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));
}
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);
}
예제 #3
0
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;
    }
}
void QQuickShapeGenericRenderer::updateStrokeNode(ShapePathData *d, QQuickShapeGenericNode *node)
{
    if (!node->m_strokeNode)
        return;
    if (!(d->effectiveDirty & (DirtyStrokeGeom | DirtyColor)))
        return;

    QQuickShapeGenericStrokeFillNode *n = node->m_strokeNode;
    QSGGeometry *g = n->geometry();
    if (d->strokeVertices.isEmpty()) {
        if (g->vertexCount() || g->indexCount()) {
            g->allocate(0, 0);
            n->markDirty(QSGNode::DirtyGeometry);
        }
        return;
    }

    n->markDirty(QSGNode::DirtyGeometry);

    // Async loading runs update once, bails out above, then updates again once
    // ready. Set the material dirty then. This is in-line with fill where the
    // first activateMaterial() achieves the same.
    if (!g->vertexCount())
        n->markDirty(QSGNode::DirtyMaterial);

    if ((d->effectiveDirty & DirtyColor) && !(d->effectiveDirty & DirtyStrokeGeom)) {
        ColoredVertex *vdst = reinterpret_cast<ColoredVertex *>(g->vertexData());
        for (int i = 0; i < g->vertexCount(); ++i)
            vdst[i].set(vdst[i].x, vdst[i].y, d->strokeColor);
        return;
    }

    g->allocate(d->strokeVertices.count(), 0);
    g->setDrawingMode(QSGGeometry::DrawTriangleStrip);
    memcpy(g->vertexData(), d->strokeVertices.constData(), g->vertexCount() * g->sizeOfVertex());
}
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 QSGDefaultImageNode::updateGeometry()
{
    Q_ASSERT(!m_targetRect.isEmpty());
    const QSGTexture *t = m_material.texture();
    if (!t) {
        QSGGeometry *g = geometry();
        g->allocate(4);
        g->setDrawingMode(GL_TRIANGLE_STRIP);
        memset(g->vertexData(), 0, g->sizeOfVertex() * 4);
    } else {
        QRectF sourceRect = t->normalizedTextureSubRect();

        QRectF innerSourceRect(sourceRect.x() + m_innerSourceRect.x() * sourceRect.width(),
                               sourceRect.y() + m_innerSourceRect.y() * sourceRect.height(),
                               m_innerSourceRect.width() * sourceRect.width(),
                               m_innerSourceRect.height() * sourceRect.height());

        bool hasMargins = m_targetRect != m_innerTargetRect;

        int floorLeft = qFloor(m_subSourceRect.left());
        int ceilRight = qCeil(m_subSourceRect.right());
        int floorTop = qFloor(m_subSourceRect.top());
        int ceilBottom = qCeil(m_subSourceRect.bottom());
        int hTiles = ceilRight - floorLeft;
        int vTiles = ceilBottom - floorTop;

        bool hasTiles = hTiles != 1 || vTiles != 1;
        bool fullTexture = innerSourceRect == QRectF(0, 0, 1, 1);

#ifdef QT_OPENGL_ES_2
        QOpenGLContext *ctx = QOpenGLContext::currentContext();
        bool npotSupported = ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat);
        QSize size = t->textureSize();
        bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
        bool wrapSupported = npotSupported || !isNpot;
#else
        bool wrapSupported = true;
#endif

        // An image can be rendered as a single quad if:
        // - There are no margins, and either:
        //   - the image isn't repeated
        //   - the source rectangle fills the entire texture so that texture wrapping can be used,
        //     and NPOT is supported
        if (!hasMargins && (!hasTiles || (fullTexture && wrapSupported))) {
            QRectF sr;
            if (!fullTexture) {
                sr = QRectF(innerSourceRect.x() + (m_subSourceRect.left() - floorLeft) * innerSourceRect.width(),
                            innerSourceRect.y() + (m_subSourceRect.top() - floorTop) * innerSourceRect.height(),
                            m_subSourceRect.width() * innerSourceRect.width(),
                            m_subSourceRect.height() * innerSourceRect.height());
            } else {
                sr = QRectF(m_subSourceRect.left() - floorLeft, m_subSourceRect.top() - floorTop,
                            m_subSourceRect.width(), m_subSourceRect.height());
            }
            if (m_mirror) {
                qreal oldLeft = sr.left();
                sr.setLeft(sr.right());
                sr.setRight(oldLeft);
            }

            if (m_antialiasing) {
                QSGGeometry *g = geometry();
                Q_ASSERT(g != &m_geometry);
                g->allocate(8, 14);
                g->setDrawingMode(GL_TRIANGLE_STRIP);
                SmoothVertex *vertices = reinterpret_cast<SmoothVertex *>(g->vertexData());
                float delta = float(qAbs(m_targetRect.width()) < qAbs(m_targetRect.height())
                        ? m_targetRect.width() : m_targetRect.height()) * 0.5f;
                float sx = float(sr.width() / m_targetRect.width());
                float sy = float(sr.height() / m_targetRect.height());
                for (int d = -1; d <= 1; d += 2) {
                    for (int j = 0; j < 2; ++j) {
                        for (int i = 0; i < 2; ++i, ++vertices) {
                            vertices->x = m_targetRect.x() + i * m_targetRect.width();
                            vertices->y = m_targetRect.y() + j * m_targetRect.height();
                            vertices->u = sr.x() + i * sr.width();
                            vertices->v = sr.y() + j * sr.height();
                            vertices->dx = (i == 0 ? delta : -delta) * d;
                            vertices->dy = (j == 0 ? delta : -delta) * d;
                            vertices->du = (d < 0 ? 0 : vertices->dx * sx);
                            vertices->dv = (d < 0 ? 0 : vertices->dy * sy);
                        }
                    }
                }
                Q_ASSERT(vertices - g->vertexCount() == g->vertexData());
                static const quint16 indices[] = {
                    0, 4, 1, 5, 3, 7, 2, 6, 0, 4,
                    4, 6, 5, 7
                };
                Q_ASSERT(g->sizeOfIndex() * g->indexCount() == sizeof(indices));
                memcpy(g->indexDataAsUShort(), indices, sizeof(indices));
            } else {
                m_geometry.allocate(4);
                m_geometry.setDrawingMode(GL_TRIANGLE_STRIP);
                QSGGeometry::updateTexturedRectGeometry(&m_geometry, m_targetRect, sr);
            }
        } else {
            int hCells = hTiles;
            int vCells = vTiles;
            if (m_innerTargetRect.width() == 0)
                hCells = 0;
            if (m_innerTargetRect.left() != m_targetRect.left())
                ++hCells;
            if (m_innerTargetRect.right() != m_targetRect.right())
                ++hCells;
            if (m_innerTargetRect.height() == 0)
                vCells = 0;
            if (m_innerTargetRect.top() != m_targetRect.top())
                ++vCells;
            if (m_innerTargetRect.bottom() != m_targetRect.bottom())
                ++vCells;
            QVarLengthArray<X, 32> xData(2 * hCells);
            QVarLengthArray<Y, 32> yData(2 * vCells);
            X *xs = xData.data();
            Y *ys = yData.data();

            if (m_innerTargetRect.left() != m_targetRect.left()) {
                xs[0].x = m_targetRect.left();
                xs[0].tx = sourceRect.left();
                xs[1].x = m_innerTargetRect.left();
                xs[1].tx = innerSourceRect.left();
                xs += 2;
            }
            if (m_innerTargetRect.width() != 0) {
                xs[0].x = m_innerTargetRect.left();
                xs[0].tx = innerSourceRect.x() + (m_subSourceRect.left() - floorLeft) * innerSourceRect.width();
                ++xs;
                float b = m_innerTargetRect.width() / m_subSourceRect.width();
                float a = m_innerTargetRect.x() - m_subSourceRect.x() * b;
                for (int i = floorLeft + 1; i <= ceilRight - 1; ++i) {
                    xs[0].x = xs[1].x = a + b * i;
                    xs[0].tx = innerSourceRect.right();
                    xs[1].tx = innerSourceRect.left();
                    xs += 2;
                }
                xs[0].x = m_innerTargetRect.right();
                xs[0].tx = innerSourceRect.x() + (m_subSourceRect.right() - ceilRight + 1) * innerSourceRect.width();
                ++xs;
            }
            if (m_innerTargetRect.right() != m_targetRect.right()) {
                xs[0].x = m_innerTargetRect.right();
                xs[0].tx = innerSourceRect.right();
                xs[1].x = m_targetRect.right();
                xs[1].tx = sourceRect.right();
                xs += 2;
            }
            Q_ASSERT(xs == xData.data() + xData.size());
            if (m_mirror) {
                float leftPlusRight = m_targetRect.left() + m_targetRect.right();
                int count = xData.size();
                xs = xData.data();
                for (int i = 0; i < count >> 1; ++i)
                    qSwap(xs[i], xs[count - 1 - i]);
                for (int i = 0; i < count; ++i)
                    xs[i].x = leftPlusRight - xs[i].x;
            }

            if (m_innerTargetRect.top() != m_targetRect.top()) {
                ys[0].y = m_targetRect.top();
                ys[0].ty = sourceRect.top();
                ys[1].y = m_innerTargetRect.top();
                ys[1].ty = innerSourceRect.top();
                ys += 2;
            }
            if (m_innerTargetRect.height() != 0) {
                ys[0].y = m_innerTargetRect.top();
                ys[0].ty = innerSourceRect.y() + (m_subSourceRect.top() - floorTop) * innerSourceRect.height();
                ++ys;
                float b = m_innerTargetRect.height() / m_subSourceRect.height();
                float a = m_innerTargetRect.y() - m_subSourceRect.y() * b;
                for (int i = floorTop + 1; i <= ceilBottom - 1; ++i) {
                    ys[0].y = ys[1].y = a + b * i;
                    ys[0].ty = innerSourceRect.bottom();
                    ys[1].ty = innerSourceRect.top();
                    ys += 2;
                }
                ys[0].y = m_innerTargetRect.bottom();
                ys[0].ty = innerSourceRect.y() + (m_subSourceRect.bottom() - ceilBottom + 1) * innerSourceRect.height();
                ++ys;
            }
            if (m_innerTargetRect.bottom() != m_targetRect.bottom()) {
                ys[0].y = m_innerTargetRect.bottom();
                ys[0].ty = innerSourceRect.bottom();
                ys[1].y = m_targetRect.bottom();
                ys[1].ty = sourceRect.bottom();
                ys += 2;
            }
            Q_ASSERT(ys == yData.data() + yData.size());

            if (m_antialiasing) {
                QSGGeometry *g = geometry();
                Q_ASSERT(g != &m_geometry);

                g->allocate(hCells * vCells * 4 + (hCells + vCells - 1) * 4,
                            hCells * vCells * 6 + (hCells + vCells) * 12);
                g->setDrawingMode(GL_TRIANGLES);
                SmoothVertex *vertices = reinterpret_cast<SmoothVertex *>(g->vertexData());
                memset(vertices, 0, g->vertexCount() * g->sizeOfVertex());
                quint16 *indices = g->indexDataAsUShort();

                // The deltas are how much the fuzziness can reach into the image.
                // Only the border vertices are moved by the vertex shader, so the fuzziness
                // can't reach further into the image than the closest interior vertices.
                float leftDx = xData.at(1).x - xData.at(0).x;
                float rightDx = xData.at(xData.size() - 1).x - xData.at(xData.size() - 2).x;
                float topDy = yData.at(1).y - yData.at(0).y;
                float bottomDy = yData.at(yData.size() - 1).y - yData.at(yData.size() - 2).y;

                float leftDu = xData.at(1).tx - xData.at(0).tx;
                float rightDu = xData.at(xData.size() - 1).tx - xData.at(xData.size() - 2).tx;
                float topDv = yData.at(1).ty - yData.at(0).ty;
                float bottomDv = yData.at(yData.size() - 1).ty - yData.at(yData.size() - 2).ty;

                if (hCells == 1) {
                    leftDx = rightDx *= 0.5f;
                    leftDu = rightDu *= 0.5f;
                }
                if (vCells == 1) {
                    topDy = bottomDy *= 0.5f;
                    topDv = bottomDv *= 0.5f;
                }

                // This delta is how much the fuzziness can reach out from the image.
                float delta = float(qAbs(m_targetRect.width()) < qAbs(m_targetRect.height())
                                    ? m_targetRect.width() : m_targetRect.height()) * 0.5f;

                quint16 index = 0;
                ys = yData.data();
                for (int j = 0; j < vCells; ++j, ys += 2) {
                    xs = xData.data();
                    bool isTop = j == 0;
                    bool isBottom = j == vCells - 1;
                    for (int i = 0; i < hCells; ++i, xs += 2) {
                        bool isLeft = i == 0;
                        bool isRight = i == hCells - 1;

                        SmoothVertex *v = vertices + index;

                        quint16 topLeft = index;
                        for (int k = (isTop || isLeft ? 2 : 1); k--; ++v, ++index) {
                            v->x = xs[0].x;
                            v->u = xs[0].tx;
                            v->y = ys[0].y;
                            v->v = ys[0].ty;
                        }

                        quint16 topRight = index;
                        for (int k = (isTop || isRight ? 2 : 1); k--; ++v, ++index) {
                            v->x = xs[1].x;
                            v->u = xs[1].tx;
                            v->y = ys[0].y;
                            v->v = ys[0].ty;
                        }

                        quint16 bottomLeft = index;
                        for (int k = (isBottom || isLeft ? 2 : 1); k--; ++v, ++index) {
                            v->x = xs[0].x;
                            v->u = xs[0].tx;
                            v->y = ys[1].y;
                            v->v = ys[1].ty;
                        }

                        quint16 bottomRight = index;
                        for (int k = (isBottom || isRight ? 2 : 1); k--; ++v, ++index) {
                            v->x = xs[1].x;
                            v->u = xs[1].tx;
                            v->y = ys[1].y;
                            v->v = ys[1].ty;
                        }

                        appendQuad(&indices, topLeft, topRight, bottomLeft, bottomRight);

                        if (isTop) {
                            vertices[topLeft].dy = vertices[topRight].dy = topDy;
                            vertices[topLeft].dv = vertices[topRight].dv = topDv;
                            vertices[topLeft + 1].dy = vertices[topRight + 1].dy = -delta;
                            appendQuad(&indices, topLeft + 1, topRight + 1, topLeft, topRight);
                        }

                        if (isBottom) {
                            vertices[bottomLeft].dy = vertices[bottomRight].dy = -bottomDy;
                            vertices[bottomLeft].dv = vertices[bottomRight].dv = -bottomDv;
                            vertices[bottomLeft + 1].dy = vertices[bottomRight + 1].dy = delta;
                            appendQuad(&indices, bottomLeft, bottomRight, bottomLeft + 1, bottomRight + 1);
                        }

                        if (isLeft) {
                            vertices[topLeft].dx = vertices[bottomLeft].dx = leftDx;
                            vertices[topLeft].du = vertices[bottomLeft].du = leftDu;
                            vertices[topLeft + 1].dx = vertices[bottomLeft + 1].dx = -delta;
                            appendQuad(&indices, topLeft + 1, topLeft, bottomLeft + 1, bottomLeft);
                        }

                        if (isRight) {
                            vertices[topRight].dx = vertices[bottomRight].dx = -rightDx;
                            vertices[topRight].du = vertices[bottomRight].du = -rightDu;
                            vertices[topRight + 1].dx = vertices[bottomRight + 1].dx = delta;
                            appendQuad(&indices, topRight, topRight + 1, bottomRight, bottomRight + 1);
                        }
                    }
                }

                Q_ASSERT(index == g->vertexCount());
                Q_ASSERT(indices - g->indexCount() == g->indexData());
            } else {
                m_geometry.allocate(hCells * vCells * 4, hCells * vCells * 6);
                m_geometry.setDrawingMode(GL_TRIANGLES);
                QSGGeometry::TexturedPoint2D *vertices = m_geometry.vertexDataAsTexturedPoint2D();
                ys = yData.data();
                for (int j = 0; j < vCells; ++j, ys += 2) {
                    xs = xData.data();
                    for (int i = 0; i < hCells; ++i, xs += 2) {
                        vertices[0].x = vertices[2].x = xs[0].x;
                        vertices[0].tx = vertices[2].tx = xs[0].tx;
                        vertices[1].x = vertices[3].x = xs[1].x;
                        vertices[1].tx = vertices[3].tx = xs[1].tx;

                        vertices[0].y = vertices[1].y = ys[0].y;
                        vertices[0].ty = vertices[1].ty = ys[0].ty;
                        vertices[2].y = vertices[3].y = ys[1].y;
                        vertices[2].ty = vertices[3].ty = ys[1].ty;

                        vertices += 4;
                    }
                }

                quint16 *indices = m_geometry.indexDataAsUShort();
                for (int i = 0; i < 4 * vCells * hCells; i += 4)
                    appendQuad(&indices, i, i + 1, i + 2, i + 3);
            }
        }
    }
    markDirty(DirtyGeometry);
    m_dirtyGeometry = false;
}
예제 #7
0
void QSGBasicInternalImageNode::updateGeometry()
{
    Q_ASSERT(!m_targetRect.isEmpty());
    const QSGTexture *t = materialTexture();
    if (!t) {
        QSGGeometry *g = geometry();
        g->allocate(4);
        g->setDrawingMode(QSGGeometry::DrawTriangleStrip);
        memset(g->vertexData(), 0, g->sizeOfVertex() * 4);
    } else {
        QRectF sourceRect = t->normalizedTextureSubRect();

        QRectF innerSourceRect(sourceRect.x() + m_innerSourceRect.x() * sourceRect.width(),
                               sourceRect.y() + m_innerSourceRect.y() * sourceRect.height(),
                               m_innerSourceRect.width() * sourceRect.width(),
                               m_innerSourceRect.height() * sourceRect.height());

        bool hasMargins = m_targetRect != m_innerTargetRect;

        int floorLeft = qFloor(m_subSourceRect.left());
        int ceilRight = qCeil(m_subSourceRect.right());
        int floorTop = qFloor(m_subSourceRect.top());
        int ceilBottom = qCeil(m_subSourceRect.bottom());
        int hTiles = ceilRight - floorLeft;
        int vTiles = ceilBottom - floorTop;

        bool hasTiles = hTiles != 1 || vTiles != 1;
        bool fullTexture = innerSourceRect == QRectF(0, 0, 1, 1);

        // An image can be rendered as a single quad if:
        // - There are no margins, and either:
        //   - the image isn't repeated
        //   - the source rectangle fills the entire texture so that texture wrapping can be used,
        //     and NPOT is supported
        if (!hasMargins && (!hasTiles || (fullTexture && supportsWrap(t->textureSize())))) {
            QRectF sr;
            if (!fullTexture) {
                sr = QRectF(innerSourceRect.x() + (m_subSourceRect.left() - floorLeft) * innerSourceRect.width(),
                            innerSourceRect.y() + (m_subSourceRect.top() - floorTop) * innerSourceRect.height(),
                            m_subSourceRect.width() * innerSourceRect.width(),
                            m_subSourceRect.height() * innerSourceRect.height());
            } else {
                sr = QRectF(m_subSourceRect.left() - floorLeft, m_subSourceRect.top() - floorTop,
                            m_subSourceRect.width(), m_subSourceRect.height());
            }
            if (m_mirror) {
                qreal oldLeft = sr.left();
                sr.setLeft(sr.right());
                sr.setRight(oldLeft);
            }

            if (m_antialiasing) {
                QSGGeometry *g = geometry();
                Q_ASSERT(g != &m_geometry);
                g->allocate(8, 14);
                g->setDrawingMode(QSGGeometry::DrawTriangleStrip);
                SmoothVertex *vertices = reinterpret_cast<SmoothVertex *>(g->vertexData());
                float delta = float(qAbs(m_targetRect.width()) < qAbs(m_targetRect.height())
                        ? m_targetRect.width() : m_targetRect.height()) * 0.5f;
                float sx = float(sr.width() / m_targetRect.width());
                float sy = float(sr.height() / m_targetRect.height());
                for (int d = -1; d <= 1; d += 2) {
                    for (int j = 0; j < 2; ++j) {
                        for (int i = 0; i < 2; ++i, ++vertices) {
                            vertices->x = m_targetRect.x() + i * m_targetRect.width();
                            vertices->y = m_targetRect.y() + j * m_targetRect.height();
                            vertices->u = sr.x() + i * sr.width();
                            vertices->v = sr.y() + j * sr.height();
                            vertices->dx = (i == 0 ? delta : -delta) * d;
                            vertices->dy = (j == 0 ? delta : -delta) * d;
                            vertices->du = (d < 0 ? 0 : vertices->dx * sx);
                            vertices->dv = (d < 0 ? 0 : vertices->dy * sy);
                        }
                    }
                }
                Q_ASSERT(vertices - g->vertexCount() == g->vertexData());
                static const quint16 indices[] = {
                    0, 4, 1, 5, 3, 7, 2, 6, 0, 4,
                    4, 6, 5, 7
                };
                Q_ASSERT(g->sizeOfIndex() * g->indexCount() == sizeof(indices));
                memcpy(g->indexDataAsUShort(), indices, sizeof(indices));
            } else {
                m_geometry.allocate(4);
                m_geometry.setDrawingMode(QSGGeometry::DrawTriangleStrip);
                QSGGeometry::updateTexturedRectGeometry(&m_geometry, m_targetRect, sr);
            }
        } else {
            QSGGeometry *g = m_antialiasing ? geometry() : &m_geometry;
            updateGeometry(m_targetRect, m_innerTargetRect,
                           sourceRect, innerSourceRect, m_subSourceRect,
                           g, m_mirror, m_antialiasing);
        }
    }
    markDirty(DirtyGeometry);
    m_dirtyGeometry = false;
}
예제 #8
0
QSGGeometry *QSGBasicInternalImageNode::updateGeometry(const QRectF &targetRect,
                                               const QRectF &innerTargetRect,
                                               const QRectF &sourceRect,
                                               const QRectF &innerSourceRect,
                                               const QRectF &subSourceRect,
                                               QSGGeometry *geometry,
                                               bool mirror,
                                               bool antialiasing)
{
    int floorLeft = qFloor(subSourceRect.left());
    int ceilRight = qCeil(subSourceRect.right());
    int floorTop = qFloor(subSourceRect.top());
    int ceilBottom = qCeil(subSourceRect.bottom());
    int hTiles = ceilRight - floorLeft;
    int vTiles = ceilBottom - floorTop;

    int hCells = hTiles;
    int vCells = vTiles;
    if (innerTargetRect.width() == 0)
        hCells = 0;
    if (innerTargetRect.left() != targetRect.left())
        ++hCells;
    if (innerTargetRect.right() != targetRect.right())
        ++hCells;
    if (innerTargetRect.height() == 0)
        vCells = 0;
    if (innerTargetRect.top() != targetRect.top())
        ++vCells;
    if (innerTargetRect.bottom() != targetRect.bottom())
        ++vCells;
    QVarLengthArray<X, 32> xData(2 * hCells);
    QVarLengthArray<Y, 32> yData(2 * vCells);
    X *xs = xData.data();
    Y *ys = yData.data();

    if (innerTargetRect.left() != targetRect.left()) {
        xs[0].x = targetRect.left();
        xs[0].tx = sourceRect.left();
        xs[1].x = innerTargetRect.left();
        xs[1].tx = innerSourceRect.left();
        xs += 2;
    }
    if (innerTargetRect.width() != 0) {
        xs[0].x = innerTargetRect.left();
        xs[0].tx = innerSourceRect.x() + (subSourceRect.left() - floorLeft) * innerSourceRect.width();
        ++xs;
        float b = innerTargetRect.width() / subSourceRect.width();
        float a = innerTargetRect.x() - subSourceRect.x() * b;
        for (int i = floorLeft + 1; i <= ceilRight - 1; ++i) {
            xs[0].x = xs[1].x = a + b * i;
            xs[0].tx = innerSourceRect.right();
            xs[1].tx = innerSourceRect.left();
            xs += 2;
        }
        xs[0].x = innerTargetRect.right();
        xs[0].tx = innerSourceRect.x() + (subSourceRect.right() - ceilRight + 1) * innerSourceRect.width();
        ++xs;
    }
    if (innerTargetRect.right() != targetRect.right()) {
        xs[0].x = innerTargetRect.right();
        xs[0].tx = innerSourceRect.right();
        xs[1].x = targetRect.right();
        xs[1].tx = sourceRect.right();
        xs += 2;
    }
    Q_ASSERT(xs == xData.data() + xData.size());
    if (mirror) {
        float leftPlusRight = targetRect.left() + targetRect.right();
        int count = xData.size();
        xs = xData.data();
        for (int i = 0; i < count >> 1; ++i)
            qSwap(xs[i], xs[count - 1 - i]);
        for (int i = 0; i < count; ++i)
            xs[i].x = leftPlusRight - xs[i].x;
    }

    if (innerTargetRect.top() != targetRect.top()) {
        ys[0].y = targetRect.top();
        ys[0].ty = sourceRect.top();
        ys[1].y = innerTargetRect.top();
        ys[1].ty = innerSourceRect.top();
        ys += 2;
    }
    if (innerTargetRect.height() != 0) {
        ys[0].y = innerTargetRect.top();
        ys[0].ty = innerSourceRect.y() + (subSourceRect.top() - floorTop) * innerSourceRect.height();
        ++ys;
        float b = innerTargetRect.height() / subSourceRect.height();
        float a = innerTargetRect.y() - subSourceRect.y() * b;
        for (int i = floorTop + 1; i <= ceilBottom - 1; ++i) {
            ys[0].y = ys[1].y = a + b * i;
            ys[0].ty = innerSourceRect.bottom();
            ys[1].ty = innerSourceRect.top();
            ys += 2;
        }
        ys[0].y = innerTargetRect.bottom();
        ys[0].ty = innerSourceRect.y() + (subSourceRect.bottom() - ceilBottom + 1) * innerSourceRect.height();
        ++ys;
    }
    if (innerTargetRect.bottom() != targetRect.bottom()) {
        ys[0].y = innerTargetRect.bottom();
        ys[0].ty = innerSourceRect.bottom();
        ys[1].y = targetRect.bottom();
        ys[1].ty = sourceRect.bottom();
        ys += 2;
    }
    Q_ASSERT(ys == yData.data() + yData.size());

    if (antialiasing) {
        QSGGeometry *g = geometry;
        Q_ASSERT(g);

        g->allocate(hCells * vCells * 4 + (hCells + vCells - 1) * 4,
                    hCells * vCells * 6 + (hCells + vCells) * 12);
        g->setDrawingMode(QSGGeometry::DrawTriangles);
        SmoothVertex *vertices = reinterpret_cast<SmoothVertex *>(g->vertexData());
        memset(vertices, 0, g->vertexCount() * g->sizeOfVertex());
        quint16 *indices = g->indexDataAsUShort();

        // The deltas are how much the fuzziness can reach into the image.
        // Only the border vertices are moved by the vertex shader, so the fuzziness
        // can't reach further into the image than the closest interior vertices.
        float leftDx = xData.at(1).x - xData.at(0).x;
        float rightDx = xData.at(xData.size() - 1).x - xData.at(xData.size() - 2).x;
        float topDy = yData.at(1).y - yData.at(0).y;
        float bottomDy = yData.at(yData.size() - 1).y - yData.at(yData.size() - 2).y;

        float leftDu = xData.at(1).tx - xData.at(0).tx;
        float rightDu = xData.at(xData.size() - 1).tx - xData.at(xData.size() - 2).tx;
        float topDv = yData.at(1).ty - yData.at(0).ty;
        float bottomDv = yData.at(yData.size() - 1).ty - yData.at(yData.size() - 2).ty;

        if (hCells == 1) {
            leftDx = rightDx *= 0.5f;
            leftDu = rightDu *= 0.5f;
        }
        if (vCells == 1) {
            topDy = bottomDy *= 0.5f;
            topDv = bottomDv *= 0.5f;
        }

        // This delta is how much the fuzziness can reach out from the image.
        float delta = float(qAbs(targetRect.width()) < qAbs(targetRect.height())
                            ? targetRect.width() : targetRect.height()) * 0.5f;

        quint16 index = 0;
        ys = yData.data();
        for (int j = 0; j < vCells; ++j, ys += 2) {
            xs = xData.data();
            bool isTop = j == 0;
            bool isBottom = j == vCells - 1;
            for (int i = 0; i < hCells; ++i, xs += 2) {
                bool isLeft = i == 0;
                bool isRight = i == hCells - 1;

                SmoothVertex *v = vertices + index;

                quint16 topLeft = index;
                for (int k = (isTop || isLeft ? 2 : 1); k--; ++v, ++index) {
                    v->x = xs[0].x;
                    v->u = xs[0].tx;
                    v->y = ys[0].y;
                    v->v = ys[0].ty;
                }

                quint16 topRight = index;
                for (int k = (isTop || isRight ? 2 : 1); k--; ++v, ++index) {
                    v->x = xs[1].x;
                    v->u = xs[1].tx;
                    v->y = ys[0].y;
                    v->v = ys[0].ty;
                }

                quint16 bottomLeft = index;
                for (int k = (isBottom || isLeft ? 2 : 1); k--; ++v, ++index) {
                    v->x = xs[0].x;
                    v->u = xs[0].tx;
                    v->y = ys[1].y;
                    v->v = ys[1].ty;
                }

                quint16 bottomRight = index;
                for (int k = (isBottom || isRight ? 2 : 1); k--; ++v, ++index) {
                    v->x = xs[1].x;
                    v->u = xs[1].tx;
                    v->y = ys[1].y;
                    v->v = ys[1].ty;
                }

                appendQuad(&indices, topLeft, topRight, bottomLeft, bottomRight);

                if (isTop) {
                    vertices[topLeft].dy = vertices[topRight].dy = topDy;
                    vertices[topLeft].dv = vertices[topRight].dv = topDv;
                    vertices[topLeft + 1].dy = vertices[topRight + 1].dy = -delta;
                    appendQuad(&indices, topLeft + 1, topRight + 1, topLeft, topRight);
                }

                if (isBottom) {
                    vertices[bottomLeft].dy = vertices[bottomRight].dy = -bottomDy;
                    vertices[bottomLeft].dv = vertices[bottomRight].dv = -bottomDv;
                    vertices[bottomLeft + 1].dy = vertices[bottomRight + 1].dy = delta;
                    appendQuad(&indices, bottomLeft, bottomRight, bottomLeft + 1, bottomRight + 1);
                }

                if (isLeft) {
                    vertices[topLeft].dx = vertices[bottomLeft].dx = leftDx;
                    vertices[topLeft].du = vertices[bottomLeft].du = leftDu;
                    vertices[topLeft + 1].dx = vertices[bottomLeft + 1].dx = -delta;
                    appendQuad(&indices, topLeft + 1, topLeft, bottomLeft + 1, bottomLeft);
                }

                if (isRight) {
                    vertices[topRight].dx = vertices[bottomRight].dx = -rightDx;
                    vertices[topRight].du = vertices[bottomRight].du = -rightDu;
                    vertices[topRight + 1].dx = vertices[bottomRight + 1].dx = delta;
                    appendQuad(&indices, topRight, topRight + 1, bottomRight, bottomRight + 1);
                }
            }
        }

        Q_ASSERT(index == g->vertexCount());
        Q_ASSERT(indices - g->indexCount() == g->indexData());
    } else {
        if (!geometry) {
            geometry = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(),
                                       hCells * vCells * 4, hCells * vCells * 6,
                                       QSGGeometry::UnsignedShortType);
        } else {
            geometry->allocate(hCells * vCells * 4, hCells * vCells * 6);
        }
        geometry->setDrawingMode(QSGGeometry::DrawTriangles);
        QSGGeometry::TexturedPoint2D *vertices = geometry->vertexDataAsTexturedPoint2D();
        ys = yData.data();
        for (int j = 0; j < vCells; ++j, ys += 2) {
            xs = xData.data();
            for (int i = 0; i < hCells; ++i, xs += 2) {
                vertices[0].x = vertices[2].x = xs[0].x;
                vertices[0].tx = vertices[2].tx = xs[0].tx;
                vertices[1].x = vertices[3].x = xs[1].x;
                vertices[1].tx = vertices[3].tx = xs[1].tx;

                vertices[0].y = vertices[1].y = ys[0].y;
                vertices[0].ty = vertices[1].ty = ys[0].ty;
                vertices[2].y = vertices[3].y = ys[1].y;
                vertices[2].ty = vertices[3].ty = ys[1].ty;

                vertices += 4;
            }
        }

        quint16 *indices = geometry->indexDataAsUShort();
        for (int i = 0; i < 4 * vCells * hCells; i += 4)
            appendQuad(&indices, i, i + 1, i + 2, i + 3);
    }
    return geometry;
}
void QQuickShapeGenericRenderer::updateFillNode(ShapePathData *d, QQuickShapeGenericNode *node)
{
    if (!node->m_fillNode)
        return;
    if (!(d->effectiveDirty & (DirtyFillGeom | DirtyColor | DirtyFillGradient)))
        return;

    // Make a copy of the data that will be accessed by the material on
    // the render thread. This must be done even when we bail out below.
    QQuickShapeGenericStrokeFillNode *n = node->m_fillNode;
    updateShadowDataInNode(d, n);

    QSGGeometry *g = n->geometry();
    if (d->fillVertices.isEmpty()) {
        if (g->vertexCount() || g->indexCount()) {
            g->allocate(0, 0);
            n->markDirty(QSGNode::DirtyGeometry);
        }
        return;
    }

    if (d->fillGradientActive) {
        QQuickShapeGenericStrokeFillNode::Material gradMat;
        switch (d->fillGradientActive) {
        case LinearGradient:
            gradMat = QQuickShapeGenericStrokeFillNode::MatLinearGradient;
            break;
        case RadialGradient:
            gradMat = QQuickShapeGenericStrokeFillNode::MatRadialGradient;
            break;
        case ConicalGradient:
            gradMat = QQuickShapeGenericStrokeFillNode::MatConicalGradient;
            break;
        default:
            Q_UNREACHABLE();
        }
        n->activateMaterial(m_item->window(), gradMat);
        if (d->effectiveDirty & DirtyFillGradient) {
            // Gradients are implemented via a texture-based material.
            n->markDirty(QSGNode::DirtyMaterial);
            // stop here if only the gradient changed; no need to touch the geometry
            if (!(d->effectiveDirty & DirtyFillGeom))
                return;
        }
    } else {
        n->activateMaterial(m_item->window(), QQuickShapeGenericStrokeFillNode::MatSolidColor);
        // fast path for updating only color values when no change in vertex positions
        if ((d->effectiveDirty & DirtyColor) && !(d->effectiveDirty & DirtyFillGeom)) {
            ColoredVertex *vdst = reinterpret_cast<ColoredVertex *>(g->vertexData());
            for (int i = 0; i < g->vertexCount(); ++i)
                vdst[i].set(vdst[i].x, vdst[i].y, d->fillColor);
            n->markDirty(QSGNode::DirtyGeometry);
            return;
        }
    }

    const int indexCount = d->indexType == QSGGeometry::UnsignedShortType
            ? d->fillIndices.count() * 2 : d->fillIndices.count();
    if (g->indexType() != d->indexType) {
        g = new QSGGeometry(QSGGeometry::defaultAttributes_ColoredPoint2D(),
                            d->fillVertices.count(), indexCount, d->indexType);
        n->setGeometry(g);
    } else {
        g->allocate(d->fillVertices.count(), indexCount);
    }
    g->setDrawingMode(QSGGeometry::DrawTriangles);
    memcpy(g->vertexData(), d->fillVertices.constData(), g->vertexCount() * g->sizeOfVertex());
    memcpy(g->indexData(), d->fillIndices.constData(), g->indexCount() * g->sizeOfIndex());

    n->markDirty(QSGNode::DirtyGeometry);
}