plasma-framework/examples/applets/testshaders/contents/ui/Shadows.qml
2013-09-04 11:57:46 +02:00

241 lines
9.5 KiB
QML

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** This file is part of the examples of the Qt Toolkit.
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import QtQuick 2.0
//import QtQuick.Particles 2.0
import org.kde.plasma.core 2.0 as PlasmaCore
import org.kde.plasma.components 2.0 as PlasmaComponents
import org.kde.plasma.extras 2.0 as PlasmaExtras
ShaderExample {
pageName: "Shadows"
pageDescription: ""
Grid {
id: cfgrid
columns: 2
anchors.top: parent.top
anchors.right: parent.right
width: parent.width * 0.6
height: 96
spacing: 6
columnSpacing: 12
PlasmaComponents.Label {
text: "Distance:";
width: parent.width * 0.5;
horizontalAlignment: Text.AlignRight
elide: Text.ElideRight
}
PlasmaComponents.Slider {
width: parent.width * 0.4
id: distanceSlider
stepSize: 1
minimumValue: 0
maximumValue: 25
value: 8
}
PlasmaComponents.Label {
text: "Opacity:";
horizontalAlignment: Text.AlignRight
elide: Text.ElideRight
width: parent.width * 0.5;
}
PlasmaComponents.Slider {
width: parent.width * 0.4
id: opacitySlider
// stepSize: 250
minimumValue: 0
maximumValue: 1.0
stepSize: 0.05
value: 0.4
}
}
Item {
anchors.fill: parent
clip: true
anchors.margins: -_s
Item {
id: theItem
anchors.fill: parent
anchors.topMargin: _s * 2
Column {
id: "txtCol"
anchors.fill: parent
anchors.margins: _s
anchors.topMargin: _s * 2
spacing: _s
PlasmaExtras.Heading {
text: "Effects on Components"
}
PlasmaExtras.Paragraph {
text:"In Plasma 2, the user interface is based on an OpenGL scenegraph, composition of the UI happens on the graphics card. In the past weeks, we've been working on getting a Plasma 2 shell up and running, and on porting the QML imports of the Plasma Components."
}
PlasmaExtras.Heading {
font.pointSize: 48
anchors.horizontalCenter: parent.horizontalCenter
anchors.topMargin: _s * 3
text: "This is shadowy text."
}
Row {
height: 48
width: parent.width
spacing: _s
PlasmaCore.IconItem {
source: "configure"
width: parent.height
height: width
}
PlasmaCore.IconItem {
source: "dialog-ok"
width: parent.height
height: width
}
PlasmaCore.SvgItem {
id: buttonItem
svg: PlasmaCore.Svg {
id: configIconsSvg
imagePath: "widgets/configuration-icons"
}
elementId: "maximize"
width: parent.height
height: width
}
PlasmaCore.IconItem {
source: "akonadi"
width: parent.height
height: width
}
PlasmaCore.IconItem {
source: "clock"
width: parent.height
height: width
}
}
}
}
ShaderEffectSource {
id: theSource
sourceItem: theItem
hideSource: true
}
ShaderEffect {
anchors.fill: theItem
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(distanceSlider.value * Math.cos(angle), distanceSlider.value * 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: opacitySlider.value // Changeme
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
// }
}
}
}