2022-09-26 14:44:23 +02:00
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/******************************************************************************
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* QSkinny - Copyright (C) 2016 Uwe Rathmann
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* This file may be used under the terms of the QSkinny License, Version 1.0
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*****************************************************************************/
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#include "QskShapeNode.h"
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#include "QskGradientMaterial.h"
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#include <qbrush.h>
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#include <qsgflatcolormaterial.h>
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QSK_QT_PRIVATE_BEGIN
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#include <private/qsgnode_p.h>
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#include <private/qvectorpath_p.h>
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#include <private/qtriangulator_p.h>
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QSK_QT_PRIVATE_END
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static void qskUpdateGeometry( const QPainterPath& path, QSGGeometry& geometry )
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{
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const auto ts = qTriangulate( path, QTransform(), 1, false );
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#if 1
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geometry.allocate( ts.vertices.size(), ts.indices.size() );
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auto vertexData = reinterpret_cast< float* >( geometry.vertexData() );
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const auto points = ts.vertices.constData();
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for ( int i = 0; i < ts.vertices.count(); i++ )
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vertexData[i] = points[i];
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memcpy( geometry.indexData(), ts.indices.data(),
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ts.indices.size() * sizeof( quint16 ) );
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#else
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/*
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As we have to iterate over the vertex buffer to copy qreal to float
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anyway we could reorder according to the index buffer and drop
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the index buffer then ???
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QTriangleSet:
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vertices: (x[i[n]], y[i[n]]), (x[j[n]], y[j[n]]), (x[k[n]], y[k[n]]), n = 0, 1, ...
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QVector<qreal> vertices; // [x[0], y[0], x[1], y[1], x[2], ...]
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QVector<quint16> indices; // [i[0], j[0], k[0], i[1], j[1], k[1], i[2], ...]
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*/
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const auto points = ts.vertices.constData();
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const auto indices = reinterpret_cast< const quint16* >( ts.indices.data() );
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geometry.allocate( ts.indices.size() );
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auto vertexData = geometry.vertexDataAsPoint2D();
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for ( int i = 0; i < ts.indices.size(); i++ )
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{
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const int j = 2 * indices[i];
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vertexData[i].set( points[j], points[j + 1] );
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}
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#endif
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}
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class QskShapeNodePrivate final : public QSGGeometryNodePrivate
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{
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public:
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QskShapeNodePrivate()
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: geometry( QSGGeometry::defaultAttributes_Point2D(), 0 )
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{
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geometry.setDrawingMode( QSGGeometry::DrawTriangles );
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}
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QSGGeometry geometry;
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QSGMaterial* material = nullptr;
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};
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QskShapeNode::QskShapeNode()
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: QSGGeometryNode( *new QskShapeNodePrivate )
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{
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Q_D( QskShapeNode );
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setGeometry( &d->geometry );
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setFlag( QSGNode::OwnsMaterial, true );
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}
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void QskShapeNode::updateNode( const QPainterPath& path, const QColor& color )
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{
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if ( true ) // For the moment we always update the geometry. TODO ...
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{
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qskUpdateGeometry( path, *geometry() );
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markDirty( QSGNode::DirtyGeometry );
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}
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if ( true ) // For the moment we always update the material
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{
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auto material = new QSGFlatColorMaterial();
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material->setColor( color );
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setMaterial( material );
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markDirty( QSGNode::DirtyMaterial );
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}
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}
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void QskShapeNode::updateNode( const QPainterPath& path, const QGradient* gradient )
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{
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if ( true ) // For the moment we always update the geometry. TODO ...
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{
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qskUpdateGeometry( path, *geometry() );
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markDirty( QSGNode::DirtyGeometry );
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}
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if ( true ) // For the moment we always update the material
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{
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setMaterial( QskGradientMaterial::create( gradient ) );
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markDirty( QSGNode::DirtyMaterial );
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}
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}
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