aboutsummaryrefslogtreecommitdiffstats
path: root/examples/quick/shadereffects/shadereffects.qml
blob: 926394ed0f8146bf254cac82ae4e405adf863164 (plain)
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
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module 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 QtQml.Models 2.1
import "content"

Rectangle {
    id: root
    width: 320
    height: 480
    property color col: "lightsteelblue"
    gradient: Gradient {
        GradientStop { position: 0.0; color: Qt.tint(root.col, "#20FFFFFF") }
        GradientStop { position: 0.1; color: Qt.tint(root.col, "#20AAAAAA") }
        GradientStop { position: 0.9; color: Qt.tint(root.col, "#20666666") }
        GradientStop { position: 1.0; color: Qt.tint(root.col, "#20000000") }
    }

    //! [source]
    ShaderEffectSource {
        id: theSource
        sourceItem: theItem
    }
    //! [source]

    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: 2

        Item {
            id: theItem
            width: 160
            height: 160
            ListView {
                anchors.centerIn: parent
                width: 160
                height: 140
                clip: true
                snapMode: ListView.SnapOneItem
                model: ObjectModel {
                    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"
                    }
                    Image {
                        width: 160
                        height: 140
                        source: "content/face-smile.png"
                    }
                }
            }
        }
        ShaderEffect {
            width: 160
            height: 160
            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 }
            //! [fragment]
            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;" +
                "}"
            //! [fragment]
            Slider {
                id: wobbleSlider
                anchors.left: parent.left
                anchors.right: parent.right
                anchors.bottom: parent.bottom
                height: 40
            }
        }
        ShaderEffect {
            width: 160
            height: 160
            property variant source: theSource
            property variant shadow: ShaderEffectSource {
                sourceItem: ShaderEffect {
                    width: theItem.width
                    height: theItem.height
                    property variant delta: Qt.size(0.0, 1.0 / height)
                    property variant source: ShaderEffectSource {
                        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: 160
            height: 160
            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);
                    mediump vec4 gx = (tl + bl) - (tr + br);
                    mediump 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: 160
            height: 160
            property variant source: theSource
            property color tint: root.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: 160
            height: 160
            //! [properties]
            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 }
            }
            //! [properties]
            //! [vertex]
            mesh: Qt.size(10, 10)
            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;
                }"
            //! [vertex]
            Slider {
                id: genieSlider
                anchors.left: parent.left
                anchors.right: parent.right
                anchors.bottom: parent.bottom
                height: 40
            }
        }
    }
}