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(nullptr)
 {
     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 = nullptr;
     }
 }

 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();
 }