qtdeclarative/examples/quick/scenegraph/openglunderqml/squircle.cpp

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/****************************************************************************
**
** Copyright (C) 2012 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.
**
**
** $QT_END_LICENSE$
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****************************************************************************/
#include "squircle.h"
#include <QtQuick/qquickwindow.h>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QOpenGLContext>
//! [7]
Squircle::Squircle()
: m_program(0)
{
}
//! [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::itemChange(ItemChange change, const ItemChangeData &)
{
// The ItemSceneChange event is sent when we are first attached to a window.
if (change == ItemSceneChange) {
QQuickWindow *c = window();
if (!c)
return;
//! [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(c, SIGNAL(beforeRendering()), this, SLOT(paint()), Qt::DirectConnection);
//! [2]
// If we allow QML to do the clearing, they would clear what we paint
// and nothing would show.
//! [3]
c->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(coords.x, 4.) + pow(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_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]