/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "squircle.h" #include #include #include //! [7] Squircle::Squircle() : m_t(0) , m_renderer(0) { connect(this, &QQuickItem::windowChanged, this, &Squircle::handleWindowChanged); } //! [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) { connect(win, &QQuickWindow::beforeSynchronizing, this, &Squircle::sync, Qt::DirectConnection); connect(win, &QQuickWindow::sceneGraphInvalidated, this, &Squircle::cleanup, Qt::DirectConnection); //! [1] // If we allow QML to do the clearing, they would clear what we paint // and nothing would show. //! [3] win->setClearBeforeRendering(false); } } //! [3] //! [6] void Squircle::cleanup() { if (m_renderer) { delete m_renderer; m_renderer = 0; } } SquircleRenderer::~SquircleRenderer() { delete m_program; } //! [6] //! [9] void Squircle::sync() { if (!m_renderer) { m_renderer = new SquircleRenderer(); connect(window(), &QQuickWindow::beforeRendering, m_renderer, &SquircleRenderer::paint, Qt::DirectConnection); } m_renderer->setViewportSize(window()->size() * window()->devicePixelRatio()); m_renderer->setT(m_t); m_renderer->setWindow(window()); } //! [9] //! [4] void SquircleRenderer::paint() { if (!m_program) { initializeOpenGLFunctions(); m_program = new QOpenGLShaderProgram(); m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, "attribute highp vec4 vertices;" "varying highp vec2 coords;" "void main() {" " gl_Position = vertices;" " coords = vertices.xy;" "}"); m_program->addCacheableShaderFromSourceCode(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(); } //! [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_t); glViewport(0, 0, m_viewportSize.width(), m_viewportSize.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(); // Not strictly needed for this example, but generally useful for when // mixing with raw OpenGL. m_window->resetOpenGLState(); } //! [5]