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/****************************************************************************
**
** Copyright (C) 2017 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 the other new properties
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 }
property bool customVertexShader: false // the effect is fine with the default vs, but toggle this to test
property bool useHLSLSourceString: false // toggle to provide HLSL shaders as strings instead of bytecode in files
property string glslVertexShader:
"uniform highp mat4 qt_Matrix;" +
"attribute highp vec4 qt_Vertex;" +
"attribute highp vec2 qt_MultiTexCoord0;" +
"varying highp vec2 qt_TexCoord0;" +
"void main() {" +
" qt_TexCoord0 = qt_MultiTexCoord0;" +
" gl_Position = qt_Matrix * qt_Vertex;" +
"}"
property string glslFragmentShader:
"uniform sampler2D source;" +
"uniform highp float amplitude;" +
"uniform highp float frequency;" +
"uniform highp float time;" +
"uniform lowp float qt_Opacity;" +
"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;" +
"}"
property string hlslVertexShader: "cbuffer ConstantBuffer : register(b0) {" +
" float4x4 qt_Matrix;" +
" float qt_Opacity; }" +
"struct PSInput {" +
" float4 position : SV_POSITION;" +
" float2 coord : TEXCOORD0; };" +
"PSInput main(float4 position : POSITION, float2 coord : TEXCOORD0) {" +
" PSInput result;" +
" result.position = mul(qt_Matrix, position);" +
" result.coord = coord;" +
" return result;" +
"}";
property string hlslPixelShader:"cbuffer ConstantBuffer : register(b0) {" +
" float4x4 qt_Matrix;" +
" float qt_Opacity;" +
" float amplitude;" +
" float frequency;" +
" float time; }" +
"Texture2D source : register(t0);" +
"SamplerState sourceSampler : register(s0);" +
"float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET" +
"{" +
" float2 p = sin(time + frequency * coord);" +
" return source.Sample(sourceSampler, coord + amplitude * float2(p.y, -p.x)) * qt_Opacity;" +
"}";
property string hlslVertexShaderByteCode: "qrc:/vs_wobble.cso"
property string hlslPixelShaderByteCode: "qrc:/ps_wobble.cso"
vertexShader: customVertexShader ? (GraphicsInfo.shaderType === GraphicsInfo.HLSL
? (useHLSLSourceString ? hlslVertexShader : hlslVertexShaderByteCode)
: (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslVertexShader : "")) : ""
fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL
? (useHLSLSourceString ? hlslPixelShader : hlslPixelShaderByteCode)
: (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslFragmentShader : "")
}
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 string glslShaderPass1: "
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 string glslShaderPass2: "
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;
}"
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.HLSL ? "qrc:/ps_shadow1.cso" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? eff2.glslShaderPass1 : "")
}
}
fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "qrc:/ps_shadow1.cso" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? eff2.glslShaderPass1: "")
}
}
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.HLSL ? "qrc:/ps_shadow2.cso" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslShaderPass2 : "")
}
Column {
anchors.bottom: parent.bottom
Text {
color: "yellow"
font.pointSize: 24
text: "Shader effect is " + (GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "HLSL" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "GLSL" : "UNKNOWN")) + " based";
}
Text {
text: GraphicsInfo.shaderType + " " + GraphicsInfo.shaderCompilationType + " " + GraphicsInfo.shaderSourceType
}
Text {
text: eff.status + " " + eff.log
}
}
}
}
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