/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 Digia Plc and its Subsidiary(-ies) 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ //Explosion.qml import QtQuick 2.0 import Qt3D 1.0 import Qt3D.Shapes 1.0 Quad{ id: explosionItem scale:5 transform: [ Rotation3D{ angle: 90 axis: Qt.vector3d(1, 0, 0) }, LookAt{ subject: camPos} ] //wrapper around the camera position Item3D { id: camPos position: cam.eye } NumberAnimation { running:true target: program property: "lifetime" from: 0.0 to: 1.0; duration: 1000 onRunningChanged: { if (running==false) { print("running changed"); explosionItem.destroy(); } } } effect: program ShaderProgram { id: program texture: "explo.png" property real lifetime : 1.0 blending: true vertexShader: " attribute highp vec4 qt_Vertex; uniform mediump mat4 qt_ModelViewProjectionMatrix; attribute highp vec4 qt_MultiTexCoord0; uniform mediump float textureOffsetX; varying mediump vec4 texCoord; void main(void) { gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex; texCoord.st = qt_MultiTexCoord0.st; } " fragmentShader: " varying highp vec4 texCoord; uniform sampler2D qt_Texture0; uniform mediump float lifetime; void main(void) { mediump int life = int(lifetime*16.0); mediump int row = int(mod(float(life),4.0)); mediump int column = int(float(life) / 4.0); mediump vec4 textureColor = texture2D(qt_Texture0, vec2(texCoord.s/4.0+0.25*float(row) , 1.0-texCoord.t/4.0-0.25*float(column))); gl_FragColor = textureColor; } " } }