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); }
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::insertChildNodeAfter", "The parent of \'after\' 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); }
void compareSelectionNode(QSGNode *node, const QRectF &rect, int selectionId) { QSGGeometryNode *geometryNode = static_cast<QSGGeometryNode *>(node); QSGGeometry *geometry = geometryNode->geometry(); QCOMPARE(geometry->vertexCount(), 4); QCOMPARE(geometry->drawingMode(), (GLenum)GL_TRIANGLE_STRIP); OpaqueColoredPoint2DWithSize *data = static_cast<OpaqueColoredPoint2DWithSize *>(geometry->vertexData()); float *lowerLeft = reinterpret_cast<float *>(data); float *lowerRight = reinterpret_cast<float *>(++data); float *upperLeft = reinterpret_cast<float *>(++data); float *upperRight = reinterpret_cast<float *>(++data); QCOMPARE(QRectF(QPointF(upperLeft[0], upperLeft[1]), QPointF(lowerRight[0], lowerRight[1])), rect); QCOMPARE(lowerRight[0], upperRight[0]); QCOMPARE(lowerRight[1], lowerLeft[1]); QCOMPARE(upperLeft[0], lowerLeft[0]); QCOMPARE(upperLeft[1], upperRight[1]); QCOMPARE(int(lowerLeft[4]), selectionId); QCOMPARE(int(lowerRight[4]), selectionId); QCOMPARE(int(upperLeft[4]), selectionId); QCOMPARE(int(upperRight[4]), selectionId); TimelineItemsMaterial *material = static_cast<TimelineItemsMaterial *>( geometryNode->material()); QVERIFY(!(material->flags() & QSGMaterial::Blending)); }
QSGNode *PhosphorRender::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *) { if (!m_ybuffer) { return 0; } QSGGeometryNode *node = 0; QSGGeometry *geometry = 0; Material *material = 0; unsigned n_points; if (m_xbuffer) { n_points = std::min(m_xbuffer->size(), m_ybuffer->size()); } else { n_points = m_ybuffer->countPointsBetween(m_xmin, m_xmax); } n_points = std::min(n_points,(unsigned) 65767); if (!oldNode) { node = new QSGGeometryNode; geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), n_points); geometry->setDrawingMode(GL_POINTS); node->setGeometry(geometry); node->setFlag(QSGNode::OwnsGeometry); material = new Material; material->setFlag(QSGMaterial::Blending); node->setMaterial(material); node->setFlag(QSGNode::OwnsMaterial); } else { node = static_cast<QSGGeometryNode *>(oldNode); geometry = node->geometry(); geometry->allocate(n_points); geometry->setLineWidth(m_pointSize); material = static_cast<Material*>(node->material()); } QRectF bounds = boundingRect(); material->transformation.setToIdentity(); material->transformation.scale(bounds.width()/(m_xmax - m_xmin), bounds.height()/(m_ymin - m_ymax)); material->transformation.translate(-m_xmin, -m_ymax); material->pointSize = m_pointSize; material->color = m_color; auto verticies = geometry->vertexDataAsPoint2D(); if (m_xbuffer) { for (unsigned i=0; i<n_points; i++) { verticies[i].set(m_xbuffer->get(i), m_ybuffer->get(i)); } } else { m_ybuffer->toVertexData(m_xmin, m_xmax, verticies, n_points); } node->markDirty(QSGNode::DirtyGeometry | QSGNode::DirtyMaterial); return node; }
/*------------------------------------------------------------------------------ | OMX_CameraSurfaceElement::updatePaintNode +-----------------------------------------------------------------------------*/ QSGNode* OMX_CameraSurfaceElement::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) { QSGGeometryNode* node = 0; QSGGeometry* geometry = 0; if (!oldNode) { // Create the node. node = new QSGGeometryNode; geometry = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4); geometry->setDrawingMode(GL_TRIANGLE_STRIP); node->setGeometry(geometry); node->setFlag(QSGNode::OwnsGeometry); // TODO: Who is freeing this? // TODO: I cannot know the texture size here. QSGOpaqueTextureMaterial* material = new QSGOpaqueTextureMaterial; m_sgtexture = new OMX_SGTexture(0, QSize(640, 480)); material->setTexture(m_sgtexture); node->setMaterial(material); node->setFlag(QSGNode::OwnsMaterial); QtConcurrent::run(this, &OMX_CameraSurfaceElement::videoAcquire); } else { node = static_cast<QSGGeometryNode*>(oldNode); geometry = node->geometry(); geometry->allocate(4); // Update texture in the node if needed. QSGOpaqueTextureMaterial* material = (QSGOpaqueTextureMaterial*)node->material(); QElapsedTimer timer; timer.start(); QSGTexture* texture = window()->createTextureFromImage(m_frame); LOG_VERBOSE(LOG_TAG, "Timer tex: %lld.", timer.elapsed()); material->setTexture(texture); m_semAcquire.release(); #if 0 if (m_texture != (GLuint)material->texture()->textureId()) { // TODO: Does setTextureId frees the prev texture? // TODO: I should the given the texture size. LOG_ERROR(LOG_TAG, "Updating texture to %u!", m_texture); material = new QSGOpaqueTextureMaterial; m_sgtexture->setTexture(m_texture, QSize(1920, 1080)); } #endif } // Create the vertices and map to texture. QRectF bounds = boundingRect(); QSGGeometry::TexturedPoint2D* vertices = geometry->vertexDataAsTexturedPoint2D(); vertices[0].set(bounds.x(), bounds.y() + bounds.height(), 0.0f, 0.0f); vertices[1].set(bounds.x() + bounds.width(), bounds.y() + bounds.height(), 1.0f, 0.0f); vertices[2].set(bounds.x(), bounds.y(), 0.0f, 1.0f); vertices[3].set(bounds.x() + bounds.width(), bounds.y(), 1.0f, 1.0f); return node; }
QSGNode * QQuickLineItem::updatePaintNode(QSGNode *prev_node, UpdatePaintNodeData *upd_data) { Q_UNUSED(upd_data); QSGGeometryNode * node = static_cast<QSGGeometryNode*>(prev_node); QSGGeometry * geometry = NULL; QSGFlatColorMaterial * material = NULL; if(!node) { // http://qt-project.org/doc/qt-5/qsggeometrynode.html node = new QSGGeometryNode; geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(),4); geometry->setDrawingMode(GL_TRIANGLE_STRIP); node->setGeometry(geometry); node->setFlag(QSGNode::OwnsGeometry); material = new QSGFlatColorMaterial; material->setColor(m_color); node->setMaterial(material); node->setFlag(QSGNode::OwnsMaterial); } else { geometry = node->geometry(); geometry->allocate(4); // we have to call allocate to invalidate // the older vertex buffer material = static_cast<QSGFlatColorMaterial*>(node->material()); } // geometry std::vector<QPointF> list_vx; if(!calcTriStrip(list_vx)) { list_vx.clear(); list_vx.push_back(QPointF(0,0)); list_vx.push_back(QPointF(0,0)); list_vx.push_back(QPointF(0,0)); list_vx.push_back(QPointF(0,0)); } QSGGeometry::Point2D * vertices = geometry->vertexDataAsPoint2D(); for(size_t i=0; i < list_vx.size(); i++) { vertices[i].set(list_vx[i].x(), list_vx[i].y()); } node->markDirty(QSGNode::DirtyGeometry); // material material->setColor(m_color); node->markDirty(QSGNode::DirtyMaterial); return node; }
QSGNode *QPScrollingCurve::updatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *) { QSGGeometryNode *node = 0; QSGGeometry *geometry = 0; QSGFlatColorMaterial *material = 0; if (!oldNode) { node = new QSGGeometryNode; geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), m_data.size()); geometry->setLineWidth(2); geometry->setDrawingMode(GL_LINE_STRIP); node->setGeometry(geometry); node->setFlag(QSGNode::OwnsGeometry); material = new QSGFlatColorMaterial; material->setColor(m_color); node->setMaterial(material); node->setFlag(QSGNode::OwnsMaterial); node->markDirty(QSGNode::DirtyMaterial); } else { node = static_cast<QSGGeometryNode *>(oldNode); geometry = node->geometry(); geometry->allocate(m_data.size()); material = static_cast<QSGFlatColorMaterial*>(node->material()); if (material->color() != m_color) { material->setColor(m_color); node->markDirty(QSGNode::DirtyMaterial); } } QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D(); for (uint i = 0; i < m_data.size(); ++i) { QPointF p(i, m_data[i]); vertices[i].set(p.x(), p.y()); } node->markDirty(QSGNode::DirtyGeometry); return node; }
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); }
QSGNode* OMX_MediaProcessorElement::updatePaintNode(QSGNode*, UpdatePaintNodeData*) { if (!m_texProvider) { m_texProvider = new OMX_TextureProviderQQuickItem(this); m_mediaProc = new OMX_MediaProcessor(m_texProvider); connect(m_mediaProc, SIGNAL(playbackCompleted()), this, SIGNAL(playbackCompleted())); connect(m_mediaProc, SIGNAL(playbackStarted()), this, SIGNAL(playbackStarted())); // Open if filepath is set. // TODO: Handle errors. if (!m_source.isNull()) { //if (QFile(m_source).exists()) { if (openMedia(m_source)) m_mediaProc->play(); //} //else { LOG_WARNING(LOG_TAG, "File does not exist."); //} } } return NULL; #if 0 QSGGeometryNode* node = 0; QSGGeometry* geometry = 0; if (!oldNode) { // Create the node. node = new QSGGeometryNode; geometry = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4); geometry->setDrawingMode(GL_TRIANGLE_STRIP); node->setGeometry(geometry); node->setFlag(QSGNode::OwnsGeometry); // TODO: Who is freeing this? // TODO: I cannot know the texture size here. QSGOpaqueTextureMaterial* material = new QSGOpaqueTextureMaterial; m_sgtexture = new OMX_SGTexture(m_texture, QSize(1920, 1080)); material->setTexture(m_sgtexture); node->setMaterial(material); node->setFlag(QSGNode::OwnsMaterial); #ifdef ENABLE_VIDEO_PROCESSOR QPlatformNativeInterface* nativeInterface = QGuiApplicationPrivate::platformIntegration()->nativeInterface(); Q_ASSERT(nativeInterface); EGLDisplay eglDisplay = nativeInterface->nativeResourceForIntegration("egldisplay"); EGLContext eglContext = nativeInterface->nativeResourceForContext( "eglcontext", QOpenGLContext::currentContext() ); #endif // Provider MUST be built in this thread. m_provider = new OMX_TextureProviderQQuickItem(this); #ifdef ENABLE_VIDEO_PROCESSOR m_videoProc = new OMX_VideoProcessor(eglDisplay, eglContext, m_provider); connect(m_videoProc, SIGNAL(textureReady(uint)), this, SLOT(onTextureChanged(uint))); if (!m_source.isNull()) m_videoProc->setVideoPath(m_source); if (m_playScheduled) { m_timer->start(30); m_videoProc->play(); } #elif ENABLE_MEDIA_PROCESSOR LOG_VERBOSE(LOG_TAG, "Starting video using media processor..."); m_mediaProc = new OMX_MediaProcessor(m_provider); m_mediaProc->setFilename("/home/pi/usb/Cars2.mkv", m_texture); //if (m_playScheduled) { m_timer->start(40); m_mediaProc->play(); //} #else LOG_VERBOSE(LOG_TAG, "Starting video..."); QtConcurrent::run(&startVideo, m_provider, this); m_timer->start(30); #endif } else { node = static_cast<QSGGeometryNode*>(oldNode); geometry = node->geometry(); geometry->allocate(4); // Update texture in the node if needed. QSGOpaqueTextureMaterial* material = (QSGOpaqueTextureMaterial*)node->material(); if (m_texture != (GLuint)material->texture()->textureId()) { // TODO: Does setTextureId frees the prev texture? // TODO: I should the given the texture size. LOG_ERROR(LOG_TAG, "Updating texture to %u!", m_texture); material = new QSGOpaqueTextureMaterial; m_sgtexture->setTexture(m_texture, QSize(1920, 1080)); } } // Create the vertices and map to texture. QRectF bounds = boundingRect(); QSGGeometry::TexturedPoint2D* vertices = geometry->vertexDataAsTexturedPoint2D(); vertices[0].set(bounds.x(), bounds.y() + bounds.height(), 0.0f, 0.0f); vertices[1].set(bounds.x() + bounds.width(), bounds.y() + bounds.height(), 1.0f, 0.0f); vertices[2].set(bounds.x(), bounds.y(), 0.0f, 1.0f); vertices[3].set(bounds.x() + bounds.width(), bounds.y(), 1.0f, 1.0f); return node; #endif }
void tst_TimelineNotesRenderPass::update() { const TimelineNotesRenderPass *inst = TimelineNotesRenderPass::instance(); TimelineAbstractRenderer renderer; TimelineRenderState parentState(0, 8, 1, 1); TimelineRenderPass::State *nullState = 0; QSGNode *nullNode = 0; TimelineRenderPass::State *result = inst->update(&renderer, &parentState, 0, 0, 0, true, 1); QCOMPARE(result, nullState); DummyModel model; DummyModel otherModel(13); TimelineNotesModel notes; notes.addTimelineModel(&model); notes.addTimelineModel(&otherModel); result = inst->update(&renderer, &parentState, 0, 0, 0, true, 1); QCOMPARE(result, nullState); renderer.setModel(&model); result = inst->update(&renderer, &parentState, 0, 0, 0, true, 1); QCOMPARE(result, nullState); renderer.setNotes(¬es); model.loadData(); result = inst->update(&renderer, &parentState, 0, 0, 0, true, 1); QVERIFY(result != nullState); // The notes renderer creates a collapsed overlay and expanded nodes per row. QVERIFY(result->collapsedOverlay() != nullNode); QCOMPARE(result->expandedOverlay(), nullNode); QCOMPARE(result->expandedRows().count(), 1); QCOMPARE(result->collapsedRows().count(), 0); TimelineRenderPass::State *result2 = inst->update(&renderer, &parentState, result, 0, 0, false, 1); QCOMPARE(result2, result); notes.add(12, 0, QLatin1String("x")); notes.add(12, 9, QLatin1String("xx")); notes.add(13, 0, QLatin1String("y")); QVERIFY(renderer.notesDirty()); result = inst->update(&renderer, &parentState, result, 0, 0, true, 1); QVERIFY(result != nullState); QSGGeometryNode *node = static_cast<QSGGeometryNode *>(result->expandedRows()[0]); QSGMaterial *material1 = node->material(); QVERIFY(material1 != 0); QCOMPARE(node->geometry()->vertexCount(), 2); node = static_cast<QSGGeometryNode *>(result->collapsedOverlay()); QSGMaterial *material2 = node->material(); QCOMPARE(node->geometry()->vertexCount(), 2); QVERIFY(material2 != 0); QCOMPARE(material1->type(), material2->type()); QSGMaterialShader *shader1 = material1->createShader(); QVERIFY(shader1 != 0); QSGMaterialShader *shader2 = material2->createShader(); QVERIFY(shader2 != 0); QCOMPARE(shader1->attributeNames(), shader2->attributeNames()); delete shader1; delete shader2; parentState.setPassState(0, result); parentState.assembleNodeTree(&model, 1, 1); runSceneGraphTest(parentState.collapsedOverlayRoot()); runSceneGraphTest(parentState.expandedRowRoot()); }
QSGNode* MDeclarativeStatusBar::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) { QSGGeometryNode* node = static_cast<QSGGeometryNode*>(oldNode); if (!node) { node = new QSGGeometryNode; node->setFlags(QSGNode::OwnsGeometry | QSGNode::OwnsMaterial | QSGNode::OwnsOpaqueMaterial); node->setGeometry(new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4)); } if (!sharedPixmapHandle) { node->setMaterial(new QSGFlatColorMaterial); node->setOpaqueMaterial(new QSGFlatColorMaterial); node->markDirty(QSGNode::DirtyMaterial); return node; } if (!sharedTexture || updateSharedTexture) { node->setMaterial(new QSGTextureMaterial); node->setOpaqueMaterial(new QSGTextureMaterial); #if defined(HAVE_XLIB) MDeclarativeScreen* screen = MDeclarativeScreen::instance(); #if defined(QT_OPENGL_ES_2) static PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)eglGetProcAddress("glEGLImageTargetTexture2DOES"); static PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC) eglGetProcAddress("eglCreateImageKHR"); static PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC) eglGetProcAddress("eglDestroyImageKHR"); static PFNEGLQUERYIMAGENOKPROC eglQueryImageNOK = (PFNEGLQUERYIMAGENOKPROC) eglGetProcAddress("eglQueryImageNOK"); const EGLint attribs[] = { EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE }; EGLDisplay eglDpy = eglGetDisplay((EGLNativeDisplayType)screen->display()); EGLImageKHR img = eglCreateImageKHR(eglDpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR, (EGLClientBuffer)sharedPixmapHandle, attribs); GLuint textureId; glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img); GLint width = 0; GLint height = 0; eglQueryImageNOK(eglDpy, img, EGL_WIDTH, &width); eglQueryImageNOK(eglDpy, img, EGL_HEIGHT, &height); sharedTexture.reset(canvas()->createTextureFromId(textureId, QSize(width, height), QQuickCanvas::TextureOwnsGLTexture)); eglDestroyImageKHR(eglDpy, img); #else Display* dpy = screen->display(); Window dummy1; int x, y; unsigned int width, height, borderwidth, depth; XGetGeometry(dpy, sharedPixmapHandle, &dummy1, &x, &y, &width, &height, &borderwidth, &depth); XImage* xi = XGetImage(dpy, sharedPixmapHandle, 0, 0, width, height, ULONG_MAX, ZPixmap); QImage img = MX11Wrapper::qimageFromXImage(xi); XDestroyImage(xi); sharedTexture.reset(canvas()->createTextureFromImage(img)); #endif #endif // HAVE_XLIB static_cast<QSGTextureMaterial*>(node->material())->setTexture(sharedTexture.data()); static_cast<QSGOpaqueTextureMaterial*>(node->opaqueMaterial())->setTexture(sharedTexture.data()); node->markDirty(QSGNode::DirtyMaterial); updateSharedTexture = false; } QRectF sourceRect; sourceRect = QRectF(0, 0, width(), height()); if (mOrientation == MDeclarativeScreen::Portrait || mOrientation == MDeclarativeScreen::PortraitInverted) sourceRect.moveTop(height()); sourceRect = sharedTexture.data()->convertToNormalizedSourceRect(sourceRect); QRect targetRect(x(), y(), width(), height()); QSGGeometry::updateTexturedRectGeometry(node->geometry(), targetRect, sourceRect); node->markDirty(QSGNode::DirtyGeometry); return node; }
QSGNode* NodeConnectionLines::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) { if (!m_nodeObject) return nullptr; const QVector<QPointer<NodeBase>>& connectedNodes = m_nodeObject->getConnectedNodes(); int connectionCount = connectedNodes.size(); // -------------------- Prepare QSG Nodes: QSGNode* parentNode = oldNode; if (!oldNode) { parentNode = new QSGNode(); } else { // update color in case it changed: // FIXME: is there a more efficient way to do this? for (int i=0; i<parentNode->childCount(); ++i) { QSGGeometryNode* childNode = static_cast<QSGGeometryNode*>(parentNode->childAtIndex(i)); if (!childNode) continue; QSGFlatColorMaterial* material = static_cast<QSGFlatColorMaterial*>(childNode->material()); if (!material) continue; material->setColor(m_color); } } // adapt child count: int childCount = parentNode->childCount(); if (childCount < connectionCount) { for (int i=0; i<(connectionCount - childCount); ++i) { QSGGeometryNode* node = new QSGGeometryNode; QSGGeometry* geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 3); geometry->setDrawingMode(GL_TRIANGLE_STRIP); node->setGeometry(geometry); node->setFlag(QSGNode::OwnsGeometry); QSGFlatColorMaterial* material = new QSGFlatColorMaterial; material->setColor(m_color); node->setMaterial(material); node->setFlag(QSGNode::OwnsMaterial); parentNode->appendChildNode(node); } } else if (childCount > connectionCount) { for (int i=0; i<(childCount - connectionCount); ++i) { parentNode->removeChildNode(parentNode->childAtIndex(0)); } } Q_ASSERT(parentNode->childCount() == connectionCount); // calculate common start point: const QPointF p0(width(), height() / 2); double widthOffset = m_lineWidth / 2; //const QPointF posInScene = mapToScene(QPointF(0, 0)); for (int i=0; i<connectionCount; ++i) { NodeBase* otherNode = connectedNodes[i]; if (!otherNode) continue; QQuickItem* otherGuiItem = otherNode->getGuiItem(); if (!otherGuiItem) continue; const QPointF p3 = mapFromItem(otherGuiItem, QPointF(-otherGuiItem->width() / 2, otherGuiItem->height() / 2)); int handleLength = std::max(50, std::min(int(p3.x() - p0.x()), 80)); const QPointF p1(p0.x() + handleLength, p0.y()); const QPointF p2(p3.x() - handleLength, p3.y()); // calculate reasonable segment count: int segmentCount = qMax(16.0, qMin(qAbs(p3.y() - p0.y()) / 25, 50.0)); int verticesCount = segmentCount * 2; QSGGeometryNode* qsgNode = static_cast<QSGGeometryNode*>(parentNode->childAtIndex(i)); if (!qsgNode) continue; QSGGeometry* geometry = qsgNode->geometry(); if (!geometry) continue; geometry->allocate(verticesCount); QSGGeometry::Point2D* vertices = geometry->vertexDataAsPoint2D(); // triangulate cubic bezier curve: for (int i = 0; i < segmentCount; ++i) { // t is the position on the line: const qreal t = i / qreal(segmentCount - 1); // pos is the point on the curve at "t": const QPointF pos = calculateBezierPoint(t, p0, p1, p2, p3); // normal is the normal vector at that point const QPointF normal = normalFromTangent(calculateBezierTangent(t, p0, p1, p2, p3)); // first is a point offsetted in the normal direction by lineWidth / 2 from pos const QPointF first = pos - normal * widthOffset; // ssecond is a point offsetted in the negative normal direction by lineWidth / 2 from pos const QPointF second = pos + normal * widthOffset; // add first and second as vertices to this geometry: vertices[i*2].set(first.x(), first.y()); vertices[i*2+1].set(second.x(), second.y()); } // tell Scene Graph that this items needs to be drawn: qsgNode->markDirty(QSGNode::DirtyGeometry); } return parentNode; }