// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "squircle.h" #include #include #include #include //! [7] Squircle::Squircle() : m_t(0) , m_renderer(nullptr) { 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] //! [3] // Ensure we start with cleared to black. The squircle's blend mode relies on this. win->setColor(Qt::black); } } //! [3] //! [6] void Squircle::cleanup() { delete m_renderer; m_renderer = nullptr; } class CleanupJob : public QRunnable { public: CleanupJob(SquircleRenderer *renderer) : m_renderer(renderer) { } void run() override { delete m_renderer; } private: SquircleRenderer *m_renderer; }; void Squircle::releaseResources() { window()->scheduleRenderJob(new CleanupJob(m_renderer), QQuickWindow::BeforeSynchronizingStage); m_renderer = nullptr; } SquircleRenderer::~SquircleRenderer() { delete m_program; } //! [6] //! [9] void Squircle::sync() { if (!m_renderer) { m_renderer = new SquircleRenderer(); connect(window(), &QQuickWindow::beforeRendering, m_renderer, &SquircleRenderer::init, Qt::DirectConnection); connect(window(), &QQuickWindow::beforeRenderPassRecording, 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::init() { if (!m_program) { QSGRendererInterface *rif = m_window->rendererInterface(); Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::OpenGL); initializeOpenGLFunctions(); const float values[] = { -1, -1, 1, -1, -1, 1, 1, 1 }; m_vbo.create(); m_vbo.bind(); m_vbo.allocate(values, sizeof(values)); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr); 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] void SquircleRenderer::paint() { // Play nice with the RHI. Not strictly needed when the scenegraph uses // OpenGL directly. m_window->beginExternalCommands(); m_vbo.bind(); m_program->bind(); m_program->setUniformValue("t", (float)m_t); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr); glViewport(0, 0, m_viewportSize.width(), m_viewportSize.height()); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(0); m_program->release(); m_window->endExternalCommands(); } //! [5]