187 lines
6.6 KiB
QML
187 lines
6.6 KiB
QML
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the QtQuick module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.9
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import QtQuick.Shapes 1.0
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Rectangle {
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id: root
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width: 1024
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height: 768
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property color col: "lightsteelblue"
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gradient: Gradient {
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GradientStop { position: 0.0; color: Qt.tint(root.col, "#20FFFFFF") }
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GradientStop { position: 0.1; color: Qt.tint(root.col, "#20AAAAAA") }
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GradientStop { position: 0.9; color: Qt.tint(root.col, "#20666666") }
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GradientStop { position: 1.0; color: Qt.tint(root.col, "#20000000") }
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}
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Row {
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anchors.fill: parent
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anchors.margins: 20
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spacing: 40
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Column {
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spacing: 40
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Text {
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text: "Original"
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}
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// A simple Shape without anything special.
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Rectangle {
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color: "lightGray"
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width: 400
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height: 200
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Shape {
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x: 30
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y: 20
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width: 50
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height: 50
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scale: 2
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ShapePath {
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strokeColor: "green"
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NumberAnimation on strokeWidth { from: 1; to: 20; duration: 5000 }
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fillColor: "transparent"
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capStyle: ShapePath.RoundCap
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startX: 40; startY: 30
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PathQuad { x: 50; y: 80; controlX: 0; controlY: 80 }
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PathLine { x: 150; y: 80 }
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PathQuad { x: 160; y: 30; controlX: 200; controlY: 80 }
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}
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}
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}
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Text {
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text: "Supersampling (2x)"
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}
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// Now let's use 2x supersampling via layers. This way the entire subtree
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// is rendered into an FBO twice the size and then drawn with linear
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// filtering. This allows having some level of AA even when there is no
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// support for multisample framebuffers.
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Rectangle {
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id: supersampledItem
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color: "lightGray"
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width: 400
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height: 200
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layer.enabled: true
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layer.smooth: true
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layer.textureSize: Qt.size(supersampledItem.width * 2, supersampledItem.height * 2)
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Shape {
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x: 30
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y: 20
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width: 50
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height: 50
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scale: 2
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ShapePath {
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strokeColor: "green"
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NumberAnimation on strokeWidth { from: 1; to: 20; duration: 5000 }
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fillColor: "transparent"
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capStyle: ShapePath.RoundCap
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startX: 40; startY: 30
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PathQuad { x: 50; y: 80; controlX: 0; controlY: 80 }
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PathLine { x: 150; y: 80 }
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PathQuad { x: 160; y: 30; controlX: 200; controlY: 80 }
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}
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}
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}
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}
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Column {
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spacing: 40
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Text {
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text: "Multisampling (4x)"
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}
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// Now let's use 4x MSAA, again via layers. This needs support for
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// multisample renderbuffers and framebuffer blits.
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Rectangle {
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color: "lightGray"
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width: 400
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height: 200
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layer.enabled: true
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layer.smooth: true
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layer.samples: 4
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Shape {
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x: 30
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y: 20
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width: 50
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height: 50
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scale: 2
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ShapePath {
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strokeColor: "green"
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NumberAnimation on strokeWidth { from: 1; to: 20; duration: 5000 }
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fillColor: "transparent"
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capStyle: ShapePath.RoundCap
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startX: 40; startY: 30
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PathQuad { x: 50; y: 80; controlX: 0; controlY: 80 }
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PathLine { x: 150; y: 80 }
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PathQuad { x: 160; y: 30; controlX: 200; controlY: 80 }
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}
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}
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}
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}
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}
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}
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