Files
z-bar-qt/Plugins/ZShell/Blobs/blobgroup2.hpp
T

129 lines
3.5 KiB
C++

#pragma once
#include "blobmaterial.hpp"
#include <qcolor.h>
#include <qlist.h>
#include <qobject.h>
#include <qqmlengine.h>
#include <qquickitem.h>
#include <qrect.h>
#include <qsgnode.h>
#include <qvector.h>
class BlobShape2;
class BlobInvertedRect2;
// One shared valuation for a whole group, drawn by one node.
//
// The shapes here are data only: they say where the material should be. The group
// draws a single quad over everything the shader can evaluate, so a pixel cannot
// be evaluated by one shape and missed by another, and no second draw can
// disagree with the first. That is what makes overlapping shapes read as one
// surface - one value, one writer, one alpha per pixel.
struct BlobGroupData {
// The shader reads rectData[80] = 16 entries, and excludeMask is a 32-bit
// mask. The shared list is capped at 16, in group order, so the cap is the
// same list for every pixel.
static constexpr int kMaxRects = 16;
QVector<BlobRectData> rects;
bool hasInverted = false;
float invertedRadius = 0;
float invertedOuter[4] = {};
float invertedInner[4] = {};
};
class BlobGroup2 : public QQuickItem {
Q_OBJECT
QML_ELEMENT
Q_PROPERTY(
qreal smoothing READ smoothing WRITE setSmoothing NOTIFY
smoothingChanged)
Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged)
Q_PROPERTY(
bool cornerFill READ cornerFill WRITE setCornerFill NOTIFY
cornerFillChanged)
Q_PROPERTY(
QColor shadowColor READ shadowColor WRITE setShadowColor NOTIFY
shadowColorChanged)
Q_PROPERTY(
qreal shadowRadius READ shadowRadius WRITE setShadowRadius NOTIFY
shadowRadiusChanged)
friend class BlobShape2;
public:
explicit BlobGroup2(QQuickItem* parent = nullptr);
~BlobGroup2() override;
[[nodiscard]] qreal smoothing() const { return m_smoothing; }
void setSmoothing(qreal s);
[[nodiscard]] QColor color() const { return m_color; }
void setColor(const QColor& c);
[[nodiscard]] bool cornerFill() const { return m_cornerFill; }
void setCornerFill(bool e);
[[nodiscard]] QColor shadowColor() const { return m_shadowColor; }
void setShadowColor(const QColor& c);
[[nodiscard]] qreal shadowRadius() const { return m_shadowRadius; }
void setShadowRadius(qreal r);
void addShape(BlobShape2* shape);
void removeShape(BlobShape2* shape);
void setInvertedRect(BlobInvertedRect2* rect);
void clearInvertedRect(BlobInvertedRect2* rect);
[[nodiscard]] const QList<BlobShape2*>& shapes() const { return m_shapes; }
[[nodiscard]] BlobInvertedRect2* invertedRect() const {
return m_invertedRect;
}
[[nodiscard]] const BlobGroupData& data() const { return m_data; }
// One draw per group, so a change to any shape changes the value for every
// pixel. Refresh the whole group.
void markDirty();
signals:
void smoothingChanged();
void colorChanged();
void cornerFillChanged();
void shadowColorChanged();
void shadowRadiusChanged();
protected:
void updatePolish() override;
QSGNode* updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) override;
private:
void ensurePhysicsUpdated();
void ensureDataBuilt();
void fillMaterial(BlobMaterial* material);
qreal m_smoothing = 32.0;
QColor m_color{0x44, 0x88, 0xff};
bool m_cornerFill = true;
QColor m_shadowColor{0, 0, 0, 128};
qreal m_shadowRadius = 0.0;
QList<BlobShape2*> m_shapes;
BlobInvertedRect2* m_invertedRect = nullptr;
bool m_physicsUpdated = false;
bool m_dataBuilt = false;
BlobGroupData m_data;
// Scene-space union of what the shader can evaluate for any shape. The node
// covers exactly this, so gaps are not possible.
QRectF m_bounds;
};