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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick.Shapes
Rectangle {
id: root
width: 1024
height: 768
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") }
}
Row {
anchors.fill: parent
anchors.margins: 20
spacing: 40
Column {
spacing: 40
Text {
text: "Original"
}
// A simple Shape without anything special.
Rectangle {
color: "lightGray"
width: 400
height: 200
Shape {
x: 30
y: 20
width: 50
height: 50
scale: 2
ShapePath {
strokeColor: "green"
NumberAnimation on strokeWidth { from: 1; to: 20; duration: 5000 }
fillColor: "transparent"
capStyle: ShapePath.RoundCap
startX: 40; startY: 30
PathQuad { x: 50; y: 80; controlX: 0; controlY: 80 }
PathLine { x: 150; y: 80 }
PathQuad { x: 160; y: 30; controlX: 200; controlY: 80 }
}
}
}
Text {
text: "Supersampling (2x)"
}
// Now let's use 2x supersampling via layers. This way the entire subtree
// is rendered into an FBO twice the size and then drawn with linear
// filtering. This allows having some level of AA even when there is no
// support for multisample framebuffers.
Rectangle {
id: supersampledItem
color: "lightGray"
width: 400
height: 200
layer.enabled: true
layer.smooth: true
layer.textureSize: Qt.size(supersampledItem.width * 2, supersampledItem.height * 2)
Shape {
x: 30
y: 20
width: 50
height: 50
scale: 2
ShapePath {
strokeColor: "green"
NumberAnimation on strokeWidth { from: 1; to: 20; duration: 5000 }
fillColor: "transparent"
capStyle: ShapePath.RoundCap
startX: 40; startY: 30
PathQuad { x: 50; y: 80; controlX: 0; controlY: 80 }
PathLine { x: 150; y: 80 }
PathQuad { x: 160; y: 30; controlX: 200; controlY: 80 }
}
}
}
}
Column {
spacing: 40
Text {
text: "Multisampling (4x)"
}
// Now let's use 4x MSAA, again via layers. This needs support for
// multisample renderbuffers and framebuffer blits.
Rectangle {
color: "lightGray"
width: 400
height: 200
layer.enabled: true
layer.smooth: true
layer.samples: 4
Shape {
x: 30
y: 20
width: 50
height: 50
scale: 2
ShapePath {
strokeColor: "green"
NumberAnimation on strokeWidth { from: 1; to: 20; duration: 5000 }
fillColor: "transparent"
capStyle: ShapePath.RoundCap
startX: 40; startY: 30
PathQuad { x: 50; y: 80; controlX: 0; controlY: 80 }
PathLine { x: 150; y: 80 }
PathQuad { x: 160; y: 30; controlX: 200; controlY: 80 }
}
}
}
}
}
}
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