squircle.cpp Example File

scenegraph/openglunderqml/squircle.cpp
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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 = 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(); } 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(); }