main.qml Example File

scenegraph/textureinthread/main.qml
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import QtQuick 2.0 import SceneGraphRendering 1.0 Item { width: 400 height: 400 // The checkers background ShaderEffect { id: tileBackground anchors.fill: parent property real tileSize: 16 property color color1: Qt.rgba(0.9, 0.9, 0.9, 1); property color color2: Qt.rgba(0.85, 0.85, 0.85, 1); property size pixelSize: Qt.size(width / tileSize, height / tileSize); fragmentShader: " uniform lowp vec4 color1; uniform lowp vec4 color2; uniform highp vec2 pixelSize; varying highp vec2 qt_TexCoord0; void main() { highp vec2 tc = sign(sin(3.14159265358979323846 * qt_TexCoord0 * pixelSize)); if (tc.x != tc.y) gl_FragColor = color1; else gl_FragColor = color2; } " } Renderer { id: renderer anchors.fill: parent anchors.margins: 10 // The transform is just to show something interesting.. transform: [ Rotation { id: rotation; axis.x: 0; axis.z: 0; axis.y: 1; angle: 0; origin.x: renderer.width / 2; origin.y: renderer.height / 2; }, Translate { id: txOut; x: -renderer.width / 2; y: -renderer.height / 2 }, Scale { id: scale; }, Translate { id: txIn; x: renderer.width / 2; y: renderer.height / 2 } ] Behavior on opacity { NumberAnimation { duration: 500 } } opacity: 0 Component.onCompleted: renderer.opacity = 1; } // Just to show something interesting SequentialAnimation { PauseAnimation { duration: 5000 } ParallelAnimation { NumberAnimation { target: scale; property: "xScale"; to: 0.6; duration: 1000; easing.type: Easing.InOutBack } NumberAnimation { target: scale; property: "yScale"; to: 0.6; duration: 1000; easing.type: Easing.InOutBack } } NumberAnimation { target: rotation; property: "angle"; to: 80; duration: 1000; easing.type: Easing.InOutCubic } NumberAnimation { target: rotation; property: "angle"; to: -80; duration: 1000; easing.type: Easing.InOutCubic } NumberAnimation { target: rotation; property: "angle"; to: 0; duration: 1000; easing.type: Easing.InOutCubic } NumberAnimation { target: renderer; property: "opacity"; to: 0.5; duration: 1000; easing.type: Easing.InOutCubic } PauseAnimation { duration: 1000 } NumberAnimation { target: renderer; property: "opacity"; to: 0.8; duration: 1000; easing.type: Easing.InOutCubic } ParallelAnimation { NumberAnimation { target: scale; property: "xScale"; to: 1; duration: 1000; easing.type: Easing.InOutBack } NumberAnimation { target: scale; property: "yScale"; to: 1; duration: 1000; easing.type: Easing.InOutBack } } running: true loops: Animation.Infinite } Rectangle { id: labelFrame anchors.margins: -10 radius: 5 color: "white" border.color: "black" opacity: 0.8 anchors.fill: label } Text { id: label anchors.bottom: renderer.bottom anchors.left: renderer.left anchors.right: renderer.right anchors.margins: 20 wrapMode: Text.WordWrap text: "The blue rectangle with the vintage 'Q' is an FBO, rendered by the application in a dedicated background thread. The background thread juggles two FBOs, one that is being rendered to and one for displaying. The texture to display is posted to the scene graph and displayed using a QSGSimpleTextureNode." } }

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