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diff --git a/src/quick/scenegraph/qsgcurveprocessor.cpp b/src/quick/scenegraph/qsgcurveprocessor.cpp
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+++ b/src/quick/scenegraph/qsgcurveprocessor.cpp
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+// Copyright (C) 2023 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
+
+#include "qsgcurveprocessor_p.h"
+
+#include <QtGui/private/qtriangulator_p.h>
+#include <QtCore/qloggingcategory.h>
+#include <QtCore/qhash.h>
+
+QT_BEGIN_NAMESPACE
+
+Q_LOGGING_CATEGORY(lcSGCurveProcessor, "qt.quick.curveprocessor");
+
+namespace {
+// Input coordinate space is pre-mapped so that (0, 0) maps to [0, 0] in uv space.
+// v1 maps to [1,0], v2 maps to [0,1]. p is the point to be mapped to uv in this space (i.e. vector from p0)
+static inline QVector2D uvForPoint(QVector2D v1, QVector2D v2, QVector2D p)
+{
+ double divisor = v1.x() * v2.y() - v2.x() * v1.y();
+
+ float u = (p.x() * v2.y() - p.y() * v2.x()) / divisor;
+ float v = (p.y() * v1.x() - p.x() * v1.y()) / divisor;
+
+ return {u, v};
+}
+
+// Find uv coordinates for the point p, for a quadratic curve from p0 to p2 with control point p1
+// also works for a line from p0 to p2, where p1 is on the inside of the path relative to the line
+static inline QVector2D curveUv(QVector2D p0, QVector2D p1, QVector2D p2, QVector2D p)
+{
+ QVector2D v1 = 2 * (p1 - p0);
+ QVector2D v2 = p2 - v1 - p0;
+ return uvForPoint(v1, v2, p - p0);
+}
+
+static QVector3D elementUvForPoint(const QQuadPath::Element& e, QVector2D p)
+{
+ auto uv = curveUv(e.startPoint(), e.controlPoint(), e.endPoint(), p);
+ if (e.isLine())
+ return { uv.x(), uv.y(), 0.0f };
+ else
+ return { uv.x(), uv.y(), e.isConvex() ? -1.0f : 1.0f };
+}
+
+static inline QVector2D calcNormalVector(QVector2D a, QVector2D b)
+{
+ auto v = b - a;
+ return {v.y(), -v.x()};
+}
+
+// The sign of the return value indicates which side of the line defined by a and n the point p falls
+static inline float testSideOfLineByNormal(QVector2D a, QVector2D n, QVector2D p)
+{
+ float dot = QVector2D::dotProduct(p - a, n);
+ return dot;
+};
+
+template<typename Func>
+void iteratePath(const QQuadPath &path, int index, Func &&lambda)
+{
+ const auto &element = path.elementAt(index);
+ if (element.childCount() == 0) {
+ lambda(element, index);
+ } else {
+ for (int i = 0; i < element.childCount(); ++i)
+ iteratePath(path, element.indexOfChild(i), lambda);
+ }
+}
+
+static inline float determinant(const QVector2D &p1, const QVector2D &p2, const QVector2D &p3)
+{
+ return p1.x() * (p2.y() - p3.y())
+ + p2.x() * (p3.y() - p1.y())
+ + p3.x() * (p1.y() - p2.y());
+}
+
+/*
+ Clever triangle overlap algorithm. Stack Overflow says:
+
+ You can prove that the two triangles do not collide by finding an edge (out of the total 6
+ edges that make up the two triangles) that acts as a separating line where all the vertices
+ of one triangle lie on one side and the vertices of the other triangle lie on the other side.
+ If you can find such an edge then it means that the triangles do not intersect otherwise the
+ triangles are colliding.
+*/
+using TrianglePoints = std::array<QVector2D, 3>;
+using LinePoints = std::array<QVector2D, 2>;
+
+// The sign of the determinant tells the winding order: positive means counter-clockwise
+
+static inline double determinant(const TrianglePoints &p)
+{
+ return determinant(p[0], p[1], p[2]);
+}
+
+// Fix the triangle so that the determinant is positive
+static void fixWinding(TrianglePoints &p)
+{
+ double det = determinant(p);
+ if (det < 0.0) {
+ qSwap(p[0], p[1]);
+ }
+}
+
+// Return true if the determinant is negative, i.e. if the winding order is opposite of the triangle p1,p2,p3.
+// This means that p is strictly on the other side of p1-p2 relative to p3 [where p1,p2,p3 is a triangle with
+// a positive determinant].
+bool checkEdge(QVector2D &p1, QVector2D &p2, QVector2D &p, float epsilon)
+{
+ return determinant(p1, p2, p) <= epsilon;
+}
+
+
+bool checkTriangleOverlap(TrianglePoints &triangle1, TrianglePoints &triangle2, float epsilon = 1.0/32)
+{
+ // See if there is an edge of triangle1 such that all vertices in triangle2 are on the opposite side
+ fixWinding(triangle1);
+ for (int i = 0; i < 3; i++) {
+ int ni = (i + 1) % 3;
+ if (checkEdge(triangle1[i], triangle1[ni], triangle2[0], epsilon) &&
+ checkEdge(triangle1[i], triangle1[ni], triangle2[1], epsilon) &&
+ checkEdge(triangle1[i], triangle1[ni], triangle2[2], epsilon))
+ return false;
+ }
+
+ // See if there is an edge of triangle2 such that all vertices in triangle1 are on the opposite side
+ fixWinding(triangle2);
+ for (int i = 0; i < 3; i++) {
+ int ni = (i + 1) % 3;
+
+ if (checkEdge(triangle2[i], triangle2[ni], triangle1[0], epsilon) &&
+ checkEdge(triangle2[i], triangle2[ni], triangle1[1], epsilon) &&
+ checkEdge(triangle2[i], triangle2[ni], triangle1[2], epsilon))
+ return false;
+ }
+
+ return true;
+}
+
+bool checkLineTriangleOverlap(TrianglePoints &triangle, LinePoints &line, float epsilon = 1.0/32)
+{
+ // See if all vertices of the triangle are on the same side of the line
+ bool s1 = determinant(line[0], line[1], triangle[0]) < 0;
+ auto s2 = determinant(line[0], line[1], triangle[1]) < 0;
+ auto s3 = determinant(line[0], line[1], triangle[2]) < 0;
+ // If all determinants have the same sign, then there is no overlap
+ if (s1 == s2 && s2 == s3) {
+ return false;
+ }
+ // See if there is an edge of triangle1 such that both vertices in line are on the opposite side
+ fixWinding(triangle);
+ for (int i = 0; i < 3; i++) {
+ int ni = (i + 1) % 3;
+ if (checkEdge(triangle[i], triangle[ni], line[0], epsilon) &&
+ checkEdge(triangle[i], triangle[ni], line[1], epsilon))
+ return false;
+ }
+
+ return true;
+}
+
+// We could slightly optimize this if we did fixWinding in advance
+bool checkTriangleContains (QVector2D pt, QVector2D v1, QVector2D v2, QVector2D v3, float epsilon = 1.0/32)
+{
+ float d1, d2, d3;
+ d1 = determinant(pt, v1, v2);
+ d2 = determinant(pt, v2, v3);
+ d3 = determinant(pt, v3, v1);
+
+ bool allNegative = d1 < -epsilon && d2 < -epsilon && d3 < -epsilon;
+ bool allPositive = d1 > epsilon && d2 > epsilon && d3 > epsilon;
+
+ return allNegative || allPositive;
+}
+
+// e1 is always a concave curve. e2 can be curve or line
+static bool isOverlap(const QQuadPath &path, int e1, int e2)
+{
+ const QQuadPath::Element &element1 = path.elementAt(e1);
+ const QQuadPath::Element &element2 = path.elementAt(e2);
+
+ TrianglePoints t1{ element1.startPoint(), element1.controlPoint(), element1.endPoint() };
+
+ if (element2.isLine()) {
+ LinePoints line{ element2.startPoint(), element2.endPoint() };
+ return checkLineTriangleOverlap(t1, line);
+ } else {
+ TrianglePoints t2{ element2.startPoint(), element2.controlPoint(), element2.endPoint() };
+ return checkTriangleOverlap(t1, t2);
+ }
+
+ return false;
+}
+
+static bool isOverlap(const QQuadPath &path, int index, const QVector2D &vertex)
+{
+ const QQuadPath::Element &elem = path.elementAt(index);
+ return checkTriangleContains(vertex, elem.startPoint(), elem.controlPoint(), elem.endPoint());
+}
+
+struct TriangleData
+{
+ TrianglePoints points;
+ int pathElementIndex;
+ TrianglePoints normals;
+};
+
+// Returns a vector that is normal to baseLine, pointing to the right
+QVector2D normalVector(QVector2D baseLine)
+{
+ QVector2D normal = QVector2D(-baseLine.y(), baseLine.x()).normalized();
+ return normal;
+}
+
+// Returns a vector that is normal to the path and pointing to the right. If endSide is false
+// the vector is normal to the start point, otherwise to the end point
+QVector2D normalVector(const QQuadPath::Element &element, bool endSide = false)
+{
+ if (element.isLine())
+ return normalVector(element.endPoint() - element.startPoint());
+ else if (!endSide)
+ return normalVector(element.controlPoint() - element.startPoint());
+ else
+ return normalVector(element.endPoint() - element.controlPoint());
+}
+
+// Returns a vector that is parallel to the path. If endSide is false
+// the vector starts at the start point and points forward,
+// otherwise it starts at the end point and points backward
+QVector2D tangentVector(const QQuadPath::Element &element, bool endSide = false)
+{
+ if (element.isLine()) {
+ if (!endSide)
+ return element.endPoint() - element.startPoint();
+ else
+ return element.startPoint() - element.endPoint();
+ } else {
+ if (!endSide)
+ return element.controlPoint() - element.startPoint();
+ else
+ return element.controlPoint() - element.endPoint();
+ }
+}
+
+// Really simplistic O(n^2) triangulator - only intended for five points
+QList<TriangleData> simplePointTriangulator(const QList<QVector2D> &pts, const QList<QVector2D> &normals, int elementIndex)
+{
+ int count = pts.size();
+ Q_ASSERT(count >= 3);
+ Q_ASSERT(normals.size() == count);
+
+ // First we find the convex hull: it's always in positive determinant winding order
+ QList<int> hull;
+ float det1 = determinant(pts[0], pts[1], pts[2]);
+ if (det1 > 0)
+ hull << 0 << 1 << 2;
+ else
+ hull << 2 << 1 << 0;
+ auto connectableInHull = [&](int idx) -> QList<int> {
+ QList<int> r;
+ const int n = hull.size();
+ const auto &pt = pts[idx];
+ for (int i = 0; i < n; ++i) {
+ const auto &i1 = hull.at(i);
+ const auto &i2 = hull.at((i+1) % n);
+ if (determinant(pts[i1], pts[i2], pt) < 0.0f)
+ r << i;
+ }
+ return r;
+ };
+ for (int i = 3; i < count; ++i) {
+ auto visible = connectableInHull(i);
+ if (visible.isEmpty())
+ continue;
+ int visCount = visible.count();
+ int hullCount = hull.count();
+ // Find where the visible part of the hull starts. (This is the part we need to triangulate to,
+ // and the part we're going to replace. "visible" contains the start point of the line segments that are visible from p.
+ int boundaryStart = visible[0];
+ for (int j = 0; j < visCount - 1; ++j) {
+ if ((visible[j] + 1) % hullCount != visible[j+1]) {
+ boundaryStart = visible[j + 1];
+ break;
+ }
+ }
+ // Finally replace the points that are now inside the hull
+ // We insert the new point after boundaryStart, and before boundaryStart + visCount (modulo...)
+ // and remove the points in between
+ int pointsToKeep = hullCount - visCount + 1;
+ QList<int> newHull;
+ newHull << i;
+ for (int j = 0; j < pointsToKeep; ++j) {
+ newHull << hull.at((j + boundaryStart + visCount) % hullCount);
+ }
+ hull = newHull;
+ }
+
+ // Now that we have a convex hull, we can trivially triangulate it
+ QList<TriangleData> ret;
+ for (int i = 1; i < hull.size() - 1; ++i) {
+ int i0 = hull[0];
+ int i1 = hull[i];
+ int i2 = hull[i+1];
+ ret.append({{pts[i0], pts[i1], pts[i2]}, elementIndex, {normals[i0], normals[i1], normals[i2]}});
+ }
+ return ret;
+}
+
+static bool needsSplit(const QQuadPath::Element &el)
+{
+ const auto v1 = el.controlPoint() - el.startPoint();
+ const auto v2 = el.endPoint() - el.controlPoint();
+ float cos = QVector2D::dotProduct(v1, v2) / (v1.length() * v2.length());
+ return cos < 0.9;
+}
+static void splitElementIfNecessary(QQuadPath &path, int index)
+{
+ auto &e = path.elementAt(index);
+ if (e.isLine())
+ return;
+ if (e.childCount() == 0) {
+ if (needsSplit(e))
+ path.splitElementAt(index);
+ } else {
+ for (int i = 0; i < e.childCount(); ++i)
+ splitElementIfNecessary(path, e.indexOfChild(i));
+ }
+}
+
+static QQuadPath subdivide(const QQuadPath &path, int subdivisions)
+{
+ QQuadPath newPath = path;
+
+ for (int i = 0; i < subdivisions; ++i)
+ for (int j = 0; j < newPath.elementCount(); j++)
+ splitElementIfNecessary(newPath, j);
+ return newPath;
+}
+
+static QList<TriangleData> customTriangulator2(const QQuadPath &path, float penWidth, Qt::PenJoinStyle joinStyle, Qt::PenCapStyle capStyle, float miterLimit)
+{
+ const bool bevelJoin = joinStyle == Qt::BevelJoin;
+ const bool roundJoin = joinStyle == Qt::RoundJoin;
+ const bool miterJoin = !bevelJoin && !roundJoin;
+
+ const bool roundCap = capStyle == Qt::RoundCap;
+ const bool squareCap = capStyle == Qt::SquareCap;
+ // We can't use the simple miter for miter joins, since the shader currently only supports round joins
+ const bool simpleMiter = joinStyle == Qt::RoundJoin;
+
+ Q_ASSERT(miterLimit > 0 || !miterJoin);
+ float inverseMiterLimit = miterJoin ? 1.0f / miterLimit : 1.0;
+
+ const float penFactor = penWidth / 2;
+
+ // Returns {inner1, inner2, outer1, outer2, outerMiter}
+ // where foo1 is for the end of element1 and foo2 is for the start of element2
+ // and inner1 == inner2 unless we had to give up finding a decent point
+ auto calculateJoin = [&](const QQuadPath::Element *element1, const QQuadPath::Element *element2,
+ bool &outerBisectorWithinMiterLimit, bool &innerIsRight, bool &giveUp) -> std::array<QVector2D, 5>
+ {
+ outerBisectorWithinMiterLimit = true;
+ innerIsRight = true;
+ giveUp = false;
+ if (!element1) {
+ Q_ASSERT(element2);
+ QVector2D n = normalVector(*element2).normalized();
+ return {n, n, -n, -n, -n};
+ }
+ if (!element2) {
+ Q_ASSERT(element1);
+ QVector2D n = normalVector(*element1, true).normalized();
+ return {n, n, -n, -n, -n};
+ }
+
+ Q_ASSERT(element1->endPoint() == element2->startPoint());
+
+ const auto p1 = element1->isLine() ? element1->startPoint() : element1->controlPoint();
+ const auto p2 = element1->endPoint();
+ const auto p3 = element2->isLine() ? element2->endPoint() : element2->controlPoint();
+
+ const auto v1 = (p1 - p2).normalized();
+ const auto v2 = (p3 - p2).normalized();
+ const auto b = (v1 + v2);
+
+ constexpr float epsilon = 1.0f / 32.0f;
+ bool smoothJoin = qAbs(b.x()) < epsilon && qAbs(b.y()) < epsilon;
+
+ if (smoothJoin) {
+ // v1 and v2 are almost parallel and pointing in opposite directions
+ // angle bisector formula will give an almost null vector: use normal of bisector of normals instead
+ QVector2D n1(-v1.y(), v1.x());
+ QVector2D n2(-v2.y(), v2.x());
+ QVector2D n = (n2 - n1).normalized();
+ return {n, n, -n, -n, -n};
+ }
+ // Calculate the length of the bisector, so it will cover the entire miter.
+ // Using the identity sin(x/2) == sqrt((1 - cos(x)) / 2), and the fact that the
+ // dot product of two unit vectors is the cosine of the angle between them
+ // The length of the miter is w/sin(x/2) where x is the angle between the two elements
+
+ const auto bisector = b.normalized();
+ float cos2x = QVector2D::dotProduct(v1, v2);
+ cos2x = qMin(1.0f, cos2x); // Allow for float inaccuracy
+ float sine = sqrt((1.0f - cos2x) / 2);
+ innerIsRight = determinant(p1, p2, p3) > 0;
+ sine = qMax(sine, 0.01f); // Avoid divide by zero
+ float length = penFactor / sine;
+
+ // Check if bisector is longer than one of the lines it's trying to bisect
+
+ auto tooLong = [](QVector2D p1, QVector2D p2, QVector2D n, float length, float margin) -> bool {
+ auto v = p2 - p1;
+ // It's too long if the projection onto the bisector is longer than the bisector
+ // and the projection onto the normal to the bisector is shorter
+ // than the pen margin (that projection is just v - proj)
+ // (we're adding a 10% safety margin to make room for AA -- not exact)
+ auto projLen = QVector2D::dotProduct(v, n);
+ return projLen * 0.9f < length && (v - n * projLen).length() * 0.9 < margin;
+ };
+
+
+ // The angle bisector of the tangent lines is not correct for curved lines. We could fix this by calculating
+ // the exact intersection point, but for now just give up and use the normals.
+
+ giveUp = !element1->isLine() || !element2->isLine()
+ || tooLong(p1, p2, bisector, length, penFactor)
+ || tooLong(p3, p2, bisector, length, penFactor);
+ outerBisectorWithinMiterLimit = sine >= inverseMiterLimit / 2.0f;
+ bool simpleJoin = simpleMiter && outerBisectorWithinMiterLimit && !giveUp;
+ const QVector2D bn = bisector / sine;
+
+ if (simpleJoin)
+ return {bn, bn, -bn, -bn, -bn}; // We only have one inner and one outer point TODO: change inner point when conflict/curve
+ const QVector2D n1 = normalVector(*element1, true).normalized();
+ const QVector2D n2 = normalVector(*element2).normalized();
+ if (giveUp) {
+ if (innerIsRight)
+ return {n1, n2, -n1, -n2, -bn};
+ else
+ return {-n1, -n2, n1, n2, -bn};
+
+ } else {
+ if (innerIsRight)
+ return {bn, bn, -n1, -n2, -bn};
+ else
+ return {bn, bn, n1, n2, -bn};
+ }
+ };
+
+ QList<TriangleData> ret;
+
+ auto triangulateCurve = [&](int idx, const QVector2D &p1, const QVector2D &p2, const QVector2D &p3, const QVector2D &p4,
+ const QVector2D &n1, const QVector2D &n2, const QVector2D &n3, const QVector2D &n4)
+ {
+ const auto &element = path.elementAt(idx);
+ const auto &s = element.startPoint();
+ const auto &c = element.controlPoint();
+ const auto &e = element.endPoint();
+ // TODO: Don't flatten the path in addCurveStrokeNodes, but iterate over the children here instead
+ bool controlPointOnRight = determinant(s, c, e) > 0;
+ QVector2D startNormal = normalVector(element).normalized();
+ QVector2D endNormal = normalVector(element, true).normalized();
+ QVector2D controlPointNormal = (startNormal + endNormal).normalized();
+ if (controlPointOnRight)
+ controlPointNormal = -controlPointNormal;
+ QVector2D p5 = c + controlPointNormal * penFactor; // This is too simplistic
+ TrianglePoints t1{p1, p2, p5};
+ TrianglePoints t2{p3, p4, p5};
+ bool simpleCase = !checkTriangleOverlap(t1, t2);
+
+ if (simpleCase) {
+ ret.append({{p1, p2, p5}, idx, {n1, n2, controlPointNormal}});
+ ret.append({{p3, p4, p5}, idx, {n3, n4, controlPointNormal}});
+ if (controlPointOnRight) {
+ ret.append({{p1, p3, p5}, idx, {n1, n3, controlPointNormal}});
+ } else {
+ ret.append({{p2, p4, p5}, idx, {n2, n4, controlPointNormal}});
+ }
+ } else {
+ ret.append(simplePointTriangulator({p1, p2, p5, p3, p4}, {n1, n2, controlPointNormal, n3, n4}, idx));
+ }
+ };
+
+ // Each element is calculated independently, so we don't have to special-case closed sub-paths.
+ // Take care so the end points of one element are precisely equal to the start points of the next.
+ // Any additional triangles needed for joining are added at the end of the current element.
+
+ int count = path.elementCount();
+ int subStart = 0;
+ while (subStart < count) {
+ int subEnd = subStart;
+ for (int i = subStart + 1; i < count; ++i) {
+ const auto &e = path.elementAt(i);
+ if (e.isSubpathStart()) {
+ subEnd = i - 1;
+ break;
+ }
+ if (i == count - 1) {
+ subEnd = i;
+ break;
+ }
+ }
+ bool closed = path.elementAt(subStart).startPoint() == path.elementAt(subEnd).endPoint();
+ const int subCount = subEnd - subStart + 1;
+
+ auto addIdx = [&](int idx, int delta) -> int {
+ int subIdx = idx - subStart;
+ if (closed)
+ subIdx = (subIdx + subCount + delta) % subCount;
+ else
+ subIdx += delta;
+ return subStart + subIdx;
+ };
+ auto elementAt = [&](int idx, int delta) -> const QQuadPath::Element * {
+ int subIdx = idx - subStart;
+ if (closed) {
+ subIdx = (subIdx + subCount + delta) % subCount;
+ return &path.elementAt(subStart + subIdx);
+ }
+ subIdx += delta;
+ if (subIdx >= 0 && subIdx < subCount)
+ return &path.elementAt(subStart + subIdx);
+ return nullptr;
+ };
+
+ for (int i = subStart; i <= subEnd; ++i) {
+ const auto &element = path.elementAt(i);
+ const auto *nextElement = elementAt(i, +1);
+ const auto *prevElement = elementAt(i, -1);
+
+ const auto &s = element.startPoint();
+ const auto &e = element.endPoint();
+
+ bool startInnerIsRight;
+ bool startBisectorWithinMiterLimit; // Not used
+ bool giveUpOnStartJoin; // Not used
+ auto startJoin = calculateJoin(prevElement, &element,
+ startBisectorWithinMiterLimit, startInnerIsRight,
+ giveUpOnStartJoin);
+ const QVector2D &startInner = startJoin[1];
+ const QVector2D &startOuter = startJoin[3];
+
+ bool endInnerIsRight;
+ bool endBisectorWithinMiterLimit;
+ bool giveUpOnEndJoin;
+ auto endJoin = calculateJoin(&element, nextElement,
+ endBisectorWithinMiterLimit, endInnerIsRight,
+ giveUpOnEndJoin);
+ QVector2D endInner = endJoin[0];
+ QVector2D endOuter = endJoin[2];
+ QVector2D nextOuter = endJoin[3];
+ QVector2D outerB = endJoin[4];
+
+ QVector2D p1, p2, p3, p4;
+ QVector2D n1, n2, n3, n4;
+
+ if (startInnerIsRight) {
+ n1 = startInner;
+ n2 = startOuter;
+ } else {
+ n1 = startOuter;
+ n2 = startInner;
+ }
+
+ p1 = s + n1 * penFactor;
+ p2 = s + n2 * penFactor;
+
+ // repeat logic above for the other end:
+ if (endInnerIsRight) {
+ n3 = endInner;
+ n4 = endOuter;
+ } else {
+ n3 = endOuter;
+ n4 = endInner;
+ }
+
+ p3 = e + n3 * penFactor;
+ p4 = e + n4 * penFactor;
+
+ // End caps
+
+ if (!prevElement) {
+ QVector2D capSpace = tangentVector(element).normalized() * -penFactor;
+ if (roundCap) {
+ p1 += capSpace;
+ p2 += capSpace;
+ } else if (squareCap) {
+ QVector2D c1 = p1 + capSpace;
+ QVector2D c2 = p2 + capSpace;
+ ret.append({{p1, s, c1}, -1, {}});
+ ret.append({{c1, s, c2}, -1, {}});
+ ret.append({{p2, s, c2}, -1, {}});
+ }
+ }
+ if (!nextElement) {
+ QVector2D capSpace = tangentVector(element, true).normalized() * -penFactor;
+ if (roundCap) {
+ p3 += capSpace;
+ p4 += capSpace;
+ } else if (squareCap) {
+ QVector2D c3 = p3 + capSpace;
+ QVector2D c4 = p4 + capSpace;
+ ret.append({{p3, e, c3}, -1, {}});
+ ret.append({{c3, e, c4}, -1, {}});
+ ret.append({{p4, e, c4}, -1, {}});
+ }
+ }
+
+ if (element.isLine()) {
+ ret.append({{p1, p2, p3}, i, {n1, n2, n3}});
+ ret.append({{p2, p3, p4}, i, {n2, n3, n4}});
+ } else {
+ triangulateCurve(i, p1, p2, p3, p4, n1, n2, n3, n4);
+ }
+
+ bool trivialJoin = simpleMiter && endBisectorWithinMiterLimit && !giveUpOnEndJoin;
+ if (!trivialJoin && nextElement) {
+ // inside of join (opposite of bevel) is defined by
+ // triangle s, e, next.e
+ bool innerOnRight = endInnerIsRight;
+
+ const auto outer1 = e + endOuter * penFactor;
+ const auto outer2 = e + nextOuter * penFactor;
+ //const auto inner = e + endInner * penFactor;
+
+ if (bevelJoin || (miterJoin && !endBisectorWithinMiterLimit)) {
+ ret.append({{outer1, e, outer2}, -1, {}});
+ } else if (roundJoin) {
+ ret.append({{outer1, e, outer2}, i, {}});
+ QVector2D nn = calcNormalVector(outer1, outer2).normalized() * penFactor;
+ if (!innerOnRight)
+ nn = -nn;
+ ret.append({{outer1, outer1 + nn, outer2}, i, {}});
+ ret.append({{outer1 + nn, outer2, outer2 + nn}, i, {}});
+
+ } else if (miterJoin) {
+ QVector2D outer = e + outerB * penFactor;
+ ret.append({{outer1, e, outer}, -2, {}});
+ ret.append({{outer, e, outer2}, -2, {}});
+ }
+
+ if (!giveUpOnEndJoin) {
+ QVector2D inner = e + endInner * penFactor;
+ ret.append({{inner, e, outer1}, i, {endInner, {}, endOuter}});
+ // The remaining triangle ought to be done by nextElement, but we don't have start join logic there (yet)
+ int nextIdx = addIdx(i, +1);
+ ret.append({{inner, e, outer2}, nextIdx, {endInner, {}, nextOuter}});
+ }
+ }
+ }
+ subStart = subEnd + 1;
+ }
+ return ret;
+}
+
+// TODO: we could optimize by preprocessing e1, since we call this function multiple times on the same
+// elements
+static void handleOverlap(QQuadPath &path, int e1, int e2, int recursionLevel = 0)
+{
+ if (!isOverlap(path, e1, e2)) {
+ return;
+ }
+
+ if (recursionLevel > 8) {
+ qCDebug(lcSGCurveProcessor) << "Triangle overlap: recursion level" << recursionLevel << "aborting!";
+ return;
+ }
+
+ if (path.elementAt(e1).childCount() > 1) {
+ auto e11 = path.indexOfChildAt(e1, 0);
+ auto e12 = path.indexOfChildAt(e1, 1);
+ handleOverlap(path, e11, e2, recursionLevel + 1);
+ handleOverlap(path, e12, e2, recursionLevel + 1);
+ } else if (path.elementAt(e2).childCount() > 1) {
+ auto e21 = path.indexOfChildAt(e2, 0);
+ auto e22 = path.indexOfChildAt(e2, 1);
+ handleOverlap(path, e1, e21, recursionLevel + 1);
+ handleOverlap(path, e1, e22, recursionLevel + 1);
+ } else {
+ path.splitElementAt(e1);
+ auto e11 = path.indexOfChildAt(e1, 0);
+ auto e12 = path.indexOfChildAt(e1, 1);
+ bool overlap1 = isOverlap(path, e11, e2);
+ bool overlap2 = isOverlap(path, e12, e2);
+ if (!overlap1 && !overlap2)
+ return; // no more overlap: success!
+
+ // We need to split more:
+ if (path.elementAt(e2).isLine()) {
+ // Splitting a line won't help, so we just split e1 further
+ if (overlap1)
+ handleOverlap(path, e11, e2, recursionLevel + 1);
+ if (overlap2)
+ handleOverlap(path, e12, e2, recursionLevel + 1);
+ } else {
+ // See if splitting e2 works:
+ path.splitElementAt(e2);
+ auto e21 = path.indexOfChildAt(e2, 0);
+ auto e22 = path.indexOfChildAt(e2, 1);
+ if (overlap1) {
+ handleOverlap(path, e11, e21, recursionLevel + 1);
+ handleOverlap(path, e11, e22, recursionLevel + 1);
+ }
+ if (overlap2) {
+ handleOverlap(path, e12, e21, recursionLevel + 1);
+ handleOverlap(path, e12, e22, recursionLevel + 1);
+ }
+ }
+ }
+}
+
+// Test if element contains a start point of another element
+static void handleOverlap(QQuadPath &path, int e1, const QVector2D vertex, int recursionLevel = 0)
+{
+ // First of all: Ignore the next element: it trivially overlaps (maybe not necessary: we do check for strict containment)
+ if (vertex == path.elementAt(e1).endPoint() || !isOverlap(path, e1, vertex))
+ return;
+ if (recursionLevel > 8) {
+ qDebug() << "Vertex overlap: recursion level" << recursionLevel << "aborting!";
+ return;
+ }
+
+ // Don't split if we're already split
+ if (path.elementAt(e1).childCount() == 0)
+ path.splitElementAt(e1);
+
+ handleOverlap(path, path.indexOfChildAt(e1, 0), vertex, recursionLevel + 1);
+ handleOverlap(path, path.indexOfChildAt(e1, 1), vertex, recursionLevel + 1);
+}
+
+}
+
+void QSGCurveProcessor::solveOverlaps(QQuadPath &path)
+{
+ for (int i = 0; i < path.elementCount(); i++) {
+ auto &element = path.elementAt(i);
+ // only concave curve overlap is problematic, as long as we don't allow self-intersecting curves
+ if (element.isLine() || element.isConvex())
+ continue;
+
+ for (int j = 0; j < path.elementCount(); j++) {
+ if (i == j)
+ continue; // Would be silly to test overlap with self
+ auto &other = path.elementAt(j);
+ if (!other.isConvex() && !other.isLine() && j < i)
+ continue; // We have already tested this combination, so no need to test again
+ handleOverlap(path, i, j);
+ }
+ }
+
+ static const int handleConcaveJoint = qEnvironmentVariableIntValue("QT_QUICKSHAPES_WIP_CONCAVE_JOINT");
+ if (handleConcaveJoint) {
+ // Note that the joint between two non-concave elements can also be concave, so we have to
+ // test all convex elements to see if there is a vertex in any of them. We could do it the other way
+ // by identifying concave joints, but then we would have to know which side is the inside
+ // TODO: optimization potential! Maybe do that at the same time as we identify concave curves?
+
+ // We do this in a separate loop, since the triangle/triangle test above is more expensive, and
+ // if we did this first, there would be more triangles to test
+ for (int i = 0; i < path.elementCount(); i++) {
+ auto &element = path.elementAt(i);
+ if (!element.isConvex())
+ continue;
+
+ for (int j = 0; j < path.elementCount(); j++) {
+ // We only need to check one point per element, since all subpaths are closed
+ // Could do smartness to skip elements that cannot overlap, but let's do it the easy way first
+ if (i == j)
+ continue;
+ const auto &other = path.elementAt(j);
+ handleOverlap(path, i, other.startPoint());
+ }
+ }
+ }
+}
+
+void QSGCurveProcessor::processStroke(const QQuadPath &strokePath,
+ float miterLimit,
+ float penWidth,
+ Qt::PenJoinStyle joinStyle,
+ Qt::PenCapStyle capStyle,
+ addStrokeTriangleCallback addTriangle,
+ int subdivisions)
+{
+ auto thePath = subdivide(strokePath, subdivisions).flattened(); // TODO: don't flatten, but handle it in the triangulator
+ auto triangles = customTriangulator2(thePath, penWidth, joinStyle, capStyle, miterLimit);
+
+ auto addCurveTriangle = [&](const QQuadPath::Element &element, const TriangleData &t){
+ addTriangle(t.points,
+ { element.startPoint(), element.controlPoint(), element.endPoint() },
+ t.normals,
+ element.isLine());
+ };
+
+ auto addBevelTriangle = [&](const TrianglePoints &p)
+ {
+ QVector2D fp1 = p[0];
+ QVector2D fp2 = p[2];
+
+ // That describes a path that passes through those points. We want the stroke
+ // edge, so we need to shift everything down by the stroke offset
+
+ QVector2D nn = calcNormalVector(p[0], p[2]);
+ if (determinant(p) < 0)
+ nn = -nn;
+ float delta = penWidth / 2;
+
+ QVector2D offset = nn.normalized() * delta;
+ fp1 += offset;
+ fp2 += offset;
+
+ TrianglePoints n;
+ // p1 is inside, so n[1] is {0,0}
+ n[0] = (p[0] - p[1]).normalized();
+ n[2] = (p[2] - p[1]).normalized();
+
+ addTriangle(p, { fp1, QVector2D(0.0f, 0.0f), fp2 }, n, true);
+ };
+
+ for (const auto &triangle : triangles) {
+ if (triangle.pathElementIndex < 0) {
+ addBevelTriangle(triangle.points);
+ continue;
+ }
+ const auto &element = thePath.elementAt(triangle.pathElementIndex);
+ addCurveTriangle(element, triangle);
+ }
+}
+
+void QSGCurveProcessor::processFill(const QQuadPath &fillPath,
+ Qt::FillRule fillRule,
+ addTriangleCallback addTriangle)
+{
+ QPainterPath internalHull;
+ internalHull.setFillRule(fillRule);
+
+ QHash<QPair<float, float>, int> linePointHash;
+ QHash<QPair<float, float>, int> concaveControlPointHash;
+ QHash<QPair<float, float>, int> convexPointHash;
+
+ auto toRoundedPair = [](const QPointF &p) -> QPair<float, float> {
+ return qMakePair(qRound(p.x() * 32.0f) / 32.0f, qRound(p.y() * 32.0f) / 32.0f);
+ };
+
+ auto toRoundedVec2D = [](const QPointF &p) -> QVector2D {
+ return { qRound(p.x() * 32.0f) / 32.0f, qRound(p.y() * 32.0f) / 32.0f };
+ };
+
+ auto roundVec2D = [](const QVector2D &p) -> QVector2D {
+ return { qRound(p.x() * 32.0f) / 32.0f, qRound(p.y() * 32.0f) / 32.0f };
+ };
+
+ auto addCurveTriangle = [&](const QQuadPath::Element &element,
+ const QVector2D &sp,
+ const QVector2D &ep,
+ const QVector2D &cp) {
+ addTriangle({ sp, cp, ep },
+ {},
+ [&element](QVector2D v) { return elementUvForPoint(element, v); });
+ };
+
+ auto addCurveTriangleWithNormals = [&](const QQuadPath::Element &element,
+ const std::array<QVector2D, 3> &v,
+ const std::array<QVector2D, 3> &n) {
+ addTriangle(v, n, [&element](QVector2D v) { return elementUvForPoint(element, v); });
+ };
+
+ auto outsideNormal = [](const QVector2D &startPoint,
+ const QVector2D &endPoint,
+ const QVector2D &insidePoint) {
+
+ QVector2D baseLine = endPoint - startPoint;
+ QVector2D insideVector = insidePoint - startPoint;
+ QVector2D normal = QVector2D(-baseLine.y(), baseLine.x()).normalized();
+
+ bool swap = QVector2D::dotProduct(insideVector, normal) < 0;
+
+ return swap ? normal : -normal;
+ };
+
+ auto addTriangleForLine = [&](const QQuadPath::Element &element,
+ const QVector2D &sp,
+ const QVector2D &ep,
+ const QVector2D &cp) {
+ addCurveTriangle(element, sp, ep, cp);
+
+ // Add triangles on the outer side to make room for AA
+ const QVector2D normal = outsideNormal(sp, ep, cp);
+ constexpr QVector2D null;
+ addCurveTriangleWithNormals(element, {sp, sp, ep}, {null, normal, null});
+ addCurveTriangleWithNormals(element, {sp, ep, ep}, {normal, normal, null});
+ };
+
+ auto addTriangleForConcave = [&](const QQuadPath::Element &element,
+ const QVector2D &sp,
+ const QVector2D &ep,
+ const QVector2D &cp) {
+ addTriangleForLine(element, sp, ep, cp);
+ };
+
+ auto addTriangleForConvex = [&](const QQuadPath::Element &element,
+ const QVector2D &sp,
+ const QVector2D &ep,
+ const QVector2D &cp) {
+ addCurveTriangle(element, sp, ep, cp);
+ // Add two triangles on the outer side to get some more AA
+
+ constexpr QVector2D null;
+ // First triangle on the line sp-cp, replacing ep
+ {
+ const QVector2D normal = outsideNormal(sp, cp, ep);
+ addCurveTriangleWithNormals(element, {sp, sp, cp}, {null, normal, null});
+ }
+
+ // Second triangle on the line ep-cp, replacing sp
+ {
+ const QVector2D normal = outsideNormal(ep, cp, sp);
+ addCurveTriangleWithNormals(element, {ep, ep, cp}, {null, normal, null});
+ }
+ };
+
+ auto addFillTriangle = [&](const QVector2D &p1, const QVector2D &p2, const QVector2D &p3) {
+ constexpr QVector3D uv(0.0, 1.0, -1.0);
+ addTriangle({ p1, p2, p3 },
+ {},
+ [&uv](QVector2D) { return uv; });
+ };
+
+ for (int i = 0; i < fillPath.elementCount(); ++i) {
+ iteratePath(fillPath, i, [&](const QQuadPath::Element &element, int index) {
+ QPointF sp(element.startPoint().toPointF()); //### to much conversion to and from pointF
+ QPointF cp(element.controlPoint().toPointF());
+ QPointF ep(element.endPoint().toPointF());
+ if (element.isSubpathStart())
+ internalHull.moveTo(sp);
+ if (element.isLine()) {
+ internalHull.lineTo(ep);
+ linePointHash.insert(toRoundedPair(sp), index);
+ } else {
+ if (element.isConvex()) {
+ internalHull.lineTo(ep);
+ addTriangleForConvex(element, toRoundedVec2D(sp), toRoundedVec2D(ep), toRoundedVec2D(cp));
+ convexPointHash.insert(toRoundedPair(sp), index);
+ } else {
+ internalHull.lineTo(cp);
+ internalHull.lineTo(ep);
+ addTriangleForConcave(element, toRoundedVec2D(sp), toRoundedVec2D(ep), toRoundedVec2D(cp));
+ concaveControlPointHash.insert(toRoundedPair(cp), index);
+ }
+ }
+ });
+ }
+
+ auto makeHashable = [](const QVector2D &p) -> QPair<float, float> {
+ return qMakePair(qRound(p.x() * 32.0f) / 32.0f, qRound(p.y() * 32.0f) / 32.0f);
+ };
+ // Points in p are already rounded do 1/32
+ // Returns false if the triangle needs to be split. Adds the triangle to the graphics buffers and returns true otherwise.
+ // (Does not handle ambiguous vertices that are on multiple unrelated lines/curves)
+ auto onSameSideOfLine = [](const QVector2D &p1,
+ const QVector2D &p2,
+ const QVector2D &linePoint,
+ const QVector2D &lineNormal) {
+ float side1 = testSideOfLineByNormal(linePoint, lineNormal, p1);
+ float side2 = testSideOfLineByNormal(linePoint, lineNormal, p2);
+ return side1 * side2 >= 0;
+ };
+
+ auto pointInSafeSpace = [&](const QVector2D &p, const QQuadPath::Element &element) -> bool {
+ const QVector2D a = element.startPoint();
+ const QVector2D b = element.endPoint();
+ const QVector2D c = element.controlPoint();
+ // There are "safe" areas of the curve also across the baseline: the curve can never cross:
+ // line1: the line through A and B'
+ // line2: the line through B and A'
+ // Where A' = A "mirrored" through C and B' = B "mirrored" through C
+ const QVector2D n1 = calcNormalVector(a, c + (c - b));
+ const QVector2D n2 = calcNormalVector(b, c + (c - a));
+ bool safeSideOf1 = onSameSideOfLine(p, c, a, n1);
+ bool safeSideOf2 = onSameSideOfLine(p, c, b, n2);
+ return safeSideOf1 && safeSideOf2;
+ };
+
+ auto handleTriangle = [&](const QVector2D (&p)[3]) -> bool {
+ int lineElementIndex = -1;
+ int concaveElementIndex = -1;
+ int convexElementIndex = -1;
+
+ bool foundElement = false;
+ int si = -1;
+ int ei = -1;
+ for (int i = 0; i < 3; ++i) {
+ if (auto found = linePointHash.constFind(makeHashable(p[i])); found != linePointHash.constEnd()) {
+ // check if this triangle is on a line, i.e. if one point is the sp and another is the ep of the same path element
+ const auto &element = fillPath.elementAt(*found);
+ for (int j = 0; j < 3; ++j) {
+ if (i != j && roundVec2D(element.endPoint()) == p[j]) {
+ if (foundElement)
+ return false; // More than one edge on path: must split
+ lineElementIndex = *found;
+ si = i;
+ ei = j;
+ foundElement = true;
+ }
+ }
+ } else if (auto found = concaveControlPointHash.constFind(makeHashable(p[i])); found != concaveControlPointHash.constEnd()) {
+ // check if this triangle is on the tangent line of a concave curve,
+ // i.e if one point is the cp, and the other is sp or ep
+ // TODO: clean up duplicated code (almost the same as the lineElement path above)
+ const auto &element = fillPath.elementAt(*found);
+ for (int j = 0; j < 3; ++j) {
+ if (i == j)
+ continue;
+ if (roundVec2D(element.startPoint()) == p[j] || roundVec2D(element.endPoint()) == p[j]) {
+ if (foundElement)
+ return false; // More than one edge on path: must split
+ concaveElementIndex = *found;
+ // The tangent line is p[i] - p[j]
+ si = i;
+ ei = j;
+ foundElement = true;
+ }
+ }
+ } else if (auto found = convexPointHash.constFind(makeHashable(p[i])); found != convexPointHash.constEnd()) {
+ // check if this triangle is on a curve, i.e. if one point is the sp and another is the ep of the same path element
+ const auto &element = fillPath.elementAt(*found);
+ for (int j = 0; j < 3; ++j) {
+ if (i != j && roundVec2D(element.endPoint()) == p[j]) {
+ if (foundElement)
+ return false; // More than one edge on path: must split
+ convexElementIndex = *found;
+ si = i;
+ ei = j;
+ foundElement = true;
+ }
+ }
+ }
+ }
+ if (lineElementIndex != -1) {
+ int ci = (6 - si - ei) % 3; // 1+2+3 is 6, so missing number is 6-n1-n2
+ addTriangleForLine(fillPath.elementAt(lineElementIndex), p[si], p[ei], p[ci]);
+ } else if (concaveElementIndex != -1) {
+ addCurveTriangle(fillPath.elementAt(concaveElementIndex), p[0], p[1], p[2]);
+ } else if (convexElementIndex != -1) {
+ int oi = (6 - si - ei) % 3;
+ const auto &otherPoint = p[oi];
+ const auto &element = fillPath.elementAt(convexElementIndex);
+ // We have to test whether the triangle can cross the line
+ // TODO: use the toplevel element's safe space
+ bool safeSpace = pointInSafeSpace(otherPoint, element);
+ if (safeSpace) {
+ addCurveTriangle(element, p[0], p[1], p[2]);
+ } else {
+ // Find a point inside the triangle that's also in the safe space
+ QVector2D newPoint = (p[0] + p[1] + p[2]) / 3;
+ // We should calculate the point directly, but just do a lazy implementation for now:
+ for (int i = 0; i < 7; ++i) {
+ safeSpace = pointInSafeSpace(newPoint, element);
+ if (safeSpace)
+ break;
+ newPoint = (p[si] + p[ei] + newPoint) / 3;
+ }
+ if (safeSpace) {
+ // Split triangle. We know the original triangle is only on one path element, so the other triangles are both fill.
+ // Curve triangle is (sp, ep, np)
+ addCurveTriangle(element, p[si], p[ei], newPoint);
+ // The other two are (sp, op, np) and (ep, op, np)
+ addFillTriangle(p[si], p[oi], newPoint);
+ addFillTriangle(p[ei], p[oi], newPoint);
+ } else {
+ // fallback to fill if we can't find a point in safe space
+ addFillTriangle(p[0], p[1], p[2]);
+ }
+ }
+
+ } else {
+ addFillTriangle(p[0], p[1], p[2]);
+ }
+ return true;
+ };
+
+ QTriangleSet triangles = qTriangulate(internalHull);
+
+ const quint32 *idxTable = static_cast<const quint32 *>(triangles.indices.data());
+ for (int triangle = 0; triangle < triangles.indices.size() / 3; ++triangle) {
+ const quint32 *idx = &idxTable[triangle * 3];
+
+ QVector2D p[3];
+ for (int i = 0; i < 3; ++i) {
+ p[i] = toRoundedVec2D(QPointF(triangles.vertices.at(idx[i] * 2),
+ triangles.vertices.at(idx[i] * 2 + 1)));
+ }
+ if (qFuzzyIsNull(determinant(p[0], p[1], p[2])))
+ continue; // Skip degenerate triangles
+ bool needsSplit = !handleTriangle(p);
+ if (needsSplit) {
+ QVector2D c = (p[0] + p[1] + p[2]) / 3;
+ for (int i = 0; i < 3; ++i) {
+ qSwap(c, p[i]);
+ handleTriangle(p);
+ qSwap(c, p[i]);
+ }
+ }
+ }
+}
+
+
+QT_END_NAMESPACE