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Add IOT dashboard example (#116) * Add IOT dashboard example * Add images * more content * add pie chart * Add skin factories etc. * more work on the pie chart * Try to use quick shapes * Revert "Try to use quick shapes" This reverts commit df6b5b22a339173d2a70ed85744b598811c26b30. Doesn't work that easily unfortunately. * implement design * Add fonts; for now as a resource We should use fontconfig of course later * improve menu bar * implement top bar * use QNanoPainter for circular graphs * Revert "use QNanoPainter for circular graphs" This reverts commit ba0263cb1c19462cc41063ec7087c95e176c8293. Try with QQuickPaintedItem instead for now. * use painted items for circular bar graphs (for now) * use different colors * use some gradients all of this is very hackish still * add to top bar * fix fonts and time display * implement usage * implement indoor temperature * implement Humidity * implement My Devices * fix opacity issue with devices * make icons quadratic with some quick fixes as usual * Add diagram * try to smooth out curves * Add diagram caption * use tiny font * make caption smaller * add wekdays * add grid lines * fix my devices * add light intensity * add box around each section * rename Card to Box * Put indoor temperature inside a box * put Humidity in a box * put the rest in a box * some small stuff * add kirigami code * something works somehow * maybe we don't need our own class still some work to do, but the main thing works * add shadow from outside ... because the class is not a QskControl * fine-tune the layout * cross compilation: Make sure examples find libraries at link time * fix compilation for embedded target * add night time skin * add new button class to better style it * more hints for the night time skin * change hints for dimmer * change hints for progress bars * Use animator for light dimmer * use animator for progress bars * Add Kirigami code It was on oversight that this was forgotten earlier. We could of course strip this down a lot to the part that we are actually using (i.e. the shadowed rectangle). * fix build with new QSkinny version * fix paddings, something in the API changed * fix stretch factors * fix build with new version * clang tidy fixes * fix unused parameter warnings should clean this up properly * beautify example * use astyle * style menu bar properly * fix warning * more size hints * refactor skins * more skin hints * graphic label skin hints * menu item states instead of own API * main grid box styling * top bar styling * fix build * style round progress bars * style time * style indoor temperature and humidity * simplify temperature and humidity * style some more * style My Devices section * style My Devices some more * fix styles when switching between them * style diagram * style more elements inside diagram * more diagram style * fix skin changes * style light intensity * Fix Humidity * fix light intensity layout and other stuff * style light intensity * style button value label * style round button * style button boxes some more * style menu bar top label * style menu bar icons * remove ShadowBox, it is not used * style shadow boxes * remove QskShadowedRectangle We are not using it * style usage spacer * fine tune * Refactor diagram before replacing it * Add Diagram drawn with OpenGL * use new Diagram class * Support more than one data point in a diagram * change data points and colors a bit * position caption box * adapt the spline to show nice curves * remove boost::math dependency We just hardcode the values here so we can get rid of the dependency. * Remove kirigami code that we don't need We only need the shadow * move kirigami code * rename header guards * add license headers * rename some classes
2021-04-26 06:22:35 +02:00
/*
* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
*
* SPDX-License-Identifier: LGPL-2.0-or-later
*/
// See sdf.glsl for the SDF related functions.
// This shader renders a rectangle with rounded corners and a shadow below it.
uniform lowp float opacity;
uniform lowp float size;
uniform lowp vec4 radius;
uniform lowp vec4 color;
uniform lowp vec4 shadowColor;
uniform lowp vec2 offset;
uniform lowp vec2 aspect;
#ifdef CORE_PROFILE
in lowp vec2 uv;
out lowp vec4 out_color;
#else
varying lowp vec2 uv;
#define out_color gl_FragColor
#endif
const lowp float minimum_shadow_radius = 0.05;
void main()
{
// Scaling factor that is the inverse of the amount of scaling applied to the geometry.
lowp float inverse_scale = 1.0 / (1.0 + size + length(offset) * 2.0);
// Correction factor to round the corners of a larger shadow.
// We want to account for size in regards to shadow radius, so that a larger shadow is
// more rounded, but only if we are not already rounding the corners due to corner radius.
lowp vec4 size_factor = 0.5 * (minimum_shadow_radius / max(radius, minimum_shadow_radius));
lowp vec4 shadow_radius = radius + size * size_factor;
lowp vec4 col = vec4(0.0);
// Calculate the shadow's distance field.
lowp float shadow = sdf_rounded_rectangle(uv - offset * 2.0 * inverse_scale, aspect * inverse_scale, shadow_radius * inverse_scale);
// Render it, interpolating the color over the distance.
col = mix(col, shadowColor * sign(size), 1.0 - smoothstep(-size * 0.5, size * 0.5, shadow));
// Calculate the main rectangle distance field.
lowp float rect = sdf_rounded_rectangle(uv, aspect * inverse_scale, radius * inverse_scale);
// First, remove anything that was rendered by the shadow if it is inside the rectangle.
// This allows us to use colors with alpha without rendering artifacts.
col = sdf_render(rect, col, vec4(0.0));
// Then, render it again but this time with the proper color and properly alpha blended.
col = sdf_render(rect, col, color);
out_color = col * opacity;
}