/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtGui 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 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(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(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(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 maxX) maxX = x; else if (x < minX) minX = x; if (y > maxY) maxY = y; else if (y < minY) minY = y; } QT_END_NAMESPACE