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<h1 class="title">squircle.cpp Example File</h1>
<span class="subtitle">scenegraph/openglunderqml/squircle.cpp</span>
<!-- $$$scenegraph/openglunderqml/squircle.cpp-description -->
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<pre class="cpp">

  <span class="comment">/****************************************************************************
  **
  ** Copyright (C) 2016 The Qt Company Ltd.
  ** Contact: https://www.qt.io/licensing/
  **
  ** This file is part of the demonstration applications 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:
  **
  ** &quot;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
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  **   * Neither the name of The Qt Company Ltd nor the names of its
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  **     from this software without specific prior written permission.
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  **
  ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  ** &quot;AS IS&quot; AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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  ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.&quot;
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/</span>

  <span class="preprocessor">#include &quot;squircle.h&quot;</span>

  <span class="preprocessor">#include &lt;QtQuick/qquickwindow.h&gt;</span>
  <span class="preprocessor">#include &lt;QtGui/QOpenGLShaderProgram&gt;</span>
  <span class="preprocessor">#include &lt;QtGui/QOpenGLContext&gt;</span>

  Squircle<span class="operator">::</span>Squircle()
      : m_t(<span class="number">0</span>)
      <span class="operator">,</span> m_renderer(nullptr)
  {
      connect(<span class="keyword">this</span><span class="operator">,</span> <span class="operator">&amp;</span><span class="type"><a href="qquickitem.html">QQuickItem</a></span><span class="operator">::</span>windowChanged<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&amp;</span>Squircle<span class="operator">::</span>handleWindowChanged);
  }

  <span class="type">void</span> Squircle<span class="operator">::</span>setT(<span class="type">qreal</span> t)
  {
      <span class="keyword">if</span> (t <span class="operator">=</span><span class="operator">=</span> m_t)
          <span class="keyword">return</span>;
      m_t <span class="operator">=</span> t;
      <span class="keyword">emit</span> tChanged();
      <span class="keyword">if</span> (window())
          window()<span class="operator">-</span><span class="operator">&gt;</span>update();
  }

  <span class="type">void</span> Squircle<span class="operator">::</span>handleWindowChanged(<span class="type"><a href="qquickwindow.html">QQuickWindow</a></span> <span class="operator">*</span>win)
  {
      <span class="keyword">if</span> (win) {
          connect(win<span class="operator">,</span> <span class="operator">&amp;</span><span class="type"><a href="qquickwindow.html">QQuickWindow</a></span><span class="operator">::</span>beforeSynchronizing<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&amp;</span>Squircle<span class="operator">::</span>sync<span class="operator">,</span> <span class="type">Qt</span><span class="operator">::</span>DirectConnection);
          connect(win<span class="operator">,</span> <span class="operator">&amp;</span><span class="type"><a href="qquickwindow.html">QQuickWindow</a></span><span class="operator">::</span>sceneGraphInvalidated<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> <span class="operator">&amp;</span>Squircle<span class="operator">::</span>cleanup<span class="operator">,</span> <span class="type">Qt</span><span class="operator">::</span>DirectConnection);
          <span class="comment">// If we allow QML to do the clearing, they would clear what we paint</span>
          <span class="comment">// and nothing would show.</span>
          win<span class="operator">-</span><span class="operator">&gt;</span>setClearBeforeRendering(<span class="keyword">false</span>);
      }
  }

  <span class="type">void</span> Squircle<span class="operator">::</span>cleanup()
  {
      <span class="keyword">if</span> (m_renderer) {
          <span class="keyword">delete</span> m_renderer;
          m_renderer <span class="operator">=</span> nullptr;
      }
  }

  SquircleRenderer<span class="operator">::</span><span class="operator">~</span>SquircleRenderer()
  {
      <span class="keyword">delete</span> m_program;
  }

  <span class="type">void</span> Squircle<span class="operator">::</span>sync()
  {
      <span class="keyword">if</span> (<span class="operator">!</span>m_renderer) {
          m_renderer <span class="operator">=</span> <span class="keyword">new</span> SquircleRenderer();
          connect(window()<span class="operator">,</span> <span class="operator">&amp;</span><span class="type"><a href="qquickwindow.html">QQuickWindow</a></span><span class="operator">::</span>beforeRendering<span class="operator">,</span> m_renderer<span class="operator">,</span> <span class="operator">&amp;</span>SquircleRenderer<span class="operator">::</span>paint<span class="operator">,</span> <span class="type">Qt</span><span class="operator">::</span>DirectConnection);
      }
      m_renderer<span class="operator">-</span><span class="operator">&gt;</span>setViewportSize(window()<span class="operator">-</span><span class="operator">&gt;</span>size() <span class="operator">*</span> window()<span class="operator">-</span><span class="operator">&gt;</span>devicePixelRatio());
      m_renderer<span class="operator">-</span><span class="operator">&gt;</span>setT(m_t);
      m_renderer<span class="operator">-</span><span class="operator">&gt;</span>setWindow(window());
  }

  <span class="type">void</span> SquircleRenderer<span class="operator">::</span>paint()
  {
      <span class="keyword">if</span> (<span class="operator">!</span>m_program) {
          initializeOpenGLFunctions();

          m_program <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QOpenGLShaderProgram</span>();
          m_program<span class="operator">-</span><span class="operator">&gt;</span>addCacheableShaderFromSourceCode(<span class="type">QOpenGLShader</span><span class="operator">::</span>Vertex<span class="operator">,</span>
                                                      <span class="string">&quot;attribute highp vec4 vertices;&quot;</span>
                                                      <span class="string">&quot;varying highp vec2 coords;&quot;</span>
                                                      <span class="string">&quot;void main() {&quot;</span>
                                                      <span class="string">&quot;    gl_Position = vertices;&quot;</span>
                                                      <span class="string">&quot;    coords = vertices.xy;&quot;</span>
                                                      <span class="string">&quot;}&quot;</span>);
          m_program<span class="operator">-</span><span class="operator">&gt;</span>addCacheableShaderFromSourceCode(<span class="type">QOpenGLShader</span><span class="operator">::</span>Fragment<span class="operator">,</span>
                                                      <span class="string">&quot;uniform lowp float t;&quot;</span>
                                                      <span class="string">&quot;varying highp vec2 coords;&quot;</span>
                                                      <span class="string">&quot;void main() {&quot;</span>
                                                      <span class="string">&quot;    lowp float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));&quot;</span>
                                                      <span class="string">&quot;    i = smoothstep(t - 0.8, t + 0.8, i);&quot;</span>
                                                      <span class="string">&quot;    i = floor(i * 20.) / 20.;&quot;</span>
                                                      <span class="string">&quot;    gl_FragColor = vec4(coords * .5 + .5, i, i);&quot;</span>
                                                      <span class="string">&quot;}&quot;</span>);

          m_program<span class="operator">-</span><span class="operator">&gt;</span>bindAttributeLocation(<span class="string">&quot;vertices&quot;</span><span class="operator">,</span> <span class="number">0</span>);
          m_program<span class="operator">-</span><span class="operator">&gt;</span>link();

      }
      m_program<span class="operator">-</span><span class="operator">&gt;</span>bind();

      m_program<span class="operator">-</span><span class="operator">&gt;</span>enableAttributeArray(<span class="number">0</span>);

      <span class="type">float</span> values<span class="operator">[</span><span class="operator">]</span> <span class="operator">=</span> {
          <span class="operator">-</span><span class="number">1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1</span><span class="operator">,</span>
          <span class="number">1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1</span><span class="operator">,</span>
          <span class="operator">-</span><span class="number">1</span><span class="operator">,</span> <span class="number">1</span><span class="operator">,</span>
          <span class="number">1</span><span class="operator">,</span> <span class="number">1</span>
      };
      m_program<span class="operator">-</span><span class="operator">&gt;</span>setAttributeArray(<span class="number">0</span><span class="operator">,</span> GL_FLOAT<span class="operator">,</span> values<span class="operator">,</span> <span class="number">2</span>);
      m_program<span class="operator">-</span><span class="operator">&gt;</span>setUniformValue(<span class="string">&quot;t&quot;</span><span class="operator">,</span> (<span class="type">float</span>) m_t);

      glViewport(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> m_viewportSize<span class="operator">.</span>width()<span class="operator">,</span> m_viewportSize<span class="operator">.</span>height());

      glDisable(GL_DEPTH_TEST);

      glClearColor(<span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">1</span>);
      glClear(GL_COLOR_BUFFER_BIT);

      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA<span class="operator">,</span> GL_ONE);

      glDrawArrays(GL_TRIANGLE_STRIP<span class="operator">,</span> <span class="number">0</span><span class="operator">,</span> <span class="number">4</span>);

      m_program<span class="operator">-</span><span class="operator">&gt;</span>disableAttributeArray(<span class="number">0</span>);
      m_program<span class="operator">-</span><span class="operator">&gt;</span>release();

      <span class="comment">// Not strictly needed for this example, but generally useful for when</span>
      <span class="comment">// mixing with raw OpenGL.</span>
      m_window<span class="operator">-</span><span class="operator">&gt;</span>resetOpenGLState();
  }

</pre>
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<!-- @@@scenegraph/openglunderqml/squircle.cpp -->
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