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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** 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 The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/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 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopengl2pexvertexarray_p.h"
+
+#include <private/qbezier_p.h>
+
+QT_BEGIN_NAMESPACE
+
+void QOpenGL2PEXVertexArray::clear()
+{
+ vertexArray.reset();
+ vertexArrayStops.reset();
+ boundingRectDirty = true;
+}
+
+
+QOpenGLRect QOpenGL2PEXVertexArray::boundingRect() const
+{
+ if (boundingRectDirty)
+ return QOpenGLRect(0.0, 0.0, 0.0, 0.0);
+ else
+ return QOpenGLRect(minX, minY, maxX, maxY);
+}
+
+void QOpenGL2PEXVertexArray::addClosingLine(int index)
+{
+ QPointF point(vertexArray.at(index));
+ if (point != QPointF(vertexArray.last()))
+ vertexArray.add(point);
+}
+
+void QOpenGL2PEXVertexArray::addCentroid(const QVectorPath &path, int subPathIndex)
+{
+ const QPointF *const points = reinterpret_cast<const QPointF *>(path.points());
+ const QPainterPath::ElementType *const elements = path.elements();
+
+ QPointF sum = points[subPathIndex];
+ int count = 1;
+
+ for (int i = subPathIndex + 1; i < path.elementCount() && (!elements || elements[i] != QPainterPath::MoveToElement); ++i) {
+ sum += points[i];
+ ++count;
+ }
+
+ const QPointF centroid = sum / qreal(count);
+ vertexArray.add(centroid);
+}
+
+void QOpenGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseScale, bool outline)
+{
+ 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;
+ }
+
+ if (!outline && !path.isConvex())
+ addCentroid(path, 0);
+
+ int lastMoveTo = vertexArray.size();
+ 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) {
+ switch (elements[i]) {
+ case QPainterPath::MoveToElement:
+ if (!outline)
+ addClosingLine(lastMoveTo);
+// qDebug("element[%d] is a MoveToElement", i);
+ vertexArrayStops.add(vertexArray.size());
+ if (!outline) {
+ if (!path.isConvex()) addCentroid(path, i);
+ lastMoveTo = vertexArray.size();
+ }
+ lineToArray(points[i].x(), points[i].y()); // 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: {
+ QBezier b = QBezier::fromPoints(*(((const QPointF *) points) + i - 1),
+ points[i],
+ points[i+1],
+ points[i+2]);
+ QRectF bounds = b.bounds();
+ // threshold based on same algorithm as in qtriangulatingstroker.cpp
+ int threshold = qMin<float>(64, qMax(bounds.width(), bounds.height()) * 3.14f / (curveInverseScale * 6));
+ if (threshold < 3) threshold = 3;
+ qreal one_over_threshold_minus_1 = qreal(1) / (threshold - 1);
+ for (int t=0; t<threshold; ++t) {
+ QPointF pt = b.pointAt(t * one_over_threshold_minus_1);
+ lineToArray(pt.x(), pt.y());
+ }
+ i += 2;
+ break; }
+ default:
+ break;
+ }
+ }
+ } while (0);
+
+ if (!outline)
+ addClosingLine(lastMoveTo);
+ vertexArrayStops.add(vertexArray.size());
+}
+
+void QOpenGL2PEXVertexArray::lineToArray(const GLfloat x, const GLfloat y)
+{
+ vertexArray.add(QOpenGLPoint(x, y));
+
+ if (x > maxX)
+ maxX = x;
+ else if (x < minX)
+ minX = x;
+ if (y > maxY)
+ maxY = y;
+ else if (y < minY)
+ minY = y;
+}
+
+QT_END_NAMESPACE