mirror of
https://gitlab.com/kelteseth/ScreenPlay.git
synced 2024-11-07 03:22:33 +01:00
Merge branch '71-create-a-shader-library-subproject' into 'master'
Resolve "Create a shader library subproject" Closes #71 See merge request kelteseth/ScreenPlay!36
This commit is contained in:
commit
c8529e4c9c
@ -31,11 +31,20 @@ build:windows:
|
||||
- cd Common
|
||||
- if (!(Test-Path "vcpkg")){git clone https://github.com/microsoft/vcpkg.git}
|
||||
- cd vcpkg
|
||||
- git pull | git checkout 18ab4b72a26284f0df28295ce7bf9b21c96f20f4
|
||||
- call bootstrap-vcpkg.bat
|
||||
- vcpkg.exe install openssl --triplet x64-windows --recurse
|
||||
- git remote set-url origin https://github.com/microsoft/vcpkg.git
|
||||
- git pull origin master
|
||||
- git checkout 18ab4b72a26284f0df28295ce7bf9b21c96f20f4
|
||||
- cmd /c bootstrap-vcpkg.bat
|
||||
- ls
|
||||
- cmd /c vcpkg.exe install openssl --triplet x64-windows --recurse
|
||||
- cd ..
|
||||
- cd ..
|
||||
- curl.exe -L https://www.gyan.dev/ffmpeg/builds/packages/ffmpeg-4.3.1-2020-09-16-full_build.zip --output ffmpeg.zip
|
||||
- tar -xvf ffmpeg.zip --strip-components 2 ffmpeg-4.3.1-full_build/bin
|
||||
- if (!(Test-Path "Common/ffmpeg")){ mkdir Common/ffmpeg }
|
||||
- cmd /c DEL ffplay.exe
|
||||
- cmd /c move /Y ffmpeg.exe Common/ffmpeg
|
||||
- cmd /c move /Y ffprobe.exe Common/ffmpeg
|
||||
- mkdir BUILD_WINDOWS
|
||||
- cd BUILD_WINDOWS
|
||||
- cmake.exe ../ -DCMAKE_PREFIX_PATH=c:/Qt/5.15.1/msvc2019 -DCMAKE_IGNORE_PATH=C:/Strawberry/c/bin -DCMAKE_BUILD_TYPE=MinSizeRel -DCMAKE_TOOLCHAIN_FILE="$(Get-Location)/../Common/vcpkg/scripts/buildsystems/vcpkg.cmake" -DVCPKG_TARGET_TRIPLET=x64-windows "-GCodeBlocks - Ninja" -B.
|
||||
|
@ -51,6 +51,7 @@ project(ScreenPlay)
|
||||
|
||||
add_subdirectory(ScreenPlay)
|
||||
add_subdirectory(ScreenPlaySDK)
|
||||
add_subdirectory(ScreenPlayShader)
|
||||
add_subdirectory(ScreenPlayWallpaper)
|
||||
add_subdirectory(ScreenPlayWidget)
|
||||
add_subdirectory(ScreenPlaySysInfo)
|
||||
|
@ -9,6 +9,9 @@ import Qt.labs.platform 1.0
|
||||
import ScreenPlay 1.0
|
||||
import Settings 1.0
|
||||
|
||||
import ScreenPlay.Shader 1.0
|
||||
import "ShaderWrapper" as ShaderWrapper
|
||||
|
||||
import "qml/"
|
||||
import "qml/Monitors" as Monitors
|
||||
import "qml/Common" as Common
|
||||
@ -34,6 +37,8 @@ ApplicationWindow {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Partial workaround for
|
||||
// https://bugreports.qt.io/browse/QTBUG-86047
|
||||
Material.accent: Material.color(Material.Orange)
|
||||
|
@ -57,7 +57,6 @@ Item {
|
||||
icon.source: "qrc:/assets/icons/icon_supervisor_account.svg"
|
||||
}
|
||||
CommunityNavItem {
|
||||
enabled: false
|
||||
text: qsTr("Steam Workshop")
|
||||
openLink: "steam://url/GameHub/672870"
|
||||
icon.source: "qrc:/assets/icons/icon_steam.svg"
|
||||
|
@ -82,7 +82,7 @@ Item {
|
||||
Button {
|
||||
id: btnWorkshop
|
||||
text: qsTr("Browse the Steam Workshop")
|
||||
Material.background: Material.Blue
|
||||
Material.background: Material.color(Material.Green)
|
||||
Material.foreground: "white"
|
||||
smooth: true
|
||||
font.pointSize: 18
|
||||
|
@ -19,7 +19,7 @@ set(headers
|
||||
inc/screenplay-sdk_plugin.h
|
||||
inc/screenplaysdk.h)
|
||||
|
||||
add_library(${PROJECT_NAME} ${src} ${headers})
|
||||
add_library(${PROJECT_NAME} ${src} ${headers})
|
||||
|
||||
target_link_libraries(${PROJECT_NAME}
|
||||
PRIVATE
|
||||
|
66
ScreenPlayShader/CMakeLists.txt
Normal file
66
ScreenPlayShader/CMakeLists.txt
Normal file
@ -0,0 +1,66 @@
|
||||
cmake_minimum_required(VERSION 3.17 )
|
||||
|
||||
project(ScreenPlayShader LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_AUTORCC ON)
|
||||
set(CMAKE_AUTOMOC ON)
|
||||
|
||||
find_package(
|
||||
Qt5
|
||||
COMPONENTS Quick
|
||||
Core
|
||||
REQUIRED)
|
||||
|
||||
set(src
|
||||
screenplayshader_plugin.cpp
|
||||
shaderlibrary.cpp
|
||||
)
|
||||
|
||||
set(headers
|
||||
screenplayshader_plugin.h
|
||||
shaderlibrary.h
|
||||
)
|
||||
|
||||
set(shader shader.qrc)
|
||||
|
||||
add_library(${PROJECT_NAME} SHARED ${src} ${headers} ${shader})
|
||||
|
||||
target_link_libraries(${PROJECT_NAME}
|
||||
PRIVATE
|
||||
Qt5::Core
|
||||
Qt5::Quick
|
||||
Qt5::Gui)
|
||||
|
||||
target_include_directories(
|
||||
${PROJECT_NAME}
|
||||
PUBLIC inc
|
||||
)
|
||||
|
||||
|
||||
|
||||
# QML module deployment
|
||||
set(URI "ScreenPlay/Shader")
|
||||
string(REPLACE "." "/" TARGETPATH ${URI})
|
||||
if (NOT DEFINED QT_QMAKE_EXECUTABLE)
|
||||
get_target_property (QT_QMAKE_EXECUTABLE Qt5::qmake IMPORTED_LOCATION)
|
||||
if (NOT QT_QMAKE_EXECUTABLE)
|
||||
message(FATAL_ERROR "Cannot find qmake")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
execute_process(COMMAND ${QT_QMAKE_EXECUTABLE} -query QT_INSTALL_QML OUTPUT_VARIABLE QT_INSTALL_QML_RAW)
|
||||
string(STRIP ${QT_INSTALL_QML_RAW} QT_INSTALL_QML)
|
||||
set(DESTDIR "${QT_INSTALL_QML}/${TARGETPATH}")
|
||||
message("DESTDIR ${DESTDIR}")
|
||||
|
||||
file(MAKE_DIRECTORY ${DESTDIR})
|
||||
|
||||
configure_file(qmldir ${DESTDIR} COPYONLY)
|
||||
|
||||
|
||||
# Copies ScreenPlayShader.* into qt qml plugins folder
|
||||
add_custom_command(
|
||||
TARGET ${PROJECT_NAME}
|
||||
POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_FILE:ScreenPlayShader>
|
||||
${DESTDIR}/$<TARGET_FILE_NAME:ScreenPlayShader>)
|
164
ScreenPlayShader/ShadertoyShader.qml
Normal file
164
ScreenPlayShader/ShadertoyShader.qml
Normal file
@ -0,0 +1,164 @@
|
||||
import QtQuick 2.12
|
||||
import QtQuick.Controls 2.12
|
||||
|
||||
ShaderEffect {
|
||||
id: root
|
||||
|
||||
// based on shadertoy default variables
|
||||
readonly property vector3d iResolution: defaultResolution
|
||||
readonly property vector3d defaultResolution: Qt.vector3d(
|
||||
root.width, root.height,
|
||||
root.width / root.height)
|
||||
property real iTime: 0
|
||||
property real iTimeDelta: 100
|
||||
property int iFrame: 10
|
||||
property real iFrameRate
|
||||
property vector4d iMouse
|
||||
|
||||
//only Image or ShaderEffectSource
|
||||
property var iChannel0: ich0
|
||||
property var iChannel1: ich1
|
||||
property var iChannel2: ich2
|
||||
property var iChannel3: ich3
|
||||
|
||||
property var iChannelTime: [0, 1, 2, 3]
|
||||
property var iChannelResolution: [calcResolution(iChannel0), calcResolution(
|
||||
iChannel1), calcResolution(iChannel2), calcResolution(iChannel3)]
|
||||
property vector4d iDate
|
||||
property real iSampleRate: 44100
|
||||
|
||||
property bool hoverEnabled: false
|
||||
property bool running: true
|
||||
|
||||
function restart() {
|
||||
root.iTime = 0
|
||||
running = true
|
||||
timer1.restart()
|
||||
}
|
||||
|
||||
function calcResolution(channel) {
|
||||
if (channel) {
|
||||
return Qt.vector3d(channel.width, channel.height,
|
||||
channel.width / channel.height)
|
||||
} else {
|
||||
return defaultResolution
|
||||
}
|
||||
}
|
||||
|
||||
Image {
|
||||
id: ich0
|
||||
visible: false
|
||||
}
|
||||
Image {
|
||||
id: ich1
|
||||
visible: false
|
||||
}
|
||||
Image {
|
||||
id: ich2
|
||||
visible: false
|
||||
}
|
||||
Image {
|
||||
id: ich3
|
||||
visible: false
|
||||
}
|
||||
|
||||
Timer {
|
||||
id: timer1
|
||||
running: root.running
|
||||
triggeredOnStart: true
|
||||
interval: 16
|
||||
repeat: true
|
||||
onTriggered: {
|
||||
root.iTime += 0.016
|
||||
}
|
||||
}
|
||||
|
||||
Timer {
|
||||
running: root.running
|
||||
interval: 1000
|
||||
property date currentDate: new Date()
|
||||
onTriggered: {
|
||||
currentDate = new Date()
|
||||
root.iDate.x = currentDate.getFullYear()
|
||||
root.iDate.y = currentDate.getMonth()
|
||||
root.iDate.z = currentDate.getDay()
|
||||
root.iDate.w = currentDate.getSeconds()
|
||||
}
|
||||
}
|
||||
|
||||
readonly property string gles2Ver: "
|
||||
#define texture texture2D
|
||||
precision mediump float;"
|
||||
|
||||
readonly property string gles3Ver: "#version 300 es
|
||||
#define varying in
|
||||
#define gl_FragColor fragColor
|
||||
precision mediump float;
|
||||
out vec4 fragColor;"
|
||||
|
||||
readonly property string gl3Ver: "
|
||||
#version 150
|
||||
#define varying in
|
||||
#define gl_FragColor fragColor
|
||||
#define lowp
|
||||
#define mediump
|
||||
#define highp
|
||||
out vec4 fragColor;"
|
||||
|
||||
readonly property string gl3Ver_igpu: "
|
||||
#version 130
|
||||
#define varying in
|
||||
#define gl_FragColor fragColor
|
||||
#define lowp
|
||||
#define mediump
|
||||
#define highp
|
||||
out vec4 fragColor;"
|
||||
|
||||
readonly property string gl2Ver: "
|
||||
#version 110
|
||||
#define texture texture2D"
|
||||
|
||||
property string versionString: (GraphicsInfo.majorVersion === 3
|
||||
|| GraphicsInfo.majorVersion === 4) ? gl3Ver : gl2Ver
|
||||
|
||||
vertexShader: "
|
||||
uniform mat4 qt_Matrix;
|
||||
attribute vec4 qt_Vertex;
|
||||
attribute vec2 qt_MultiTexCoord0;
|
||||
varying vec2 qt_TexCoord0;
|
||||
varying vec4 vertex;
|
||||
void main() {
|
||||
vertex = qt_Vertex;
|
||||
gl_Position = qt_Matrix * vertex;
|
||||
qt_TexCoord0 = qt_MultiTexCoord0;
|
||||
}"
|
||||
|
||||
readonly property string forwardString: versionString + "
|
||||
varying vec2 qt_TexCoord0;
|
||||
varying vec4 vertex;
|
||||
uniform lowp float qt_Opacity;
|
||||
uniform vec3 iResolution;
|
||||
uniform float iTime;
|
||||
uniform float iTimeDelta;
|
||||
uniform int iFrame;
|
||||
uniform float iFrameRate;
|
||||
uniform float iChannelTime[4];
|
||||
uniform vec3 iChannelResolution[4];
|
||||
uniform vec4 iMouse;
|
||||
uniform vec4 iDate;
|
||||
uniform float iSampleRate;
|
||||
uniform sampler2D iChannel0;
|
||||
uniform sampler2D iChannel1;
|
||||
uniform sampler2D iChannel2;
|
||||
uniform sampler2D iChannel3;"
|
||||
|
||||
readonly property string startCode: "
|
||||
void main(void)
|
||||
{
|
||||
mainImage(gl_FragColor, vec2(vertex.x, iResolution.y - vertex.y));
|
||||
}"
|
||||
|
||||
property bool runShader: true
|
||||
property string pixelShader
|
||||
onPixelShaderChanged: root.fragmentShader = forwardString + pixelShader + startCode
|
||||
}
|
BIN
ScreenPlayShader/assets/Shadertoy_Bayer.png
Normal file
BIN
ScreenPlayShader/assets/Shadertoy_Bayer.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 761 B |
BIN
ScreenPlayShader/assets/Shadertoy_Gray_Noise_Medium.png
Normal file
BIN
ScreenPlayShader/assets/Shadertoy_Gray_Noise_Medium.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
BIN
ScreenPlayShader/assets/Shadertoy_Lichen.jpg
Normal file
BIN
ScreenPlayShader/assets/Shadertoy_Lichen.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
84
ScreenPlayShader/lightning.frag
Normal file
84
ScreenPlayShader/lightning.frag
Normal file
@ -0,0 +1,84 @@
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform float time;
|
||||
uniform vec2 resolution;
|
||||
|
||||
|
||||
float hash( float n ) { return fract(sin(n)*753.5453123); }
|
||||
|
||||
// Slight modification of iq's noise function.
|
||||
float noise( in vec2 x )
|
||||
{
|
||||
vec2 p = floor(x);
|
||||
vec2 f = fract(x);
|
||||
f = f*f*(3.0-2.0*f);
|
||||
|
||||
float n = p.x + p.y*157.0;
|
||||
return mix(
|
||||
mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
|
||||
mix( hash(n+157.0), hash(n+158.0),f.x),
|
||||
f.y);
|
||||
}
|
||||
|
||||
|
||||
float fbm(vec2 p, vec3 a)
|
||||
{
|
||||
float v = 0.0;
|
||||
v += noise(p*a.x)*1.20;
|
||||
v += noise(p*a.y)*1.20;
|
||||
v += noise(p*a.z)*.125;
|
||||
return v;
|
||||
}
|
||||
|
||||
vec3 drawLines( vec2 uv, vec3 fbmOffset, vec3 color1, vec3 color2 )
|
||||
{
|
||||
float timeVal = time * 0.1;
|
||||
vec3 finalColor = vec3( 0.0 );
|
||||
for( int i=0; i < 3; ++i )
|
||||
{
|
||||
float indexAsFloat = float(i);
|
||||
float amp = 40.0 + (indexAsFloat*10.0);
|
||||
float period = 2.0 + (indexAsFloat+2.0);
|
||||
float thickness = mix( 0.9, 1.0, noise(uv*10.0) );
|
||||
float t = abs( 0.9 / (sin(uv.x + fbm( uv + timeVal * period, fbmOffset )) * amp) * thickness );
|
||||
|
||||
finalColor += t * color1;
|
||||
}
|
||||
|
||||
for( int i=0; i < 0; ++i )
|
||||
{
|
||||
float indexAsFloat = float(i);
|
||||
float amp = 40.0 + (indexAsFloat*7.0);
|
||||
float period = 2.0 + (indexAsFloat+8.0);
|
||||
float thickness = mix( 0.7, 1.0, noise(uv*10.0) );
|
||||
float t = abs( 0.8 / (sin(uv.x + fbm( uv + timeVal * period, fbmOffset )) * amp) * thickness );
|
||||
|
||||
finalColor += t * color2 * 0.6;
|
||||
}
|
||||
|
||||
return finalColor;
|
||||
}
|
||||
|
||||
void main( void )
|
||||
{
|
||||
|
||||
vec2 uv = ( gl_FragCoord.xy / resolution.xy ) * 1.0 - 1.8;
|
||||
uv.x *= resolution.x/resolution.y;
|
||||
uv.xy = uv.yx;
|
||||
|
||||
vec3 lineColor1 = vec3( 2.3, 0.5, .5 );
|
||||
vec3 lineColor2 = vec3( 0.3, 0.5, 2.5 );
|
||||
|
||||
vec3 finalColor = vec3(0.0);
|
||||
|
||||
|
||||
float t = sin( time ) * 0.5 + 0.5;
|
||||
float pulse = mix( 0.10, 0.20, t);
|
||||
|
||||
finalColor += drawLines( uv, vec3( 1.0, 1.0, 8.0), lineColor2, lineColor2 );
|
||||
|
||||
gl_FragColor = vec4( finalColor, 1.0 );
|
||||
|
||||
}
|
9
ScreenPlayShader/lightning.vert
Normal file
9
ScreenPlayShader/lightning.vert
Normal file
@ -0,0 +1,9 @@
|
||||
uniform highp mat4 qt_Matrix;
|
||||
attribute highp vec4 qt_Vertex;
|
||||
attribute highp vec2 qt_MultiTexCoord0;
|
||||
varying highp vec2 coord;
|
||||
|
||||
void main() {
|
||||
coord = qt_MultiTexCoord0;
|
||||
gl_Position = qt_Matrix * qt_Vertex;
|
||||
}
|
2
ScreenPlayShader/qmldir
Normal file
2
ScreenPlayShader/qmldir
Normal file
@ -0,0 +1,2 @@
|
||||
module ScreenPlay.Shader
|
||||
plugin ScreenPlayShader
|
18
ScreenPlayShader/screenplayshader_plugin.cpp
Normal file
18
ScreenPlayShader/screenplayshader_plugin.cpp
Normal file
@ -0,0 +1,18 @@
|
||||
#include "screenplayshader_plugin.h"
|
||||
|
||||
#include <QQmlEngine>
|
||||
#include <QUrl>
|
||||
#include <qqml.h>
|
||||
|
||||
QObject* ScreenPlayShaderLibrarySingleton(QQmlEngine* engine, QJSEngine* scriptEngine)
|
||||
{
|
||||
Q_UNUSED(scriptEngine)
|
||||
return new ShaderLibrary();
|
||||
}
|
||||
|
||||
void ScreenPlayShaderPlugin::registerTypes(const char* uri)
|
||||
{
|
||||
|
||||
qmlRegisterType(QUrl("qrc:/ShaderWrapper/ShadertoyShader.qml"), "ScreenPlay.ShadertoyShader", 1,0, "ShadertoyShader");
|
||||
qmlRegisterSingletonType<ShaderLibrary>(uri, 1, 0, "ShaderLibrary", ScreenPlayShaderLibrarySingleton);
|
||||
}
|
15
ScreenPlayShader/screenplayshader_plugin.h
Normal file
15
ScreenPlayShader/screenplayshader_plugin.h
Normal file
@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
#include <QQmlExtensionPlugin>
|
||||
|
||||
#include "shaderlibrary.h"
|
||||
|
||||
class ScreenPlayShaderPlugin : public QQmlExtensionPlugin {
|
||||
Q_OBJECT
|
||||
Q_PLUGIN_METADATA(IID QQmlExtensionInterface_iid)
|
||||
|
||||
public:
|
||||
void registerTypes(const char* uri) override;
|
||||
|
||||
private:
|
||||
ShaderLibrary m_shaderLibrary;
|
||||
};
|
14
ScreenPlayShader/shader.qrc
Normal file
14
ScreenPlayShader/shader.qrc
Normal file
@ -0,0 +1,14 @@
|
||||
<RCC>
|
||||
<qresource prefix="/">
|
||||
<file>lightning.frag</file>
|
||||
<file>lightning.vert</file>
|
||||
<file>water.frag</file>
|
||||
<file>water.vert</file>
|
||||
<file>assets/Shadertoy_Bayer.png</file>
|
||||
<file>assets/Shadertoy_Gray_Noise_Medium.png</file>
|
||||
<file>assets/Shadertoy_Lichen.jpg</file>
|
||||
</qresource>
|
||||
<qresource prefix="/ShaderWrapper">
|
||||
<file>ShadertoyShader.qml</file>
|
||||
</qresource>
|
||||
</RCC>
|
22
ScreenPlayShader/shaderlibrary.cpp
Normal file
22
ScreenPlayShader/shaderlibrary.cpp
Normal file
@ -0,0 +1,22 @@
|
||||
#include "shaderlibrary.h"
|
||||
|
||||
ShaderLibrary::ShaderLibrary(QQuickItem* parent)
|
||||
: QQuickItem(parent)
|
||||
{
|
||||
QFile lightningFragFile(":/lightning.frag");
|
||||
lightningFragFile.open(QIODevice::ReadOnly);
|
||||
QFile lightningVertFile(":/lightning.vert");
|
||||
lightningVertFile.open(QIODevice::ReadOnly);
|
||||
m_lightning = std::make_unique<Shader>(lightningVertFile.readAll(), lightningFragFile.readAll());
|
||||
|
||||
QFile waterFragFile(":/water.frag");
|
||||
waterFragFile.open(QIODevice::ReadOnly);
|
||||
QFile waterVertFile(":/water.vert");
|
||||
waterVertFile.open(QIODevice::ReadOnly);
|
||||
m_water = std::make_unique<Shader>(waterVertFile.readAll(), waterFragFile.readAll());
|
||||
}
|
||||
|
||||
ShaderLibrary::~ShaderLibrary()
|
||||
{
|
||||
}
|
||||
|
108
ScreenPlayShader/shaderlibrary.h
Normal file
108
ScreenPlayShader/shaderlibrary.h
Normal file
@ -0,0 +1,108 @@
|
||||
#pragma once
|
||||
|
||||
#include <QObject>
|
||||
#include <QQuickItem>
|
||||
#include <QString>
|
||||
#include <memory>
|
||||
|
||||
class Shader : public QObject {
|
||||
Q_OBJECT
|
||||
|
||||
Q_PROPERTY(QString vertex READ vertex WRITE setVertex NOTIFY vertexChanged)
|
||||
Q_PROPERTY(QString fragment READ fragment WRITE setFragment NOTIFY fragmentChanged)
|
||||
|
||||
public:
|
||||
Shader() { }
|
||||
Shader(const QString& vertex, const QString& fragment)
|
||||
{
|
||||
m_vertex = vertex;
|
||||
m_fragment = fragment;
|
||||
}
|
||||
|
||||
QString vertex() const
|
||||
{
|
||||
return m_vertex;
|
||||
}
|
||||
QString fragment() const
|
||||
{
|
||||
return m_fragment;
|
||||
}
|
||||
|
||||
public slots:
|
||||
void setVertex(QString vertex)
|
||||
{
|
||||
if (m_vertex == vertex)
|
||||
return;
|
||||
|
||||
m_vertex = vertex;
|
||||
emit vertexChanged(m_vertex);
|
||||
}
|
||||
|
||||
void setFragment(QString fragment)
|
||||
{
|
||||
if (m_fragment == fragment)
|
||||
return;
|
||||
|
||||
m_fragment = fragment;
|
||||
emit fragmentChanged(m_fragment);
|
||||
}
|
||||
|
||||
signals:
|
||||
void vertexChanged(QString vertex);
|
||||
|
||||
void fragmentChanged(QString fragment);
|
||||
|
||||
private:
|
||||
QString m_vertex;
|
||||
QString m_fragment;
|
||||
};
|
||||
|
||||
class ShaderLibrary : public QQuickItem {
|
||||
Q_OBJECT
|
||||
Q_DISABLE_COPY(ShaderLibrary)
|
||||
|
||||
Q_PROPERTY(Shader* lightning READ lightning WRITE setLightning NOTIFY lightningChanged)
|
||||
Q_PROPERTY(Shader* water READ water WRITE setWater NOTIFY waterChanged)
|
||||
|
||||
public:
|
||||
explicit ShaderLibrary(QQuickItem* parent = nullptr);
|
||||
~ShaderLibrary() override;
|
||||
|
||||
Shader* lightning() const
|
||||
{
|
||||
return m_lightning.get();
|
||||
}
|
||||
|
||||
Shader* water() const
|
||||
{
|
||||
return m_water.get();
|
||||
}
|
||||
|
||||
public slots:
|
||||
void setLightning(Shader* lightning)
|
||||
{
|
||||
if (m_lightning.get() == lightning)
|
||||
return;
|
||||
|
||||
m_lightning.reset(lightning);
|
||||
emit lightningChanged(m_lightning.get());
|
||||
}
|
||||
|
||||
void setWater(Shader* water)
|
||||
{
|
||||
if (m_water.get() == water)
|
||||
return;
|
||||
|
||||
m_water.reset(water);
|
||||
emit waterChanged(m_water.get());
|
||||
}
|
||||
|
||||
signals:
|
||||
void lightningChanged(Shader* lightning);
|
||||
|
||||
void waterChanged(Shader* water);
|
||||
|
||||
private:
|
||||
std::unique_ptr<Shader> m_lightning;
|
||||
std::unique_ptr<Shader> m_water;
|
||||
};
|
59
ScreenPlayShader/water.frag
Normal file
59
ScreenPlayShader/water.frag
Normal file
@ -0,0 +1,59 @@
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D qt_Texture0;
|
||||
varying vec4 qt_TexCoord0;
|
||||
|
||||
//uniform float reflectionOffset; // allows player to control reflection position
|
||||
//uniform float reflectionBlur ; // works only if projec's driver is set to GLES3, more information here https://docs.godotengine.org/ru/stable/tutorials/shading/screen-reading_shaders.html
|
||||
//uniform float calculatedOffset ; // this is controlled by script, it takes into account camera position and water object position, that way reflection stays in the same place when camera is moving
|
||||
//uniform float calculatedAspect ; // is controlled by script, ensures that noise is not affected by object scale
|
||||
//uniform sampler2D noiseTexture;
|
||||
//uniform float offsetStrength;
|
||||
//uniform float maxOffset;
|
||||
|
||||
//uniform vec2 distortionScale;
|
||||
//uniform vec2 distortionSpeed;
|
||||
|
||||
//uniform float waveSmoothing;
|
||||
|
||||
//uniform float mainWaveSpeed ;
|
||||
//uniform float mainWaveFrequency ;
|
||||
//uniform float mainWaveAmplitude;
|
||||
|
||||
//uniform float secondWaveSpeed ;
|
||||
//uniform float secondWaveFrequency ;
|
||||
//uniform float secondWaveAmplitude ;
|
||||
|
||||
//uniform float thirdWaveSpeed ;
|
||||
//uniform float thirdWaveFrequency ;
|
||||
//uniform float thirdWaveAmplitude ;
|
||||
|
||||
//uniform float squashing ;
|
||||
|
||||
//uniform vec4 shorelineColor; //: hint_color = vec4(1.);
|
||||
//uniform float shorelineSize; //: hint_range(0., 0.1) = 0.0025;
|
||||
//uniform float shorelineFoamSize ; // : hint_range(0., 0.1)
|
||||
//uniform float foamSpeed;
|
||||
//uniform vec2 foamScale;
|
||||
|
||||
uniform float time;
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec2 uv = fragCoord.xy / iResolution.xy;
|
||||
vec4 texture_color = vec4(0.192156862745098, 0.6627450980392157, 0.9333333333333333, 1.0);
|
||||
|
||||
vec4 k = vec4(time)*0.8;
|
||||
k.xy = uv * 7.0;
|
||||
float val1 = length(0.5-fract(k.xyw*=mat3(vec3(-2.0,-1.0,0.0), vec3(3.0,-1.0,1.0), vec3(1.0,-1.0,-1.0))*0.5));
|
||||
float val2 = length(0.5-fract(k.xyw*=mat3(vec3(-2.0,-1.0,0.0), vec3(3.0,-1.0,1.0), vec3(1.0,-1.0,-1.0))*0.2));
|
||||
float val3 = length(0.5-fract(k.xyw*=mat3(vec3(-2.0,-1.0,0.0), vec3(3.0,-1.0,1.0), vec3(1.0,-1.0,-1.0))*0.5));
|
||||
vec4 color = vec4 ( pow(min(min(val1,val2),val3), 7.0) * 3.0)+texture_color;
|
||||
gl_FragColor = color;
|
||||
|
||||
//gl_FragColor = texture2D(qt_Texture0, qt_TexCoord0.st);
|
||||
}
|
10
ScreenPlayShader/water.vert
Normal file
10
ScreenPlayShader/water.vert
Normal file
@ -0,0 +1,10 @@
|
||||
attribute vec4 qt_Vertex;
|
||||
attribute vec4 qt_MultiTexCoord0;
|
||||
uniform mat4 qt_ModelViewProjectionMatrix;
|
||||
varying vec4 qt_TexCoord0;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
|
||||
qt_TexCoord0 = qt_MultiTexCoord0;
|
||||
}
|
@ -1,6 +1,9 @@
|
||||
import QtQuick 2.14
|
||||
import QtQml 2.14
|
||||
import ScreenPlayWallpaper 1.0
|
||||
import ScreenPlay.Shader 1.0
|
||||
import "ShaderWrapper" as ShaderWrapper
|
||||
|
||||
|
||||
Rectangle {
|
||||
id: root
|
||||
@ -218,4 +221,5 @@ Rectangle {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -28,8 +28,7 @@ BaseWindow::BaseWindow(QString projectFilePath, const QVector<int> activeScreens
|
||||
QJsonDocument configJsonDocument;
|
||||
QJsonParseError parseError;
|
||||
|
||||
if (projectFilePath.contains("file:\\\\\\"))
|
||||
projectFilePath = projectFilePath.remove("file:\\\\\\");
|
||||
|
||||
|
||||
projectFile.setFileName(projectFilePath + "/project.json");
|
||||
projectFile.open(QIODevice::ReadOnly | QIODevice::Text);
|
||||
@ -64,7 +63,7 @@ BaseWindow::BaseWindow(QString projectFilePath, const QVector<int> activeScreens
|
||||
qFatal("No type was specified inside the json object!");
|
||||
}
|
||||
|
||||
setBasePath(projectFilePath);
|
||||
setBasePath(QUrl::fromUserInput(projectFilePath).toLocalFile());
|
||||
setFullContentPath("file:///" + projectFilePath + "/" + projectObject.value("file").toString());
|
||||
|
||||
auto reloadQMLLambda = [this]() { emit reloadQML(type()); };
|
||||
@ -166,9 +165,11 @@ QString BaseWindow::loadFromFile(const QString& filename)
|
||||
{
|
||||
QFile file;
|
||||
file.setFileName(basePath() + "/" + filename);
|
||||
qWarning() << " loadFromFile: " << file.fileName() << file.readAll();
|
||||
if (file.open(QIODevice::ReadOnly | QIODevice::Text)) {
|
||||
return file.readAll();
|
||||
}
|
||||
qWarning() << "Could not loadFromFile: " << file.fileName();
|
||||
return "";
|
||||
}
|
||||
|
||||
|
@ -15,7 +15,7 @@ cd ..
|
||||
cd ..
|
||||
|
||||
rem Donwload ffmpeg
|
||||
curl.exe -L --ssl-no-revoke https://www.gyan.dev/ffmpeg/builds/packages/ffmpeg-4.3.1-full_build.zip --output ffmpeg.zip
|
||||
curl.exe -L https://www.gyan.dev/ffmpeg/builds/packages/ffmpeg-4.3.1-2020-09-16-full_build.zip --output ffmpeg.zip
|
||||
|
||||
rem Extract ffmpeg. Needs Windows 10 build 17063 or higher!
|
||||
rem We only need the content of the bin folder
|
||||
|
Loading…
Reference in New Issue
Block a user