feat: add blobs module
This commit is contained in:
parent
501a14bd2a
commit
f15b902c0e
14 changed files with 1361 additions and 1 deletions
19
plugin/src/Caelestia/Blobs/CMakeLists.txt
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19
plugin/src/Caelestia/Blobs/CMakeLists.txt
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qml_module(caelestia-blobs
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URI Caelestia.Blobs
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SOURCES
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blobgroup.cpp
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blobshape.cpp
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blobrect.cpp
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blobinvertedrect.cpp
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blobmaterial.cpp
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LIBRARIES
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Qt::Quick
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)
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qt_add_shaders(caelestia-blobs "blob_shaders"
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BATCHABLE OPTIMIZED NOHLSL NOMSL
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PREFIX "/"
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FILES
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shaders/blob.frag
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shaders/blob.vert
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)
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75
plugin/src/Caelestia/Blobs/blobgroup.cpp
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75
plugin/src/Caelestia/Blobs/blobgroup.cpp
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#include "blobgroup.hpp"
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#include "blobinvertedrect.hpp"
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#include "blobshape.hpp"
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BlobGroup::BlobGroup(QObject* parent)
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: QObject(parent) {}
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BlobGroup::~BlobGroup() {
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for (auto* shape : std::as_const(m_shapes))
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shape->m_group = nullptr;
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if (m_invertedRect)
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static_cast<BlobShape*>(m_invertedRect)->m_group = nullptr;
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}
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void BlobGroup::setSmoothing(qreal s) {
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if (qFuzzyCompare(m_smoothing, s))
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return;
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m_smoothing = s;
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emit smoothingChanged();
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markDirty();
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}
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void BlobGroup::setColor(const QColor& c) {
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if (m_color == c)
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return;
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m_color = c;
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emit colorChanged();
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markDirty();
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}
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void BlobGroup::addShape(BlobShape* shape) {
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if (!shape || m_shapes.contains(shape))
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return;
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m_shapes.append(shape);
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markDirty();
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}
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void BlobGroup::removeShape(BlobShape* shape) {
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m_shapes.removeOne(shape);
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markDirty();
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}
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void BlobGroup::setInvertedRect(BlobInvertedRect* rect) {
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if (m_invertedRect == rect)
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return;
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m_invertedRect = rect;
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markDirty();
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}
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void BlobGroup::clearInvertedRect(BlobInvertedRect* rect) {
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if (m_invertedRect != rect)
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return;
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m_invertedRect = nullptr;
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markDirty();
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}
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void BlobGroup::markDirty() {
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m_physicsUpdated = false;
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for (auto* shape : std::as_const(m_shapes)) {
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shape->polish();
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shape->update();
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}
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if (m_invertedRect) {
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static_cast<BlobShape*>(m_invertedRect)->polish();
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static_cast<BlobShape*>(m_invertedRect)->update();
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}
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}
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void BlobGroup::ensurePhysicsUpdated() {
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if (m_physicsUpdated)
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return;
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m_physicsUpdated = true;
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for (auto* shape : std::as_const(m_shapes))
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shape->updatePhysics();
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}
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53
plugin/src/Caelestia/Blobs/blobgroup.hpp
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53
plugin/src/Caelestia/Blobs/blobgroup.hpp
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#pragma once
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#include <qcolor.h>
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#include <qlist.h>
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#include <qobject.h>
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#include <qqmlengine.h>
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class BlobShape;
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class BlobInvertedRect;
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class BlobGroup : public QObject {
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Q_OBJECT
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QML_ELEMENT
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Q_PROPERTY(qreal smoothing READ smoothing WRITE setSmoothing NOTIFY
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smoothingChanged)
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Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged)
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public:
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explicit BlobGroup(QObject* parent = nullptr);
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~BlobGroup() override;
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qreal smoothing() const { return m_smoothing; }
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void setSmoothing(qreal s);
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QColor color() const { return m_color; }
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void setColor(const QColor& c);
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void addShape(BlobShape* shape);
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void removeShape(BlobShape* shape);
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void setInvertedRect(BlobInvertedRect* rect);
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void clearInvertedRect(BlobInvertedRect* rect);
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const QList<BlobShape*>& shapes() const { return m_shapes; }
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BlobInvertedRect* invertedRect() const { return m_invertedRect; }
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void markDirty();
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void ensurePhysicsUpdated();
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signals:
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void smoothingChanged();
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void colorChanged();
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private:
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qreal m_smoothing = 32.0;
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QColor m_color{ 0x44, 0x88, 0xff };
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QList<BlobShape*> m_shapes;
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BlobInvertedRect* m_invertedRect = nullptr;
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bool m_physicsUpdated = false;
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};
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56
plugin/src/Caelestia/Blobs/blobinvertedrect.cpp
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56
plugin/src/Caelestia/Blobs/blobinvertedrect.cpp
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#include "blobinvertedrect.hpp"
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#include "blobgroup.hpp"
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BlobInvertedRect::BlobInvertedRect(QQuickItem* parent)
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: BlobShape(parent) {}
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BlobInvertedRect::~BlobInvertedRect() {
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if (m_group)
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m_group->clearInvertedRect(this);
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}
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void BlobInvertedRect::setBorderLeft(qreal v) {
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if (qFuzzyCompare(m_borderLeft, v))
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return;
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m_borderLeft = v;
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emit borderLeftChanged();
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if (m_group)
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m_group->markDirty();
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}
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void BlobInvertedRect::setBorderRight(qreal v) {
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if (qFuzzyCompare(m_borderRight, v))
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return;
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m_borderRight = v;
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emit borderRightChanged();
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if (m_group)
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m_group->markDirty();
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}
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void BlobInvertedRect::setBorderTop(qreal v) {
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if (qFuzzyCompare(m_borderTop, v))
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return;
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m_borderTop = v;
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emit borderTopChanged();
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if (m_group)
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m_group->markDirty();
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}
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void BlobInvertedRect::setBorderBottom(qreal v) {
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if (qFuzzyCompare(m_borderBottom, v))
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return;
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m_borderBottom = v;
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emit borderBottomChanged();
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if (m_group)
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m_group->markDirty();
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}
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void BlobInvertedRect::registerWithGroup() {
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if (m_group)
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m_group->setInvertedRect(this);
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}
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void BlobInvertedRect::unregisterFromGroup() {
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if (m_group)
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m_group->clearInvertedRect(this);
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}
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56
plugin/src/Caelestia/Blobs/blobinvertedrect.hpp
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56
plugin/src/Caelestia/Blobs/blobinvertedrect.hpp
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#pragma once
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#include "blobshape.hpp"
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#include <qqmlengine.h>
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class BlobInvertedRect : public BlobShape {
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Q_OBJECT
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QML_ELEMENT
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Q_PROPERTY(qreal borderLeft READ borderLeft WRITE setBorderLeft NOTIFY
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borderLeftChanged)
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Q_PROPERTY(qreal borderRight READ borderRight WRITE setBorderRight NOTIFY
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borderRightChanged)
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Q_PROPERTY(qreal borderTop READ borderTop WRITE setBorderTop NOTIFY
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borderTopChanged)
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Q_PROPERTY(qreal borderBottom READ borderBottom WRITE setBorderBottom NOTIFY
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borderBottomChanged)
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public:
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explicit BlobInvertedRect(QQuickItem* parent = nullptr);
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~BlobInvertedRect() override;
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qreal borderLeft() const { return m_borderLeft; }
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void setBorderLeft(qreal v);
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qreal borderRight() const { return m_borderRight; }
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void setBorderRight(qreal v);
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qreal borderTop() const { return m_borderTop; }
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void setBorderTop(qreal v);
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qreal borderBottom() const { return m_borderBottom; }
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void setBorderBottom(qreal v);
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signals:
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void borderLeftChanged();
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void borderRightChanged();
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void borderTopChanged();
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void borderBottomChanged();
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protected:
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bool isInvertedRect() const override { return true; }
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void registerWithGroup() override;
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void unregisterFromGroup() override;
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private:
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qreal m_borderLeft = 0;
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qreal m_borderRight = 0;
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qreal m_borderTop = 0;
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qreal m_borderBottom = 0;
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};
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98
plugin/src/Caelestia/Blobs/blobmaterial.cpp
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98
plugin/src/Caelestia/Blobs/blobmaterial.cpp
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#include "blobmaterial.hpp"
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#include <cstring>
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QSGMaterialType* BlobMaterial::type() const {
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static QSGMaterialType s_type;
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return &s_type;
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}
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QSGMaterialShader* BlobMaterial::createShader(
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QSGRendererInterface::RenderMode) const {
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return new BlobMaterialShader;
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}
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int BlobMaterial::compare(const QSGMaterial* other) const {
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if (this < other)
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return -1;
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if (this > other)
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return 1;
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return 0;
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}
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BlobMaterialShader::BlobMaterialShader() {
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setShaderFileName(VertexStage, QStringLiteral(":/shaders/blob.vert.qsb"));
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setShaderFileName(FragmentStage, QStringLiteral(":/shaders/blob.frag.qsb"));
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}
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bool BlobMaterialShader::updateUniformData(
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RenderState& state, QSGMaterial* newMaterial, QSGMaterial* oldMaterial) {
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Q_UNUSED(oldMaterial);
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auto* mat = static_cast<BlobMaterial*>(newMaterial);
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QByteArray* buf = state.uniformData();
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Q_ASSERT(buf->size() >= 1440);
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if (state.isMatrixDirty()) {
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const QMatrix4x4 m = state.combinedMatrix();
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memcpy(buf->data(), m.constData(), 64);
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}
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if (state.isOpacityDirty()) {
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const float opacity = state.opacity();
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memcpy(buf->data() + 64, &opacity, 4);
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}
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// Padded rect (offset 68)
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memcpy(buf->data() + 68, &mat->m_paddedX, 4);
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memcpy(buf->data() + 72, &mat->m_paddedY, 4);
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memcpy(buf->data() + 76, &mat->m_paddedW, 4);
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memcpy(buf->data() + 80, &mat->m_paddedH, 4);
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// Smooth factor (offset 84)
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memcpy(buf->data() + 84, &mat->m_smoothFactor, 4);
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// Rect count (offset 88)
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memcpy(buf->data() + 88, &mat->m_rectCount, 4);
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// My index (offset 92)
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memcpy(buf->data() + 92, &mat->m_myIndex, 4);
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// Color as vec4 (offset 96, 16 bytes)
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const float color[4] = {
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static_cast<float>(mat->m_color.redF()),
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static_cast<float>(mat->m_color.greenF()),
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static_cast<float>(mat->m_color.blueF()),
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static_cast<float>(mat->m_color.alphaF()),
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};
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memcpy(buf->data() + 96, color, 16);
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// Has inverted (offset 112)
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memcpy(buf->data() + 112, &mat->m_hasInverted, 4);
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// Inverted radius (offset 116)
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memcpy(buf->data() + 116, &mat->m_invertedRadius, 4);
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// Padding at 120-127 (skip)
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// Inverted outer (offset 128, 16 bytes)
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memcpy(buf->data() + 128, mat->m_invertedOuter, 16);
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// Inverted inner (offset 144, 16 bytes)
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memcpy(buf->data() + 144, mat->m_invertedInner, 16);
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// Rect data (offset 160, each rect = 5 vec4s = 80 bytes)
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const int count = qMin(mat->m_rectCount, 16);
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for (int i = 0; i < count; ++i) {
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const auto& r = mat->m_rects[i];
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const int base = 160 + i * 80;
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const float d0[4] = { r.cx, r.cy, r.hw, r.hh };
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const float d1[4] = { r.radius, r.offsetX, r.offsetY, r.minEig };
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const float d3[4] = { r.screenHalfX, r.screenHalfY, 0.0f, 0.0f };
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memcpy(buf->data() + base, d0, 16);
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memcpy(buf->data() + base + 16, d1, 16);
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memcpy(buf->data() + base + 32, r.invDeform, 16);
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memcpy(buf->data() + base + 48, d3, 16);
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memcpy(buf->data() + base + 64, r.cornerFill, 16);
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}
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return true;
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}
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47
plugin/src/Caelestia/Blobs/blobmaterial.hpp
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47
plugin/src/Caelestia/Blobs/blobmaterial.hpp
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#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 radius = 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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// Pre-computed corner fill factors (tr, br, bl, tl)
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float cornerFill[4] = { 1, 1, 1, 1 };
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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(
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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,
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QSGMaterial* oldMaterial) override;
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};
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132
plugin/src/Caelestia/Blobs/blobrect.cpp
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132
plugin/src/Caelestia/Blobs/blobrect.cpp
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#include "blobrect.hpp"
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#include "blobgroup.hpp"
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#include <algorithm>
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#include <cmath>
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BlobRect::BlobRect(QQuickItem* parent)
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: BlobShape(parent) {}
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BlobRect::~BlobRect() {
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if (m_group)
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m_group->removeShape(this);
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}
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void BlobRect::updatePolish() {
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BlobShape::updatePolish();
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if (m_physicsActive) {
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QMetaObject::invokeMethod(
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this,
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[this]() {
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if (m_physicsActive && m_group)
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m_group->markDirty();
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},
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Qt::QueuedConnection);
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}
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}
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void BlobRect::updatePhysics() {
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const QPointF scenePos = mapToScene(QPointF(width() / 2.0, height() / 2.0));
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if (!m_hasPrevPos) {
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m_prevScenePos = scenePos;
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m_elapsed.start();
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m_hasPrevPos = true;
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return;
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}
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const float dt = static_cast<float>(m_elapsed.restart()) / 1000.0f;
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if (dt > 0.1f || dt < 0.001f) {
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m_prevScenePos = scenePos;
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// Still check atRest on skipped frames to avoid getting stuck
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if (m_physicsActive)
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checkAtRest(0.0f);
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return;
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}
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const float velX =
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static_cast<float>(scenePos.x() - m_prevScenePos.x()) / dt;
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const float velY =
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static_cast<float>(scenePos.y() - m_prevScenePos.y()) / dt;
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m_prevScenePos = scenePos;
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const float speed = std::sqrt(velX * velX + velY * velY);
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if (!m_physicsActive) {
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if (speed < 5.0f)
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return;
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m_physicsActive = true;
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}
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// Compute target deformation matrix from velocity
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// R(θ) * diag(stretch, compress) * R(θ)^T
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const float kStretchFactor = static_cast<float>(m_deformScale);
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constexpr float kMaxStretch = 0.35f;
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||||
|
||||
float target00 = 1.0f;
|
||||
float target01 = 0.0f;
|
||||
float target11 = 1.0f;
|
||||
|
||||
if (speed > 5.0f) {
|
||||
const float targetStretch =
|
||||
1.0f + std::min(speed * kStretchFactor, kMaxStretch);
|
||||
const float targetCompress = 1.0f / targetStretch;
|
||||
|
||||
const float cosA = velX / speed;
|
||||
const float sinA = velY / speed;
|
||||
const float cos2 = cosA * cosA;
|
||||
const float sin2 = sinA * sinA;
|
||||
const float cs = cosA * sinA;
|
||||
|
||||
target00 = targetStretch * cos2 + targetCompress * sin2;
|
||||
target01 = (targetStretch - targetCompress) * cs;
|
||||
target11 = targetStretch * sin2 + targetCompress * cos2;
|
||||
}
|
||||
|
||||
// Underdamped spring on each matrix component
|
||||
const float kStiffness = static_cast<float>(m_stiffness);
|
||||
const float kDamping = static_cast<float>(m_damping);
|
||||
|
||||
const float accel00 =
|
||||
-kStiffness * (m_dm00 - target00) - kDamping * m_dmVel00;
|
||||
m_dmVel00 += accel00 * dt;
|
||||
m_dm00 += m_dmVel00 * dt;
|
||||
|
||||
const float accel01 =
|
||||
-kStiffness * (m_dm01 - target01) - kDamping * m_dmVel01;
|
||||
m_dmVel01 += accel01 * dt;
|
||||
m_dm01 += m_dmVel01 * dt;
|
||||
|
||||
const float accel11 =
|
||||
-kStiffness * (m_dm11 - target11) - kDamping * m_dmVel11;
|
||||
m_dmVel11 += accel11 * dt;
|
||||
m_dm11 += m_dmVel11 * dt;
|
||||
|
||||
m_deformMatrix = QMatrix4x4(
|
||||
m_dm00, m_dm01, 0, 0, m_dm01, m_dm11, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
||||
updateCenteredDeformMatrix();
|
||||
|
||||
checkAtRest(speed);
|
||||
}
|
||||
|
||||
void BlobRect::checkAtRest(float speed) {
|
||||
constexpr float kEpsilon = 0.002f;
|
||||
const bool atRest =
|
||||
std::abs(m_dm00 - 1.0f) < kEpsilon && std::abs(m_dm01) < kEpsilon &&
|
||||
std::abs(m_dm11 - 1.0f) < kEpsilon && std::abs(m_dmVel00) < kEpsilon &&
|
||||
std::abs(m_dmVel01) < kEpsilon && std::abs(m_dmVel11) < kEpsilon &&
|
||||
speed < 5.0f;
|
||||
|
||||
if (atRest) {
|
||||
m_dm00 = 1.0f;
|
||||
m_dm01 = 0.0f;
|
||||
m_dm11 = 1.0f;
|
||||
m_dmVel00 = 0.0f;
|
||||
m_dmVel01 = 0.0f;
|
||||
m_dmVel11 = 0.0f;
|
||||
m_deformMatrix = QMatrix4x4(); // identity
|
||||
updateCenteredDeformMatrix();
|
||||
m_physicsActive = false;
|
||||
}
|
||||
}
|
||||
81
plugin/src/Caelestia/Blobs/blobrect.hpp
Normal file
81
plugin/src/Caelestia/Blobs/blobrect.hpp
Normal file
|
|
@ -0,0 +1,81 @@
|
|||
#pragma once
|
||||
|
||||
#include "blobshape.hpp"
|
||||
|
||||
#include <qelapsedtimer.h>
|
||||
#include <qqmlengine.h>
|
||||
|
||||
class BlobRect : public BlobShape {
|
||||
Q_OBJECT
|
||||
QML_ELEMENT
|
||||
Q_PROPERTY(qreal stiffness READ stiffness WRITE setStiffness NOTIFY
|
||||
stiffnessChanged)
|
||||
Q_PROPERTY(
|
||||
qreal damping READ damping WRITE setDamping NOTIFY dampingChanged)
|
||||
Q_PROPERTY(qreal deformScale READ deformScale WRITE setDeformScale NOTIFY
|
||||
deformScaleChanged)
|
||||
|
||||
public:
|
||||
explicit BlobRect(QQuickItem* parent = nullptr);
|
||||
~BlobRect() override;
|
||||
|
||||
qreal stiffness() const { return m_stiffness; }
|
||||
|
||||
void setStiffness(qreal s) {
|
||||
if (!qFuzzyCompare(m_stiffness, s)) {
|
||||
m_stiffness = s;
|
||||
emit stiffnessChanged();
|
||||
}
|
||||
}
|
||||
|
||||
qreal damping() const { return m_damping; }
|
||||
|
||||
void setDamping(qreal d) {
|
||||
if (!qFuzzyCompare(m_damping, d)) {
|
||||
m_damping = d;
|
||||
emit dampingChanged();
|
||||
}
|
||||
}
|
||||
|
||||
qreal deformScale() const { return m_deformScale; }
|
||||
|
||||
void setDeformScale(qreal s) {
|
||||
if (!qFuzzyCompare(m_deformScale, s)) {
|
||||
m_deformScale = s;
|
||||
emit deformScaleChanged();
|
||||
}
|
||||
}
|
||||
|
||||
signals:
|
||||
void stiffnessChanged();
|
||||
void dampingChanged();
|
||||
void deformScaleChanged();
|
||||
|
||||
protected:
|
||||
void updatePolish() override;
|
||||
void updatePhysics() override;
|
||||
|
||||
private:
|
||||
void checkAtRest(float speed);
|
||||
|
||||
// Physics state
|
||||
QPointF m_prevScenePos;
|
||||
QElapsedTimer m_elapsed;
|
||||
bool m_physicsActive = false;
|
||||
bool m_hasPrevPos = false;
|
||||
|
||||
// Symmetric 2x2 deformation matrix components (3 independent: m00, m01,
|
||||
// m11) Rest state is identity: m00=1, m01=0, m11=1
|
||||
float m_dm00 = 1.0f;
|
||||
float m_dm01 = 0.0f;
|
||||
float m_dm11 = 1.0f;
|
||||
|
||||
// Spring velocities for each component
|
||||
float m_dmVel00 = 0.0f;
|
||||
float m_dmVel01 = 0.0f;
|
||||
float m_dmVel11 = 0.0f;
|
||||
|
||||
qreal m_stiffness = 200.0;
|
||||
qreal m_damping = 16.0;
|
||||
qreal m_deformScale = 0.0005;
|
||||
};
|
||||
365
plugin/src/Caelestia/Blobs/blobshape.cpp
Normal file
365
plugin/src/Caelestia/Blobs/blobshape.cpp
Normal file
|
|
@ -0,0 +1,365 @@
|
|||
#include "blobshape.hpp"
|
||||
#include "blobgroup.hpp"
|
||||
#include "blobinvertedrect.hpp"
|
||||
|
||||
#include <qsggeometry.h>
|
||||
#include <qsgnode.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
static float deformPadding(const QMatrix4x4& dm, float hw, float hh) {
|
||||
// Bounding box of the deformed shape: |M * corners|
|
||||
const float dm00 = dm(0, 0), dm01 = dm(0, 1);
|
||||
const float dm10 = dm(1, 0), dm11 = dm(1, 1);
|
||||
const float boundX = std::abs(dm00) * hw + std::abs(dm01) * hh;
|
||||
const float boundY = std::abs(dm10) * hw + std::abs(dm11) * hh;
|
||||
const float extraX = std::max(boundX - hw, 0.0f) + std::abs(dm(0, 3));
|
||||
const float extraY = std::max(boundY - hh, 0.0f) + std::abs(dm(1, 3));
|
||||
return std::max(extraX, extraY);
|
||||
}
|
||||
|
||||
static float cpuSdBox(float px, float py, float cx, float cy, float hw,
|
||||
float hh) {
|
||||
const float dx = std::abs(px - cx) - hw;
|
||||
const float dy = std::abs(py - cy) - hh;
|
||||
const float mdx = std::max(dx, 0.0f);
|
||||
const float mdy = std::max(dy, 0.0f);
|
||||
return std::sqrt(mdx * mdx + mdy * mdy) + std::min(std::max(dx, dy), 0.0f);
|
||||
}
|
||||
|
||||
static float cpuSmoothstep(float edge0, float edge1, float x) {
|
||||
const float t = std::clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
|
||||
return t * t * (3.0f - 2.0f * t);
|
||||
}
|
||||
|
||||
BlobShape::BlobShape(QQuickItem* parent)
|
||||
: QQuickItem(parent) {
|
||||
setFlag(ItemHasContents);
|
||||
}
|
||||
|
||||
void BlobShape::setGroup(BlobGroup* g) {
|
||||
if (m_group == g)
|
||||
return;
|
||||
if (m_group && isComponentComplete())
|
||||
unregisterFromGroup();
|
||||
m_group = g;
|
||||
if (m_group && isComponentComplete())
|
||||
registerWithGroup();
|
||||
emit groupChanged();
|
||||
if (m_group)
|
||||
m_group->markDirty();
|
||||
}
|
||||
|
||||
void BlobShape::setRadius(qreal r) {
|
||||
if (qFuzzyCompare(m_radius, r))
|
||||
return;
|
||||
m_radius = r;
|
||||
emit radiusChanged();
|
||||
if (m_group)
|
||||
m_group->markDirty();
|
||||
}
|
||||
|
||||
void BlobShape::componentComplete() {
|
||||
QQuickItem::componentComplete();
|
||||
if (m_group)
|
||||
registerWithGroup();
|
||||
}
|
||||
|
||||
void BlobShape::geometryChange(
|
||||
const QRectF& newGeometry, const QRectF& oldGeometry) {
|
||||
QQuickItem::geometryChange(newGeometry, oldGeometry);
|
||||
updateCenteredDeformMatrix();
|
||||
if (m_group)
|
||||
m_group->markDirty();
|
||||
}
|
||||
|
||||
void BlobShape::updateCenteredDeformMatrix() {
|
||||
const auto cx = static_cast<float>(width()) * 0.5f;
|
||||
const auto cy = static_cast<float>(height()) * 0.5f;
|
||||
QMatrix4x4 result;
|
||||
result.translate(cx, cy);
|
||||
result *= m_deformMatrix;
|
||||
result.translate(-cx, -cy);
|
||||
m_centeredDeformMatrix = result;
|
||||
emit deformMatrixChanged();
|
||||
}
|
||||
|
||||
void BlobShape::registerWithGroup() {
|
||||
if (m_group)
|
||||
m_group->addShape(this);
|
||||
}
|
||||
|
||||
void BlobShape::unregisterFromGroup() {
|
||||
if (m_group)
|
||||
m_group->removeShape(this);
|
||||
}
|
||||
|
||||
void BlobShape::updatePolish() {
|
||||
if (!m_group)
|
||||
return;
|
||||
|
||||
// Ensure all shapes have up-to-date physics (only once per frame)
|
||||
m_group->ensurePhysicsUpdated();
|
||||
|
||||
// When inverted rect renders everything, skip spatial query for others
|
||||
if (!isInvertedRect() && m_group->invertedRect())
|
||||
return;
|
||||
|
||||
const QPointF scenePos = mapToScene(QPointF(0, 0));
|
||||
const float pad = static_cast<float>(m_group->smoothing());
|
||||
|
||||
if (isInvertedRect()) {
|
||||
m_cachedPaddedX = static_cast<float>(scenePos.x());
|
||||
m_cachedPaddedY = static_cast<float>(scenePos.y());
|
||||
m_cachedPaddedW = static_cast<float>(width());
|
||||
m_cachedPaddedH = static_cast<float>(height());
|
||||
m_localPaddedRect = QRectF(0, 0, width(), height());
|
||||
} else {
|
||||
const float hw = static_cast<float>(width()) * 0.5f;
|
||||
const float hh = static_cast<float>(height()) * 0.5f;
|
||||
const float totalPad = pad + deformPadding(m_deformMatrix, hw, hh);
|
||||
|
||||
m_cachedPaddedX = static_cast<float>(scenePos.x()) - totalPad;
|
||||
m_cachedPaddedY = static_cast<float>(scenePos.y()) - totalPad;
|
||||
m_cachedPaddedW = static_cast<float>(width()) + 2.0f * totalPad;
|
||||
m_cachedPaddedH = static_cast<float>(height()) + 2.0f * totalPad;
|
||||
m_localPaddedRect = QRectF(static_cast<double>(-totalPad),
|
||||
static_cast<double>(-totalPad),
|
||||
width() + 2.0 * static_cast<double>(totalPad),
|
||||
height() + 2.0 * static_cast<double>(totalPad));
|
||||
}
|
||||
|
||||
// Filter nearby normal rects
|
||||
m_cachedRects.clear();
|
||||
m_cachedMyIndex = -2;
|
||||
const QRectF myPadded(static_cast<double>(m_cachedPaddedX),
|
||||
static_cast<double>(m_cachedPaddedY),
|
||||
static_cast<double>(m_cachedPaddedW),
|
||||
static_cast<double>(m_cachedPaddedH));
|
||||
|
||||
for (BlobShape* other : m_group->shapes()) {
|
||||
if (other->isInvertedRect())
|
||||
continue;
|
||||
|
||||
const QPointF otherScene = other->mapToScene(QPointF(0, 0));
|
||||
|
||||
bool include = false;
|
||||
if (isInvertedRect()) {
|
||||
include = true;
|
||||
} else {
|
||||
const float otherHW = static_cast<float>(other->width()) * 0.5f;
|
||||
const float otherHH = static_cast<float>(other->height()) * 0.5f;
|
||||
const float otherPad =
|
||||
pad + deformPadding(other->m_deformMatrix, otherHW, otherHH);
|
||||
const QRectF otherPadded(
|
||||
otherScene.x() - static_cast<double>(otherPad),
|
||||
otherScene.y() - static_cast<double>(otherPad),
|
||||
other->width() + 2.0 * static_cast<double>(otherPad),
|
||||
other->height() + 2.0 * static_cast<double>(otherPad));
|
||||
include = myPadded.intersects(otherPadded);
|
||||
}
|
||||
|
||||
if (include) {
|
||||
if (other == this)
|
||||
m_cachedMyIndex = static_cast<int>(m_cachedRects.size());
|
||||
|
||||
const QMatrix4x4& dm = other->m_deformMatrix;
|
||||
const float a = dm(0, 0), b = dm(1, 0);
|
||||
const float c = dm(0, 1), d = dm(1, 1);
|
||||
|
||||
BlobRectData r;
|
||||
r.cx = static_cast<float>(otherScene.x() + other->width() / 2.0);
|
||||
r.cy = static_cast<float>(otherScene.y() + other->height() / 2.0);
|
||||
r.hw = static_cast<float>(other->width() / 2.0);
|
||||
r.hh = static_cast<float>(other->height() / 2.0);
|
||||
r.radius = static_cast<float>(other->radius());
|
||||
r.offsetX = dm(0, 3);
|
||||
r.offsetY = dm(1, 3);
|
||||
|
||||
// Pre-compute inverse deformation matrix
|
||||
const float det = a * d - c * b;
|
||||
const float invDet =
|
||||
std::abs(det) > 1e-6f ? 1.0f / det : 1.0f;
|
||||
r.invDeform[0] = d * invDet;
|
||||
r.invDeform[1] = -b * invDet;
|
||||
r.invDeform[2] = -c * invDet;
|
||||
r.invDeform[3] = a * invDet;
|
||||
|
||||
// Pre-compute minimum eigenvalue (avoids per-pixel sqrt)
|
||||
const float halfTr = 0.5f * (a + d);
|
||||
const float halfDiff = 0.5f * (a - d);
|
||||
r.minEig = halfTr - std::sqrt(halfDiff * halfDiff + c * c);
|
||||
|
||||
// Pre-compute screen-space AABB half-extents
|
||||
r.screenHalfX = std::abs(a) * r.hw + std::abs(c) * r.hh;
|
||||
r.screenHalfY = std::abs(b) * r.hw + std::abs(d) * r.hh;
|
||||
|
||||
m_cachedRects.append(r);
|
||||
}
|
||||
}
|
||||
|
||||
if (isInvertedRect())
|
||||
m_cachedMyIndex = -1;
|
||||
|
||||
// Cache inverted rect data
|
||||
m_cachedHasInverted = false;
|
||||
m_cachedInvertedRadius = 0;
|
||||
memset(m_cachedInvertedOuter, 0, sizeof(m_cachedInvertedOuter));
|
||||
memset(m_cachedInvertedInner, 0, sizeof(m_cachedInvertedInner));
|
||||
|
||||
auto* inv = m_group->invertedRect();
|
||||
if (inv) {
|
||||
m_cachedHasInverted = true;
|
||||
m_cachedInvertedRadius = static_cast<float>(inv->radius());
|
||||
|
||||
const QPointF invScene = inv->mapToScene(QPointF(0, 0));
|
||||
const float outerCX =
|
||||
static_cast<float>(invScene.x() + inv->width() / 2.0);
|
||||
const float outerCY =
|
||||
static_cast<float>(invScene.y() + inv->height() / 2.0);
|
||||
const float outerHW = static_cast<float>(inv->width() / 2.0);
|
||||
const float outerHH = static_cast<float>(inv->height() / 2.0);
|
||||
|
||||
const float innerCX =
|
||||
outerCX +
|
||||
static_cast<float>((inv->borderLeft() - inv->borderRight()) / 2.0);
|
||||
const float innerCY =
|
||||
outerCY +
|
||||
static_cast<float>((inv->borderTop() - inv->borderBottom()) / 2.0);
|
||||
const float innerHW =
|
||||
outerHW -
|
||||
static_cast<float>((inv->borderLeft() + inv->borderRight()) / 2.0);
|
||||
const float innerHH =
|
||||
outerHH -
|
||||
static_cast<float>((inv->borderTop() + inv->borderBottom()) / 2.0);
|
||||
|
||||
m_cachedInvertedOuter[0] = outerCX;
|
||||
m_cachedInvertedOuter[1] = outerCY;
|
||||
m_cachedInvertedOuter[2] = outerHW;
|
||||
m_cachedInvertedOuter[3] = outerHH;
|
||||
|
||||
m_cachedInvertedInner[0] = innerCX;
|
||||
m_cachedInvertedInner[1] = innerCY;
|
||||
m_cachedInvertedInner[2] = innerHW;
|
||||
m_cachedInvertedInner[3] = innerHH;
|
||||
}
|
||||
|
||||
// Pre-compute corner fill factors (moves O(N²) work from GPU to CPU)
|
||||
const float smoothFactor = pad;
|
||||
const auto rectCount = m_cachedRects.size();
|
||||
for (qsizetype i = 0; i < rectCount; ++i) {
|
||||
auto& ri = m_cachedRects[i];
|
||||
float fTr = 1.0f, fBr = 1.0f, fBl = 1.0f, fTl = 1.0f;
|
||||
|
||||
const float cTrX = ri.cx + ri.hw, cTrY = ri.cy - ri.hh;
|
||||
const float cBrX = ri.cx + ri.hw, cBrY = ri.cy + ri.hh;
|
||||
const float cBlX = ri.cx - ri.hw, cBlY = ri.cy + ri.hh;
|
||||
const float cTlX = ri.cx - ri.hw, cTlY = ri.cy - ri.hh;
|
||||
|
||||
for (qsizetype j = 0; j < rectCount; ++j) {
|
||||
if (j == i)
|
||||
continue;
|
||||
const auto& rj = m_cachedRects[j];
|
||||
fTr = std::min(fTr, cpuSmoothstep(0.0f, smoothFactor,
|
||||
cpuSdBox(cTrX, cTrY, rj.cx, rj.cy, rj.hw, rj.hh)));
|
||||
fBr = std::min(fBr, cpuSmoothstep(0.0f, smoothFactor,
|
||||
cpuSdBox(cBrX, cBrY, rj.cx, rj.cy, rj.hw, rj.hh)));
|
||||
fBl = std::min(fBl, cpuSmoothstep(0.0f, smoothFactor,
|
||||
cpuSdBox(cBlX, cBlY, rj.cx, rj.cy, rj.hw, rj.hh)));
|
||||
fTl = std::min(fTl, cpuSmoothstep(0.0f, smoothFactor,
|
||||
cpuSdBox(cTlX, cTlY, rj.cx, rj.cy, rj.hw, rj.hh)));
|
||||
}
|
||||
|
||||
if (m_cachedHasInverted) {
|
||||
const float icx = m_cachedInvertedInner[0];
|
||||
const float icy = m_cachedInvertedInner[1];
|
||||
const float ihw = m_cachedInvertedInner[2];
|
||||
const float ihh = m_cachedInvertedInner[3];
|
||||
fTr = std::min(fTr, cpuSmoothstep(0.0f, smoothFactor,
|
||||
-cpuSdBox(cTrX, cTrY, icx, icy, ihw, ihh)));
|
||||
fBr = std::min(fBr, cpuSmoothstep(0.0f, smoothFactor,
|
||||
-cpuSdBox(cBrX, cBrY, icx, icy, ihw, ihh)));
|
||||
fBl = std::min(fBl, cpuSmoothstep(0.0f, smoothFactor,
|
||||
-cpuSdBox(cBlX, cBlY, icx, icy, ihw, ihh)));
|
||||
fTl = std::min(fTl, cpuSmoothstep(0.0f, smoothFactor,
|
||||
-cpuSdBox(cTlX, cTlY, icx, icy, ihw, ihh)));
|
||||
}
|
||||
|
||||
ri.cornerFill[0] = fTr;
|
||||
ri.cornerFill[1] = fBr;
|
||||
ri.cornerFill[2] = fBl;
|
||||
ri.cornerFill[3] = fTl;
|
||||
}
|
||||
}
|
||||
|
||||
QSGNode* BlobShape::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) {
|
||||
if (!m_group) {
|
||||
delete oldNode;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// When an inverted rect exists, it renders everything in a single pass
|
||||
if (!isInvertedRect() && m_group->invertedRect()) {
|
||||
delete oldNode;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto* node = static_cast<QSGGeometryNode*>(oldNode);
|
||||
if (!node) {
|
||||
node = new QSGGeometryNode;
|
||||
|
||||
auto* geometry = new QSGGeometry(
|
||||
QSGGeometry::defaultAttributes_TexturedPoint2D(), 4);
|
||||
geometry->setDrawingMode(QSGGeometry::DrawTriangleStrip);
|
||||
node->setGeometry(geometry);
|
||||
node->setFlag(QSGNode::OwnsGeometry);
|
||||
|
||||
auto* material = new BlobMaterial;
|
||||
material->setFlag(QSGMaterial::Blending);
|
||||
node->setMaterial(material);
|
||||
node->setFlag(QSGNode::OwnsMaterial);
|
||||
}
|
||||
|
||||
// Update geometry
|
||||
auto* geometry = node->geometry();
|
||||
auto* v = geometry->vertexDataAsTexturedPoint2D();
|
||||
|
||||
const float x0 = static_cast<float>(m_localPaddedRect.x());
|
||||
const float y0 = static_cast<float>(m_localPaddedRect.y());
|
||||
const float x1 = x0 + static_cast<float>(m_localPaddedRect.width());
|
||||
const float y1 = y0 + static_cast<float>(m_localPaddedRect.height());
|
||||
|
||||
v[0].set(x0, y0, 0.0f, 0.0f);
|
||||
v[1].set(x1, y0, 1.0f, 0.0f);
|
||||
v[2].set(x0, y1, 0.0f, 1.0f);
|
||||
v[3].set(x1, y1, 1.0f, 1.0f);
|
||||
|
||||
node->markDirty(QSGNode::DirtyGeometry);
|
||||
|
||||
// Update material
|
||||
auto* material = static_cast<BlobMaterial*>(node->material());
|
||||
material->m_paddedX = m_cachedPaddedX;
|
||||
material->m_paddedY = m_cachedPaddedY;
|
||||
material->m_paddedW = m_cachedPaddedW;
|
||||
material->m_paddedH = m_cachedPaddedH;
|
||||
material->m_smoothFactor = static_cast<float>(m_group->smoothing());
|
||||
material->m_myIndex = m_cachedMyIndex;
|
||||
material->m_color = m_group->color();
|
||||
material->m_hasInverted = m_cachedHasInverted ? 1 : 0;
|
||||
material->m_invertedRadius = m_cachedInvertedRadius;
|
||||
memcpy(material->m_invertedOuter, m_cachedInvertedOuter,
|
||||
sizeof(m_cachedInvertedOuter));
|
||||
memcpy(material->m_invertedInner, m_cachedInvertedInner,
|
||||
sizeof(m_cachedInvertedInner));
|
||||
|
||||
const int count =
|
||||
static_cast<int>(qMin(m_cachedRects.size(), qsizetype(16)));
|
||||
material->m_rectCount = count;
|
||||
for (int i = 0; i < count; ++i)
|
||||
material->m_rects[i] = m_cachedRects[i];
|
||||
|
||||
node->markDirty(QSGNode::DirtyMaterial);
|
||||
|
||||
return node;
|
||||
}
|
||||
71
plugin/src/Caelestia/Blobs/blobshape.hpp
Normal file
71
plugin/src/Caelestia/Blobs/blobshape.hpp
Normal file
|
|
@ -0,0 +1,71 @@
|
|||
#pragma once
|
||||
|
||||
#include "blobmaterial.hpp"
|
||||
|
||||
#include <qmatrix4x4.h>
|
||||
#include <qquickitem.h>
|
||||
#include <qvector.h>
|
||||
|
||||
class BlobGroup;
|
||||
|
||||
class BlobShape : public QQuickItem {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(BlobGroup* group READ group WRITE setGroup NOTIFY groupChanged)
|
||||
Q_PROPERTY(qreal radius READ radius WRITE setRadius NOTIFY radiusChanged)
|
||||
Q_PROPERTY(
|
||||
QMatrix4x4 deformMatrix READ deformMatrix NOTIFY deformMatrixChanged)
|
||||
|
||||
friend class BlobGroup;
|
||||
|
||||
public:
|
||||
explicit BlobShape(QQuickItem* parent = nullptr);
|
||||
~BlobShape() override = default;
|
||||
|
||||
BlobGroup* group() const { return m_group; }
|
||||
|
||||
void setGroup(BlobGroup* g);
|
||||
|
||||
qreal radius() const { return m_radius; }
|
||||
|
||||
void setRadius(qreal r);
|
||||
|
||||
QMatrix4x4 deformMatrix() const { return m_centeredDeformMatrix; }
|
||||
|
||||
signals:
|
||||
void groupChanged();
|
||||
void radiusChanged();
|
||||
void deformMatrixChanged();
|
||||
|
||||
protected:
|
||||
void componentComplete() override;
|
||||
void geometryChange(
|
||||
const QRectF& newGeometry, const QRectF& oldGeometry) override;
|
||||
void updatePolish() override;
|
||||
QSGNode* updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) override;
|
||||
|
||||
virtual bool isInvertedRect() const { return false; }
|
||||
|
||||
virtual void updatePhysics() {}
|
||||
|
||||
virtual void registerWithGroup();
|
||||
virtual void unregisterFromGroup();
|
||||
void updateCenteredDeformMatrix();
|
||||
|
||||
BlobGroup* m_group = nullptr;
|
||||
qreal m_radius = 0;
|
||||
QMatrix4x4 m_deformMatrix; // identity by default
|
||||
QMatrix4x4 m_centeredDeformMatrix;
|
||||
|
||||
// Cached data from updatePolish
|
||||
float m_cachedPaddedX = 0;
|
||||
float m_cachedPaddedY = 0;
|
||||
float m_cachedPaddedW = 0;
|
||||
float m_cachedPaddedH = 0;
|
||||
QRectF m_localPaddedRect;
|
||||
QVector<BlobRectData> m_cachedRects;
|
||||
int m_cachedMyIndex = -2;
|
||||
bool m_cachedHasInverted = false;
|
||||
float m_cachedInvertedRadius = 0;
|
||||
float m_cachedInvertedOuter[4] = {};
|
||||
float m_cachedInvertedInner[4] = {};
|
||||
};
|
||||
277
plugin/src/Caelestia/Blobs/shaders/blob.frag
Normal file
277
plugin/src/Caelestia/Blobs/shaders/blob.frag
Normal file
|
|
@ -0,0 +1,277 @@
|
|||
#version 440
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float paddedX;
|
||||
float paddedY;
|
||||
float paddedW;
|
||||
float paddedH;
|
||||
float smoothFactor;
|
||||
int rectCount;
|
||||
int myIndex;
|
||||
vec4 color;
|
||||
int hasInverted;
|
||||
float invertedRadius;
|
||||
vec4 invertedOuter;
|
||||
vec4 invertedInner;
|
||||
vec4 rectData[80];
|
||||
};
|
||||
|
||||
float sdRoundedBox(vec2 p, vec2 center, vec2 halfSize, float radius) {
|
||||
vec2 d = abs(p - center) - halfSize + vec2(radius);
|
||||
return length(max(d, vec2(0.0))) + min(max(d.x, d.y), 0.0) - radius;
|
||||
}
|
||||
|
||||
float sdRoundedBox4(vec2 p, vec2 center, vec2 halfSize, vec4 r) {
|
||||
// r = (topRight, bottomRight, bottomLeft, topLeft)
|
||||
p -= center;
|
||||
r.xy = (p.x > 0.0) ? r.xy : r.wz;
|
||||
r.x = (p.y > 0.0) ? r.y : r.x;
|
||||
vec2 q = abs(p) - halfSize + r.x;
|
||||
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
|
||||
}
|
||||
|
||||
float sdBox(vec2 p, vec2 center, vec2 halfSize) {
|
||||
vec2 d = abs(p - center) - halfSize;
|
||||
return length(max(d, vec2(0.0))) + min(max(d.x, d.y), 0.0);
|
||||
}
|
||||
|
||||
float smin(float a, float b, float k) {
|
||||
// Cubic smooth min (C2 continuous — no curvature kinks at blend boundary)
|
||||
float h = max(k - abs(a - b), 0.0) / k;
|
||||
return min(a, b) - h * h * h * k * (1.0/6.0);
|
||||
}
|
||||
|
||||
float sminNoBulge(float a, float b, float k) {
|
||||
// Cubic smooth min with reduced outward expansion when shapes overlap
|
||||
float h = max(k - abs(a - b), 0.0) / k;
|
||||
float blend = h * h * h * k * (1.0/6.0);
|
||||
blend *= smoothstep(-k, 0.0, min(a, b));
|
||||
return min(a, b) - blend;
|
||||
}
|
||||
|
||||
float smax(float a, float b, float k) {
|
||||
float h = max(k - abs(a - b), 0.0) / k;
|
||||
return max(a, b) + h * h * h * k * (1.0/6.0);
|
||||
}
|
||||
|
||||
float smaxSharpA(float a, float b, float k) {
|
||||
// smax variant that keeps a's boundary sharp (no inward rounding at a = 0).
|
||||
// Used for the frame outer edge so it always fills to the edges.
|
||||
float h = max(k - abs(a - b), 0.0) / k;
|
||||
float blend = h * h * h * k * (1.0/6.0);
|
||||
blend *= smoothstep(0.0, k * 0.5, -a);
|
||||
return max(a, b) + blend;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 pixel = vec2(paddedX, paddedY) + qt_TexCoord0 * vec2(paddedW, paddedH);
|
||||
|
||||
float mergedSdf = 1e10;
|
||||
int owner = -2;
|
||||
float minDist = 1e10;
|
||||
|
||||
for (int i = 0; i < rectCount; i++) {
|
||||
vec4 rect = rectData[i * 5]; // cx, cy, hw, hh
|
||||
vec4 props = rectData[i * 5 + 1]; // radius, offsetX, offsetY, minEig
|
||||
vec4 invDm = rectData[i * 5 + 2]; // inverse deform matrix
|
||||
vec4 sh = rectData[i * 5 + 3]; // screenHalfX, screenHalfY, 0, 0
|
||||
vec4 fills = rectData[i * 5 + 4]; // f_tr, f_br, f_bl, f_tl
|
||||
|
||||
// Offset center for asymmetric deformation
|
||||
vec2 center = rect.xy + props.yz;
|
||||
|
||||
// Apply pre-computed inverse deformation to the evaluation point
|
||||
mat2 invDeform = mat2(invDm.xy, invDm.zw);
|
||||
vec2 transformedPixel = center + invDeform * (pixel - center);
|
||||
|
||||
// Use pre-computed corner fill factors
|
||||
float br = props.x;
|
||||
float minR = 2.0;
|
||||
vec4 radii = max(br * fills, vec4(minR));
|
||||
float d = sdRoundedBox4(transformedPixel, center, rect.zw, radii);
|
||||
|
||||
// Use pre-computed minimum eigenvalue for SDF correction
|
||||
d *= max(props.w, 0.01);
|
||||
|
||||
// Scale SDF on the axis facing a nearby border to narrow the smin blend zone
|
||||
// in that direction only, without reducing k (which would cause sharp edges).
|
||||
if (hasInverted != 0) {
|
||||
vec2 screenHalf = sh.xy;
|
||||
|
||||
float distY0 = (center.y + screenHalf.y) - (invertedInner.y - invertedInner.w);
|
||||
float distY1 = (invertedInner.y + invertedInner.w) - (center.y - screenHalf.y);
|
||||
float distX0 = (center.x + screenHalf.x) - (invertedInner.x - invertedInner.z);
|
||||
float distX1 = (invertedInner.x + invertedInner.z) - (center.x - screenHalf.x);
|
||||
|
||||
// 0 = far from border, 1 = at border (max compression)
|
||||
float yProx = 1.0 - min(
|
||||
smoothstep(0.0, smoothFactor, distY0),
|
||||
smoothstep(0.0, smoothFactor, distY1)
|
||||
);
|
||||
float xProx = 1.0 - min(
|
||||
smoothstep(0.0, smoothFactor, distX0),
|
||||
smoothstep(0.0, smoothFactor, distX1)
|
||||
);
|
||||
|
||||
// Smooth axis weights: gradient-based at corners, face-based inside.
|
||||
vec2 q = abs(pixel - center) - screenHalf;
|
||||
vec2 qp = max(q, vec2(0.0));
|
||||
float cornerLen = length(qp);
|
||||
|
||||
// Gradient direction in corner region (smooth 90-degree rotation)
|
||||
float gradX = qp.x / max(cornerLen, 0.001);
|
||||
float gradY = qp.y / max(cornerLen, 0.001);
|
||||
|
||||
// Smooth face weights for inside/edge (no hard branch)
|
||||
float faceY = smoothstep(-4.0, 4.0, q.y - q.x);
|
||||
float faceX = 1.0 - faceY;
|
||||
|
||||
// Blend: gradient in corner region, face-based inside
|
||||
float t = smoothstep(0.0, 2.0, cornerLen);
|
||||
float xWeight = mix(faceX, gradX, t);
|
||||
float yWeight = mix(faceY, gradY, t);
|
||||
|
||||
float boost = 3.0;
|
||||
float scale = 1.0 + (xProx * xWeight + yProx * yWeight) * boost;
|
||||
d *= scale;
|
||||
}
|
||||
|
||||
// Rect-to-rect edge sink: indent this rect's edge where another
|
||||
// rect is slightly past it, fading once past threshold.
|
||||
if (rectCount > 1) {
|
||||
vec2 iSh = sh.xy;
|
||||
float sinkT = smoothFactor * 0.75;
|
||||
float sinkOff = smoothFactor * (1.0 / 6.0);
|
||||
float rectSinkVal = 0.0;
|
||||
|
||||
for (int j = 0; j < rectCount; j++) {
|
||||
if (j == i) continue;
|
||||
|
||||
vec4 jR = rectData[j * 5];
|
||||
vec4 jP = rectData[j * 5 + 1];
|
||||
vec2 jSh = rectData[j * 5 + 3].xy;
|
||||
vec2 jC = jR.xy + jP.yz;
|
||||
|
||||
// Penetration of j past i's edges (positive = past)
|
||||
float pT = (jC.y + jSh.y) - (center.y - iSh.y) - sinkOff;
|
||||
float pB = (center.y + iSh.y) - (jC.y - jSh.y) - sinkOff;
|
||||
float pL = (jC.x + jSh.x) - (center.x - iSh.x) - sinkOff;
|
||||
float pR = (center.x + iSh.x) - (jC.x - jSh.x) - sinkOff;
|
||||
|
||||
// Smooth bump: rises then falls, zero outside [0, sinkT]
|
||||
float aT = smoothstep(0.0, sinkT * 0.4, pT) * (1.0 - smoothstep(sinkT * 0.5, sinkT, pT));
|
||||
float aB = smoothstep(0.0, sinkT * 0.4, pB) * (1.0 - smoothstep(sinkT * 0.5, sinkT, pB));
|
||||
float aL = smoothstep(0.0, sinkT * 0.4, pL) * (1.0 - smoothstep(sinkT * 0.5, sinkT, pL));
|
||||
float aR = smoothstep(0.0, sinkT * 0.4, pR) * (1.0 - smoothstep(sinkT * 0.5, sinkT, pR));
|
||||
|
||||
// Lateral falloff from rect j's extent
|
||||
float hLat = max(abs(pixel.x - jC.x) - jSh.x, 0.0);
|
||||
float vLat = max(abs(pixel.y - jC.y) - jSh.y, 0.0);
|
||||
float latF = smoothFactor * 2.0;
|
||||
|
||||
// Perpendicular zone (near rect i's edge only)
|
||||
float zT = 1.0 - smoothstep(center.y - iSh.y, center.y - iSh.y + smoothFactor, pixel.y);
|
||||
float zB = smoothstep(center.y + iSh.y - smoothFactor, center.y + iSh.y, pixel.y);
|
||||
float zL = 1.0 - smoothstep(center.x - iSh.x, center.x - iSh.x + smoothFactor, pixel.x);
|
||||
float zR = smoothstep(center.x + iSh.x - smoothFactor, center.x + iSh.x, pixel.x);
|
||||
|
||||
float s = max(
|
||||
max(aT * smoothstep(latF, 0.0, hLat) * zT,
|
||||
aB * smoothstep(latF, 0.0, hLat) * zB),
|
||||
max(aL * smoothstep(latF, 0.0, vLat) * zL,
|
||||
aR * smoothstep(latF, 0.0, vLat) * zR)
|
||||
);
|
||||
rectSinkVal = max(rectSinkVal, s);
|
||||
}
|
||||
d += rectSinkVal * smoothFactor * 0.25;
|
||||
}
|
||||
|
||||
mergedSdf = sminNoBulge(mergedSdf, d, smoothFactor);
|
||||
if (d < minDist) {
|
||||
minDist = d;
|
||||
owner = i;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasInverted != 0) {
|
||||
float dOuter = sdBox(pixel, invertedOuter.xy, invertedOuter.zw) - 1.0;
|
||||
float dInner = sdRoundedBox(pixel, invertedInner.xy, invertedInner.zw, invertedRadius);
|
||||
|
||||
// Border sinks: track the opposite rect edge, clamped to border thickness
|
||||
float innerTop = invertedInner.y - invertedInner.w;
|
||||
float innerBot = invertedInner.y + invertedInner.w;
|
||||
float innerLeft = invertedInner.x - invertedInner.z;
|
||||
float innerRight = invertedInner.x + invertedInner.z;
|
||||
float outerTop = invertedOuter.y - invertedOuter.w;
|
||||
float outerBot = invertedOuter.y + invertedOuter.w;
|
||||
float outerLeft = invertedOuter.x - invertedOuter.z;
|
||||
float outerRight = invertedOuter.x + invertedOuter.z;
|
||||
|
||||
float sinkValue = 0.0;
|
||||
for (int i = 0; i < rectCount; i++) {
|
||||
vec4 rect = rectData[i * 5];
|
||||
vec4 sinkProps = rectData[i * 5 + 1];
|
||||
vec2 sinkSh = rectData[i * 5 + 3].xy;
|
||||
|
||||
// Screen-space center (with offset) and pre-computed AABB half-extents
|
||||
vec2 ctr = rect.xy + sinkProps.yz;
|
||||
|
||||
// Delay sink to absorb smin blend depth (cubic smin max = k/6)
|
||||
float preOff = smoothFactor * (1.0/6.0);
|
||||
|
||||
// Top border: track rect's BOTTOM edge, only within border thickness
|
||||
float topPen = clamp(innerTop - (ctr.y + sinkSh.y) - preOff, 0.0, innerTop - outerTop);
|
||||
|
||||
// Bottom border: track rect's TOP edge
|
||||
float botPen = clamp((ctr.y - sinkSh.y) - innerBot - preOff, 0.0, outerBot - innerBot);
|
||||
|
||||
// Left border: track rect's RIGHT edge
|
||||
float leftPen = clamp(innerLeft - (ctr.x + sinkSh.x) - preOff, 0.0, innerLeft - outerLeft);
|
||||
|
||||
// Right border: track rect's LEFT edge
|
||||
float rightPen = clamp((ctr.x - sinkSh.x) - innerRight - preOff, 0.0, outerRight - innerRight);
|
||||
|
||||
// Lateral distance from pixel to rect's extent along each edge
|
||||
float hLat = max(abs(pixel.x - ctr.x) - sinkSh.x, 0.0);
|
||||
float vLat = max(abs(pixel.y - ctr.y) - sinkSh.y, 0.0);
|
||||
|
||||
// Perpendicular proximity: full strength in border, fade inside inner area
|
||||
float topZone = 1.0 - smoothstep(innerTop, innerTop + smoothFactor, pixel.y);
|
||||
float botZone = smoothstep(innerBot - smoothFactor, innerBot, pixel.y);
|
||||
float leftZone = 1.0 - smoothstep(innerLeft, innerLeft + smoothFactor, pixel.x);
|
||||
float rightZone = smoothstep(innerRight - smoothFactor, innerRight, pixel.x);
|
||||
|
||||
float s = smoothFactor * 2.0;
|
||||
float sink = max(
|
||||
max(topPen * smoothstep(s, 0.0, hLat) * topZone,
|
||||
botPen * smoothstep(s, 0.0, hLat) * botZone),
|
||||
max(leftPen * smoothstep(s, 0.0, vLat) * leftZone,
|
||||
rightPen * smoothstep(s, 0.0, vLat) * rightZone)
|
||||
);
|
||||
sinkValue = max(sinkValue, sink);
|
||||
}
|
||||
|
||||
dInner -= sinkValue;
|
||||
|
||||
float dFrame = smaxSharpA(dOuter, -dInner, smoothFactor);
|
||||
|
||||
mergedSdf = smin(mergedSdf, dFrame, smoothFactor);
|
||||
if (dFrame < minDist) {
|
||||
owner = -1;
|
||||
}
|
||||
}
|
||||
|
||||
// myIndex == -1: inverted rect renders everything (frame + blobs)
|
||||
// myIndex >= 0: individual rect renders only its owned pixels
|
||||
if (myIndex >= 0 && owner != myIndex)
|
||||
discard;
|
||||
|
||||
float fw = fwidth(mergedSdf);
|
||||
float alpha = 1.0 - smoothstep(-fw, fw, mergedSdf);
|
||||
fragColor = vec4(color.rgb * alpha, alpha) * qt_Opacity;
|
||||
}
|
||||
29
plugin/src/Caelestia/Blobs/shaders/blob.vert
Normal file
29
plugin/src/Caelestia/Blobs/shaders/blob.vert
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
#version 440
|
||||
|
||||
layout(location = 0) in vec4 qt_VertexPosition;
|
||||
layout(location = 1) in vec2 qt_VertexTexCoord;
|
||||
|
||||
layout(location = 0) out vec2 qt_TexCoord0;
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
float paddedX;
|
||||
float paddedY;
|
||||
float paddedW;
|
||||
float paddedH;
|
||||
float smoothFactor;
|
||||
int rectCount;
|
||||
int myIndex;
|
||||
vec4 color;
|
||||
int hasInverted;
|
||||
float invertedRadius;
|
||||
vec4 invertedOuter;
|
||||
vec4 invertedInner;
|
||||
vec4 rectData[80];
|
||||
};
|
||||
|
||||
void main() {
|
||||
gl_Position = qt_Matrix * qt_VertexPosition;
|
||||
qt_TexCoord0 = qt_VertexTexCoord;
|
||||
}
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
find_package(Qt6 REQUIRED COMPONENTS Core Qml Gui Quick Concurrent Sql Network DBus)
|
||||
find_package(Qt6 REQUIRED COMPONENTS ShaderTools Core Qml Gui Quick Concurrent Sql Network DBus)
|
||||
find_package(PkgConfig REQUIRED)
|
||||
pkg_check_modules(Qalculate IMPORTED_TARGET libqalculate REQUIRED)
|
||||
pkg_check_modules(Pipewire IMPORTED_TARGET libpipewire-0.3 REQUIRED)
|
||||
|
|
@ -60,3 +60,4 @@ qml_module(caelestia
|
|||
add_subdirectory(Internal)
|
||||
add_subdirectory(Models)
|
||||
add_subdirectory(Services)
|
||||
add_subdirectory(Blobs)
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue