1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
|
/****************************************************************************
**
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the examples 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
import QtQuick.Particles 2.0
Rectangle {
width: 400
height: 400
Rectangle {
id: root
color: "white"
width: 310
height: 300
anchors.centerIn: parent
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: "../../images/starfish_3.png"
}
ShaderEffectSource {
id: particleSource
sourceItem: particle
hideSource: true
}
Image {
id: particle
source: "qrc:///particleresources/fuzzydot.png"
}
//! [vertex]
vertexShader:"
uniform highp float maxWidth;
uniform highp float maxHeight;
varying highp vec2 fTex2;
varying lowp float fFade;
uniform lowp float qt_Opacity;
void main() {
fTex2 = vec2(qt_ParticlePos.x, qt_ParticlePos.y);
//Uncomment this next line for each particle to use full texture, instead of the solid color at the center of the particle.
//fTex2 = fTex2 + ((- qt_ParticleData.z / 2. + qt_ParticleData.z) * qt_ParticleTex); //Adjusts size so it's like a chunk of image.
fTex2 = fTex2 / vec2(maxWidth, maxHeight);
highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
fFade = min(t*4., (1.-t*t)*.75) * qt_Opacity;
defaultMain();
}
"
//! [vertex]
property variant particleTexture: particleSource
property variant pictureTexture: pictureSource
//! [fragment]
fragmentShader: "
uniform sampler2D particleTexture;
uniform sampler2D pictureTexture;
varying highp vec2 qt_TexCoord0;
varying highp vec2 fTex2;
varying lowp float fFade;
void main() {
gl_FragColor = texture2D(pictureTexture, fTex2) * texture2D(particleTexture, qt_TexCoord0).w * fFade;
}"
//! [fragment]
}
Emitter {
id: emitter
system: sys
enabled: false
lifeSpan: 8000
maximumEmitted: 4000
anchors.fill: parent
size: 16
acceleration: PointDirection { xVariation: 12; yVariation: 12 }
}
MouseArea {
anchors.fill: parent
onClicked: emitter.burst(4000);
}
}
}
|