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Qt Cluster: Rendering on QNX and INTEGRITY

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import QtQuick 2.0 import "../functions.js" as Functions import ClusterDemo 1.0 Item { property alias rpmValue: rpmGauge.rpmValue property alias maxValue: rpmGauge.maxValue Image { id: rpmBg source: "image://etc/Gauge_RPM.png" } ShaderEffect { id: rpmGauge anchors.fill: rpmBg property real outerRadius: Math.min(width, height) * 0.5 property int animationDurationRpm: 50 property real rpmValue: 0 property int value: startupAnimationStopped ? ValueSource.rpm : rpmValue property int minValue: 0 property int maxValue: 8000 property int minAngle: 90 property int maxAngle: 270 property real valueInDegrees: ((maxAngle - minAngle) / (maxValue - minValue)) * (value - minValue) property double fCRadRpm: Functions.degToRad(frontCutRpm - 180.) property double bCRadRpm: Functions.degToRad(backCutRpm - 180.) //Battery gauge property real valueBatt: ValueSource.batteryLevel property int minAngleBatt: 324 property int maxAngleBatt: 288 property int maxValueBatt: 100 property int animationDurationBatt: 100 property color shaderColorBatt: "#464749" property real valueInDegreesBatt: ((maxAngleBatt - minAngleBatt) / (maxValueBatt - minValue)) * (valueBatt - minValue) property double _acceleratingBatt: (backCutBatt < frontCutBatt) ? 1. : 0. property double frontCutBatt: minAngleBatt + valueInDegreesBatt property double backCutBatt: minAngleBatt property double fCRadBatt: Functions.degToRad(frontCutBatt - 180.) property double bCRadBatt: Functions.degToRad(backCutBatt - 180.) //Engine temp property real valueTemp: ValueSource.engineTemperature > minValueTemp ? ValueSource.engineTemperature : minValueTemp property int minAngleTemp: 35 property int maxAngleTemp: 72 property int minValueTemp: 40 property int maxValueTemp: 120 property int animationDurationTemp: 100 property color shaderColorTemp: "#464749" property real valueInDegreesTemp: ((maxAngleTemp - minAngleTemp) / (maxValueTemp - minValueTemp)) * (valueTemp - minValueTemp) property double _acceleratingTemp: (backCutTemp < frontCutTemp) ? 1. : 0. property double frontCutTemp: minAngleTemp + valueInDegreesTemp property double backCutTemp: minAngleTemp property double fCRadTemp: Functions.degToRad(frontCutTemp - 180.) property double bCRadTemp: Functions.degToRad(backCutTemp - 180.) //Shader properties property double frontCutRpm: minAngle + valueInDegrees property double backCutRpm: minAngle // INTERNAL BELOW property double _acceleratingRpm: (backCutRpm < frontCutRpm) ? 1. : 0. property variant source: rpmBg property color shaderColorRpm: "#E31E24" Behavior on frontCutRpm { enabled: startupAnimationStopped PropertyAnimation { duration: rpmGauge.animationDurationRpm } } Behavior on frontCutBatt { enabled: startupAnimationStopped PropertyAnimation { duration: rpmGauge.animationDurationBatt } } Behavior on frontCutTemp { enabled: startupAnimationStopped PropertyAnimation { duration: rpmGauge.animationDurationTemp } } fragmentShader: " varying highp vec2 qt_TexCoord0; uniform lowp sampler2D source; uniform lowp float qt_Opacity; lowp vec4 c = vec4(0.,0.,0.,0.); //Rpm uniform lowp vec4 shaderColorRpm; uniform lowp float _acceleratingRpm; uniform highp float fCRadRpm; uniform highp float bCRadRpm; //Batt uniform lowp vec4 shaderColorBatt; uniform lowp float _acceleratingBatt; uniform highp float fCRadBatt; uniform highp float bCRadBatt; //Temp uniform lowp vec4 shaderColorTemp; uniform lowp float _acceleratingTemp; uniform highp float fCRadTemp; uniform highp float bCRadTemp; void main() { highp vec2 uv = vec2(.5 - qt_TexCoord0.y, .5 - qt_TexCoord0.x); lowp float L = length(uv); lowp float f = 0.; f = smoothstep(L - .01, L, .4615); f -= smoothstep(L,L + 0.01, .444); lowp float angle = -atan(uv.y,uv.x); lowp float frpm = f * mix((1. - step(bCRadRpm, angle)) * step(fCRadRpm, angle), (1. - step(fCRadRpm, angle)) * step(bCRadRpm, angle), _acceleratingRpm); if (frpm > .0) { gl_FragColor = mix(c,shaderColorRpm,frpm); return; } lowp float fBatt = f * mix((1. - step(bCRadBatt, angle)) * step(fCRadBatt, angle), (1. - step(fCRadBatt, angle)) * step(bCRadBatt, angle), _acceleratingBatt); if ( fBatt > .0) { gl_FragColor = mix(c,shaderColorBatt,fBatt); return; } lowp float fTemp= f * mix((1. - step(bCRadTemp, angle)) * step(fCRadTemp, angle), (1. - step(fCRadTemp, angle)) * step(bCRadTemp, angle), _acceleratingTemp); if ( fTemp > .0) { gl_FragColor = mix(c, shaderColorTemp, fTemp); return; } gl_FragColor = c; } " } Text { id: topText anchors.horizontalCenter: parent.horizontalCenter anchors.bottom: parent.verticalCenter font.pixelSize: Functions.toPixels(0.3, rpmGauge.outerRadius) color: "white" text: ValueSource.gearString } Image { id: engineLight anchors.top: topText.bottom anchors.topMargin: 10 anchors.left: parent.horizontalCenter source: ValueSource.batteryLevel > 15 ? "image://etc/Icon_Battery_OFF.png" : "image://etc/Icon_Battery_ON.png" z: 3 } Image { id: batteryLight anchors.top: topText.bottom anchors.topMargin: 10 anchors.right: parent.horizontalCenter source: ValueSource.engineTemperature > 100 ? "image://etc/Icon_Coolant_ON.png" : "image://etc/Icon_Coolant_OFF.png" z: 3 } }