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// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
// 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
}
}
}
}