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Qt Cluster: Rendering on QNX and INTEGRITY

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#ifndef GAUGENODE_H #define GAUGENODE_H #include <QSGNode> #include <QSGSimpleMaterial> #include <QColor> struct GaugeState { QColor color; GLfloat cutRad; bool leftToRight; int compare(const GaugeState *other) const { const unsigned int c = color.rgba(); const unsigned int co = other->color.rgba(); return std::tie(c, cutRad) > std::tie(co, other->cutRad); } }; class GaugeShader : public QSGSimpleMaterialShader<GaugeState> { QSG_DECLARE_SIMPLE_COMPARABLE_SHADER(GaugeShader, GaugeState) public: const char *vertexShader() const { return "attribute highp vec4 aVertex; \n" "attribute highp vec2 aTexCoord; \n" "uniform highp mat4 qt_Matrix; \n" "varying highp vec2 texCoord; \n" "void main() { \n" " gl_Position = qt_Matrix * aVertex; \n" " texCoord = aTexCoord; \n" "}"; } const char *fragmentShader() const { return "uniform lowp float qt_Opacity; \n" "uniform lowp vec4 color; \n" "uniform highp float cutRad; \n" "uniform lowp bool leftToRight; \n" "varying highp vec2 texCoord; \n" "void main() {\n" " highp vec2 uv = vec2(.5 - texCoord.y, .5 - texCoord.x);\n" " if (leftToRight ? (-atan(uv.y,uv.x) < cutRad) : (-atan(uv.y,uv.x) > cutRad)) {\n" " gl_FragColor = color * qt_Opacity;\n" " } else {\n" //debug color " gl_FragColor = vec4(0.,1.,0.,1.0);\n" " gl_FragColor = vec4(0.,0.,0.,0.);\n" " } \n" "}\n"; } QList<QByteArray> attributes() const { return QList<QByteArray>() << "aVertex" << "aTexCoord"; } void updateState(const GaugeState *state, const GaugeState *) { program()->setUniformValue(id_color, state->color); program()->setUniformValue(id_cutRad, state->cutRad); program()->setUniformValue(id_leftToRight, state->leftToRight); } void resolveUniforms() { id_color = program()->uniformLocation("color"); id_cutRad = program()->uniformLocation("cutRad"); id_leftToRight = program()->uniformLocation("leftToRight"); } private: int id_color; int id_cutRad; int id_leftToRight; }; class GaugeNode : public QSGGeometryNode { public: GaugeNode(const int &numVertices, const QColor &color, const bool &doNotFill); ~GaugeNode(); void setColor(const QColor &color); void setCutRad(const float &cutRad); void setDoNotFill(const bool &doNotFill); void setBackCutRad(const double &backCutRad); void setRadius(const double &radius); void setArcDistPerVert(const double &dist); void setNumVertices(const int &numVertices); void setFillWidth(const double &fillWidth); void setBoundingRect(const QRectF &rect); void setUpdateGeometry(const bool &updateGeometry); void setLeftToRight(const bool &ltr); void draw(); private: void initGeometry(); void setCenterPoint(const QPointF &center); void drawGeometry(); void drawGeometryTexturePoint2D(); void drawMaterial(); private: QSGGeometry m_geometry; QSGMaterial *m_material; int m_numVertices; bool m_doNotFill; QColor m_color; float m_cutRad; double m_radius; bool m_updateGeometry; bool m_lefttoright; qreal m_width; qreal m_height; double m_center_y; double m_center_x; double m_backCutRad; double m_fillWidth; double m_arc_dist_per_vertices; DirtyState m_dirtyBits; }; #endif // GAUGENODE_H