qskinny/examples/iotdashboard/kirigami/scenegraph/shadowedrectanglenode.cpp
2021-06-04 11:55:10 +02:00

210 lines
6.2 KiB
C++

/*
* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
*
* SPDX-License-Identifier: LGPL-2.0-or-later
*/
#include "shadowedrectanglenode.h"
#include "shadowedrectanglematerial.h"
#include "shadowedborderrectanglematerial.h"
QColor premultiply(const QColor &color)
{
return QColor::fromRgbF(
color.redF() * color.alphaF(),
color.greenF() * color.alphaF(),
color.blueF() * color.alphaF(),
color.alphaF()
);
}
ShadowedRectangleNode::ShadowedRectangleNode()
{
m_geometry = new QSGGeometry{QSGGeometry::defaultAttributes_TexturedPoint2D(), 4};
setGeometry(m_geometry);
setFlags(QSGNode::OwnsGeometry | QSGNode::OwnsMaterial);
}
void ShadowedRectangleNode::setBorderEnabled(bool enabled)
{
// We can achieve more performant shaders by splitting the two into separate
// shaders. This requires separating the materials as well. So when
// borderWidth is increased to something where the border should be visible,
// switch to the with-border material. Otherwise use the no-border version.
if (enabled) {
if (!m_material || m_material->type() == borderlessMaterialType()) {
auto newMaterial = createBorderMaterial();
newMaterial->shaderType = m_shaderType;
setMaterial(newMaterial);
m_material = newMaterial;
m_rect = QRectF{};
markDirty(QSGNode::DirtyMaterial);
}
} else {
if (!m_material || m_material->type() == borderMaterialType()) {
auto newMaterial = createBorderlessMaterial();
newMaterial->shaderType = m_shaderType;
setMaterial(newMaterial);
m_material = newMaterial;
m_rect = QRectF{};
markDirty(QSGNode::DirtyMaterial);
}
}
}
void ShadowedRectangleNode::setRect(const QRectF& rect)
{
if (rect == m_rect) {
return;
}
m_rect = rect;
QVector2D newAspect{1.0, 1.0};
if (m_rect.width() >= m_rect.height()) {
newAspect.setX(m_rect.width() / m_rect.height());
} else {
newAspect.setY(m_rect.height() / m_rect.width());
}
if (m_material->aspect != newAspect) {
m_material->aspect = newAspect;
markDirty(QSGNode::DirtyMaterial);
m_aspect = newAspect;
}
}
void ShadowedRectangleNode::setSize(qreal size)
{
auto minDimension = std::min(m_rect.width(), m_rect.height());
float uniformSize = (size / minDimension) * 2.0;
if (!qFuzzyCompare(m_material->size, uniformSize)) {
m_material->size = uniformSize;
markDirty(QSGNode::DirtyMaterial);
m_size = size;
}
}
void ShadowedRectangleNode::setRadius(const QVector4D &radius)
{
float minDimension = std::min(m_rect.width(), m_rect.height());
auto uniformRadius = QVector4D{
std::min(radius.x() * 2.0f / minDimension, 1.0f),
std::min(radius.y() * 2.0f / minDimension, 1.0f),
std::min(radius.z() * 2.0f / minDimension, 1.0f),
std::min(radius.w() * 2.0f / minDimension, 1.0f)
};
if (m_material->radius != uniformRadius) {
m_material->radius = uniformRadius;
markDirty(QSGNode::DirtyMaterial);
m_radius = radius;
}
}
void ShadowedRectangleNode::setColor(const QColor &color)
{
auto premultiplied = premultiply(color);
if (m_material->color != premultiplied) {
m_material->color = premultiplied;
markDirty(QSGNode::DirtyMaterial);
}
}
void ShadowedRectangleNode::setShadowColor(const QColor& color)
{
auto premultiplied = premultiply(color);
if (m_material->shadowColor != premultiplied) {
m_material->shadowColor = premultiplied;
markDirty(QSGNode::DirtyMaterial);
}
}
void ShadowedRectangleNode::setOffset(const QVector2D& offset)
{
auto minDimension = std::min(m_rect.width(), m_rect.height());
auto uniformOffset = offset / minDimension;
if (m_material->offset != uniformOffset) {
m_material->offset = uniformOffset;
markDirty(QSGNode::DirtyMaterial);
m_offset = offset;
}
}
void ShadowedRectangleNode::setBorderWidth(qreal width)
{
if (m_material->type() != borderMaterialType()) {
return;
}
auto minDimension = std::min(m_rect.width(), m_rect.height());
float uniformBorderWidth = width / minDimension;
auto borderMaterial = static_cast<ShadowedBorderRectangleMaterial*>(m_material);
if (!qFuzzyCompare(borderMaterial->borderWidth, uniformBorderWidth)) {
borderMaterial->borderWidth = uniformBorderWidth;
markDirty(QSGNode::DirtyMaterial);
m_borderWidth = width;
}
}
void ShadowedRectangleNode::setBorderColor(const QColor& color)
{
if (m_material->type() != borderMaterialType()) {
return;
}
auto borderMaterial = static_cast<ShadowedBorderRectangleMaterial*>(m_material);
auto premultiplied = premultiply(color);
if (borderMaterial->borderColor != premultiplied) {
borderMaterial->borderColor = premultiplied;
markDirty(QSGNode::DirtyMaterial);
}
}
void ShadowedRectangleNode::setShaderType(ShadowedRectangleMaterial::ShaderType type)
{
m_shaderType = type;
}
void ShadowedRectangleNode::updateGeometry()
{
auto rect = m_rect;
if (m_shaderType == ShadowedRectangleMaterial::ShaderType::Standard) {
rect = rect.adjusted(-m_size * m_aspect.x(), -m_size * m_aspect.y(),
m_size * m_aspect.x(), m_size * m_aspect.y());
auto offsetLength = m_offset.length();
rect = rect.adjusted(-offsetLength * m_aspect.x(), -offsetLength * m_aspect.y(),
offsetLength * m_aspect.x(), offsetLength * m_aspect.y());
}
QSGGeometry::updateTexturedRectGeometry(m_geometry, rect, QRectF{0.0, 0.0, 1.0, 1.0});
markDirty(QSGNode::DirtyGeometry);
}
ShadowedRectangleMaterial *ShadowedRectangleNode::createBorderlessMaterial()
{
return new ShadowedRectangleMaterial{};
}
ShadowedBorderRectangleMaterial *ShadowedRectangleNode::createBorderMaterial()
{
return new ShadowedBorderRectangleMaterial{};
}
QSGMaterialType *ShadowedRectangleNode::borderlessMaterialType()
{
return &ShadowedRectangleMaterial::staticType;
}
QSGMaterialType *ShadowedRectangleNode::borderMaterialType()
{
return &ShadowedBorderRectangleMaterial::staticType;
}