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| ** This file is part of the QtOpenGL module of the Qt Toolkit. |
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| |
| #include "qgl2pexvertexarray_p.h" |
| |
| #include <private/qbezier_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| void QGL2PEXVertexArray::clear() |
| { |
| vertexArray.reset(); |
| vertexArrayStops.reset(); |
| 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::addClosingLine(int index) |
| { |
| QPointF point(vertexArray.at(index)); |
| if (point != QPointF(vertexArray.last())) |
| vertexArray.add(point); |
| } |
| |
| void QGL2PEXVertexArray::addCentroid(const QVectorPath &path, int subPathIndex) |
| { |
| const QPointF *const points = reinterpret_cast<const QPointF *>(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<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; |
| } |
| |
| if (!outline && !path.isConvex()) |
| 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<path.elementCount(); ++i) |
| lineToArray(points[i].x(), points[i].y()); |
| |
| break; |
| } |
| // qDebug("QVectorPath has element types"); |
| |
| for (int i=1; i<path.elementCount(); ++i) { |
| switch (elements[i]) { |
| case QPainterPath::MoveToElement: |
| if (!outline) |
| addClosingLine(lastMoveTo); |
| // qDebug("element[%d] is a MoveToElement", i); |
| vertexArrayStops.add(vertexArray.size()); |
| if (!outline) { |
| if (!path.isConvex()) addCentroid(path, i); |
| lastMoveTo = 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: { |
| 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 * 6)); |
| if (threshold < 3) threshold = 3; |
| qreal one_over_threshold_minus_1 = qreal(1) / (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; |
| } |
| } |
| } while (0); |
| |
| if (!outline) |
| addClosingLine(lastMoveTo); |
| vertexArrayStops.add(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; |
| } |
| |
| QT_END_NAMESPACE |