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