qskinny/playground/shadows/BoxShadowNode.cpp
2020-12-05 15:09:31 +01:00

274 lines
7.1 KiB
C++

#include "BoxShadowNode.h"
#include "QskBoxShapeMetrics.h"
#include <QColor>
#include <QSGMaterialShader>
#include <QSGMaterial>
#include <private/qsgnode_p.h>
namespace
{
class Shader final : public QSGMaterialShader
{
public:
Shader();
char const* const* attributeNames() const override;
void initialize() override;
void updateState( const QSGMaterialShader::RenderState& state,
QSGMaterial* newMaterial, QSGMaterial* oldMaterial) override;
private:
int m_matrixLocation = -1;
int m_opacityLocation = -1;
int m_aspectLocation = -1;
int m_extentLocation = -1;
int m_radiusLocation = -1;
int m_colorLocation = -1;
int m_offsetLocation = -1;
};
class Material final : public QSGMaterial
{
public:
Material();
QSGMaterialShader* createShader() const override;
QSGMaterialType* type() const override;
int compare( const QSGMaterial* other ) const override;
QVector2D aspect = QVector2D{1.0, 1.0};
float extent = 0.0;
QVector4D radius = QVector4D{0.0, 0.0, 0.0, 0.0};
QColor color = Qt::black;
QVector2D offset;
};
Shader::Shader()
{
const QString root( ":/qskinny/shaders/" );
setShaderSourceFile( QOpenGLShader::Vertex, root + "boxshadow.vert" );
setShaderSourceFile( QOpenGLShader::Fragment, root + "boxshadow.frag" );
}
char const* const* Shader::attributeNames() const
{
static char const* const names[] = { "in_vertex", "in_coord", nullptr };
return names;
}
void Shader::initialize()
{
QSGMaterialShader::initialize();
auto p = program();
m_matrixLocation = p->uniformLocation( "matrix" );
m_aspectLocation = p->uniformLocation( "aspect" );
m_opacityLocation = p->uniformLocation( "opacity" );
m_extentLocation = p->uniformLocation( "extent" );
m_offsetLocation = p->uniformLocation( "offset" );
m_radiusLocation = p->uniformLocation( "radius" );
m_colorLocation = p->uniformLocation( "color" );
}
void Shader::updateState( const QSGMaterialShader::RenderState& state,
QSGMaterial* newMaterial, QSGMaterial* oldMaterial )
{
auto p = program();
if ( state.isMatrixDirty() )
p->setUniformValue(m_matrixLocation, state.combinedMatrix() );
if ( state.isOpacityDirty() )
p->setUniformValue(m_opacityLocation, state.opacity() );
if ( oldMaterial == nullptr || newMaterial->compare( oldMaterial ) != 0 )
{
auto material = static_cast< const Material* >( newMaterial );
p->setUniformValue( m_aspectLocation, material->aspect );
p->setUniformValue( m_extentLocation, material->extent );
p->setUniformValue( m_radiusLocation, material->radius );
p->setUniformValue( m_colorLocation, material->color );
p->setUniformValue( m_offsetLocation, material->offset );
}
}
Material::Material()
{
setFlag( QSGMaterial::Blending, true );
}
QSGMaterialShader* Material::createShader() const
{
return new Shader();
}
QSGMaterialType* Material::type() const
{
static QSGMaterialType staticType;
return &staticType;
}
int Material::compare( const QSGMaterial* other ) const
{
auto material = static_cast< const Material* >( other );
if ( material->color == color
&& material->offset == offset
&& material->aspect == aspect
&& qFuzzyCompare(material->extent, extent)
&& qFuzzyCompare(material->radius, radius) )
{
return 0;
}
return QSGMaterial::compare(other);
}
}
class BoxShadowNodePrivate final : public QSGGeometryNodePrivate
{
public:
BoxShadowNodePrivate()
: geometry( QSGGeometry::defaultAttributes_TexturedPoint2D(), 4 )
{
}
QSGGeometry geometry;
Material material;
QRectF rect;
};
BoxShadowNode::BoxShadowNode()
: QSGGeometryNode( *new BoxShadowNodePrivate )
{
Q_D( BoxShadowNode );
setGeometry( &d->geometry );
setMaterial( &d->material );
}
BoxShadowNode::~BoxShadowNode()
{
}
void BoxShadowNode::setRect( const QRectF& rect )
{
Q_D( BoxShadowNode );
if ( rect == d->rect )
return;
d->rect = rect;
QVector2D newAspect( 1.0, 1.0 );
if ( rect.width() >= rect.height() )
newAspect.setX( rect.width() / rect.height() );
else
newAspect.setY( rect.height() / rect.width() );
if ( d->material.aspect != newAspect)
{
d->material.aspect = newAspect;
markDirty( QSGNode::DirtyMaterial );
}
}
void BoxShadowNode::setShape( const QskBoxShapeMetrics& shape )
{
Q_D( BoxShadowNode );
const float t = 0.5 * std::min( d->rect.width(), d->rect.height() );
const float r1 = shape.radius( Qt::BottomRightCorner ).width();
const float r2 = shape.radius( Qt::TopRightCorner ).width();
const float r3 = shape.radius( Qt::BottomLeftCorner ).width();
const float r4 = shape.radius( Qt::TopLeftCorner ).width();
const auto uniformRadius = QVector4D(
std::min( r1 / t, 1.0f ), std::min( r2 / t, 1.0f ),
std::min( r3 / t, 1.0f ), std::min( r4 / t, 1.0f ) );
if ( d->material.radius != uniformRadius )
{
d->material.radius = uniformRadius;
markDirty( QSGNode::DirtyMaterial );
}
}
void BoxShadowNode::setColor( const QColor& color )
{
Q_D( BoxShadowNode );
const auto a = color.alphaF();
const auto c = QColor::fromRgbF(
color.redF() * a, color.greenF() * a, color.blueF() * a, a );
if ( d->material.color != c )
{
d->material.color = c;
markDirty(QSGNode::DirtyMaterial);
}
}
void BoxShadowNode::setShadow( qreal extent, qreal dx, qreal dy )
{
Q_D( BoxShadowNode );
if ( extent <= 0.0 )
extent = 0.0;
const auto minDimension = std::min( d->rect.width(), d->rect.height() );
const float uniformExtent = ( extent / minDimension ) * 2.0;
if ( !qFuzzyCompare( d->material.extent, uniformExtent ) )
{
d->material.extent = uniformExtent;
markDirty(QSGNode::DirtyMaterial);
}
const auto uniformOffset = QVector2D( dx, dy ) / minDimension;
if ( d->material.offset != uniformOffset)
{
d->material.offset = uniformOffset;
markDirty( QSGNode::DirtyMaterial );
}
}
void BoxShadowNode::updateGeometry()
{
Q_D( BoxShadowNode );
const auto sz = d->material.extent;
const auto aspect = d->material.aspect;
auto rect = d->rect.adjusted(
-sz * aspect.x(), -sz * aspect.y(),
sz * aspect.x(), sz * aspect.y() );
auto offsetLength = d->material.offset.length();
rect = rect.adjusted(
-offsetLength * aspect.x(), -offsetLength * aspect.y(),
offsetLength * aspect.x(), offsetLength * aspect.y() );
QSGGeometry::updateTexturedRectGeometry(
&d->geometry, rect, QRectF( 0.0, 0.0, 1.0, 1.0 ) );
markDirty( QSGNode::DirtyGeometry );
}