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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** 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 <private/qbezier_p.h>
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::addPath(const QVectorPath &path, GLfloat curveInverseScale)
{
const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
const QPainterPath::ElementType* const elements = path.elements();
if (boundingRectDirty) {
minX = maxX = points[0].x();
minY = maxY = points[0].y();
boundingRectDirty = false;
}
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<path.elementCount(); ++i)
lineToArray(points[i].x(), points[i].y());
break;
}
// qDebug("QVectorPath has element types");
for (int i=1; i<path.elementCount(); ++i) {
const QPainterPath::ElementType elementType = elements[i];
switch (elementType) {
case QPainterPath::MoveToElement:
// qDebug("element[%d] is a MoveToElement", i);
vertexArrayStops.append(vertexArray.size());
lineToArray(points[i].x(), points[i].y()); // Add the moveTo as a new vertex
break;
case QPainterPath::LineToElement:
// 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;
default:
break;
}
}
} while (0);
vertexArrayStops.append(vertexArray.size());
}
void QGL2PEXVertexArray::lineToArray(const GLfloat x, const GLfloat y)
{
vertexArray.add(QGLPoint(x, y));
if (x > 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
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