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/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the examples 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 Nokia Corporation and its Subsidiary(-ies) 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."
** $QT_END_LICENSE$
**
****************************************************************************/

import QtQuick 2.0
import QtQuick.Particles 2.0

Rectangle{
    id: root
    color: "white"
    width: 310
    height: 300
    ParticleSystem{ id: sys }
    CustomParticle{
        system: sys
        property real maxWidth: root.width
        property real maxHeight: root.height
        ShaderEffectSource{
            id: pictureSource
            sourceItem: picture
            hideSource: true
        }
        Image{
            id: picture
            source: "content/singlesmile.png"
        }
        ShaderEffectSource{
            id: particleSource
            sourceItem: particle
            hideSource: true
        }
        Image{
            id: particle
            source: "content/particle.png"
        }
        vertexShader:"
            attribute highp vec2 vPos;
            attribute highp vec2 vTex;
            attribute highp vec4 vData; //  x = time,  y = lifeSpan, z = size,  w = endSize
            attribute highp vec4 vVec; // x,y = constant speed,  z,w = acceleration
            attribute highp float r;

            uniform highp float maxWidth;
            uniform highp float maxHeight;

            uniform highp mat4 qt_Matrix;
            uniform highp float timestamp;
            uniform lowp float qt_Opacity;

            varying highp vec2 fTex;                                
            varying highp vec2 fTex2;                                
            varying lowp float fFade;

            void main() {                                           
                fTex = vTex;                                        
                fTex2 = vec2(vPos.x / maxWidth, vPos.y / maxHeight);
                highp float size = vData.z;
                highp float endSize = vData.w;

                highp float t = (timestamp - vData.x) / vData.y;

                highp float currentSize = mix(size, endSize, t * t);

                if (t < 0. || t > 1.)
                currentSize = 0.;

                highp vec2 pos = vPos
                - currentSize / 2. + currentSize * vTex          // adjust size
                + vVec.xy * t * vData.y         // apply speed vector..
                + 0.5 * vVec.zw * pow(t * vData.y, 2.);

                gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);

                highp float fadeIn = min(t * 10., 1.);
                highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));

                fFade = fadeIn * fadeOut * qt_Opacity;
            }
        "
        property variant particleTexture: particleSource
        property variant pictureTexture: pictureSource
        fragmentShader: "
            uniform sampler2D particleTexture;
            uniform sampler2D pictureTexture;
            varying highp vec2 fTex;
            varying highp vec2 fTex2;
            varying highp float fFade;
            void main() {
                gl_FragColor = texture2D(pictureTexture, fTex2) * texture2D(particleTexture, fTex).w * fFade;
        }"
    }
    Emitter{
        id: emitter
        system: sys
        emitting: false
        lifeSpan: 4000
        emitCap: 1200
        anchors.fill: parent
        size: 32
        speed: PointDirection{ xVariation: 12; yVariation: 12 }
    }
    MouseArea{
        anchors.fill: parent
        onClicked: emitter.burst(1200);
    }
}