1.2.3