/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtOpenGL module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qgl2pexvertexarray_p.h" #include QT_BEGIN_NAMESPACE void QGL2PEXVertexArray::clear() { vertexArray.reset(); vertexArrayStops.clear(); boundingRectDirty = true; } QGLRect QGL2PEXVertexArray::boundingRect() const { if (boundingRectDirty) return QGLRect(0.0, 0.0, 0.0, 0.0); else return QGLRect(minX, minY, maxX, maxY); } void QGL2PEXVertexArray::addRect(const QRectF &rect) { vertexArray << rect.topLeft() << rect.topRight() << rect.bottomRight() << rect.bottomRight() << rect.bottomLeft() << rect.topLeft(); } void QGL2PEXVertexArray::addClosingLine(int index) { if (QPointF(vertexArray.at(index)) != QPointF(vertexArray.last())) vertexArray.add(vertexArray.at(index)); } void QGL2PEXVertexArray::addCentroid(const QVectorPath &path, int subPathIndex) { const QPointF *const points = reinterpret_cast(path.points()); const QPainterPath::ElementType *const elements = path.elements(); QPointF sum = points[subPathIndex]; int count = 1; for (int i = subPathIndex + 1; i < path.elementCount() && (!elements || elements[i] != QPainterPath::MoveToElement); ++i) { sum += points[i]; ++count; } const QPointF centroid = sum / qreal(count); vertexArray.add(centroid); } void QGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseScale, bool outline) { const QPointF* const points = reinterpret_cast(path.points()); const QPainterPath::ElementType* const elements = path.elements(); if (boundingRectDirty) { minX = maxX = points[0].x(); minY = maxY = points[0].y(); boundingRectDirty = false; } if (!outline) addCentroid(path, 0); int lastMoveTo = vertexArray.size(); vertexArray.add(points[0]); // The first element is always a moveTo do { if (!elements) { // qDebug("QVectorPath has no elements"); // If the path has a null elements pointer, the elements implicitly // start with a moveTo (already added) and continue with lineTos: for (int i=1; i maxX) maxX = x; else if (x < minX) minX = x; if (y > maxY) maxY = y; else if (y < minY) 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