115 lines
3.7 KiB
C++
115 lines
3.7 KiB
C++
/*
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* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
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*
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* SPDX-License-Identifier: LGPL-2.0-or-later
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*/
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#include "shadowedrectanglematerial.h"
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#include <QOpenGLContext>
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QSGMaterialType ShadowedRectangleMaterial::staticType;
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ShadowedRectangleMaterial::ShadowedRectangleMaterial()
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{
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setFlag(QSGMaterial::Blending, true);
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}
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QSGMaterialShader* ShadowedRectangleMaterial::createShader() const
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{
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return new ShadowedRectangleShader{shaderType};
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}
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QSGMaterialType* ShadowedRectangleMaterial::type() const
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{
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return &staticType;
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}
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int ShadowedRectangleMaterial::compare(const QSGMaterial *other) const
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{
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auto material = static_cast<const ShadowedRectangleMaterial *>(other);
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if (material->color == color
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&& material->shadowColor == shadowColor
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&& material->offset == offset
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&& material->aspect == aspect
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&& qFuzzyCompare(material->size, size)
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&& qFuzzyCompare(material->radius, radius)) {
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return 0;
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}
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return QSGMaterial::compare(other);
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}
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ShadowedRectangleShader::ShadowedRectangleShader(ShadowedRectangleMaterial::ShaderType shaderType)
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{
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setShader(shaderType, QStringLiteral("shadowedrectangle"));
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}
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const char *const * ShadowedRectangleShader::attributeNames() const
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{
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static char const *const names[] = {"in_vertex", "in_uv", nullptr};
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return names;
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}
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void ShadowedRectangleShader::initialize()
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{
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QSGMaterialShader::initialize();
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m_matrixLocation = program()->uniformLocation("matrix");
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m_aspectLocation = program()->uniformLocation("aspect");
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m_opacityLocation = program()->uniformLocation("opacity");
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m_sizeLocation = program()->uniformLocation("size");
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m_radiusLocation = program()->uniformLocation("radius");
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m_colorLocation = program()->uniformLocation("color");
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m_shadowColorLocation = program()->uniformLocation("shadowColor");
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m_offsetLocation = program()->uniformLocation("offset");
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}
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void ShadowedRectangleShader::updateState(const QSGMaterialShader::RenderState& state, QSGMaterial* newMaterial, QSGMaterial* oldMaterial)
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{
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auto p = program();
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if (state.isMatrixDirty()) {
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p->setUniformValue(m_matrixLocation, state.combinedMatrix());
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}
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if (state.isOpacityDirty()) {
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p->setUniformValue(m_opacityLocation, state.opacity());
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}
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if (!oldMaterial || newMaterial->compare(oldMaterial) != 0 ) {
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auto material = static_cast<ShadowedRectangleMaterial *>(newMaterial);
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p->setUniformValue(m_aspectLocation, material->aspect);
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p->setUniformValue(m_sizeLocation, material->size);
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p->setUniformValue(m_radiusLocation, material->radius);
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p->setUniformValue(m_colorLocation, material->color);
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p->setUniformValue(m_shadowColorLocation, material->shadowColor);
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p->setUniformValue(m_offsetLocation, material->offset);
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}
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}
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void ShadowedRectangleShader::setShader(ShadowedRectangleMaterial::ShaderType shaderType, const QString& shader)
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{
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auto header = QOpenGLContext::currentContext()->isOpenGLES() ? QStringLiteral("header_es.glsl") : QStringLiteral("header_desktop.glsl");
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auto shaderRoot = QStringLiteral(":/org/kde/kirigami/shaders/");
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setShaderSourceFiles(QOpenGLShader::Vertex, {
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shaderRoot + header,
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shaderRoot + QStringLiteral("shadowedrectangle.vert")
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});
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QString shaderFile = shader + QStringLiteral(".frag");
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auto sdfFile = QStringLiteral("sdf.glsl");
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if (shaderType == ShadowedRectangleMaterial::ShaderType::LowPower) {
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shaderFile = shader + QStringLiteral("_lowpower.frag");
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sdfFile = QStringLiteral("sdf_lowpower.glsl");
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}
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setShaderSourceFiles(QOpenGLShader::Fragment, {
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shaderRoot + header,
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shaderRoot + sdfFile,
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shaderRoot + shaderFile
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});
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}
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