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+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** 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 1.1, 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.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgnode.h"
+#include "qsgrenderer_p.h"
+#include "qsgnodeupdater_p.h"
+#include "qsgmaterial.h"
+
+#include "limits.h"
+
+QT_BEGIN_NAMESPACE
+
+#ifndef QT_NO_DEBUG
+static int qt_node_count = 0;
+
+static void qt_print_node_count()
+{
+ qDebug("Number of leaked nodes: %i", qt_node_count);
+ qt_node_count = -1;
+}
+#endif
+
+/*!
+ \class QSGNode
+ \brief The QSGNode class is the base class for all nodes in the scene graph.
+
+ \inmodule QtQuick
+
+ The QSGNode class can be used as a child container. Children are added with
+ the appendChildNode(), prependChildNode(), insertChildNodeBefore() and
+ insertChildNodeAfter(). Ordering of nodes is important as geometry nodes
+ will be rendered in the order they are added to the scene graph.
+ Actually, the scene may reorder nodes freely, but the resulting visual
+ order is still guaranteed.
+
+ If nodes change every frame, the preprocess() function can be used to
+ apply changes to a node for every frame its rendered. The use of preprocess()
+ must be explicitly enabled by setting the QSGNode::UsePreprocess flag
+ on the node.
+
+ The virtual isSubtreeBlocked() function can be used to disable a subtree all
+ together. Nodes in a blocked subtree will not be preprocessed() and not
+ rendered.
+
+ Anything related to QSGNode should happen on the scene graph rendering thread.
+ */
+
+QSGNode::QSGNode()
+ : m_parent(0)
+ , m_type(BasicNodeType)
+ , m_firstChild(0)
+ , m_lastChild(0)
+ , m_nextSibling(0)
+ , m_previousSibling(0)
+ , m_subtreeGeometryCount(0)
+ , m_nodeFlags(OwnedByParent)
+ , m_flags(0)
+{
+ init();
+}
+
+QSGNode::QSGNode(NodeType type)
+ : m_parent(0)
+ , m_type(type)
+ , m_firstChild(0)
+ , m_lastChild(0)
+ , m_nextSibling(0)
+ , m_previousSibling(0)
+ , m_subtreeGeometryCount(type == GeometryNodeType ? 1 : 0)
+ , m_nodeFlags(OwnedByParent)
+ , m_flags(0)
+{
+ init();
+}
+
+void QSGNode::init()
+{
+#ifndef QT_NO_DEBUG
+ ++qt_node_count;
+ static bool atexit_registered = false;
+ if (!atexit_registered) {
+ atexit(qt_print_node_count);
+ atexit_registered = true;
+ }
+#endif
+}
+
+QSGNode::~QSGNode()
+{
+#ifndef QT_NO_DEBUG
+ --qt_node_count;
+ if (qt_node_count < 0)
+ qDebug("Node destroyed after qt_print_node_count() was called.");
+#endif
+ destroy();
+}
+
+
+/*!
+ \fn void QSGNode::preprocess()
+
+ Override this function to do processing on the node before it is rendered.
+
+ Preprocessing needs to be explicitly enabled by setting the flag
+ QSGNode::UsePreprocess. The flag needs to be set before the node is added
+ to the scene graph and will cause the preprocess() function to be called
+ for every frame the node is rendered.
+
+ The preprocess function is called before the update pass that propegates
+ opacity and transformations through the scene graph. That means that
+ functions like QSGOpacityNode::combinedOpacity() and
+ QSGTransformNode::combinedMatrix() will not contain up-to-date values.
+ If such values are changed during the preprocess, these changes will be
+ propegated through the scene graph before it is rendered.
+
+ \warning Beware of deleting nodes while they are being preprocessed. It is
+ possible, with a small performance hit, to delete a single node during its
+ own preprocess call. Deleting a subtree which has nodes that also use
+ preprocessing may result in a segmentation fault. This is done for
+ performance reasons.
+ */
+
+
+
+
+/*!
+ Returns whether this node and its subtree is available for use.
+
+ Blocked subtrees will not get their dirty states updated and they
+ will not be rendered.
+
+ The QSGOpacityNode will return a blocked subtree when accumulated opacity
+ is 0, for instance.
+ */
+
+bool QSGNode::isSubtreeBlocked() const
+{
+ return m_subtreeGeometryCount == 0;
+}
+
+/*!
+ \internal
+ Detaches the node from the scene graph and deletes any children it owns.
+
+ This function is called from QSGNode's and QSGRootNode's destructor. It
+ should not be called explicitly in user code. QSGRootNode needs to call
+ destroy() because destroy() calls removeChildNode() which in turn calls
+ markDirty() which type-casts the node to QSGRootNode. This type-cast is not
+ valid at the time QSGNode's destructor is called because the node will
+ already be partially destroyed at that point.
+*/
+
+void QSGNode::destroy()
+{
+ if (m_parent) {
+ m_parent->removeChildNode(this);
+ Q_ASSERT(m_parent == 0);
+ }
+ while (m_firstChild) {
+ QSGNode *child = m_firstChild;
+ removeChildNode(child);
+ Q_ASSERT(child->m_parent == 0);
+ if (child->flags() & OwnedByParent)
+ delete child;
+ }
+
+ Q_ASSERT(m_firstChild == 0 && m_lastChild == 0);
+}
+
+
+/*!
+ Prepends \a node to this node's the list of children.
+
+ Ordering of nodes is important as geometry nodes will be rendered in the
+ order they are added to the scene graph.
+ */
+
+void QSGNode::prependChildNode(QSGNode *node)
+{
+ //Q_ASSERT_X(!m_children.contains(node), "QSGNode::prependChildNode", "QSGNode is already a child!");
+ Q_ASSERT_X(!node->m_parent, "QSGNode::prependChildNode", "QSGNode already has a parent");
+
+#ifndef QT_NO_DEBUG
+ if (node->type() == QSGNode::GeometryNodeType) {
+ QSGGeometryNode *g = static_cast<QSGGeometryNode *>(node);
+ Q_ASSERT_X(g->material(), "QSGNode::prependChildNode", "QSGGeometryNode is missing material");
+ Q_ASSERT_X(g->geometry(), "QSGNode::prependChildNode", "QSGGeometryNode is missing geometry");
+ }
+#endif
+
+ if (m_firstChild)
+ m_firstChild->m_previousSibling = node;
+ else
+ m_lastChild = node;
+ node->m_nextSibling = m_firstChild;
+ m_firstChild = node;
+ node->m_parent = this;
+
+ node->markDirty(DirtyNodeAdded);
+}
+
+/*!
+ Appends \a node to this node's list of children.
+
+ Ordering of nodes is important as geometry nodes will be rendered in the
+ order they are added to the scene graph.
+ */
+
+void QSGNode::appendChildNode(QSGNode *node)
+{
+ //Q_ASSERT_X(!m_children.contains(node), "QSGNode::appendChildNode", "QSGNode is already a child!");
+ Q_ASSERT_X(!node->m_parent, "QSGNode::appendChildNode", "QSGNode already has a parent");
+
+#ifndef QT_NO_DEBUG
+ if (node->type() == QSGNode::GeometryNodeType) {
+ QSGGeometryNode *g = static_cast<QSGGeometryNode *>(node);
+ Q_ASSERT_X(g->material(), "QSGNode::appendChildNode", "QSGGeometryNode is missing material");
+ Q_ASSERT_X(g->geometry(), "QSGNode::appendChildNode", "QSGGeometryNode is missing geometry");
+ }
+#endif
+
+ if (m_lastChild)
+ m_lastChild->m_nextSibling = node;
+ else
+ m_firstChild = node;
+ node->m_previousSibling = m_lastChild;
+ m_lastChild = node;
+ node->m_parent = this;
+
+ node->markDirty(DirtyNodeAdded);
+}
+
+
+
+/*!
+ Inserts \a node to this node's list of children before the node specified with \a before.
+
+ Ordering of nodes is important as geometry nodes will be rendered in the
+ order they are added to the scene graph.
+ */
+
+void QSGNode::insertChildNodeBefore(QSGNode *node, QSGNode *before)
+{
+ //Q_ASSERT_X(!m_children.contains(node), "QSGNode::insertChildNodeBefore", "QSGNode is already a child!");
+ Q_ASSERT_X(!node->m_parent, "QSGNode::insertChildNodeBefore", "QSGNode already has a parent");
+ Q_ASSERT_X(before && before->m_parent == this, "QSGNode::insertChildNodeBefore", "The parent of \'before\' is wrong");
+
+#ifndef QT_NO_DEBUG
+ if (node->type() == QSGNode::GeometryNodeType) {
+ QSGGeometryNode *g = static_cast<QSGGeometryNode *>(node);
+ Q_ASSERT_X(g->material(), "QSGNode::insertChildNodeBefore", "QSGGeometryNode is missing material");
+ Q_ASSERT_X(g->geometry(), "QSGNode::insertChildNodeBefore", "QSGGeometryNode is missing geometry");
+ }
+#endif
+
+ QSGNode *previous = before->m_previousSibling;
+ if (previous)
+ previous->m_nextSibling = node;
+ else
+ m_firstChild = node;
+ node->m_previousSibling = previous;
+ node->m_nextSibling = before;
+ before->m_previousSibling = node;
+ node->m_parent = this;
+
+ node->markDirty(DirtyNodeAdded);
+}
+
+
+
+/*!
+ Inserts \a node to this node's list of children after the node specified with \a after.
+
+ Ordering of nodes is important as geometry nodes will be rendered in the
+ order they are added to the scene graph.
+ */
+
+void QSGNode::insertChildNodeAfter(QSGNode *node, QSGNode *after)
+{
+ //Q_ASSERT_X(!m_children.contains(node), "QSGNode::insertChildNodeAfter", "QSGNode is already a child!");
+ Q_ASSERT_X(!node->m_parent, "QSGNode::insertChildNodeAfter", "QSGNode already has a parent");
+ Q_ASSERT_X(after && after->m_parent == this, "QSGNode::insertChildNodeBefore", "The parent of \'before\' is wrong");
+
+#ifndef QT_NO_DEBUG
+ if (node->type() == QSGNode::GeometryNodeType) {
+ QSGGeometryNode *g = static_cast<QSGGeometryNode *>(node);
+ Q_ASSERT_X(g->material(), "QSGNode::insertChildNodeAfter", "QSGGeometryNode is missing material");
+ Q_ASSERT_X(g->geometry(), "QSGNode::insertChildNodeAfter", "QSGGeometryNode is missing geometry");
+ }
+#endif
+
+ QSGNode *next = after->m_nextSibling;
+ if (next)
+ next->m_previousSibling = node;
+ else
+ m_lastChild = node;
+ node->m_nextSibling = next;
+ node->m_previousSibling = after;
+ after->m_nextSibling = node;
+ node->m_parent = this;
+
+ node->markDirty(DirtyNodeAdded);
+}
+
+
+
+/*!
+ Removes \a node from this node's list of children.
+ */
+
+void QSGNode::removeChildNode(QSGNode *node)
+{
+ //Q_ASSERT(m_children.contains(node));
+ Q_ASSERT(node->parent() == this);
+
+ QSGNode *previous = node->m_previousSibling;
+ QSGNode *next = node->m_nextSibling;
+ if (previous)
+ previous->m_nextSibling = next;
+ else
+ m_firstChild = next;
+ if (next)
+ next->m_previousSibling = previous;
+ else
+ m_lastChild = previous;
+ node->m_previousSibling = 0;
+ node->m_nextSibling = 0;
+
+ node->markDirty(DirtyNodeRemoved);
+ node->m_parent = 0;
+}
+
+
+/*!
+ Removes all child nodes from this node's list of children.
+ */
+
+void QSGNode::removeAllChildNodes()
+{
+ while (m_firstChild) {
+ QSGNode *node = m_firstChild;
+ m_firstChild = node->m_nextSibling;
+ node->m_nextSibling = 0;
+ if (m_firstChild)
+ m_firstChild->m_previousSibling = 0;
+ else
+ m_lastChild = 0;
+ node->markDirty(DirtyNodeRemoved);
+ node->m_parent = 0;
+ }
+}
+
+
+int QSGNode::childCount() const
+{
+ int count = 0;
+ QSGNode *n = m_firstChild;
+ while (n) {
+ ++count;
+ n = n->m_nextSibling;
+ }
+ return count;
+}
+
+
+QSGNode *QSGNode::childAtIndex(int i) const
+{
+ QSGNode *n = m_firstChild;
+ while (i && n) {
+ --i;
+ n = n->m_nextSibling;
+ }
+ return n;
+}
+
+
+/*!
+ Sets the flag \a f on this node if \a enabled is true;
+ otherwise clears the flag.
+
+ \sa flags()
+*/
+
+void QSGNode::setFlag(Flag f, bool enabled)
+{
+ if (enabled)
+ m_nodeFlags |= f;
+ else
+ m_nodeFlags &= ~f;
+}
+
+
+/*!
+ Sets the flags \a f on this node if \a enabled is true;
+ otherwise clears the flags.
+
+ \sa flags()
+*/
+
+void QSGNode::setFlags(Flags f, bool enabled)
+{
+ if (enabled)
+ m_nodeFlags |= f;
+ else
+ m_nodeFlags &= ~f;
+}
+
+
+
+/*!
+ Marks this node with the states in \a flags as dirty.
+
+ When a node is marked dirty, it recursively mark the parent chain
+ as dirty and notify all connected renderers that the has dirty states.
+ */
+
+void QSGNode::markDirty(DirtyFlags flags)
+{
+ m_flags |= (flags & DirtyPropagationMask);
+
+ DirtyFlags subtreeFlags = DirtyFlags((flags & DirtyPropagationMask) << 16);
+
+ int geometryCountDiff = 0;
+ if (flags & DirtyNodeAdded)
+ geometryCountDiff += m_subtreeGeometryCount;
+ if (flags & DirtyNodeRemoved)
+ geometryCountDiff -= m_subtreeGeometryCount;
+
+ QSGNode *p = m_parent;
+ while (p) {
+ p->m_flags |= subtreeFlags;
+ p->m_subtreeGeometryCount += geometryCountDiff;
+ if (p->type() == RootNodeType)
+ static_cast<QSGRootNode *>(p)->notifyNodeChange(this, flags);
+ p = p->m_parent;
+ }
+}
+
+
+
+/*!
+ \class QSGBasicGeometryNode
+ \brief The QSGBasicGeometryNode class serves as a baseclass for geometry based nodes
+
+ \inmodule QtQuick
+
+ The QSGBasicGeometryNode class should not be used by itself. It is only encapsulates
+ shared functionality between the QSGGeometryNode and QSGClipNode classes.
+ */
+
+
+/*!
+ Creates a new basic geometry node.
+ */
+QSGBasicGeometryNode::QSGBasicGeometryNode(NodeType type)
+ : QSGNode(type)
+ , m_geometry(0)
+ , m_matrix(0)
+ , m_clip_list(0)
+{
+}
+
+
+/*!
+ Deletes this QSGBasicGeometryNode.
+
+ If the node has the flag QSGNode::OwnsGeometry set, it will also delete the
+ geometry object it is pointing to. This flag is not set by default.
+ */
+
+QSGBasicGeometryNode::~QSGBasicGeometryNode()
+{
+ if (flags() & OwnsGeometry)
+ delete m_geometry;
+}
+
+
+/*!
+ \fn QSGGeometry *QSGBasicGeometryNode::geometry() const
+
+ Returns this node's geometry.
+
+ The geometry is null by default.
+ */
+
+
+/*!
+ Sets the geometry of this node to \a geometry.
+
+ If the node has the flag QSGNode::OwnsGeometry set, it will also delete the
+ geometry object it is pointing to. This flag is not set by default.
+ */
+
+void QSGBasicGeometryNode::setGeometry(QSGGeometry *geometry)
+{
+ if (flags() & OwnsGeometry)
+ delete m_geometry;
+ m_geometry = geometry;
+ markDirty(DirtyGeometry);
+}
+
+
+
+/*!
+ \class QSGGeometryNode
+ \brief The QSGGeometryNode class is used for all rendered content in the scene graph.
+
+ \inmodule QtQuick
+
+ The QSGGeometryNode consists of geometry and material. The geometry defines the mesh,
+ the vertices and their structure, to be drawn. The Material defines how the shape is
+ filled.
+
+ A geometry node must have both geometry and a normal material before it is added to
+ the scene graph.
+
+ The geometry node supports two types of materials, the opaqueMaterial and the normal
+ material. The opaqueMaterial is used when the accumulated scene graph opacity at the
+ time of rendering is 1. The primary usecase is to special case opaque rendering
+ to avoid an extra operation in the fragment shader can have significant performance
+ impact on embedded graphics chips. The opaque material is optional.
+
+ */
+
+
+/*!
+ Creates a new geometry node without geometry and material.
+ */
+
+QSGGeometryNode::QSGGeometryNode()
+ : QSGBasicGeometryNode(GeometryNodeType)
+ , m_render_order(0)
+ , m_material(0)
+ , m_opaque_material(0)
+ , m_opacity(1)
+{
+}
+
+
+/*!
+ Deletes this geometry node.
+
+ The flags QSGNode::OwnsMaterial, QSGNode::OwnsOpaqueMaterial and
+ QSGNode::OwnsGeometry decides weither the geometry node should also
+ delete the materials and geometry. By default, these flags are disabled.
+ */
+
+QSGGeometryNode::~QSGGeometryNode()
+{
+ if (flags() & OwnsMaterial)
+ delete m_material;
+ if (flags() & OwnsOpaqueMaterial)
+ delete m_opaque_material;
+}
+
+
+
+/*!
+ \fn int QSGGeometryNode::renderOrder() const
+
+ Returns the render order of this geometry node.
+
+ \internal
+ */
+
+
+/*!
+ Sets the render order of this node to be \a order.
+
+ GeometryNodes are rendered in an order that visually looks like
+ low order nodes are rendered prior to high order nodes. For opaque
+ geometry there is little difference as z-testing will handle
+ the discard, but for translucent objects, the rendering should
+ normally be specified in the order of back-to-front.
+
+ The default render order is 0.
+
+ \internal
+ */
+void QSGGeometryNode::setRenderOrder(int order)
+{
+ m_render_order = order;
+}
+
+
+
+/*!
+ Sets the material of this geometry node to \a material.
+
+ Geometry nodes must have a material before they can be added to the
+ scene graph.
+ */
+void QSGGeometryNode::setMaterial(QSGMaterial *material)
+{
+ if (flags() & OwnsMaterial)
+ delete m_material;
+ m_material = material;
+#ifndef QT_NO_DEBUG
+ if (m_material != 0 && m_opaque_material == m_material)
+ qWarning("QSGGeometryNode: using same material for both opaque and translucent");
+#endif
+ markDirty(DirtyMaterial);
+}
+
+
+
+/*!
+ Sets the opaque material of this geometry to \a material.
+
+ The opaque material will be preferred by the renderer over the
+ default material, as returned by the material() function, if
+ it is not null and the geometry item has an inherited opacity of
+ 1.
+
+ The opaqueness refers to scene graph opacity, the material is still
+ allowed to set QSGMaterial::Blending to true and draw transparent
+ pixels.
+ */
+void QSGGeometryNode::setOpaqueMaterial(QSGMaterial *material)
+{
+ if (flags() & OwnsOpaqueMaterial)
+ delete m_opaque_material;
+ m_opaque_material = material;
+#ifndef QT_NO_DEBUG
+ if (m_opaque_material != 0 && m_opaque_material == m_material)
+ qWarning("QSGGeometryNode: using same material for both opaque and translucent");
+#endif
+
+ markDirty(DirtyMaterial);
+}
+
+
+
+/*!
+ Returns the material which should currently be used for geometry node.
+
+ If the inherited opacity of the node is 1 and there is an opaque material
+ set on this node, it will be returned; otherwise, the default material
+ will be returned.
+
+ \warning This function requires the scene graph above this item to be
+ completely free of dirty states, so it can only be called during rendering
+
+ \internal
+
+ \sa setMaterial, setOpaqueMaterial
+ */
+QSGMaterial *QSGGeometryNode::activeMaterial() const
+{
+ Q_ASSERT_X(dirtyFlags() == 0, "QSGGeometryNode::activeMaterial()", "function assumes that all dirty states are cleaned up");
+ if (m_opaque_material && m_opacity > 0.999)
+ return m_opaque_material;
+ return m_material;
+}
+
+
+/*!
+ Sets the inherited opacity of this geometry to \a opacity.
+
+ This function is meant to be called by the node preprocessing
+ prior to rendering the tree, so it will not mark the tree as
+ dirty.
+
+ \internal
+ */
+void QSGGeometryNode::setInheritedOpacity(qreal opacity)
+{
+ Q_ASSERT(opacity >= 0 && opacity <= 1);
+ m_opacity = opacity;
+}
+
+
+/*!
+ \class QSGClipNode
+ \brief The QSGClipNode class implements the clipping functionality in the scene graph.
+
+ \inmodule QtQuick
+
+ Clipping applies to the node's subtree and can be nested. Multiple clip nodes will be
+ accumulated by intersecting all their geometries. The accumulation happens
+ as part of the rendering.
+
+ Clip nodes must have a geometry before they can be added to the scene graph.
+
+ Clipping is usually implemented by using the stencil buffer.
+ */
+
+
+
+/*!
+ Creates a new QSGClipNode without a geometry.
+
+ The clip node must have a geometry before it can be added to the
+ scene graph.
+ */
+
+QSGClipNode::QSGClipNode()
+ : QSGBasicGeometryNode(ClipNodeType)
+{
+}
+
+
+
+/*!
+ Deletes this QSGClipNode.
+
+ If the flag QSGNode::OwnsGeometry is set, the geometry will also be
+ deleted.
+ */
+
+QSGClipNode::~QSGClipNode()
+{
+}
+
+
+
+/*!
+ \fn bool QSGClipNode::isRectangular() const
+
+ Returns if this clip node has a rectangular clip.
+ */
+
+
+
+/*!
+ Sets whether this clip node has a rectangular clip to \a rectHint.
+
+ This is an optimization hint which means that the renderer can
+ use scissoring instead of stencil, which is significnatly faster.
+
+ When this hint is and it is applicable, the clip region will be
+ generated from clipRect() rather than geometry().
+ */
+
+void QSGClipNode::setIsRectangular(bool rectHint)
+{
+ m_is_rectangular = rectHint;
+}
+
+
+
+/*!
+ \fn void QSGClipNode::clipRect() const
+
+ Returns the clip rect of this node.
+ */
+
+
+/*!
+ Sets the clip rect of this clip node to \a rect.
+
+ When a rectangular clip is set in combination with setIsRectangular
+ the renderer may in some cases use a more optimal clip method.
+ */
+void QSGClipNode::setClipRect(const QRectF &rect)
+{
+ m_clip_rect = rect;
+}
+
+
+/*!
+ \class QSGTransformNode
+ \brief The QSGTransformNode class implements transformations in the scene graph
+
+ \inmodule QtQuick
+
+ Transformations apply the node's subtree and can be nested. Multiple transform nodes
+ will be accumulated by intersecting all their matrices. The accumulation happens
+ as part of the rendering.
+
+ The transform nodes implement a 4x4 matrix which in theory supports full 3D
+ transformations. However, because the renderer optimizes for 2D use-cases rather
+ than 3D use-cases, rendering a scene with full 3D transformations needs to
+ be done with some care.
+ */
+
+QSGTransformNode::QSGTransformNode()
+ : QSGNode(TransformNodeType)
+{
+}
+
+
+
+/*!
+ Deletes this transform node.
+ */
+
+QSGTransformNode::~QSGTransformNode()
+{
+}
+
+
+
+/*!
+ \fn QMatrix4x4 QSGTransformNode::matrix() const
+
+ Returns this transform node's matrix.
+ */
+
+
+
+/*!
+ Sets this transform node's matrix to \a matrix.
+ */
+
+void QSGTransformNode::setMatrix(const QMatrix4x4 &matrix)
+{
+ m_matrix = matrix;
+ markDirty(DirtyMatrix);
+}
+
+
+/*!
+ Sets the combined matrix of this matrix to \a transform.
+
+ This function is meant to be called by the node preprocessing
+ prior to rendering the tree, so it will not mark the tree as
+ dirty.
+
+ \internal
+ */
+void QSGTransformNode::setCombinedMatrix(const QMatrix4x4 &matrix)
+{
+ m_combined_matrix = matrix;
+}
+
+
+
+/*!
+ \class QSGRootNode
+ \brief The QSGRootNode is the toplevel root of any scene graph.
+
+ The root node is used to attach a scene graph to a renderer.
+
+ \internal
+ */
+
+
+
+/*!
+ \fn QSGRootNode::QSGRootNode()
+
+ Creates a new root node.
+ */
+
+QSGRootNode::QSGRootNode()
+ : QSGNode(RootNodeType)
+{
+}
+
+
+/*!
+ Deletes the root node.
+
+ When a root node is deleted it removes itself from all of renderers
+ that are referencing it.
+ */
+
+QSGRootNode::~QSGRootNode()
+{
+ while (!m_renderers.isEmpty())
+ m_renderers.last()->setRootNode(0);
+ destroy(); // Must call destroy() here because markDirty() casts this to QSGRootNode.
+}
+
+
+
+/*!
+ Called to notify all renderers that \a node has been marked as dirty
+ with \a flags.
+ */
+
+void QSGRootNode::notifyNodeChange(QSGNode *node, DirtyFlags flags)
+{
+ for (int i=0; i<m_renderers.size(); ++i) {
+ m_renderers.at(i)->nodeChanged(node, flags);
+ }
+}
+
+
+
+/*!
+ \class QSGOpacityNode
+ \brief The QSGOpacityNode class is used to change opacity of nodes.
+
+ \inmodule QtQuick
+
+ Opacity applies to its subtree and can be nested. Multiple opacity nodes
+ will be accumulated by multiplying their opacity. The accumulation happens
+ as part of the rendering.
+
+ When nested opacity gets below a certain threshold, the subtree might
+ be marked as blocked, causing isSubtreeBlocked() to return true. This
+ is done for performance reasons.
+
+ */
+
+
+
+/*!
+ Constructs an opacity node with a default opacity of 1.
+
+ Opacity accumulates downwards in the scene graph so a node with two
+ QSGOpacityNode instances above it, both with opacity of 0.5, will have
+ effective opacity of 0.25.
+
+ The default opacity of nodes is 1.
+ */
+QSGOpacityNode::QSGOpacityNode()
+ : QSGNode(OpacityNodeType)
+ , m_opacity(1)
+ , m_combined_opacity(1)
+{
+}
+
+
+
+/*!
+ Deletes the opacity node.
+ */
+
+QSGOpacityNode::~QSGOpacityNode()
+{
+}
+
+
+
+/*!
+ \fn qreal QSGOpacityNode::opacity() const
+
+ Returns this opacity node's opacity.
+ */
+
+
+
+/*!
+ Sets the opacity of this node to \a opacity.
+
+ Before rendering the graph, the renderer will do an update pass
+ over the subtree to propegate the opacity to its children.
+
+ The value will be bounded to the range 0 to 1.
+ */
+
+void QSGOpacityNode::setOpacity(qreal opacity)
+{
+ opacity = qBound<qreal>(0, opacity, 1);
+ if (m_opacity == opacity)
+ return;
+ m_opacity = opacity;
+ markDirty(DirtyOpacity);
+}
+
+
+
+/*!
+ \fn qreal QSGOpacityNode::combinedOpacity() const
+
+ Returns this node's accumulated opacity.
+
+ This vaule is calculated during rendering and only stored
+ in the opacity node temporarily.
+
+ \internal
+ */
+
+
+
+/*!
+ Sets the combined opacity of this node to \a opacity.
+
+ This function is meant to be called by the node preprocessing
+ prior to rendering the tree, so it will not mark the tree as
+ dirty.
+
+ \internal
+ */
+
+void QSGOpacityNode::setCombinedOpacity(qreal opacity)
+{
+ m_combined_opacity = opacity;
+}
+
+
+
+/*!
+ For performance reasons, we block the subtree when the opacity
+ is below a certain threshold.
+
+ \internal
+ */
+
+bool QSGOpacityNode::isSubtreeBlocked() const
+{
+ return QSGNode::isSubtreeBlocked() || m_opacity < 0.001;
+}
+
+
+/*!
+ \class QSGNodeVisitor
+ \brief The QSGNodeVisitor class is a helper class for traversing the scene graph.
+
+ \internal
+ */
+
+QSGNodeVisitor::~QSGNodeVisitor()
+{
+
+}
+
+
+void QSGNodeVisitor::visitNode(QSGNode *n)
+{
+ switch (n->type()) {
+ case QSGNode::TransformNodeType: {
+ QSGTransformNode *t = static_cast<QSGTransformNode *>(n);
+ enterTransformNode(t);
+ visitChildren(t);
+ leaveTransformNode(t);
+ break; }
+ case QSGNode::GeometryNodeType: {
+ QSGGeometryNode *g = static_cast<QSGGeometryNode *>(n);
+ enterGeometryNode(g);
+ visitChildren(g);
+ leaveGeometryNode(g);
+ break; }
+ case QSGNode::ClipNodeType: {
+ QSGClipNode *c = static_cast<QSGClipNode *>(n);
+ enterClipNode(c);
+ visitChildren(c);
+ leaveClipNode(c);
+ break; }
+ case QSGNode::OpacityNodeType: {
+ QSGOpacityNode *o = static_cast<QSGOpacityNode *>(n);
+ enterOpacityNode(o);
+ visitChildren(o);
+ leaveOpacityNode(o);
+ break; }
+ default:
+ visitChildren(n);
+ break;
+ }
+}
+
+void QSGNodeVisitor::visitChildren(QSGNode *n)
+{
+ for (QSGNode *c = n->firstChild(); c; c = c->nextSibling())
+ visitNode(c);
+}
+
+
+
+#ifndef QT_NO_DEBUG_STREAM
+QDebug operator<<(QDebug d, const QSGGeometryNode *n)
+{
+ if (!n) {
+ d << "QSGGeometryNode(null)";
+ return d;
+ }
+ d << "QSGGeometryNode(" << hex << (void *) n << dec;
+
+ const QSGGeometry *g = n->geometry();
+
+ if (!g) {
+ d << "no geometry";
+ } else {
+
+ switch (g->drawingMode()) {
+ case GL_TRIANGLE_STRIP: d << "strip"; break;
+ case GL_TRIANGLE_FAN: d << "fan"; break;
+ case GL_TRIANGLES: d << "triangles"; break;
+ default: break;
+ }
+
+ d << g->vertexCount();
+
+ if (g->attributeCount() > 0 && g->attributes()->type == GL_FLOAT) {
+ float x1 = 1e10, x2 = -1e10, y1=1e10, y2=-1e10;
+ int stride = g->sizeOfVertex();
+ for (int i = 0; i < g->vertexCount(); ++i) {
+ float x = ((float *)((char *)const_cast<QSGGeometry *>(g)->vertexData() + i * stride))[0];
+ float y = ((float *)((char *)const_cast<QSGGeometry *>(g)->vertexData() + i * stride))[1];
+
+ x1 = qMin(x1, x);
+ x2 = qMax(x2, x);
+ y1 = qMin(y1, y);
+ y2 = qMax(y2, y);
+ }
+
+ d << "x1=" << x1 << "y1=" << y1 << "x2=" << x2 << "y2=" << y2;
+ }
+ }
+
+ d << "order=" << n->renderOrder();
+ if (n->material())
+ d << "effect=" << n->material() << "type=" << n->material()->type();
+
+
+ d << ")";
+#ifdef QML_RUNTIME_TESTING
+ d << n->description;
+#endif
+ d << "dirty=" << hex << (int) n->dirtyFlags() << dec;
+ return d;
+}
+
+QDebug operator<<(QDebug d, const QSGClipNode *n)
+{
+ if (!n) {
+ d << "QSGClipNode(null)";
+ return d;
+ }
+ d << "QSGClipNode(" << hex << (void *) n << dec;
+
+ if (n->childCount())
+ d << "children=" << n->childCount();
+
+ d << "is rect?" << (n->isRectangular() ? "yes" : "no");
+
+ d << ")";
+#ifdef QML_RUNTIME_TESTING
+ d << n->description;
+#endif
+ d << "dirty=" << hex << (int) n->dirtyFlags() << dec << (n->isSubtreeBlocked() ? "*BLOCKED*" : "");
+ return d;
+}
+
+QDebug operator<<(QDebug d, const QSGTransformNode *n)
+{
+ if (!n) {
+ d << "QSGTransformNode(null)";
+ return d;
+ }
+ const QMatrix4x4 m = n->matrix();
+ d << "QSGTransformNode(";
+ d << hex << (void *) n << dec;
+ if (m.isIdentity())
+ d << "identity";
+ else if (m.determinant() == 1 && m(0, 0) == 1 && m(1, 1) == 1 && m(2, 2) == 1)
+ d << "translate" << m(0, 3) << m(1, 3) << m(2, 3);
+ else
+ d << "det=" << n->matrix().determinant();
+#ifdef QML_RUNTIME_TESTING
+ d << n->description;
+#endif
+ d << "dirty=" << hex << (int) n->dirtyFlags() << dec << (n->isSubtreeBlocked() ? "*BLOCKED*" : "");
+ d << ")";
+ return d;
+}
+
+QDebug operator<<(QDebug d, const QSGOpacityNode *n)
+{
+ if (!n) {
+ d << "QSGOpacityNode(null)";
+ return d;
+ }
+ d << "QSGOpacityNode(";
+ d << hex << (void *) n << dec;
+ d << "opacity=" << n->opacity()
+ << "combined=" << n->combinedOpacity()
+ << (n->isSubtreeBlocked() ? "*BLOCKED*" : "");
+#ifdef QML_RUNTIME_TESTING
+ d << n->description;
+#endif
+ d << "dirty=" << hex << (int) n->dirtyFlags() << dec;
+ d << ")";
+ return d;
+}
+
+
+QDebug operator<<(QDebug d, const QSGRootNode *n)
+{
+ if (!n) {
+ d << "QSGRootNode(null)";
+ return d;
+ }
+ d << "QSGRootNode" << hex << (void *) n << "dirty=" << (int) n->dirtyFlags() << dec
+ << (n->isSubtreeBlocked() ? "*BLOCKED*" : "");
+#ifdef QML_RUNTIME_TESTING
+ d << n->description;
+#endif
+ d << ")";
+ return d;
+}
+
+
+
+QDebug operator<<(QDebug d, const QSGNode *n)
+{
+ if (!n) {
+ d << "QSGNode(null)";
+ return d;
+ }
+ switch (n->type()) {
+ case QSGNode::GeometryNodeType:
+ d << static_cast<const QSGGeometryNode *>(n);
+ break;
+ case QSGNode::TransformNodeType:
+ d << static_cast<const QSGTransformNode *>(n);
+ break;
+ case QSGNode::ClipNodeType:
+ d << static_cast<const QSGClipNode *>(n);
+ break;
+ case QSGNode::RootNodeType:
+ d << static_cast<const QSGRootNode *>(n);
+ break;
+ case QSGNode::OpacityNodeType:
+ d << static_cast<const QSGOpacityNode *>(n);
+ break;
+ default:
+ d << "QSGNode(" << hex << (void *) n << dec
+ << "dirty=" << hex << (int) n->dirtyFlags()
+ << "flags=" << (int) n->flags() << dec
+ << (n->isSubtreeBlocked() ? "*BLOCKED*" : "");
+#ifdef QML_RUNTIME_TESTING
+ d << n->description;
+#endif
+ d << ")";
+ break;
+ }
+ return d;
+}
+
+#endif
+
+QT_END_NAMESPACE