#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);
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();
m_window->resetOpenGLState();
}