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dd759378563 2019-06-09 18:33

Qml特效11-进场动画-棋盘

Qml特效11-进场动画-棋盘
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11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


棋盘效果预览

棋盘效果,支持向右、向下两个方向





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 {
        ...
        //枚举声明四种方向
        enum Direct {
            ToRight = 0,
            ToBottom = 1
        }
        property int dir : ABoard.Direct.ToRight
        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 === ABoard.Direct.ToRight ? "
            in  vec2 qt_TexCoord0;
            uniform float qt_Opacity;
            uniform sampler2D effectSource;
            uniform int dir;
            uniform int percent;
            uniform int rowCount;
            uniform int columnCount;
            out vec4 fragColor;
            void main()
            {
                vec4 color = texture2D(effectSource, qt_TexCoord0);
                int xlen = 100 / columnCount;
                int ylen = 100 / rowCount;
                float p = float(percent) / 100.0;
                int x = int(qt_TexCoord0.x * 100.0);
                int y = int(qt_TexCoord0.y * 100.0);
                float alpha = 0.0;
                int sx = x / xlen;
                int sy = y / ylen;
                int xOffset = 0;
                if (sy % 2 != 0) {
                    xOffset = xlen / 2;
                }
                if (sx * xlen <= x + xOffset && (x + xOffset) % xlen <= int(float(xlen) * 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;
            uniform int rowCount;
            uniform int columnCount;
            out vec4 fragColor;
            void main()
            {
                vec4 color = texture2D(effectSource, qt_TexCoord0);
                int xlen = 100 / columnCount;
                int ylen = 100 / rowCount;
                float p = float(percent) / 100.0;
                int x = int(qt_TexCoord0.x * 100.0);
                int y = int(qt_TexCoord0.y * 100.0);
                float alpha = 0.0;
                int sx = x / xlen;
                int sy = y / ylen;
                int yOffset = 0;
                if (sx % 2 != 0) {
                    yOffset = ylen / 2;
                }
                if (sy * ylen <= y + yOffset && (y + yOffset) % ylen <= int(float(ylen) * p) ) {
                    alpha = 1.0;
                }
                alpha *= qt_Opacity;
                fragColor = vec4(color.rgb * alpha, alpha);
           }
    ")





big_mouse 2020-04-14 21:41


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