45 lines
1.2 KiB
C++
45 lines
1.2 KiB
C++
#pragma once
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#include <qcolor.h>
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#include <qsgmaterial.h>
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#include <qsgmaterialshader.h>
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struct BlobRectData {
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float cx = 0, cy = 0, hw = 0, hh = 0;
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float offsetX = 0, offsetY = 0;
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float minEig = 1.0f;
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// Inverse of 2x2 deformation matrix, column-major for GLSL
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float invDeform[4] = { 1, 0, 0, 1 };
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// Screen-space AABB half-extents of the deformed rect
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float screenHalfX = 0, screenHalfY = 0;
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// Effective per-corner radii (tr, br, bl, tl), pre-computed on CPU
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float radius[4] = { 0, 0, 0, 0 };
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};
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class BlobMaterial : public QSGMaterial {
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public:
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QSGMaterialType* type() const override;
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QSGMaterialShader* createShader(QSGRendererInterface::RenderMode) const override;
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int compare(const QSGMaterial* other) const override;
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float m_paddedX = 0;
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float m_paddedY = 0;
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float m_paddedW = 0;
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float m_paddedH = 0;
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float m_smoothFactor = 32.0f;
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int m_rectCount = 0;
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int m_myIndex = -2;
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QColor m_color{ 0x44, 0x88, 0xff };
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int m_hasInverted = 0;
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float m_invertedRadius = 0;
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float m_invertedOuter[4] = {};
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float m_invertedInner[4] = {};
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BlobRectData m_rects[16] = {};
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};
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class BlobMaterialShader : public QSGMaterialShader {
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public:
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BlobMaterialShader();
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bool updateUniformData(RenderState& state, QSGMaterial* newMaterial, QSGMaterial* oldMaterial) override;
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};
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