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#include "squircle.h"#include <QtQuick/qquickwindow.h>#include <QtGui/QOpenGLShaderProgram>#include <QtGui/QOpenGLContext>
Squircle::Squircle()
: m_t(0)
, m_renderer(0)
{
connect(this,&QQuickItem::windowChanged,this,&Squircle::handleWindowChanged);
}
void Squircle::setT(qreal t)
{
if (t == m_t)
return;
m_t = t;
emit tChanged();
if (window())
window()->update();
}
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);
// If we allow QML to do the clearing, they would clear what we paint// and nothing would show.
win->setClearBeforeRendering(false);
}
}
void Squircle::cleanup()
{
if (m_renderer) {
delete m_renderer;
m_renderer =0;
}
}
SquircleRenderer::~SquircleRenderer()
{
delete m_program;
}
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());
}
void SquircleRenderer::paint()
{
if (!m_program) {
initializeOpenGLFunctions();
m_program =newQOpenGLShaderProgram();
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();
}
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();
}