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);
}
예제 #2
0
파일: gridnode.cpp 프로젝트: Tadinu/GeoPad
/*
 * The function hardcodes a fixed set of grid lines and scales
 * those to the bounding rect.
 */
void GridNode::setRect(const QRectF &rect)
{
    int vCount = int((rect.width() - 1) / GRID_SIZE);
    int hCount = int((rect.height() - 1) / GRID_SIZE);

    int lineCount = vCount + hCount;

    QSGGeometry *g = geometry();

    g->allocate(lineCount * 2);

    float x = rect.x();
    float y = rect.y();
    float w = rect.width();
    float h = rect.height();

    QSGGeometry::Point2D *v = g->vertexDataAsPoint2D();

    // Then write the vertical lines
    for (int i=0; i<vCount; ++i)  {
        float dx = (i + 1) * GRID_SIZE;
        v[i*2].set(dx, y);
        v[i*2+1].set(dx, y + h);
    }
    v += vCount * 2;
    // Then write the horizontal lines
    for (int i=0; i<hCount; ++i)  {
        float dy = (i + 1) * GRID_SIZE;
        v[i*2].set(x, dy);
        v[i*2+1].set(x + w, dy);
    }

    // Tell the scenegraph we updated the geometry..
    markDirty(QSGNode::DirtyGeometry);
}
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));
}
QcLocationCircleNode::QcLocationCircleNode(const QcViewport * viewport)
  : QSGOpacityNode(),
    m_viewport(viewport),
    m_geometry_node(new QSGGeometryNode())
{
  setOpacity(.25); // 1. black

  QSGGeometry * geometry = new QSGGeometry(LocationCirclePoint2D_AttributeSet, 0); // Fixme:
  geometry->setDrawingMode(GL_TRIANGLE_STRIP);
  m_geometry_node->setGeometry(geometry);
  m_geometry_node->setFlag(QSGNode::OwnsGeometry);

  QSGSimpleMaterial<QcLocationCircleMaterialShaderState> * material = QcLocationCircleMaterialShader::createMaterial();
  material->state()->cone_r = 0; // Fixme: QColor
  material->state()->cone_g = 0;
  material->state()->cone_b = 1;
  material->state()->cone_a = 1.;
  material->state()->accuracy_r = 1;
  material->state()->accuracy_g = 0;
  material->state()->accuracy_b = 0;
  material->state()->accuracy_a = 1.;
  // QSGFlatColorMaterial * material = new QSGFlatColorMaterial();
  // material->setColor(QColor("black"));
  material->setFlag(QSGMaterial::Blending);
  m_geometry_node->setMaterial(material);
  m_geometry_node->setFlag(QSGNode::OwnsMaterial);

  appendChildNode(m_geometry_node);
}
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);
}
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;
}
예제 #7
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/*------------------------------------------------------------------------------
|    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;
}
예제 #8
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);
}
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;
}
예제 #11
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;
}
예제 #12
0
bool SGGeometryExtension::setObject(void* object, const QString& typeName)
{
  if (typeName == "QSGGeometryNode") {
    m_node = static_cast<QSGGeometryNode*>(object);
    m_model->setNode(m_node);

    QSGGeometry *geometry = m_node->geometry();
    emit geometryChanged(geometry->drawingMode(),
                         QByteArray::fromRawData(reinterpret_cast<char*>(geometry->indexData()), geometry->indexCount()*geometry->sizeOfIndex()),
                         geometry->indexType());
    return true;
  }
  return false;
}
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;
}
Point2DWithOffset *BindlingLoopsGeometry::vertexData()
{
    QSGGeometry *geometry = node->geometry();
    Q_ASSERT(geometry->attributeCount() == 2);
    Q_ASSERT(geometry->sizeOfVertex() == sizeof(Point2DWithOffset));
    const QSGGeometry::Attribute *attributes = geometry->attributes();
    Q_ASSERT(attributes[0].position == 0);
    Q_ASSERT(attributes[0].tupleSize == 2);
    Q_ASSERT(attributes[0].type == GL_FLOAT);
    Q_ASSERT(attributes[1].position == 1);
    Q_ASSERT(attributes[1].tupleSize == 2);
    Q_ASSERT(attributes[1].type == GL_FLOAT);
    Q_UNUSED(attributes);
    return static_cast<Point2DWithOffset *>(geometry->vertexData());
}
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);
}
예제 #18
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void QQuickAndroid9PatchNode::initialize(QSGTexture *texture, const QRectF &bounds, const QSize &sourceSize,
        const QQuickAndroid9PatchDivs &xDivs, const QQuickAndroid9PatchDivs &yDivs)
{
    delete m_material.texture();
    m_material.setTexture(texture);

    const int xlen = xDivs.data.size();
    const int ylen = yDivs.data.size();

    if (xlen > 0 && ylen > 0) {
        const int quads = (xlen - 1) * (ylen - 1);
        static const int verticesPerQuad = 6;
        m_geometry.allocate(xlen * ylen, verticesPerQuad * quads);

        QSGGeometry::TexturedPoint2D *vertices = m_geometry.vertexDataAsTexturedPoint2D();
        QVector<qreal> xCoords = xDivs.coordsForSize(bounds.width());
        QVector<qreal> yCoords = yDivs.coordsForSize(bounds.height());
        for (int y = 0; y < ylen; ++y) {
            for (int x = 0; x < xlen; ++x, ++vertices)
                vertices->set(xCoords[x], yCoords[y], xDivs.data[x] / sourceSize.width(),
                              yDivs.data[y] / sourceSize.height());
        }

        quint16 *indices = m_geometry.indexDataAsUShort();
        int n = quads;
        for (int q = 0; n--; ++q) {
            if ((q + 1) % xlen == 0) // next row
                ++q;
            // Bottom-left half quad triangle
            indices[0] = q;
            indices[1] = q + xlen;
            indices[2] = q + xlen + 1;

            // Top-right half quad triangle
            indices[3] = q;
            indices[4] = q + xlen + 1;
            indices[5] = q + 1;

            indices += verticesPerQuad;
        }
    }

    markDirty(QSGNode::DirtyGeometry | QSGNode::DirtyMaterial);
}
void QQuickDefaultClipNode::updateGeometry()
{
    QSGGeometry *g = geometry();

    if (qFuzzyIsNull(m_radius)) {
        g->allocate(4);
        QSGGeometry::updateRectGeometry(g, m_rect);

    } else {
        int vertexCount = 0;

        // Radius should never exceeds half of the width or half of the height
        qreal radius = qMin(qMin(m_rect.width() / 2, m_rect.height() / 2), m_radius);
        QRectF rect = m_rect;
        rect.adjust(radius, radius, -radius, -radius);

        int segments = qMin(30, qCeil(radius)); // Number of segments per corner.

        g->allocate((segments + 1) * 2);

        QVector2D *vertices = (QVector2D *)g->vertexData();

        for (int part = 0; part < 2; ++part) {
            for (int i = 0; i <= segments; ++i) {
                //### Should change to calculate sin/cos only once.
                qreal angle = qreal(0.5 * M_PI) * (part + i / qreal(segments));
                qreal s = qFastSin(angle);
                qreal c = qFastCos(angle);
                qreal y = (part ? rect.bottom() : rect.top()) - radius * c; // current inner y-coordinate.
                qreal lx = rect.left() - radius * s; // current inner left x-coordinate.
                qreal rx = rect.right() + radius * s; // current inner right x-coordinate.

                vertices[vertexCount++] = QVector2D(rx, y);
                vertices[vertexCount++] = QVector2D(lx, y);
            }
        }

    }
    markDirty(DirtyGeometry);
    setClipRect(m_rect);
}
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);
}
예제 #21
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void VideoNode::updateGeometry(const PaintAreas & areas)
{
    QSGGeometry *g = geometry();

    if (m_materialType == MaterialTypeVideo) {
        if (!m_validGeometry)
            g = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4);

        QSGGeometry::TexturedPoint2D *v = g->vertexDataAsTexturedPoint2D();

        // Set geometry first
        setGeom(v + 0, areas.videoArea.topLeft());
        setGeom(v + 1, areas.videoArea.bottomLeft());
        setGeom(v + 2, areas.videoArea.topRight());
        setGeom(v + 3, areas.videoArea.bottomRight());

        // and then texture coordinates
        setTex(v + 0, areas.sourceRect.topLeft());
        setTex(v + 1, areas.sourceRect.bottomLeft());
        setTex(v + 2, areas.sourceRect.topRight());
        setTex(v + 3, areas.sourceRect.bottomRight());
    } else {
        if (!m_validGeometry)
            g = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 4);

        QSGGeometry::Point2D *v = g->vertexDataAsPoint2D();

        setGeom(v + 0, areas.videoArea.topLeft());
        setGeom(v + 1, areas.videoArea.bottomLeft());
        setGeom(v + 2, areas.videoArea.topRight());
        setGeom(v + 3, areas.videoArea.bottomRight());
    }

    if (!m_validGeometry) {
        setGeometry(g);
        m_validGeometry = true;
    }

    markDirty(DirtyGeometry);
}
예제 #22
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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;
}
예제 #23
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QSGGeometry *NotesGeometry::createGeometry(QVector<int> &ids, const TimelineModel *model,
                                           const TimelineRenderState *parentState, bool collapsed)
{
    float rowHeight = TimelineModel::defaultRowHeight();
    QSGGeometry *geometry = new QSGGeometry(point2DWithDistanceFromTop(),
                                            ids.count() * 2);
    geometry->setDrawingMode(GL_LINES);
    geometry->setLineWidth(3);
    Point2DWithDistanceFromTop *v =
            static_cast<Point2DWithDistanceFromTop *>(geometry->vertexData());
    for (int i = 0; i < ids.count(); ++i) {
        int timelineIndex = ids[i];
        float horizontalCenter = ((model->startTime(timelineIndex) +
                                   model->endTime(timelineIndex)) / (qint64)2 -
                                  parentState->start()) * parentState->scale();
        float verticalStart = (collapsed ? (model->collapsedRow(timelineIndex) + 0.1) : 0.1) *
                rowHeight;
        float verticalEnd = verticalStart + 0.8 * rowHeight;
        v[i * 2].set(horizontalCenter, verticalStart, 0);
        v[i * 2 + 1].set(horizontalCenter, verticalEnd, 1);
    }
    return geometry;
}
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 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);
}
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);
}
void
QcLocationCircleNode::update(const QcLocationCircleData & location_circle_data)
{
  // QSGGeometry * location_circle_geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 1);
  // location_circle_geometry->setLineWidth(100); // point size, max is 255
  // location_circle_geometry->setDrawingMode(GL_POINTS);

  QSGGeometry * geometry = new QSGGeometry(LocationCirclePoint2D_AttributeSet, 4);
  geometry->setDrawingMode(GL_TRIANGLE_STRIP);
  m_geometry_node->setGeometry(geometry);
  m_geometry_node->setFlag(QSGNode::OwnsGeometry);

  LocationCirclePoint2D * vertices = static_cast<LocationCirclePoint2D *>(geometry->vertexData());
  float x, y;
  if (location_circle_data.visible()) {
    QcVectorDouble screen_coordinate = m_viewport->coordinate_to_screen(location_circle_data.coordinate());
    x = screen_coordinate.x();
    y = screen_coordinate.y();
    qInfo() << screen_coordinate;
  } else {
    x = .5 * m_viewport->width(); // Fixme: vector
    y = .5 * m_viewport->height();
  }
  float accuracy_radius = m_viewport->to_px(location_circle_data.horizontal_precision());
  constexpr float dot_radius_minimum = 10.;
  constexpr float cone_scale_factor = 5.;
  float dot_radius = qMax(accuracy_radius, dot_radius_minimum);
  float radius = cone_scale_factor * dot_radius_minimum;
  float margin = 10;
  float size = radius + margin;
  float angle = location_circle_data.bearing() + 90.; // North point to y
  vertices[0].set(QcVectorDouble(x - size, y - size), QcVectorDouble(-size, -size), radius, dot_radius, accuracy_radius, angle);
  vertices[1].set(QcVectorDouble(x - size, y + size), QcVectorDouble(-size,  size), radius, dot_radius, accuracy_radius, angle);
  vertices[2].set(QcVectorDouble(x + size, y - size), QcVectorDouble( size, -size), radius, dot_radius, accuracy_radius, angle);
  vertices[3].set(QcVectorDouble(x + size, y + size), QcVectorDouble( size,  size), radius, dot_radius, accuracy_radius, angle);
}
예제 #28
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;
}
예제 #29
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void ShaderEffectItem::updateGeometry()
{
    QRectF srcRect(0, 1, 1, -1);

    if (m_mirrored)
        srcRect = QRectF(0, 0, 1, 1);

    QRectF dstRect = QRectF(0,0, width(), height());

    int vmesh = m_meshResolution.height();
    int hmesh = m_meshResolution.width();

    QSGGeometry *g = &m_geometry;
    if (vmesh == 1 && hmesh == 1) {
        if (g->vertexCount() != 4)
            g->allocate(4);
        QSGGeometry::updateTexturedRectGeometry(g, dstRect, srcRect);
        return;
    }

    g->allocate((vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2));

    QSGGeometry::TexturedPoint2D *vdata = g->vertexDataAsTexturedPoint2D();

    for (int iy = 0; iy <= vmesh; ++iy) {
        float fy = iy / float(vmesh);
        float y = float(dstRect.top()) + fy * float(dstRect.height());
        float ty = float(srcRect.top()) + fy * float(srcRect.height());
        for (int ix = 0; ix <= hmesh; ++ix) {
            float fx = ix / float(hmesh);
            vdata->x = float(dstRect.left()) + fx * float(dstRect.width());
            vdata->y = y;
            vdata->tx = float(srcRect.left()) + fx * float(srcRect.width());
            vdata->ty = ty;
            ++vdata;
        }
    }

    quint16 *indices = (quint16 *)g->indexDataAsUShort();
    int i = 0;
    for (int iy = 0; iy < vmesh; ++iy) {
        *(indices++) = i + hmesh + 1;
        for (int ix = 0; ix <= hmesh; ++ix, ++i) {
            *(indices++) = i + hmesh + 1;
            *(indices++) = i;
        }
        *(indices++) = i - 1;
    }
}
예제 #30
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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
}