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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 Qt scene graph research project.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** 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, 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.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "qsggeometry.h"

QT_BEGIN_NAMESPACE


/*!
    Convenience function which returns attributes to be used for 2D solid
    color drawing.
 */

const QSGGeometry::AttributeSet &QSGGeometry::defaultAttributes_Point2D()
{
    static Attribute data[] = {
        { 0, 2, GL_FLOAT }
    };
    static AttributeSet attrs = { 1, sizeof(float) * 2, data };
    return attrs;
}

/*!
    Convenience function which returns attributes to be used for textured 2D drawing.
 */

const QSGGeometry::AttributeSet &QSGGeometry::defaultAttributes_TexturedPoint2D()
{
    static Attribute data[] = {
        { 0, 2, GL_FLOAT },
        { 1, 2, GL_FLOAT }
    };
    static AttributeSet attrs = { 2, sizeof(float) * 4, data };
    return attrs;
}

/*!
    Convenience function which returns attributes to be used for per vertex colored 2D drawing.
 */

const QSGGeometry::AttributeSet &QSGGeometry::defaultAttributes_ColoredPoint2D()
{
    static Attribute data[] = {
        { 0, 2, GL_FLOAT },
        { 1, 4, GL_UNSIGNED_BYTE }
    };
    static AttributeSet attrs = { 2, 2 * sizeof(float) + 4 * sizeof(char), data };
    return attrs;
}


/*!
    \class QSGGeometry
    \brief The QSGGeometry class provides low-level storage for graphics primitives
    in the QML Scene Graph.

    The QSGGeometry class provides a few convenience attributes and attribute accessors
    by default. The defaultAttributes_Point2D() function returns attributes to be used
    in normal solid color rectangles, while the defaultAttributes_TexturedPoint2D function
    returns attributes to be used for the common pixmap usecase.
 */


/*!
    Constructs a geometry object based on \a attributes.

    The object allocate space for \a vertexCount vertices based on the accumulated
    size in \a attributes and for \a indexCount.

    Geometry objects are constructed with GL_TRIANGLE_STRIP as default drawing mode.

    The attribute structure is assumed to be POD and the geometry object
    assumes this will not go away. There is no memory management involved.
 */

QSGGeometry::QSGGeometry(const QSGGeometry::AttributeSet &attributes,
                         int vertexCount,
                         int indexCount,
                         int indexType)
    : m_drawing_mode(GL_TRIANGLE_STRIP)
    , m_vertex_count(0)
    , m_index_count(0)
    , m_index_type(indexType)
    , m_attributes(attributes)
    , m_data(0)
    , m_index_data_offset(-1)
    , m_owns_data(false)
{
    Q_ASSERT(m_attributes.count > 0);
    Q_ASSERT(m_attributes.stride > 0);

    // Because allocate reads m_vertex_count, m_index_count and m_owns_data, these
    // need to be set before calling allocate...
    allocate(vertexCount, indexCount);
}

QSGGeometry::~QSGGeometry()
{
    if (m_owns_data)
        qFree(m_data);
}

/*!
    \fn int QSGGeometry::vertexCount() const

    Returns the number of vertices in this geometry object.
 */

/*!
    \fn int QSGGeometry::indexCount() const

    Returns the number of indices in this geometry object.
 */



/*!
    \fn void *QSGGeometry::vertexData()

    Returns a pointer to the raw vertex data of this geometry object.

    \sa vertexDataAsPoint2D(), vertexDataAsTexturedPoint2D
 */

/*!
    \fn const void *QSGGeometry::vertexData() const

    Returns a pointer to the raw vertex data of this geometry object.

    \sa vertexDataAsPoint2D(), vertexDataAsTexturedPoint2D
 */

/*!
    Returns a pointer to the raw index data of this geometry object.

    \sa indexDataAsUShort(), indexDataAsUInt()
 */
void *QSGGeometry::indexData()
{
    return m_index_data_offset < 0
            ? 0
            : ((char *) m_data + m_index_data_offset);
}

/*!
    Returns a pointer to the raw index data of this geometry object.

    \sa indexDataAsUShort(), indexDataAsUInt()
 */
const void *QSGGeometry::indexData() const
{
    return m_index_data_offset < 0
            ? 0
            : ((char *) m_data + m_index_data_offset);
}

/*!
    Sets the drawing mode to be used for this geometry.

    The default value is GL_TRIANGLE_STRIP.
 */
void QSGGeometry::setDrawingMode(GLenum mode)
{
    m_drawing_mode = mode;
}

/*!
    \fn int QSGGeometry::drawingMode() const

    Returns the drawing mode of this geometry.

    The default value is GL_TRIANGLE_STRIP.
 */

/*!
    \fn int QSGGeometry::indexType() const

    Returns the primitive type used for indices in this
    geometry object.
 */


/*!
    Resizes the vertex and index data of this geometry object to fit \a vertexCount
    vertices and \a indexCount indices.

    Vertex and index data will be invalidated after this call and the caller must
 */
void QSGGeometry::allocate(int vertexCount, int indexCount)
{
    if (vertexCount == m_vertex_count && indexCount == m_index_count)
        return;

    m_vertex_count = vertexCount;
    m_index_count = indexCount;

    bool canUsePrealloc = m_index_count <= 0;
    int vertexByteSize = m_attributes.stride * m_vertex_count;

    if (m_owns_data)
        qFree(m_data);

    if (canUsePrealloc && vertexByteSize <= (int) sizeof(m_prealloc)) {
        m_data = (void *) &m_prealloc[0];
        m_index_data_offset = -1;
        m_owns_data = false;
    } else {
        Q_ASSERT(m_index_type == GL_UNSIGNED_INT || m_index_type == GL_UNSIGNED_SHORT);
        int indexByteSize = indexCount * (m_index_type == GL_UNSIGNED_SHORT ? sizeof(quint16) : sizeof(quint32));
        m_data = (void *) qMalloc(vertexByteSize + indexByteSize);
        m_index_data_offset = vertexByteSize;
        m_owns_data = true;
    }

}

/*!
    Updates the geometry \a g with the coordinates in \a rect.

    The function assumes the geometry object contains a single triangle strip
    of QSGGeometry::Point2D vertices
 */
void QSGGeometry::updateRectGeometry(QSGGeometry *g, const QRectF &rect)
{
    Point2D *v = g->vertexDataAsPoint2D();
    v[0].x = rect.left();
    v[0].y = rect.top();

    v[1].x = rect.left();
    v[1].y = rect.bottom();

    v[2].x = rect.right();
    v[2].y = rect.top();

    v[3].x = rect.right();
    v[3].y = rect.bottom();
}

/*!
    Updates the geometry \a g with the coordinates in \a rect and texture
    coordinates from \a textureRect.

    \a textureRect should be in normalized coordinates.

    \a g is assumed to be a triangle strip of four vertices of type
    QSGGeometry::TexturedPoint2D.
 */
void QSGGeometry::updateTexturedRectGeometry(QSGGeometry *g, const QRectF &rect, const QRectF &textureRect)
{
    TexturedPoint2D *v = g->vertexDataAsTexturedPoint2D();
    v[0].x = rect.left();
    v[0].y = rect.top();
    v[0].tx = textureRect.left();
    v[0].ty = textureRect.top();

    v[1].x = rect.left();
    v[1].y = rect.bottom();
    v[1].tx = textureRect.left();
    v[1].ty = textureRect.bottom();

    v[2].x = rect.right();
    v[2].y = rect.top();
    v[2].tx = textureRect.right();
    v[2].ty = textureRect.top();

    v[3].x = rect.right();
    v[3].y = rect.bottom();
    v[3].tx = textureRect.right();
    v[3].ty = textureRect.bottom();
}

QT_END_NAMESPACE