void PEQGraph::_drawHumpSolid(QSGNode * parentNode, int n, QColor color) {
    //Transparent shaded part//
    QSGGeometryNode * solidNode = new QSGGeometryNode();
    QSGGeometry * solidGeom = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 2 * (HorizontalDivisions + 1));
    QSGFlatColorMaterial *material = new QSGFlatColorMaterial;

    material->setColor(color);
    material->setFlag(QSGMaterial::Blending);

    solidNode->setMaterial(material);
    solidNode->setFlag(QSGNode::OwnsGeometry);
    solidNode->setFlag(QSGNode::OwnedByParent);
    solidNode->setFlag(QSGNode::OwnsMaterial);

    solidGeom->setDrawingMode(GL_TRIANGLE_STRIP);

    QSGGeometry::Point2D* point = solidGeom->vertexDataAsPoint2D();

    float left = graphToNodeX(xAxis.min);
    float mid = graphToNodeY(0);
    float width = graphToNodeX(xAxis.max) - graphToNodeX(xAxis.min);
    float stride = width / HorizontalDivisions;

    for (int i = 0; i < HorizontalDivisions + 1; i++) {
        point->set(left + i*stride, mid);
        point++;
        point->set(left + i*stride, graphToNodeY(computedData[i][n]));
        point++;
    }

    solidNode->setGeometry(solidGeom);
    parentNode->appendChildNode(solidNode);
}
void PEQGraph::_drawHumpOutline(QSGNode * parentNode, int n, QColor color) {
    //Solid Outline
    QSGGeometryNode * lineNode = new QSGGeometryNode();
    QSGGeometry * lineGeom = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), (HorizontalDivisions));

    QSGFlatColorMaterial *material2 = new QSGFlatColorMaterial;

    material2->setColor(color);
    material2->setFlag(QSGMaterial::Blending);

    lineNode->setMaterial(material2);
    lineNode->setFlag(QSGNode::OwnsGeometry);
    lineNode->setFlag(QSGNode::OwnedByParent);
    lineNode->setFlag(QSGNode::OwnsMaterial);

    lineGeom->setDrawingMode(GL_LINE_STRIP);
    glLineWidth(2.0f);

    QSGGeometry::Point2D* point2 = lineGeom->vertexDataAsPoint2D();

    float left = graphToNodeX(xAxis.min);
    float width = graphToNodeX(xAxis.max) - graphToNodeX(xAxis.min);
    float stride = width / HorizontalDivisions;

    for (int i = 0; i < HorizontalDivisions; i++) {
        float x1 = left + (i)*stride;
        float y1 = graphToNodeY(computedData[i][n]);

        point2->set(x1, y1);
        point2++;
    }

    lineNode->setGeometry(lineGeom);
    parentNode->appendChildNode(lineNode);
}
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;
}
Esempio n. 4
0
/*------------------------------------------------------------------------------
|    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;
}
Esempio n. 5
0
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;
}
void SceneGraphDeviceContext::DrawComplexBezierPath(vrv::Point bezier1[4], vrv::Point bezier2[4])
{
    // Note: No support for vertex antialiasing. Use a top-level QQuickView with multisample antialiasing.
    // TODO: Add vertex antialiasing, refer to
    // 1) Qt sources for "void QSGBasicInternalRectangleNode::updateGeometry()" in
    // qtdeclarative/src/quick/scenegraph/qsgbasicinternalrectanglenode.cpp
    // 2) https://stackoverflow.com/questions/28125425/smooth-painting-in-custom-qml-element

    vrv::Pen currentPen = m_penStack.top();

    int segmentCount = 16;

    QSGGeometryNode *node = new QSGGeometryNode;
    QSGGeometry *geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 2 * segmentCount);
    geometry->setDrawingMode(QSGGeometry::DrawTriangleStrip);
    node->setGeometry(geometry);
    node->setFlag(QSGNode::OwnsGeometry);

    QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
    material->setColor(static_cast<QRgb>(currentPen.GetColour()));
    node->setMaterial(material);
    node->setFlag(QSGNode::OwnsMaterial);

    auto calculateCubicBezierPoint = [](vrv::Point p[4], float t) -> std::tuple<float, float> {
        auto invt = 1 - t;
        auto x = invt * invt * invt * p[0].x + 3 * invt * invt * t * p[1].x + 3 * invt * t * t * p[2].x
            + t * t * t * p[3].x;
        auto y = invt * invt * invt * p[0].y + 3 * invt * invt * t * p[1].y + 3 * invt * t * t * p[2].y
            + t * t * t * p[3].y;
        return std::make_tuple(x, y);
    };

    // This loop calculates the bezier points for the inner and the outer line and add them as vertices. The list of
    // vertices is built so that points from the inner and outer line are alternating. This allows to draw a filled area
    // with DrawTriangleStrip.
    QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
    for (int i = 0; i < segmentCount; ++i) {
        float bezierPointX = 0;
        float bezierPointY = 0;
        float currentSegment = i / static_cast<float>(segmentCount - 1);

        // Calculate bezier point on bezier1
        std::tie(bezierPointX, bezierPointY) = calculateCubicBezierPoint(bezier1, currentSegment);
        vertices[i * 2].set(translateX(bezierPointX), translateY(bezierPointY));

        // Calculate bezier point on bezier2
        std::tie(bezierPointX, bezierPointY) = calculateCubicBezierPoint(bezier2, currentSegment);
        vertices[i * 2 + 1].set(translateX(bezierPointX), translateY(bezierPointY));
    }

    node->markDirty(QSGNode::DirtyGeometry);
    AddGeometryNode(node);
}
Esempio n. 7
0
//! [4]
QSGNode *BezierCurve::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
    QSGGeometryNode *node = 0;
    QSGGeometry *geometry = 0;

    if (!oldNode) {
        node = new QSGGeometryNode;
//! [4] //! [5]
        geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), m_segmentCount);
        geometry->setLineWidth(2);
        geometry->setDrawingMode(GL_LINE_STRIP);
        node->setGeometry(geometry);
        node->setFlag(QSGNode::OwnsGeometry);
//! [5] //! [6]
        QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
        material->setColor(QColor(255, 0, 0));
        node->setMaterial(material);
        node->setFlag(QSGNode::OwnsMaterial);
//! [6] //! [7]
    } else {
        node = static_cast<QSGGeometryNode *>(oldNode);
        geometry = node->geometry();
        geometry->allocate(m_segmentCount);
    }
//! [7]

//! [8]
    QRectF bounds = boundingRect();
    QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
    for (int i = 0; i < m_segmentCount; ++i) {
        qreal t = i / qreal(m_segmentCount - 1);
        qreal invt = 1 - t;

        QPointF pos = invt * invt * invt * m_p1
                    + 3 * invt * invt * t * m_p2
                    + 3 * invt * t * t * m_p3
                    + t * t * t * m_p4;

        float x = bounds.x() + pos.x() * bounds.width();
        float y = bounds.y() + pos.y() * bounds.height();

        vertices[i].set(x, y);
    }
    node->markDirty(QSGNode::DirtyGeometry);
//! [8]


//! [9]
    return node;
}
void DynamicController::drawGateCompressor(QSGNode * rootNode) {

    if (knobs.count() == 0) {
        return;
    }
    //Update knobs
    if (!this->simple()) {
        QObject * gateKnob = knobs[0];
        QObject * compThreshKnob = knobs[1];
        QObject * compRatioKnob = knobs[2];

        gateKnob->setProperty("x", graphToNodeX(_tempModel["gatex"]));
        gateKnob->setProperty("y", graphToNodeY(_tempModel["gatey"]));

        compThreshKnob->setProperty("x", graphToNodeX(_tempModel["compx"]));
        compThreshKnob->setProperty("y", graphToNodeY(_tempModel["compy"]));

        compRatioKnob->setProperty("x", graphToNodeX(xAxis.max));
        compRatioKnob->setProperty("y", graphToNodeY(_tempModel["compy"]) * (1 - _tempModel["ratio"]));
    }

    QSGGeometryNode * lineNode = new QSGGeometryNode();
    QSGGeometry * lineGeom = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), (4));

    QSGFlatColorMaterial *material = new QSGFlatColorMaterial;

    material->setColor(this->curveColor());
    material->setFlag(QSGMaterial::Blending);

    lineNode->setMaterial(material);
    lineNode->setFlag(QSGNode::OwnsGeometry);
    lineNode->setFlag(QSGNode::OwnedByParent);
    lineNode->setFlag(QSGNode::OwnsMaterial);

    lineGeom->setDrawingMode(GL_LINE_STRIP);
    glLineWidth(2.0f);

    QSGGeometry::Point2D* points = lineGeom->vertexDataAsPoint2D();

    QRectF bounds = boundingRect();

    points->set(graphToNodeX(_tempModel["gatex"]), bounds.bottom()); points++;
    points->set(graphToNodeX(_tempModel["gatex"]), graphToNodeY(_tempModel["gatey"])); points++;
    points->set(graphToNodeX(_tempModel["compx"]), graphToNodeY(_tempModel["compy"])); points++;
    points->set(graphToNodeX(xAxis.max), graphToNodeY(_tempModel["compy"]) * (1 - _tempModel["ratio"])); points++;

    lineNode->setGeometry(lineGeom);
    rootNode->appendChildNode(lineNode);
}
QSGGeometryNode *createSelectionNode(QSGMaterial *material)
{
    QSGGeometryNode *selectionNode = new QSGGeometryNode;
    selectionNode->setMaterial(material);
    selectionNode->setFlag(QSGNode::OwnsMaterial, false);
    QSGGeometry *geometry = new QSGGeometry(OpaqueColoredPoint2DWithSize::attributes(), 4);
    geometry->setDrawingMode(GL_TRIANGLE_STRIP);
    OpaqueColoredPoint2DWithSize *v = OpaqueColoredPoint2DWithSize::fromVertexData(geometry);
    for (int i = 0; i < 4; ++i)
        v[i].set(0, 0, 0, 0, 0, 0, 0, 0);
    selectionNode->setGeometry(geometry);
    selectionNode->setFlag(QSGNode::OwnsGeometry, true);
    selectionNode->setFlag(QSGNode::OwnedByParent, false);
    return selectionNode;
}
QSGGeometryNode *TimelineNotesRenderPassState::createNode()
{
    QSGGeometryNode *node = new QSGGeometryNode;
    node->setGeometry(&m_nullGeometry);
    node->setMaterial(&m_material);
    node->setFlag(QSGNode::OwnedByParent, false);
    return node;
}
void SceneGraphDeviceContext::DrawPolygon(int n, vrv::Point points[], int xoffset, int yoffset, int)
{
    // Note: No support for vertex antialiasing. Use a top-level QQuickView with multisample antialiasing.
    // TODO: Add vertex antialiasing, refer to
    // 1) Qt sources for "void QSGBasicInternalRectangleNode::updateGeometry()" in
    // qtdeclarative/src/quick/scenegraph/qsgbasicinternalrectanglenode.cpp
    // 2) https://stackoverflow.com/questions/28125425/smooth-painting-in-custom-qml-element

    // TODO: This function only works for convex polygons. At the moment verovio calls this function only with n = 4.
    // Maybe this function should be renamed to DrawConvexPolygon

    vrv::Pen currentPen = m_penStack.top();

    QSGGeometry *geometry;
    geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), n);
    geometry->setDrawingMode(QSGGeometry::DrawTriangleStrip);

    QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
    material->setColor(static_cast<QRgb>(currentPen.GetColour()));

    // Reorder points so that they can be drawn with DrawTriangleStrip.
    int counter1 = 0;
    int counter2 = n - 1;
    for (int i = 0; i < n; i++) {
        if (i % 2 == 0) {
            geometry->vertexDataAsPoint2D()[i].set(
                translateX(points[counter1].x + xoffset), translateY(points[counter1].y + yoffset));
            counter1++;
        }
        else {
            geometry->vertexDataAsPoint2D()[i].set(
                translateX(points[counter2].x + xoffset), translateY(points[counter2].y + yoffset));
            counter2--;
        }
    }

    QSGGeometryNode *node = new QSGGeometryNode;
    node->setGeometry(geometry);
    node->setFlag(QSGNode::OwnsGeometry);
    node->setMaterial(material);
    node->setFlag(QSGNode::OwnsMaterial);

    AddGeometryNode(node);
}
void DynamicController::drawCompressor(QSGNode * rootNode) {
    //Update knobs
    if (!this->simple()) {
        QObject * threshKnob = knobs[0];
        QObject * ratKnob = knobs[1];

        threshKnob->setProperty("x", graphToNodeX(_tempModel["compx"]));
        threshKnob->setProperty("y", graphToNodeY(_tempModel["compy"]));

        ratKnob->setProperty("x", graphToNodeX(yAxis.max));
        ratKnob->setProperty("y", graphToNodeY(_tempModel["compy"]) * (1 - _tempModel["ratio"]));
    }

    QSGGeometryNode * lineNode = new QSGGeometryNode();
    QSGGeometry * lineGeom = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), (3));

    QSGFlatColorMaterial *material = new QSGFlatColorMaterial;

    material->setColor(this->curveColor());
    material->setFlag(QSGMaterial::Blending);

    lineNode->setMaterial(material);
    lineNode->setFlag(QSGNode::OwnsGeometry);
    lineNode->setFlag(QSGNode::OwnedByParent);
    lineNode->setFlag(QSGNode::OwnsMaterial);

    lineGeom->setDrawingMode(GL_LINE_STRIP);
    glLineWidth(2.0f);

    QSGGeometry::Point2D* points = lineGeom->vertexDataAsPoint2D();

    QRectF bounds = boundingRect();

    points->set(bounds.left(), bounds.bottom()); points++;

    for (int i = 0; i < 2; i++) {
        QQuickItem * q = qobject_cast<QQuickItem*>(knobs[i]);
        points->set(q->x(), q->y());
        points++;
    }

    lineNode->setGeometry(lineGeom);
    rootNode->appendChildNode(lineNode);
}
void SceneGraphDeviceContext::DrawLine(int x1, int y1, int x2, int y2)
{
    vrv::Pen currentPen = m_penStack.top();

    QSGGeometry *geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 2);
    geometry->setDrawingMode(GL_LINES);
    geometry->setLineWidth(translate(currentPen.GetWidth()));
    geometry->vertexDataAsPoint2D()[0].set(translateX(x1), translateY(y1));
    geometry->vertexDataAsPoint2D()[1].set(translateX(x2), translateY(y2));

    QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
    material->setColor(static_cast<QRgb>(currentPen.GetColour()));

    QSGGeometryNode *node = new QSGGeometryNode;
    node->setGeometry(geometry);
    node->setFlag(QSGNode::OwnsGeometry);
    node->setMaterial(material);
    node->setFlag(QSGNode::OwnsMaterial);

    AddGeometryNode(node);
}
Esempio n. 14
0
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;
}
Esempio n. 15
0
QSGNode* drawRect(const QRect& rect, QSGNode* oldNode)
{
    QSGGeometryNode* node;
    if (oldNode == nullptr)
    {
        node = new QSGGeometryNode;

        QSGGeometry* geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 8);
        geometry->setDrawingMode(GL_LINES);
        geometry->setLineWidth(1);

        QSGFlatColorMaterial* material = new QSGFlatColorMaterial;
        material->setColor(QGuiApplication::palette().color(QPalette::Normal, QPalette::WindowText));

        node->setGeometry(geometry);
        node->setFlag(QSGNode::OwnsGeometry);
        node->setMaterial(material);
        node->setFlag(QSGNode::OwnsMaterial);
    }
    else
    {
        node = static_cast<QSGGeometryNode*>(oldNode);
    }

    QSGGeometry* geometry = node->geometry();

    // FIXME: check if these really have to be updated
    geometry->vertexDataAsPoint2D()[0].set(rect.topLeft().x(), rect.topLeft().y());
    geometry->vertexDataAsPoint2D()[1].set(rect.topRight().x(), rect.topRight().y());
    geometry->vertexDataAsPoint2D()[2].set(rect.topRight().x(), rect.topRight().y());
    geometry->vertexDataAsPoint2D()[3].set(rect.bottomRight().x(), rect.bottomRight().y());
    geometry->vertexDataAsPoint2D()[4].set(rect.bottomRight().x(), rect.bottomRight().y());
    geometry->vertexDataAsPoint2D()[5].set(rect.bottomLeft().x(), rect.bottomLeft().y());
    geometry->vertexDataAsPoint2D()[6].set(rect.bottomLeft().x(), rect.bottomLeft().y());
    geometry->vertexDataAsPoint2D()[7].set(rect.topLeft().x(), rect.topLeft().y());

    node->markDirty(QSGNode::DirtyGeometry);

    return node;
}
void BindlingLoopsGeometry::allocate(QSGMaterial *material)
{
    QSGGeometry *geometry = new QSGGeometry(BindlingLoopsGeometry::point2DWithOffset(),
                                            usedVertices);
    geometry->setIndexDataPattern(QSGGeometry::StaticPattern);
    geometry->setVertexDataPattern(QSGGeometry::StaticPattern);
    node = new QSGGeometryNode;
    node->setGeometry(geometry);
    node->setFlag(QSGNode::OwnsGeometry, true);
    node->setMaterial(material);
    allocatedVertices = usedVertices;
    usedVertices = 0;
}
void SceneGraphDeviceContext::DrawCircle(int x, int y, int radius)
{
    // Note: No support for vertex antialiasing. Use a top-level QQuickView with multisample antialiasing.
    // TODO: Add vertex antialiasing, refer to
    // 1) Qt sources for "void QSGBasicInternalRectangleNode::updateGeometry()" in
    // qtdeclarative/src/quick/scenegraph/qsgbasicinternalrectanglenode.cpp
    // 2) https://stackoverflow.com/questions/28125425/smooth-painting-in-custom-qml-element

    vrv::Pen currentPen = m_penStack.top();

    int segmentCount = 16;

    QSGGeometryNode *node = new QSGGeometryNode();
    QSGGeometry *geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), segmentCount);
    geometry->setDrawingMode(QSGGeometry::DrawTriangleFan);
    node->setGeometry(geometry);
    node->setFlag(QSGNode::OwnsGeometry);

    QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
    material->setColor(static_cast<QRgb>(currentPen.GetColour()));
    node->setMaterial(material);
    node->setFlag(QSGNode::OwnsMaterial);

    // This draws individual triangles from the first point (center) to every outer point by using DrawTriangleFan.
    QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
    int numPoints = geometry->vertexCount();
    vertices[0].x = translateX(x);
    vertices[0].y = translateY(y);
    for (int i = 1; i < numPoints; ++i) {
        double theta = i * 2 * M_PI / (numPoints - 2);
        vertices[i].x = translateX(x + radius * static_cast<float>(std::cos(theta)));
        vertices[i].y = translateY(y - radius * static_cast<float>(std::sin(theta)));
    }

    node->markDirty(QSGNode::DirtyGeometry);
    AddGeometryNode(node);
}
void DynamicController::drawGate(QSGNode * rootNode) {
    //Update knobs
    if (!this->simple()) {
        QObject * gateKnob = knobs[0];

        gateKnob->setProperty("x", graphToNodeX(_tempModel["gatex"]));
        gateKnob->setProperty("y", graphToNodeY(_tempModel["gatey"]));
    }

    QSGGeometryNode * lineNode = new QSGGeometryNode();
    QSGGeometry * lineGeom = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), (3));

    QSGFlatColorMaterial *material = new QSGFlatColorMaterial;

    material->setColor(this->curveColor());
    material->setFlag(QSGMaterial::Blending);

    lineNode->setMaterial(material);
    lineNode->setFlag(QSGNode::OwnsGeometry);
    lineNode->setFlag(QSGNode::OwnedByParent);
    lineNode->setFlag(QSGNode::OwnsMaterial);

    lineGeom->setDrawingMode(GL_LINE_STRIP);
    glLineWidth(2.0f);

    QSGGeometry::Point2D* points = lineGeom->vertexDataAsPoint2D();

    QRectF bounds = boundingRect();

    points->set(graphToNodeX(_tempModel["gatex"]), bounds.bottom()); points++;
    points->set(graphToNodeX(_tempModel["gatex"]), graphToNodeX(_tempModel["gatey"])); points++;
    points->set(bounds.right(), bounds.top()); points++;

    lineNode->setGeometry(lineGeom);
    rootNode->appendChildNode(lineNode);
}
Esempio n. 19
0
QSGNode * DataSetView::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
	if (width() <= 0 || height() <= 0) {
		delete oldNode;
		return 0;
	}

	//if(recalculateCellSizes) calculateCellContentSizes();

	const QRectF rect = boundingRect();


	const int linesPerNode = 1000; //Or something? should be multiple of 2 though

	if(!oldNode)
		oldNode = new QSGNode();

	QSGGeometryNode * currentNode = static_cast<QSGGeometryNode*>(oldNode->firstChild());


	for(int lineIndex=0; lineIndex<_lines.size();)
	{
		if(currentNode == NULL)
		{
			currentNode = new QSGGeometryNode;

			currentNode->setFlag(QSGNode::OwnsMaterial, false);
			currentNode->setFlag(QSGNode::OwnsGeometry, true);
			currentNode->setMaterial(&material);

			oldNode->appendChildNode(currentNode);
		}

		int geomSize = std::min(linesPerNode, (int)(_lines.size() - lineIndex));
		geomSize *= 2;

		QSGGeometry *geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), geomSize);
		geometry->setLineWidth(1);
		geometry->setDrawingMode(GL_LINES);
		QSGGeometry::Point2D *points = geometry->vertexDataAsPoint2D();

		for(int geomIndex=0; geomIndex<geomSize; geomIndex+=2)
		{
			points[geomIndex  ].x = _lines[lineIndex].first.x() + rect.left();
			points[geomIndex  ].y = _lines[lineIndex].first.y() + rect.top();
			points[geomIndex+1].x = _lines[lineIndex].second.x() + rect.left();
			points[geomIndex+1].y = _lines[lineIndex].second.y() + rect.top();
			lineIndex++;
		}

		currentNode->setGeometry(geometry);

		currentNode = static_cast<QSGGeometryNode*>(currentNode->nextSibling());
	}


	std::queue<QSGGeometryNode*> killThem;

	while(currentNode != NULL) //superfluous children! Lets kill em
	{
		killThem.push(currentNode);
		currentNode = static_cast<QSGGeometryNode*>(currentNode->nextSibling());
	}

	while(killThem.size() > 0)
	{
		QSGGeometryNode * childToDie = killThem.front();
		killThem.pop();

		delete childToDie;
	}


	return oldNode;
}
Esempio n. 20
0
QSGNode *GraphConnection::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
    if (m_source == m_sink)
        return oldNode;

    QSGGeometryNode *node = 0;
    QSGGeometry *geometry = 0;

    QPointF p1, p2, p3, p4;

    p1.setX(m_source.x());
    p1.setY(m_source.y());
    p4.setX(m_sink.x());
    p4.setY(m_sink.y());

    p2.setX(p1.x());
    p3.setX(p4.x());
    if (p1.y() < p4.y()) {
        p2.setY(p1.y() * 0.75 + p4.y() * 0.25);
        p3.setY(p4.y() * 0.75 + p1.y() * 0.25);
    } else {
        p2.setY(p1.y() - (p4.y()-p1.y())*0.25);
        p3.setY(p4.y() + (p4.y()-p1.y())*0.25);
    }

    // quick 'n' dirty estimation of bezier length
    // http://steve.hollasch.net/cgindex/curves/cbezarclen.html
    qreal l1 = (QVector2D(p2)-QVector2D(p1)).length() +
               (QVector2D(p3)-QVector2D(p2)).length() +
               (QVector2D(p4)-QVector2D(p3)).length();
    qreal l0 = (QVector2D(p4)-QVector2D(p1)).length();
    qreal length = 0.5*l0 + 0.5*l1;

    int segmentCount = length;

    if (!oldNode) {
        node = new QSGGeometryNode;
        geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), segmentCount);
        geometry->setLineWidth(2);
        geometry->setDrawingMode(GL_LINE_STRIP);
        node->setGeometry(geometry);
        node->setFlag(QSGNode::OwnsGeometry);
        QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
        material->setColor(QColor(0, 0, 0));
        node->setMaterial(material);
        node->setFlag(QSGNode::OwnsMaterial);
    } else {
        node = static_cast<QSGGeometryNode *>(oldNode);
        geometry = node->geometry();
        geometry->allocate(segmentCount);
    }

    QRectF bounds = boundingRect();
    QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
    for (int i = 0; i < segmentCount; ++i) {
        qreal t = i / qreal(segmentCount - 1);
        qreal invt = 1 - t;

        // Bezier
        QPointF pos = invt * invt * invt * p1
                    + 3 * invt * invt * t * p2
                    + 3 * invt * t * t * p3
                    + t * t * t * p4;

        float x = pos.x();
        float y = pos.y();

        vertices[i].set(x, y);
    }

    return node;
}
QSGNode* AudioBarSpectrumItem::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) {
    if (!m_analyzer) return oldNode;
    if (!isVisible()) return oldNode;

    const std::vector<double>& points = m_analyzer->getSimplifiedSpectrum();
    const double gain = m_agcEnabled ? m_analyzer->getAgcValue() : m_manualGain;
    const int pointCount = points.size();
    if (pointCount < 2) return oldNode;

    // -------------------- Prepare QSG Nodes:
    QSGNode* parentNode = nullptr;
    if (oldNode) {
        parentNode = static_cast<QSGNode*>(oldNode);
    } else {
        parentNode = new QSGNode;
    }
    // adapt child count:
    int childCount = parentNode->childCount();
    if (childCount != 2) {
        parentNode->removeAllChildNodes();
        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("#fff");
        node->setMaterial(material);
        node->setFlag(QSGNode::OwnsMaterial);
        parentNode->appendChildNode(node);

        // Attention: TODO: colors are swapped!

        node = new QSGGeometryNode;
        geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 3);
        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);
        parentNode->appendChildNode(node);
    }

    QSGGeometryNode* const qsgNode = static_cast<QSGGeometryNode*>(parentNode->childAtIndex(0));
    QSGGeometryNode* const qsgNodeOutline = static_cast<QSGGeometryNode*>(parentNode->childAtIndex(1));
    if (!qsgNode || !qsgNodeOutline) {
        qCritical() << "[SpectrumItem] Could not get QSG Node.";
        return nullptr;
    }
    QSGGeometry* const geometry = qsgNode->geometry();
    QSGGeometry* const geometryOutline = qsgNodeOutline->geometry();
    if (!geometry || !geometryOutline) {
        qCritical() << "[SpectrumItem] Could not get QSG Geometry.";
        return nullptr;
    }

    const int verticesCount = pointCount * 7;
    const int outlineVerticesCount = pointCount * 7;

    geometry->allocate(verticesCount);
    geometryOutline->allocate(outlineVerticesCount);
    QSGGeometry::Point2D* const vertices = geometry->vertexDataAsPoint2D();
    QSGGeometry::Point2D* const verticesOutline = geometryOutline->vertexDataAsPoint2D();

    if (! vertices || !verticesOutline) {
        qCritical() << "[SpectrumItem] Could not get QSG vertices.";
        return nullptr;
    }

    const double itemWidth = width();
    const double itemHeight = height();
    const double barWidth = (itemWidth / pointCount) * 0.4;
    const double spaceWidth = (itemWidth / pointCount) * 0.6;
    const double endLineHeight = itemHeight / 100.0;

    // draw spectrum:
    for (int i = 0; i < pointCount; ++i) {
        const float x = itemWidth * (i / float(pointCount));
        const float y = itemHeight * (1 - points[i] * gain);

        vertices[i*7].set(x, itemHeight);
        vertices[i*7+1].set(x, y);
        vertices[i*7+2].set(x + barWidth, itemHeight);
        vertices[i*7+3].set(x + barWidth, y);
        vertices[i*7+4].set(x + barWidth, itemHeight);
        vertices[i*7+5].set(x + barWidth, itemHeight);
        vertices[i*7+6].set(x + barWidth + spaceWidth, itemHeight);

        const float y2 = qMin(itemHeight, itemHeight * (1 - points[i] * gain) + endLineHeight);

        verticesOutline[i*7].set(x, itemHeight);
        verticesOutline[i*7+1].set(x, y2);
        verticesOutline[i*7+2].set(x + barWidth, itemHeight);
        verticesOutline[i*7+3].set(x + barWidth, y2);
        verticesOutline[i*7+4].set(x + barWidth, itemHeight);
        verticesOutline[i*7+5].set(x + barWidth, itemHeight);
        verticesOutline[i*7+6].set(x + barWidth + spaceWidth, itemHeight);
    }

    // tell Scene Graph that this items needs to be drawn:
    qsgNode->markDirty(QSGNode::DirtyGeometry);
    qsgNodeOutline->markDirty(QSGNode::DirtyGeometry);

    return parentNode;
}
QSGGeometryNode *createNode()
{
    QSGGeometryNode *node = new QSGSimpleRectNode;
    node->setFlag(QSGNode::OwnedByParent, false);
    return node;
}
TimelineRenderPass::State *TimelineNotesRenderPass::update(const TimelineAbstractRenderer *renderer,
                                                           const TimelineRenderState *parentState,
                                                           State *oldState, int firstIndex,
                                                           int lastIndex, bool stateChanged,
                                                           qreal spacing) const
{
    Q_UNUSED(firstIndex);
    Q_UNUSED(lastIndex);
    Q_UNUSED(spacing);

    const TimelineNotesModel *notes = renderer->notes();
    const TimelineModel *model = renderer->model();

    if (!model || !notes)
        return oldState;

    TimelineNotesRenderPassState *state;
    if (oldState == 0) {
        state = new TimelineNotesRenderPassState(model->expandedRowCount());
    } else {
        if (!stateChanged && !renderer->notesDirty())
            return oldState;
        state = static_cast<TimelineNotesRenderPassState *>(oldState);
    }

    QVector<QVector<int> > expanded(model->expandedRowCount());
    QVector<int> collapsed;

    for (int i = 0; i < qMin(notes->count(), NotesGeometry::maxNotes); ++i) {
        if (notes->timelineModel(i) != model->modelId())
            continue;
        int timelineIndex = notes->timelineIndex(i);
        if (model->startTime(timelineIndex) > parentState->end() ||
                model->endTime(timelineIndex) < parentState->start())
            continue;
        expanded[model->expandedRow(timelineIndex)] << timelineIndex;
        collapsed << timelineIndex;
    }

    QSGGeometryNode *collapsedNode = static_cast<QSGGeometryNode *>(state->collapsedOverlay());

    if (collapsed.count() > 0) {
        collapsedNode->setGeometry(NotesGeometry::createGeometry(collapsed, model, parentState,
                                                                 true));
        collapsedNode->setFlag(QSGGeometryNode::OwnsGeometry, true);
    } else {
        collapsedNode->setGeometry(state->nullGeometry());
        collapsedNode->setFlag(QSGGeometryNode::OwnsGeometry, false);
    }

    for (int row = 0; row < model->expandedRowCount(); ++row) {
        QSGGeometryNode *rowNode = static_cast<QSGGeometryNode *>(state->expandedRow(row));
        if (expanded[row].isEmpty()) {
            rowNode->setGeometry(state->nullGeometry());
            rowNode->setFlag(QSGGeometryNode::OwnsGeometry, false);
        } else {
            rowNode->setGeometry(NotesGeometry::createGeometry(expanded[row], model, parentState,
                                                               false));
            collapsedNode->setFlag(QSGGeometryNode::OwnsGeometry, true);
        }
    }

    return state;
}
Esempio n. 24
0
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
}
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;
}