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1 /**************************************************************************** |
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2 ** |
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3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). |
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4 ** All rights reserved. |
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5 ** Contact: Nokia Corporation (qt-info@nokia.com) |
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6 ** |
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7 ** This file is part of the QtOpenGL module of the Qt Toolkit. |
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8 ** |
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9 ** $QT_BEGIN_LICENSE:LGPL$ |
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10 ** No Commercial Usage |
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11 ** This file contains pre-release code and may not be distributed. |
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12 ** You may use this file in accordance with the terms and conditions |
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13 ** contained in the Technology Preview License Agreement accompanying |
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14 ** this package. |
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15 ** |
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16 ** GNU Lesser General Public License Usage |
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17 ** Alternatively, this file may be used under the terms of the GNU Lesser |
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18 ** General Public License version 2.1 as published by the Free Software |
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19 ** Foundation and appearing in the file LICENSE.LGPL included in the |
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20 ** packaging of this file. Please review the following information to |
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21 ** ensure the GNU Lesser General Public License version 2.1 requirements |
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22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
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23 ** |
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24 ** In addition, as a special exception, Nokia gives you certain additional |
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25 ** rights. These rights are described in the Nokia Qt LGPL Exception |
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26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
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27 ** |
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28 ** If you have questions regarding the use of this file, please contact |
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29 ** Nokia at qt-info@nokia.com. |
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30 ** |
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31 ** |
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32 ** |
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33 ** |
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34 ** |
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35 ** |
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36 ** |
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37 ** |
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38 ** $QT_END_LICENSE$ |
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39 ** |
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40 ****************************************************************************/ |
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41 |
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42 #include "qgl2pexvertexarray_p.h" |
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43 |
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44 #include <private/qbezier_p.h> |
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45 |
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46 QT_BEGIN_NAMESPACE |
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47 |
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48 void QGL2PEXVertexArray::clear() |
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49 { |
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50 vertexArray.reset(); |
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51 vertexArrayStops.clear(); |
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52 boundingRectDirty = true; |
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53 } |
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54 |
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55 |
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56 QGLRect QGL2PEXVertexArray::boundingRect() const |
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57 { |
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58 if (boundingRectDirty) |
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59 return QGLRect(0.0, 0.0, 0.0, 0.0); |
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60 else |
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61 return QGLRect(minX, minY, maxX, maxY); |
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62 } |
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63 |
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64 void QGL2PEXVertexArray::addRect(const QRectF &rect) |
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65 { |
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66 vertexArray << rect.topLeft() << rect.topRight() << rect.bottomRight() |
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67 << rect.bottomRight() << rect.bottomLeft() << rect.topLeft(); |
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68 } |
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69 |
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70 void QGL2PEXVertexArray::addClosingLine(int index) |
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71 { |
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72 if (QPointF(vertexArray.at(index)) != QPointF(vertexArray.last())) |
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73 vertexArray.add(vertexArray.at(index)); |
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74 } |
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75 |
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76 void QGL2PEXVertexArray::addCentroid(const QVectorPath &path, int subPathIndex) |
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77 { |
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78 const QPointF *const points = reinterpret_cast<const QPointF *>(path.points()); |
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79 const QPainterPath::ElementType *const elements = path.elements(); |
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80 |
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81 QPointF sum = points[subPathIndex]; |
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82 int count = 1; |
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83 |
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84 for (int i = subPathIndex + 1; i < path.elementCount() && (!elements || elements[i] != QPainterPath::MoveToElement); ++i) { |
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85 sum += points[i]; |
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86 ++count; |
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87 } |
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88 |
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89 const QPointF centroid = sum / qreal(count); |
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90 vertexArray.add(centroid); |
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91 } |
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92 |
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93 void QGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseScale, bool outline) |
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94 { |
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95 const QPointF* const points = reinterpret_cast<const QPointF*>(path.points()); |
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96 const QPainterPath::ElementType* const elements = path.elements(); |
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97 |
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98 if (boundingRectDirty) { |
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99 minX = maxX = points[0].x(); |
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100 minY = maxY = points[0].y(); |
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101 boundingRectDirty = false; |
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102 } |
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103 |
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104 if (!outline) |
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105 addCentroid(path, 0); |
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106 |
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107 int lastMoveTo = vertexArray.size(); |
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108 vertexArray.add(points[0]); // The first element is always a moveTo |
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109 |
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110 do { |
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111 if (!elements) { |
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112 // qDebug("QVectorPath has no elements"); |
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113 // If the path has a null elements pointer, the elements implicitly |
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114 // start with a moveTo (already added) and continue with lineTos: |
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115 for (int i=1; i<path.elementCount(); ++i) |
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116 lineToArray(points[i].x(), points[i].y()); |
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117 |
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118 break; |
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119 } |
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120 // qDebug("QVectorPath has element types"); |
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121 |
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122 for (int i=1; i<path.elementCount(); ++i) { |
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123 const QPainterPath::ElementType elementType = elements[i]; |
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124 switch (elementType) { |
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125 case QPainterPath::MoveToElement: |
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126 if (!outline) |
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127 addClosingLine(lastMoveTo); |
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128 // qDebug("element[%d] is a MoveToElement", i); |
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129 vertexArrayStops.append(vertexArray.size()); |
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130 if (!outline) { |
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131 addCentroid(path, i); |
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132 lastMoveTo = vertexArray.size(); |
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133 } |
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134 lineToArray(points[i].x(), points[i].y()); // Add the moveTo as a new vertex |
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135 break; |
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136 case QPainterPath::LineToElement: |
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137 // qDebug("element[%d] is a LineToElement", i); |
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138 lineToArray(points[i].x(), points[i].y()); |
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139 break; |
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140 case QPainterPath::CurveToElement: |
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141 // qDebug("element[%d] is a CurveToElement", i); |
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142 curveToArray(points[i], points[i+1], points[i+2], curveInverseScale); |
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143 i+=2; |
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144 break; |
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145 default: |
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146 break; |
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147 } |
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148 } |
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149 } while (0); |
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150 |
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151 if (!outline) |
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152 addClosingLine(lastMoveTo); |
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153 vertexArrayStops.append(vertexArray.size()); |
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154 } |
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155 |
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156 void QGL2PEXVertexArray::lineToArray(const GLfloat x, const GLfloat y) |
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157 { |
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158 vertexArray.add(QGLPoint(x, y)); |
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159 |
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160 if (x > maxX) |
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161 maxX = x; |
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162 else if (x < minX) |
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163 minX = x; |
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164 if (y > maxY) |
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165 maxY = y; |
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166 else if (y < minY) |
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167 minY = y; |
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168 } |
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169 |
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170 void QGL2PEXVertexArray::curveToArray(const QGLPoint &cp1, const QGLPoint &cp2, const QGLPoint &ep, GLfloat inverseScale) |
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171 { |
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172 qreal inverseScaleHalf = inverseScale / 2; |
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173 |
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174 QBezier beziers[32]; |
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175 beziers[0] = QBezier::fromPoints(vertexArray.last(), cp1, cp2, ep); |
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176 QBezier *b = beziers; |
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177 while (b >= beziers) { |
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178 // check if we can pop the top bezier curve from the stack |
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179 qreal l = qAbs(b->x4 - b->x1) + qAbs(b->y4 - b->y1); |
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180 qreal d; |
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181 if (l > inverseScale) { |
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182 d = qAbs( (b->x4 - b->x1)*(b->y1 - b->y2) - (b->y4 - b->y1)*(b->x1 - b->x2) ) |
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183 + qAbs( (b->x4 - b->x1)*(b->y1 - b->y3) - (b->y4 - b->y1)*(b->x1 - b->x3) ); |
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184 d /= l; |
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185 } else { |
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186 d = qAbs(b->x1 - b->x2) + qAbs(b->y1 - b->y2) + |
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187 qAbs(b->x1 - b->x3) + qAbs(b->y1 - b->y3); |
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188 } |
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189 if (d < inverseScaleHalf || b == beziers + 31) { |
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190 // good enough, we pop it off and add the endpoint |
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191 lineToArray(b->x4, b->y4); |
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192 --b; |
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193 } else { |
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194 // split, second half of the polygon goes lower into the stack |
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195 b->split(b+1, b); |
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196 ++b; |
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197 } |
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198 } |
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199 } |
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200 |
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201 QT_END_NAMESPACE |