Qt Cluster: Rendering on QNX and INTEGRITY

/**************************************************************************** ** ** Copyright (C) 2020 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/
#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