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DropShadowEffect.qml Example File

declarative/shadereffects/qml/DropShadowEffect.qml
 /****************************************************************************
 **
 ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
 ** All rights reserved.
 ** Contact: Nokia Corporation (qt-info@nokia.com)
 **
 ** This file is part of the examples of the Qt Toolkit.
 **
 ** $QT_BEGIN_LICENSE:LGPL$
 ** GNU Lesser General Public License Usage
 ** This file may be used under the terms of the GNU Lesser General Public
 ** License version 2.1 as published by the Free Software Foundation and
 ** appearing in the file LICENSE.LGPL included in the packaging of this
 ** file. Please review the following information to ensure the GNU Lesser
 ** General Public License version 2.1 requirements will be met:
 ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
 **
 ** In addition, as a special exception, Nokia gives you certain additional
 ** rights. These rights are described in the Nokia Qt LGPL Exception
 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU General
 ** Public License version 3.0 as published by the Free Software Foundation
 ** and appearing in the file LICENSE.GPL included in the packaging of this
 ** file. Please review the following information to ensure the GNU General
 ** Public License version 3.0 requirements will be met:
 ** http://www.gnu.org/copyleft/gpl.html.
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 ** Alternatively, this file may be used in accordance with the terms and
 ** conditions contained in a signed written agreement between you and Nokia.
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 ** $QT_END_LICENSE$
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 ****************************************************************************/

 import QtQuick 1.0
 import Qt.labs.shaders 1.0

 Item {
     id: main
     property real blur: 0.0
     property alias color: shadowEffectWithHBlur.color
     property alias sourceItem: source.sourceItem

     ShaderEffectSource {
         id: source
         smooth: true
         hideSource: false
     }

     ShaderEffectItem {
         id: shadowEffectWithHBlur
         anchors.fill: parent

         property color color: "grey"
         property variant sourceTexture: source;
         property real xStep: main.blur / main.width

         vertexShader:"
             uniform highp mat4 qt_ModelViewProjectionMatrix;
             attribute highp vec4 qt_Vertex;
             attribute highp vec2 qt_MultiTexCoord0;
             uniform highp float xStep;
             varying highp vec2 qt_TexCoord0;
             varying highp vec2 qt_TexCoord1;
             varying highp vec2 qt_TexCoord2;
             varying highp vec2 qt_TexCoord4;
             varying highp vec2 qt_TexCoord5;
             varying highp vec2 qt_TexCoord6;

             void main(void)
             {
                 highp vec2 shift = vec2(xStep, 0.);
                 qt_TexCoord0 = qt_MultiTexCoord0 - 2.5 * shift;
                 qt_TexCoord1 = qt_MultiTexCoord0 - 1.5 * shift;
                 qt_TexCoord2 = qt_MultiTexCoord0 - 0.5 * shift;
                 qt_TexCoord4 = qt_MultiTexCoord0 + 0.5 * shift;
                 qt_TexCoord5 = qt_MultiTexCoord0 + 1.5 * shift;
                 qt_TexCoord6 = qt_MultiTexCoord0 + 2.5 * shift;
                 gl_Position =  qt_ModelViewProjectionMatrix * qt_Vertex;
             }
         "

         fragmentShader:"
             uniform highp vec4 color;
             uniform lowp sampler2D sourceTexture;
             varying highp vec2 qt_TexCoord0;
             varying highp vec2 qt_TexCoord1;
             varying highp vec2 qt_TexCoord2;
             varying highp vec2 qt_TexCoord4;
             varying highp vec2 qt_TexCoord5;
             varying highp vec2 qt_TexCoord6;

             void main() {
                 highp vec4 sourceColor = (texture2D(sourceTexture, qt_TexCoord0) * 0.1
                 + texture2D(sourceTexture, qt_TexCoord1) * 0.15
                 + texture2D(sourceTexture, qt_TexCoord2) * 0.25
                 + texture2D(sourceTexture, qt_TexCoord4) * 0.25
                 + texture2D(sourceTexture, qt_TexCoord5) * 0.15
                 + texture2D(sourceTexture, qt_TexCoord6) * 0.1);
                 gl_FragColor = mix(vec4(0), color, sourceColor.a);
             }
         "
     }

     ShaderEffectSource {
         id: hBlurredShadow
         smooth: true
         sourceItem: shadowEffectWithHBlur
         hideSource: true
     }

     ShaderEffectItem {
         id: finalEffect
         anchors.fill: parent

         property color color: "grey"
         property variant sourceTexture: hBlurredShadow;
         property real yStep: main.blur / main.height

         vertexShader:"
             uniform highp mat4 qt_ModelViewProjectionMatrix;
             attribute highp vec4 qt_Vertex;
             attribute highp vec2 qt_MultiTexCoord0;
             uniform highp float yStep;
             varying highp vec2 qt_TexCoord0;
             varying highp vec2 qt_TexCoord1;
             varying highp vec2 qt_TexCoord2;
             varying highp vec2 qt_TexCoord4;
             varying highp vec2 qt_TexCoord5;
             varying highp vec2 qt_TexCoord6;

             void main(void)
             {
                 highp vec2 shift = vec2(0., yStep);
                 qt_TexCoord0 = qt_MultiTexCoord0 - 2.5 * shift;
                 qt_TexCoord1 = qt_MultiTexCoord0 - 1.5 * shift;
                 qt_TexCoord2 = qt_MultiTexCoord0 - 0.5 * shift;
                 qt_TexCoord4 = qt_MultiTexCoord0 + 0.5 * shift;
                 qt_TexCoord5 = qt_MultiTexCoord0 + 1.5 * shift;
                 qt_TexCoord6 = qt_MultiTexCoord0 + 2.5 * shift;
                 gl_Position =  qt_ModelViewProjectionMatrix * qt_Vertex;
             }
         "

         fragmentShader:"
             uniform highp vec4 color;
             uniform lowp sampler2D sourceTexture;
             uniform highp float qt_Opacity;
             varying highp vec2 qt_TexCoord0;
             varying highp vec2 qt_TexCoord1;
             varying highp vec2 qt_TexCoord2;
             varying highp vec2 qt_TexCoord4;
             varying highp vec2 qt_TexCoord5;
             varying highp vec2 qt_TexCoord6;

             void main() {
                 highp vec4 sourceColor = (texture2D(sourceTexture, qt_TexCoord0) * 0.1
                 + texture2D(sourceTexture, qt_TexCoord1) * 0.15
                 + texture2D(sourceTexture, qt_TexCoord2) * 0.25
                 + texture2D(sourceTexture, qt_TexCoord4) * 0.25
                 + texture2D(sourceTexture, qt_TexCoord5) * 0.15
                 + texture2D(sourceTexture, qt_TexCoord6) * 0.1);
                 gl_FragColor = sourceColor * qt_Opacity;
             }
         "
     }
 }
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