diff -r 000000000000 -r 1918ee327afb src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp Mon Jan 11 14:00:40 2010 +0000 @@ -0,0 +1,201 @@ +/**************************************************************************** +** +** 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