/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "squircle.h" #include #include #include //! [7] Squircle::Squircle() : m_program(0) , m_t(0) , m_thread_t(0) { connect(this, SIGNAL(windowChanged(QQuickWindow*)), this, SLOT(handleWindowChanged(QQuickWindow*))); } //! [7] //! [8] void Squircle::setT(qreal t) { if (t == m_t) return; m_t = t; emit tChanged(); if (window()) window()->update(); } //! [8] //! [1] void Squircle::handleWindowChanged(QQuickWindow *win) { if (win) { //! [1] // Connect the beforeRendering signal to our paint function. // Since this call is executed on the rendering thread it must be // a Qt::DirectConnection //! [2] connect(win, SIGNAL(beforeRendering()), this, SLOT(paint()), Qt::DirectConnection); connect(win, SIGNAL(beforeSynchronizing()), this, SLOT(sync()), Qt::DirectConnection); //! [2] // If we allow QML to do the clearing, they would clear what we paint // and nothing would show. //! [3] win->setClearBeforeRendering(false); } } //! [3] //! [4] void Squircle::paint() { if (!m_program) { m_program = new QOpenGLShaderProgram(); m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, "attribute highp vec4 vertices;" "varying highp vec2 coords;" "void main() {" " gl_Position = vertices;" " coords = vertices.xy;" "}"); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, "uniform lowp float t;" "varying highp vec2 coords;" "void main() {" " lowp float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));" " i = smoothstep(t - 0.8, t + 0.8, i);" " i = floor(i * 20.) / 20.;" " gl_FragColor = vec4(coords * .5 + .5, i, i);" "}"); m_program->bindAttributeLocation("vertices", 0); m_program->link(); connect(window()->openglContext(), SIGNAL(aboutToBeDestroyed()), this, SLOT(cleanup()), Qt::DirectConnection); } //! [4] //! [5] m_program->bind(); m_program->enableAttributeArray(0); float values[] = { -1, -1, 1, -1, -1, 1, 1, 1 }; m_program->setAttributeArray(0, GL_FLOAT, values, 2); m_program->setUniformValue("t", (float) m_thread_t); glViewport(0, 0, window()->width(), window()->height()); glDisable(GL_DEPTH_TEST); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); m_program->disableAttributeArray(0); m_program->release(); } //! [5] //! [6] void Squircle::cleanup() { if (m_program) { delete m_program; m_program = 0; } } //! [6] //! [9] void Squircle::sync() { m_thread_t = m_t; } //! [9]