Qt Quick Particles Examples - CustomParticle

This is a collection of small QML examples relating to using CustomParticle in the particle system. Each example is a small QML file emphasizing a different way to use CustomParticle.

Blur Particles adds a blur effect to the particles, which increases over the particle's life time. It uses a custom vertex shader:

vertexShader:"
    uniform lowp float qt_Opacity;
    varying lowp float fFade;
    varying lowp float fBlur;

    void main() {
        defaultMain();
        highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
        highp float fadeIn = min(t * 10., 1.);
        highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));

        fFade = fadeIn * fadeOut * qt_Opacity;
        fBlur = max(0.2 * t, t * qt_ParticleR);
    }
"

to propagate life time simulation to a custom fragment shader:

fragmentShader: "
    uniform sampler2D source;
    uniform sampler2D blurred;
    varying highp vec2 qt_TexCoord0;
    varying highp float fBlur;
    varying highp float fFade;
    void main() {
        gl_FragColor = mix(texture2D(source, qt_TexCoord0), texture2D(blurred, qt_TexCoord0), min(1.0,fBlur*3.0)) * fFade;
    }"

which has access to both the normal image sampler and a blurred sampler, the image plus a ShaderEffect.

Fragment Shader just uses the particle system as a vertex delivery system.

fragmentShader: "
    varying highp vec2 fPos;
    varying lowp float fFade;
    varying highp vec2 qt_TexCoord0;
    void main() {//*2 because this generates dark colors mostly
        highp vec2 circlePos = qt_TexCoord0*2.0 - vec2(1.0,1.0);
        highp float dist = length(circlePos);
        highp float circleFactor = max(min(1.0 - dist, 1.0), 0.0);
        gl_FragColor = vec4(fPos.x*2.0 - fPos.y, fPos.y*2.0 - fPos.x, fPos.x*fPos.y*2.0, 0.0) * circleFactor * fFade;
    }"

Image Colors uses CustomParticle to assign colors to particles based on their location in a picture. The vertex shader,

vertexShader:"
    uniform highp float maxWidth;
    uniform highp float maxHeight;
    varying highp vec2 fTex2;
    varying lowp float fFade;
    uniform lowp float qt_Opacity;

    void main() {

        fTex2 = vec2(qt_ParticlePos.x, qt_ParticlePos.y);
        //Uncomment this next line for each particle to use full texture, instead of the solid color at the center of the particle.
        //fTex2 = fTex2 + ((- qt_ParticleData.z / 2. + qt_ParticleData.z) * qt_ParticleTex); //Adjusts size so it's like a chunk of image.
        fTex2 = fTex2 / vec2(maxWidth, maxHeight);
        highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
        fFade = min(t*4., (1.-t*t)*.75) * qt_Opacity;
        defaultMain();
    }
"

passes along the starting position for each vertex to the fragment shader,

fragmentShader: "
    uniform sampler2D particleTexture;
    uniform sampler2D pictureTexture;
    varying highp vec2 qt_TexCoord0;
    varying highp vec2 fTex2;
    varying lowp float fFade;
    void main() {
        gl_FragColor = texture2D(pictureTexture, fTex2) * texture2D(particleTexture, qt_TexCoord0).w * fFade;
}"

which uses it to determine the color for that particle.

Files:

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