/**************************************************************************** ** ** 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 } } } }