dd759378563 |
2019-06-09 18:31 |
Qml特效9-进场动画-菱形
Qml特效9-进场动画-菱形 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9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 和 涛哥的知乎专栏-Qt进阶之路 菱形效果预览 菱形效果,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
- import QtQuick 2.12
import QtQuick.Controls 2.12 ShaderEffect { ... enum Direct { FromInner = 0, FromOuter = 1 } property int dir: ASlowEnter.Direct.FromLeft 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:
- fragmentShader: TCommon.fragmentShaderCommon + (dir === ASquare.Direct.FromInner ? "
in vec2 qt_TexCoord0; uniform float qt_Opacity; uniform sampler2D effectSource; uniform int percent; out vec4 fragColor; void main() { vec4 color = texture2D(effectSource, qt_TexCoord0); float p = float(percent) / 100.0; float alpha = 1.0; if (qt_TexCoord0.x + p < qt_TexCoord0.y || qt_TexCoord0.x - p > qt_TexCoord0.y || 1.0 - qt_TexCoord0.x + p < qt_TexCoord0.y || 1.0 - qt_TexCoord0.x - p > qt_TexCoord0.y ) { discard; } fragColor = color; } " : " in vec2 qt_TexCoord0; uniform float qt_Opacity; uniform sampler2D effectSource; uniform int percent; out vec4 fragColor; void main() { vec4 color = texture2D(effectSource, qt_TexCoord0); float p = 1.0 - float(percent) / 100.0; if (qt_TexCoord0.x + p > qt_TexCoord0.y && qt_TexCoord0.x - p < qt_TexCoord0.y && 1.0 - qt_TexCoord0.x + p > qt_TexCoord0.y && 1.0 - qt_TexCoord0.x - p < qt_TexCoord0.y ) { discard; } fragColor = color; } ")
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