Qt Quick Particles Examples - CustomParticle

This is a collection of examples using CustomParticle in the QML particle system.

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:

© 2019 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.