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 "QskGradientMaterial.h"
#include <qbrush.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 );
#if 1
geometry.allocate( ts.vertices.size(), ts.indices.size() );
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auto vertexData = reinterpret_cast< float* >( geometry.vertexData() );
const auto points = ts.vertices.constData();
for ( int i = 0; i < ts.vertices.count(); i++ )
vertexData[i] = points[i];
memcpy( geometry.indexData(), ts.indices.data(),
ts.indices.size() * sizeof( quint16 ) );
#else
/*
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 ???
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], ...]
*/
const auto points = ts.vertices.constData();
const auto indices = reinterpret_cast< const quint16* >( ts.indices.data() );
geometry.allocate( ts.indices.size() );
auto vertexData = geometry.vertexDataAsPoint2D();
for ( int i = 0; i < ts.indices.size(); i++ )
{
const int j = 2 * indices[i];
vertexData[i].set( points[j], points[j + 1] );
}
#endif
}
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static inline void qskResetGeometry( QskShapeNode* node )
{
auto g = node->geometry();
if ( g->vertexCount() > 0 )
{
g->allocate( 0 );
node->markDirty( QSGNode::DirtyGeometry );
}
}
static inline bool qskIsGradientVisible( const QGradient* gradient )
{
if ( gradient && gradient->type() != QGradient::NoGradient )
{
for ( const auto stop : gradient->stops() )
{
if ( stop.second.alpha() > 0 )
return true;
}
}
return false;
}
static inline bool qskIsGradientMonochrome( const QGradient* gradient )
{
if ( gradient && gradient->type() != QGradient::NoGradient )
{
const auto stops = gradient->stops();
for ( int i = 1; i < stops.count(); i++ )
{
if ( stops[i].second != stops[i - 1].second )
return false;
}
}
return true;
}
class QskShapeNodePrivate final : public QSGGeometryNodePrivate
{
public:
QskShapeNodePrivate()
: geometry( QSGGeometry::defaultAttributes_Point2D(), 0 )
{
geometry.setDrawingMode( QSGGeometry::DrawTriangles );
}
QSGGeometry geometry;
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QGradient::Type gradientType = QGradient::NoGradient;
};
QskShapeNode::QskShapeNode()
: QSGGeometryNode( *new QskShapeNodePrivate )
{
Q_D( QskShapeNode );
setGeometry( &d->geometry );
setFlag( QSGNode::OwnsMaterial, true );
}
void QskShapeNode::updateNode( const QPainterPath& path, const QColor& color )
{
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Q_D( QskShapeNode );
if ( path.isEmpty() || !color.isValid() || color.alpha() == 0 )
{
qskResetGeometry( this );
return;
}
if ( true ) // For the moment we always update the geometry. TODO ...
{
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qskUpdateGeometry( path, d->geometry );
markDirty( QSGNode::DirtyGeometry );
}
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if ( material() == nullptr || d->gradientType != QGradient::NoGradient )
{
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setMaterial( new QSGFlatColorMaterial() );
d->gradientType = QGradient::NoGradient;
}
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const auto c = color.toRgb();
auto colorMaterial = static_cast< QSGFlatColorMaterial* >( material() );
if ( colorMaterial->color() != c )
{
colorMaterial->setColor( c );
markDirty( QSGNode::DirtyMaterial );
}
}
void QskShapeNode::updateNode( const QPainterPath& path, const QGradient* gradient )
{
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if ( path.isEmpty() || !qskIsGradientVisible( gradient ) )
{
qskResetGeometry( this );
return;
}
if ( qskIsGradientMonochrome( gradient ) )
{
updateNode( path, gradient->stops().first().first );
return;
}
Q_D( QskShapeNode );
if ( true ) // For the moment we always update the geometry. TODO ...
{
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qskUpdateGeometry( path, d->geometry );
markDirty( QSGNode::DirtyGeometry );
}
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if ( ( material() == nullptr ) || gradient->type() != d->gradientType )
{
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setMaterial( QskGradientMaterial::createMaterial( gradient->type() ) );
d->gradientType = gradient->type();
}
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auto gradientMaterial = static_cast< QskGradientMaterial* >( material() );
if ( gradientMaterial->updateGradient( gradient ) )
markDirty( QSGNode::DirtyMaterial );
}