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import QtQuick 2.0
import QtQuick.Particles 2.0
ParticleSystem{
id: sys
width: 360
height: 600
Rectangle{
z: -1
anchors.fill: parent
color: "black"
Text{
anchors.bottom: parent.bottom
anchors.horizontalCenter: parent.horizontalCenter
font.pixelSize: 42
color: "white"
text: "It's all in QML."
}
}
property real petalLength: 180
property real petalRotation: 0
NumberAnimation on petalRotation{
from: 0;
to: 360;
loops: -1;
running: true
duration: 24000
}
function convert(a){return a*(Math.PI/180);}
CustomEmitter{
lifeSpan: 4000
emitRate: 120
size: 12
anchors.centerIn: parent
onEmitParticle:{
particle.size = Math.max(12,Math.min(492,Math.tan(particle.t/2)*24));
var theta = Math.floor(Math.random() * 6.0) / 6.0;
theta *= 2.0*Math.PI;
theta += sys.convert(sys.petalRotation);
particle.vx = petalLength * Math.cos(theta);
particle.vy = petalLength * Math.sin(theta);
particle.ax = particle.vx * -0.5;
particle.ay = particle.vy * -0.5;
}
}
CustomParticle{
//TODO: Someway that you don't have to rewrite the basics for a simple addition
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
uniform highp mat4 qt_ModelViewProjectionMatrix;
uniform highp float timestamp;
uniform lowp float qt_Opacity;
varying highp vec2 fTex;
varying lowp float fFade;
varying highp vec2 fPos;
void main() {
fTex = vTex;
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_ModelViewProjectionMatrix * vec4(pos.x, pos.y, 0, 1);
highp float fadeIn = min(t * 20., 1.);
highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
fFade = fadeIn * fadeOut * qt_Opacity;
fPos = vec2(pos.x/360.0, pos.y/600.0);
}
"
fragmentShader: "
varying highp vec2 fPos;
varying lowp float fFade;
varying highp vec2 fTex;
void main() {//*2 because this generates dark colors mostly
highp vec2 circlePos = fTex*2.0 - vec2(1.0,1.0);
highp float dist = length(circlePos);
highp float circleFactor = max(min(1.0 - dist, 1.0), 0.0);
gl_FragColor = vec4(fPos.x*2.0 - fPos.y, fPos.y*2.0 - fPos.x, fPos.x*fPos.y*2.0, 0.0) * circleFactor * fFade;
}"
}
}
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