- Qt 5.5
- Qt Quick
- Scene Graph - Rendering FBOs
- main.qml Example File
- Qt 5.5.1 Reference Documentation

# main.qml Example File

scenegraph/textureinsgnode/main.qml

    /****************************************************************************
    **
    ** Copyright (C) 2015 The Qt Company Ltd.
    ** Contact: http://www.qt.io/licensing/
    **
    ** This file is part of the examples of the Qt Toolkit.
    **
    ** $QT_BEGIN_LICENSE:BSD$
    ** 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
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    import QtQuick 2.0

    import SceneGraphRendering 1.0

    Item {
        width: 400
        height: 400

        // The checkers background
        ShaderEffect {
            id: tileBackground
            anchors.fill: parent

            property real tileSize: 16
            property color color1: Qt.rgba(0.9, 0.9, 0.9, 1);
            property color color2: Qt.rgba(0.85, 0.85, 0.85, 1);

            property size pixelSize: Qt.size(width / tileSize, height / tileSize);

            fragmentShader:
                "
                uniform lowp vec4 color1;
                uniform lowp vec4 color2;
                uniform highp vec2 pixelSize;
                varying highp vec2 qt_TexCoord0;
                void main() {
                    highp vec2 tc = sign(sin(3.14152 * qt_TexCoord0 * pixelSize));
                    if (tc.x != tc.y)
                        gl_FragColor = color1;
                    else
                        gl_FragColor = color2;
                }
                "
        }

        Renderer {
            id: renderer
            anchors.fill: parent
            anchors.margins: 10

            // The transform is just to show something interesting..
            transform: [
                Rotation { id: rotation; axis.x: 0; axis.z: 0; axis.y: 1; angle: 0; origin.x: renderer.width / 2; origin.y: renderer.height / 2; },
                Translate { id: txOut; x: -renderer.width / 2; y: -renderer.height / 2 },
                Scale { id: scale; },
                Translate { id: txIn; x: renderer.width / 2; y: renderer.height / 2 }
            ]
        }

        // Just to show something interesting
        SequentialAnimation {
            PauseAnimation { duration: 5000 }
            ParallelAnimation {
                NumberAnimation { target: scale; property: "xScale"; to: 0.6; duration: 1000; easing.type: Easing.InOutBack }
                NumberAnimation { target: scale; property: "yScale"; to: 0.6; duration: 1000; easing.type: Easing.InOutBack }
            }
            NumberAnimation { target: rotation; property: "angle"; to: 80; duration: 1000; easing.type: Easing.InOutCubic }
            NumberAnimation { target: rotation; property: "angle"; to: -80; duration: 1000; easing.type: Easing.InOutCubic }
            NumberAnimation { target: rotation; property: "angle"; to: 0; duration: 1000; easing.type: Easing.InOutCubic }
            NumberAnimation { target: renderer; property: "opacity"; to: 0.5; duration: 1000; easing.type: Easing.InOutCubic }
            PauseAnimation { duration: 1000 }
            NumberAnimation { target: renderer; property: "opacity"; to: 0.8; duration: 1000; easing.type: Easing.InOutCubic }
            ParallelAnimation {
                NumberAnimation { target: scale; property: "xScale"; to: 1; duration: 1000; easing.type: Easing.InOutBack }
                NumberAnimation { target: scale; property: "yScale"; to: 1; duration: 1000; easing.type: Easing.InOutBack }
            }
            running: true
            loops: Animation.Infinite
        }

        Rectangle {
            id: labelFrame
            anchors.margins: -10
            radius: 5
            color: "white"
            border.color: "black"
            opacity: 0.8
            anchors.fill: label
        }

        Text {
            id: label
            anchors.bottom: renderer.bottom
            anchors.left: renderer.left
            anchors.right: renderer.right
            anchors.margins: 20
            wrapMode: Text.WordWrap
            text: "The blue rectangle with the vintage 'Q' is an FBO, rendered by the application on the scene graph rendering thread. The FBO is managed and displayed using the QQuickFramebufferObject convenience class."
        }

    }