f3ecda32e0
Also moves the openglwindow test to the opengl folder, as it makes use of these classes. Task-number: QTBUG-74409 Change-Id: Id9f0013cedcc8bd1e87122c005641d7298525045 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
174 lines
6.2 KiB
C++
174 lines
6.2 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qopengl2pexvertexarray_p.h"
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#include <private/qbezier_p.h>
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QT_BEGIN_NAMESPACE
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void QOpenGL2PEXVertexArray::clear()
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{
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vertexArray.reset();
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vertexArrayStops.reset();
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boundingRectDirty = true;
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}
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QOpenGLRect QOpenGL2PEXVertexArray::boundingRect() const
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{
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if (boundingRectDirty)
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return QOpenGLRect(0.0, 0.0, 0.0, 0.0);
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else
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return QOpenGLRect(minX, minY, maxX, maxY);
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}
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void QOpenGL2PEXVertexArray::addClosingLine(int index)
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{
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QPointF point(vertexArray.at(index));
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if (point != QPointF(vertexArray.last()))
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vertexArray.add(point);
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}
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void QOpenGL2PEXVertexArray::addCentroid(const QVectorPath &path, int subPathIndex)
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{
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const QPointF *const points = reinterpret_cast<const QPointF *>(path.points());
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const QPainterPath::ElementType *const elements = path.elements();
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QPointF sum = points[subPathIndex];
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int count = 1;
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for (int i = subPathIndex + 1; i < path.elementCount() && (!elements || elements[i] != QPainterPath::MoveToElement); ++i) {
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sum += points[i];
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++count;
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}
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const QPointF centroid = sum / qreal(count);
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vertexArray.add(centroid);
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}
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void QOpenGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseScale, bool outline)
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{
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const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
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const QPainterPath::ElementType* const elements = path.elements();
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if (boundingRectDirty) {
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minX = maxX = points[0].x();
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minY = maxY = points[0].y();
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boundingRectDirty = false;
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}
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if (!outline && !path.isConvex())
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addCentroid(path, 0);
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int lastMoveTo = vertexArray.size();
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vertexArray.add(points[0]); // The first element is always a moveTo
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do {
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if (!elements) {
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// qDebug("QVectorPath has no elements");
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// If the path has a null elements pointer, the elements implicitly
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// start with a moveTo (already added) and continue with lineTos:
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for (int i=1; i<path.elementCount(); ++i)
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lineToArray(points[i].x(), points[i].y());
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break;
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}
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// qDebug("QVectorPath has element types");
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for (int i=1; i<path.elementCount(); ++i) {
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switch (elements[i]) {
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case QPainterPath::MoveToElement:
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if (!outline)
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addClosingLine(lastMoveTo);
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// qDebug("element[%d] is a MoveToElement", i);
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vertexArrayStops.add(vertexArray.size());
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if (!outline) {
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if (!path.isConvex()) addCentroid(path, i);
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lastMoveTo = vertexArray.size();
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}
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lineToArray(points[i].x(), points[i].y()); // Add the moveTo as a new vertex
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break;
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case QPainterPath::LineToElement:
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// qDebug("element[%d] is a LineToElement", i);
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lineToArray(points[i].x(), points[i].y());
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break;
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case QPainterPath::CurveToElement: {
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QBezier b = QBezier::fromPoints(*(((const QPointF *) points) + i - 1),
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points[i],
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points[i+1],
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points[i+2]);
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QRectF bounds = b.bounds();
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// threshold based on same algorithm as in qtriangulatingstroker.cpp
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int threshold = qMin<float>(64, qMax(bounds.width(), bounds.height()) * 3.14f / (curveInverseScale * 6));
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if (threshold < 3) threshold = 3;
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qreal one_over_threshold_minus_1 = qreal(1) / (threshold - 1);
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for (int t=0; t<threshold; ++t) {
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QPointF pt = b.pointAt(t * one_over_threshold_minus_1);
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lineToArray(pt.x(), pt.y());
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}
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i += 2;
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break; }
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default:
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break;
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}
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}
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} while (0);
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if (!outline)
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addClosingLine(lastMoveTo);
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vertexArrayStops.add(vertexArray.size());
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}
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void QOpenGL2PEXVertexArray::lineToArray(const GLfloat x, const GLfloat y)
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{
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vertexArray.add(QOpenGLPoint(x, y));
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if (x > maxX)
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maxX = x;
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else if (x < minX)
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minX = x;
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if (y > maxY)
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maxY = y;
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else if (y < minY)
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minY = y;
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}
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QT_END_NAMESPACE
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