qskinny/src/nodes/QskShapeNode.cpp

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/******************************************************************************
* QSkinny - Copyright (C) 2016 Uwe Rathmann
* This file may be used under the terms of the QSkinny License, Version 1.0
*****************************************************************************/
#include "QskShapeNode.h"
#include <qsgflatcolormaterial.h>
QSK_QT_PRIVATE_BEGIN
#include <private/qsgnode_p.h>
#include <private/qvectorpath_p.h>
#include <private/qtriangulator_p.h>
QSK_QT_PRIVATE_END
static void qskUpdateGeometry( const QPainterPath& path, QSGGeometry& geometry )
{
const auto ts = qTriangulate( path, QTransform(), 1, false );
/*
QTriangleSet:
vertices: (x[i[n]], y[i[n]]), (x[j[n]], y[j[n]]), (x[k[n]], y[k[n]]), n = 0, 1, ...
QVector<qreal> vertices; // [x[0], y[0], x[1], y[1], x[2], ...]
QVector<quint16> indices; // [i[0], j[0], k[0], i[1], j[1], k[1], i[2], ...]
*/
geometry.allocate( ts.vertices.size(), ts.indices.size() );
auto vertexData = geometry.vertexDataAsPoint2D();
const auto points = ts.vertices.constData();
/*
As we have to iterate over the vertex buffer to copy qreal to float
anyway we could reorder according to the index buffer and drop
the index buffer then ???
*/
for ( int i = 0; i < ts.vertices.count(); ++i )
vertexData[i].set( points[i * 2], points[i * 2 + 1] );
memcpy( geometry.indexData(), ts.indices.data(),
ts.indices.size() * sizeof( quint16 ) );
}
class QskShapeNodePrivate final : public QSGGeometryNodePrivate
{
public:
QskShapeNodePrivate()
: geometry( QSGGeometry::defaultAttributes_Point2D(), 0 )
{
geometry.setDrawingMode( QSGGeometry::DrawTriangles );
}
QSGGeometry geometry;
QSGMaterial* material = nullptr;
};
QskShapeNode::QskShapeNode()
: QSGGeometryNode( *new QskShapeNodePrivate )
{
Q_D( QskShapeNode );
setGeometry( &d->geometry );
setFlag( QSGNode::OwnsMaterial, true );
}
void QskShapeNode::updateNode( const QPainterPath& path, const QColor& color )
{
if ( true ) // For the moment we always update the geometry. TODO ...
{
qskUpdateGeometry( path, *geometry() );
markDirty( QSGNode::DirtyGeometry );
}
if ( true ) // For the moment we always update the material
{
auto material = new QSGFlatColorMaterial();
material->setColor( color );
setMaterial( material );
markDirty( QSGNode::DirtyMaterial );
}
}