-
Martin Flöser authored
The scripting API is extended to support custom fragment shaders. To support this a new method addFragmentShader is added taking ShaderTraits and fragment shader. The GLShader is not exposed, instead a uint id is provided which maps to the GLShader. This shader id can be used in the animate and set calls to specify the shader. The animation object is extended by the "fragmentShader" property. The shader sources are located in the "shaders" directory of the package contents. E.g. the scale effect extended by the shader of the invert effect will have the following layout: package/contents/ -> code/ -> main.js -> shaders/ -> invert_core.frag -> invert.frag The adjustment in code are: * in constructor to load the shader this.shader = effect.addFragmentShader(Effect.MapTexture, "invert.frag"); * in animations objects of the slots the additions fragmentShader: this.shader * using the type Effect.Shader or in full: window.scaleInAnimation = animate({ window: window, curve: QEasingCurve.OutCubic, duration: this.duration, animations: [ { type: Effect.Scale, from: this.inScale }, { type: Effect.Opacity, from: 0 }, { type: Effect.Shader, fragmentShader: this.shader } ] }); The animation settings object supports a "uniform" value which takes the string name of the uniform. For this uniform the location is resolved and stored in the meta data of the AnimationEffect. This requires the type Effect.ShaderUniform. An example animation: window.scaleInAnimation = animate({ window: window, curve: QEasingCurve.Linear, duration: this.duration, animations: [ { type: Effect.ShaderUniform, fragmentShader: this.shader, uniform: "uForOpening", from: 1.0, to: 1.0 } ] }); Furthermore a new setUniform scriptable method is added to the ScriptedEffect. This allows to update uniforms when the configuration changes. The call takes a generic QJSValue which supports: * float * array of 2, 3 or 4 components * string as color * variant as color An example usage to read a color from the configuration and set it as a uniform: effect.setUniform(this.shaderId, "uEffectColor", effect.readConfig("Color", "white"))
7bececfa