void Renderer::buildRenderList(QSGNode *node, QSGClipNode *clip)
{
    if (node->isSubtreeBlocked())
        return;

    if (node->type() == QSGNode::GeometryNodeType || node->type() == QSGNode::ClipNodeType) {
        QSGBasicGeometryNode *gn = static_cast<QSGBasicGeometryNode *>(node);
        QSGGeometry *g = gn->geometry();

        Element e;
        e.node = gn;

        if (g->vertexCount() > 0) {
            e.vboOffset = m_vboSize;
            int vertexSize = g->sizeOfVertex() * g->vertexCount();
            m_vboSize += vertexSize;
            m_vboData.resize(m_vboSize);
            memcpy(m_vboData.data() + e.vboOffset, g->vertexData(), vertexSize);
        } else {
            e.vboOffset = -1;
        }

        if (g->indexCount() > 0) {
            e.iboOffset = m_iboSize;
            int indexSize = g->sizeOfIndex() * g->indexCount();
            m_iboSize += indexSize;
            m_iboData.resize(m_iboSize);
            memcpy(m_iboData.data() + e.iboOffset, g->indexData(), indexSize);
        } else {
            e.iboOffset = -1;
        }

        m_renderList.add(e);

        static_cast<BasicGeometryNode_Accessor *>(node)->m_clip_list = clip;
        if (node->type() == QSGNode::ClipNodeType)
            clip = static_cast<QSGClipNode *>(node);
    }

    QSGNODE_TRAVERSE(node)
    buildRenderList(child, clip);
}
Example #2
0
void RenderList::render() {
    buildRenderList();
    for (RenderNode* renderNode : mRenderList) {
        renderNode->render();
    }
}