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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 -->
<div class="descr"> <a name="details"></a>
<pre class="cpp"><span class="comment">/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the demonstration applications of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL21$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** As a special exception, The Qt Company gives you certain additional
** rights. These rights are described in The Qt Company LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** $QT_END_LICENSE$
**
****************************************************************************/</span>
<span class="preprocessor">#include "squircle.h"</span>
<span class="preprocessor">#include <QtQuick/qquickwindow.h></span>
<span class="preprocessor">#include <QtGui/QOpenGLShaderProgram></span>
<span class="preprocessor">#include <QtGui/QOpenGLContext></span>
Squircle<span class="operator">::</span>Squircle()
: m_t(<span class="number">0</span>)
<span class="operator">,</span> m_renderer(<span class="number">0</span>)
{
connect(<span class="keyword">this</span><span class="operator">,</span> SIGNAL(windowChanged(<span class="type"><a href="qquickwindow.html">QQuickWindow</a></span><span class="operator">*</span>))<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(handleWindowChanged(<span class="type"><a href="qquickwindow.html">QQuickWindow</a></span><span class="operator">*</span>)));
}
<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">></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> SIGNAL(beforeSynchronizing())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(sync())<span class="operator">,</span> <span class="type">Qt</span><span class="operator">::</span>DirectConnection);
connect(win<span class="operator">,</span> SIGNAL(sceneGraphInvalidated())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(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">></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> <span class="number">0</span>;
}
}
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> SIGNAL(beforeRendering())<span class="operator">,</span> m_renderer<span class="operator">,</span> SLOT(paint())<span class="operator">,</span> <span class="type">Qt</span><span class="operator">::</span>DirectConnection);
}
m_renderer<span class="operator">-</span><span class="operator">></span>setViewportSize(window()<span class="operator">-</span><span class="operator">></span>size() <span class="operator">*</span> window()<span class="operator">-</span><span class="operator">></span>devicePixelRatio());
m_renderer<span class="operator">-</span><span class="operator">></span>setT(m_t);
}
<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">></span>addShaderFromSourceCode(<span class="type">QOpenGLShader</span><span class="operator">::</span>Vertex<span class="operator">,</span>
<span class="string">"attribute highp vec4 vertices;"</span>
<span class="string">"varying highp vec2 coords;"</span>
<span class="string">"void main() {"</span>
<span class="string">" gl_Position = vertices;"</span>
<span class="string">" coords = vertices.xy;"</span>
<span class="string">"}"</span>);
m_program<span class="operator">-</span><span class="operator">></span>addShaderFromSourceCode(<span class="type">QOpenGLShader</span><span class="operator">::</span>Fragment<span class="operator">,</span>
<span class="string">"uniform lowp float t;"</span>
<span class="string">"varying highp vec2 coords;"</span>
<span class="string">"void main() {"</span>
<span class="string">" lowp float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));"</span>
<span class="string">" i = smoothstep(t - 0.8, t + 0.8, i);"</span>
<span class="string">" i = floor(i * 20.) / 20.;"</span>
<span class="string">" gl_FragColor = vec4(coords * .5 + .5, i, i);"</span>
<span class="string">"}"</span>);
m_program<span class="operator">-</span><span class="operator">></span>bindAttributeLocation(<span class="string">"vertices"</span><span class="operator">,</span> <span class="number">0</span>);
m_program<span class="operator">-</span><span class="operator">></span>link();
}
m_program<span class="operator">-</span><span class="operator">></span>bind();
m_program<span class="operator">-</span><span class="operator">></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">></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">></span>setUniformValue(<span class="string">"t"</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">></span>disableAttributeArray(<span class="number">0</span>);
m_program<span class="operator">-</span><span class="operator">></span>release();
}</pre>
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<!-- @@@scenegraph/openglunderqml/squircle.cpp -->
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