Qt 5.7 | Qt Quick | Qt Quick Particles Examples - CustomParticle | imagecolors.qml Example File

Qt 5.7.1 Reference Documentation

# imagecolors.qml Example File

particles/customparticle/content/imagecolors.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
      ** 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."
      **
      ** $QT_END_LICENSE$
      **
      ****************************************************************************/

      import QtQuick 2.0
      import QtQuick.Particles 2.0

      Rectangle {
          width: 400
          height: 400
          Rectangle {
              id: root
              color: "white"
              width: 310
              height: 300
              anchors.centerIn: parent
              ParticleSystem { id: sys }
              CustomParticle {
                  system: sys
                  property real maxWidth: root.width
                  property real maxHeight: root.height
                  ShaderEffectSource {
                      id: pictureSource
                      sourceItem: picture
                      hideSource: true
                  }
                  Image {
                      id: picture
                      source: "../../images/starfish_3.png"
                  }
                  ShaderEffectSource {
                      id: particleSource
                      sourceItem: particle
                      hideSource: true
                  }
                  Image {
                      id: particle
                      source: "qrc:///particleresources/fuzzydot.png"
                  }
                  vertexShader:"
                      uniform highp float maxWidth;
                      uniform highp float maxHeight;
                      varying highp vec2 fTex2;
                      varying lowp float fFade;
                      uniform lowp float qt_Opacity;

                      void main() {

                          fTex2 = vec2(qt_ParticlePos.x, qt_ParticlePos.y);
                          //Uncomment this next line for each particle to use full texture, instead of the solid color at the center of the particle.
                          //fTex2 = fTex2 + ((- qt_ParticleData.z / 2. + qt_ParticleData.z) * qt_ParticleTex); //Adjusts size so it's like a chunk of image.
                          fTex2 = fTex2 / vec2(maxWidth, maxHeight);
                          highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
                          fFade = min(t*4., (1.-t*t)*.75) * qt_Opacity;
                          defaultMain();
                      }
                  "
                  property variant particleTexture: particleSource
                  property variant pictureTexture: pictureSource
                  fragmentShader: "
                      uniform sampler2D particleTexture;
                      uniform sampler2D pictureTexture;
                      varying highp vec2 qt_TexCoord0;
                      varying highp vec2 fTex2;
                      varying lowp float fFade;
                      void main() {
                          gl_FragColor = texture2D(pictureTexture, fTex2) * texture2D(particleTexture, qt_TexCoord0).w * fFade;
                  }"
              }

              Emitter {
                  id: emitter
                  system: sys
                  enabled: false
                  lifeSpan: 8000
                  maximumEmitted: 4000
                  anchors.fill: parent
                  size: 16
                  acceleration: PointDirection { xVariation: 12; yVariation: 12 }
              }
              MouseArea {
                  anchors.fill: parent
                  onClicked: emitter.burst(4000);
              }
          }
      }