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authorGunnar Sletta <gunnar@trolltech.com>2009-11-25 08:03:43 (GMT)
committerGunnar Sletta <gunnar@trolltech.com>2009-11-25 08:36:09 (GMT)
commit44c6308cb775e2ca53f8708ba87893b7e8bc2c2d (patch)
treede5f63aaf7cc78df71e854ff45318e21d816ef98 /src/opengl
parentdbaea6fa5a90742d89691685baa44a1a34598f21 (diff)
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Optimized the bezier flattening a bit
Testcase with rounded rects went from 55 -> 62 FPS for 1000 random rects Reviewed-By: Tom Cooksey
Diffstat (limited to 'src/opengl')
-rw-r--r--src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp55
-rw-r--r--src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h2
2 files changed, 17 insertions, 40 deletions
diff --git a/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp b/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp
index 1fe3999..e70b75e 100644
--- a/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp
+++ b/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp
@@ -120,8 +120,7 @@ void QGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseSc
// qDebug("QVectorPath has element types");
for (int i=1; i<path.elementCount(); ++i) {
- const QPainterPath::ElementType elementType = elements[i];
- switch (elementType) {
+ switch (elements[i]) {
case QPainterPath::MoveToElement:
if (!outline)
addClosingLine(lastMoveTo);
@@ -137,11 +136,22 @@ void QGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseSc
// qDebug("element[%d] is a LineToElement", i);
lineToArray(points[i].x(), points[i].y());
break;
- case QPainterPath::CurveToElement:
-// qDebug("element[%d] is a CurveToElement", i);
- curveToArray(points[i], points[i+1], points[i+2], curveInverseScale);
- i+=2;
- break;
+ case QPainterPath::CurveToElement: {
+ QBezier b = QBezier::fromPoints(*(((const QPointF *) points) + i - 1),
+ points[i],
+ points[i+1],
+ points[i+2]);
+ QRectF bounds = b.bounds();
+ // threshold based on same algorithm as in qtriangulatingstroker.cpp
+ int threshold = qMin<float>(64, qMax(bounds.width(), bounds.height()) * 3.14f / (curveInverseScale * 8));
+ if (threshold < 3) threshold = 3;
+ qreal one_over_threshold_minus_1 = 1.f / (threshold - 1);
+ for (int t=0; t<threshold; ++t) {
+ QPointF pt = b.pointAt(t * one_over_threshold_minus_1);
+ lineToArray(pt.x(), pt.y());
+ }
+ i += 2;
+ break; }
default:
break;
}
@@ -167,35 +177,4 @@ void QGL2PEXVertexArray::lineToArray(const GLfloat x, const GLfloat y)
minY = y;
}
-void QGL2PEXVertexArray::curveToArray(const QGLPoint &cp1, const QGLPoint &cp2, const QGLPoint &ep, GLfloat inverseScale)
-{
- qreal inverseScaleHalf = inverseScale / 2;
-
- QBezier beziers[32];
- beziers[0] = QBezier::fromPoints(vertexArray.last(), cp1, cp2, ep);
- QBezier *b = beziers;
- while (b >= beziers) {
- // check if we can pop the top bezier curve from the stack
- qreal l = qAbs(b->x4 - b->x1) + qAbs(b->y4 - b->y1);
- qreal d;
- if (l > inverseScale) {
- d = qAbs( (b->x4 - b->x1)*(b->y1 - b->y2) - (b->y4 - b->y1)*(b->x1 - b->x2) )
- + qAbs( (b->x4 - b->x1)*(b->y1 - b->y3) - (b->y4 - b->y1)*(b->x1 - b->x3) );
- d /= l;
- } else {
- d = qAbs(b->x1 - b->x2) + qAbs(b->y1 - b->y2) +
- qAbs(b->x1 - b->x3) + qAbs(b->y1 - b->y3);
- }
- if (d < inverseScaleHalf || b == beziers + 31) {
- // good enough, we pop it off and add the endpoint
- lineToArray(b->x4, b->y4);
- --b;
- } else {
- // split, second half of the polygon goes lower into the stack
- b->split(b+1, b);
- ++b;
- }
- }
-}
-
QT_END_NAMESPACE
diff --git a/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h b/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h
index 719904f..c53ef11 100644
--- a/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h
+++ b/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h
@@ -123,8 +123,6 @@ private:
GLfloat minY;
bool boundingRectDirty;
- inline void curveToArray(const QGLPoint &cp1, const QGLPoint &cp2, const QGLPoint &ep, GLfloat inverseScale);
-
void addClosingLine(int index);
void addCentroid(const QVectorPath &path, int subPathIndex);
};