/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtOpenGL module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** 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, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, 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. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qgl2pexvertexarray_p.h" #include 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(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 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; } } }