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1 files changed, 156 insertions, 0 deletions
diff --git a/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp b/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qgl2pexvertexarray_p.h"
+
+#include <private/qbezier_p.h>
+
+void QGL2PEXVertexArray::clear()
+{
+ vertexArray.reset();
+ vertexArrayStops.clear();
+ boundingRectDirty = true;
+}
+
+
+QGLRect QGL2PEXVertexArray::boundingRect() const
+{
+ if (boundingRectDirty)
+ return QGLRect(0.0, 0.0, 0.0, 0.0);
+ else
+ return QGLRect(minX, minY, maxX, maxY);
+}
+
+void QGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseScale)
+{
+ const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+ const QPainterPath::ElementType* const elements = path.elements();
+
+ if (boundingRectDirty) {
+ minX = maxX = points[0].x();
+ minY = maxY = points[0].y();
+ boundingRectDirty = false;
+ }
+
+ vertexArray.add(points[0]); // The first element is always a moveTo
+
+ do {
+ if (!elements) {
+// qDebug("QVectorPath has no elements");
+ // If the path has a null elements pointer, the elements implicitly
+ // start with a moveTo (already added) and continue with lineTos:
+ for (int i=1; i<path.elementCount(); ++i)
+ lineToArray(points[i].x(), points[i].y());
+
+ break;
+ }
+// qDebug("QVectorPath has element types");
+
+ for (int i=1; i<path.elementCount(); ++i) {
+ const QPainterPath::ElementType elementType = elements[i];
+ switch (elementType) {
+ case QPainterPath::MoveToElement:
+// qDebug("element[%d] is a MoveToElement", i);
+ vertexArrayStops.append(vertexArray.size());
+ vertexArray.add(points[i]); // Add the moveTo as a new vertex
+ break;
+ case QPainterPath::LineToElement:
+// qDebug("element[%d] is a LineToElement", i);
+ lineToArray(points[i].x(), points[i].y());
+ break;
+ case QPainterPath::CurveToElement:
+// qDebug("element[%d] is a CurveToElement", i);
+ curveToArray(points[i], points[i+1], points[i+2], curveInverseScale);
+ i+=2;
+ break;
+ default:
+ break;
+ }
+ }
+ } while (0);
+
+ vertexArrayStops.append(vertexArray.size());
+}
+
+void QGL2PEXVertexArray::lineToArray(const GLfloat x, const GLfloat y)
+{
+ vertexArray.add(QGLPoint(x, y));
+
+ if (x > maxX)
+ maxX = x;
+ else if (x < minX)
+ minX = x;
+ if (y > maxY)
+ maxY = y;
+ else if (y < minY)
+ minY = y;
+}
+
+void QGL2PEXVertexArray::curveToArray(const QGLPoint &cp1, const QGLPoint &cp2, const QGLPoint &ep, GLfloat inverseScale)
+{
+ qreal inverseScaleHalf = inverseScale / 2;
+
+ QBezier beziers[32];
+ beziers[0] = QBezier::fromPoints(vertexArray.last(), cp1, cp2, ep);
+ QBezier *b = beziers;
+ while (b >= beziers) {
+ // check if we can pop the top bezier curve from the stack
+ qreal l = qAbs(b->x4 - b->x1) + qAbs(b->y4 - b->y1);
+ qreal d;
+ if (l > inverseScale) {
+ d = qAbs( (b->x4 - b->x1)*(b->y1 - b->y2) - (b->y4 - b->y1)*(b->x1 - b->x2) )
+ + qAbs( (b->x4 - b->x1)*(b->y1 - b->y3) - (b->y4 - b->y1)*(b->x1 - b->x3) );
+ d /= l;
+ } else {
+ d = qAbs(b->x1 - b->x2) + qAbs(b->y1 - b->y2) +
+ qAbs(b->x1 - b->x3) + qAbs(b->y1 - b->y3);
+ }
+ if (d < inverseScaleHalf || b == beziers + 31) {
+ // good enough, we pop it off and add the endpoint
+ lineToArray(b->x4, b->y4);
+ --b;
+ } else {
+ // split, second half of the polygon goes lower into the stack
+ b->split(b+1, b);
+ ++b;
+ }
+ }
+}