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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the demonstration applications 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
// Use QtQuick 2.8 to get GraphicsInfo and others
import QtQuick 2.8
Item {
Rectangle {
color: "gray"
anchors.margins: 10
anchors.fill: parent
Image {
id: image1
source: "qrc:/qt.png"
}
ShaderEffectSource {
id: effectSource1
sourceItem: image1
hideSource: true
}
ShaderEffect { // wobble
id: eff
width: image1.width
height: image1.height
anchors.centerIn: parent
property variant source: effectSource1
property real amplitude: 0.04 * 0.2
property real frequency: 20
property real time: 0
NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 }
vertexShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/wobble_legacy_gl.vert" : "qrc:/wobble.vert.qsb"
fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/wobble_legacy_gl.frag" : "qrc:/wobble.frag.qsb"
}
Image {
id: image2
source: "qrc:/face-smile.png"
}
ShaderEffectSource {
id: effectSource2
sourceItem: image2
hideSource: true
}
ShaderEffect { // dropshadow
id: eff2
width: image2.width
height: image2.height
scale: 2
x: 40
y: 40
property variant source: effectSource2
property variant shadow: ShaderEffectSource {
sourceItem: ShaderEffect {
width: eff2.width
height: eff2.height
property variant delta: Qt.size(0.0, 1.0 / height)
property variant source: ShaderEffectSource {
sourceItem: ShaderEffect {
id: innerEff
width: eff2.width
height: eff2.height
property variant delta: Qt.size(1.0 / width, 0.0)
property variant source: effectSource2
fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/shadow_pass1_legacy_gl.frag" : "qrc:/shadow_pass1.frag.qsb"
}
}
fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/shadow_pass1_legacy_gl.frag" : "qrc:/shadow_pass1.frag.qsb"
}
}
property real angle: 0
property variant offset: Qt.point(5.0 * Math.cos(angle), 5.0 * 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: 0.5
fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "qrc:/shadow_pass2_legacy_gl.frag" : "qrc:/shadow_pass2.frag.qsb"
}
Column {
anchors.bottom: parent.bottom
Text {
color: "yellow"
font.pointSize: 24
text: {
if (GraphicsInfo.api === GraphicsInfo.OpenGL)
"OpenGL";
else if (GraphicsInfo.api === GraphicsInfo.Software)
"Software";
else if (GraphicsInfo.api === GraphicsInfo.Direct3D12)
"D3D12";
else if (GraphicsInfo.api === GraphicsInfo.OpenVG)
"OpenVG";
else if (GraphicsInfo.api === GraphicsInfo.OpenGLRhi)
"OpenGL via QRhi";
else if (GraphicsInfo.api === GraphicsInfo.Direct3D11Rhi)
"D3D11 via QRhi";
else if (GraphicsInfo.api === GraphicsInfo.VulkanRhi)
"Vulkan via QRhi";
else if (GraphicsInfo.api === GraphicsInfo.MetalRhi)
"Metal via QRhi";
else if (GraphicsInfo.api === GraphicsInfo.Null)
"Null via QRhi";
else
"Unknown API";
}
}
Text {
color: "yellow"
font.pointSize: 24
text: "Shader effect is " + (GraphicsInfo.shaderType === GraphicsInfo.HLSL
? "HLSL" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL
? "GLSL" : (GraphicsInfo.shaderType === GraphicsInfo.RhiShader
? "QRhiShader" : "UNKNOWN"))) + " based";
}
Text {
text: GraphicsInfo.shaderType + " " + GraphicsInfo.shaderCompilationType + " " + GraphicsInfo.shaderSourceType
}
Text {
//text: eff.status + " " + eff.log
}
}
}
}
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