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dd759378563 2019-06-09 18:30

Qml特效8-进场动画-十字

Qml特效8-进场动画-十字
目录
(放个目录方便预览。这个目录是从博客复制过来的,点击会跳转到博客)


简介

这是《Qml特效-进场动画》系列文章的第8篇,涛哥将会教大家一些Qml进场动画相关的知识。
进场动画效果 参考了WPS版ppt的动画,基本效果已经全部实现,可以到github TaoQuick项目中预览:
进场动画预览


关于文章

文章主要发布在涛哥的博客涛哥的知乎专栏-Qt进阶之路


十字效果预览

十字效果,支持由内到外、由外到内两种





实现原理

通过数值动画,控制百分比属性percent从0 到100变化
  1. import QtQuick 2.12
    import QtQuick.Controls 2.12
    ShaderEffect {
        ...
        enum Direct {
            FromInner = 0,
            FromOuter = 1
        }
        property int dir : ASquare.Direct.FromInner
        property int percent: 0
        opacity: percent > 0 ? 1 : 0
        NumberAnimation {
            id: animation
            target: r
            property: "percent"
            from: 0
            to: 100
            alwaysRunToEnd: true
            loops: 1
            duration: 1000
        }
        ...
    }



在Shader中,使用glsl片段着色器实现像素的控制:
  1. fragmentShader: TCommon.fragmentShaderCommon + (dir === ASquare.Direct.FromInner ? "
            in vec2 qt_TexCoord0;
            uniform float qt_Opacity;
            uniform sampler2D effectSource;
            uniform int dir;
            uniform int percent;
            out vec4 fragColor;
            void main()
            {
                vec4 color = texture2D(effectSource, qt_TexCoord0);
                float p = float(percent) / 200.0;
                float alpha = 0.0;
                if ((0.5 - p <= qt_TexCoord0.x && qt_TexCoord0.x <= 0.5 + p) ||
                   ((qt_TexCoord0.x< 0.5 - p || qt_TexCoord0.x > 0.5 + p) && (0.5 - p <= qt_TexCoord0.y && qt_TexCoord0.y < 0.5 + p))
                )
                {
                    alpha = 1.0;
                }
                alpha *= qt_Opacity;
               fragColor = vec4(color.rgb * alpha, alpha);
           }
    " : "
            in vec2 qt_TexCoord0;
            uniform float qt_Opacity;
            uniform sampler2D effectSource;
            uniform int dir;
            uniform int percent;
            out vec4 fragColor;
            void main()
            {
                vec4 color = texture2D(effectSource, qt_TexCoord0);
                float p = float(percent) / 200.0;
                float alpha = ((1.0 - step(p, qt_TexCoord0.x)) + (step(1.0 - p, qt_TexCoord0.x))) *
                            ((1.0 - step(p, qt_TexCoord0.y)) + (step(1.0 - p, qt_TexCoord0.y)));
                alpha = alpha * qt_Opacity;
                fragColor = vec4(color.rgb * alpha, alpha);
            }
    ")





big_mouse 2020-04-14 21:42

big_mouse 2020-04-14 21:42


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