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#include "linenode.h"
#include <QtGui/QColor>
#include <QtQuick/QSGSimpleMaterial>
struct LineMaterial
{
QColor color;
float spread;
float size;
};
class LineShader : public QSGSimpleMaterialShader<LineMaterial>
{
QSG_DECLARE_SIMPLE_SHADER(LineShader, LineMaterial)
public:
LineShader() {
setShaderSourceFile(QOpenGLShader::Vertex, ":/scenegraph/graph/shaders/line.vsh");
setShaderSourceFile(QOpenGLShader::Fragment, ":/scenegraph/graph/shaders/line.fsh");
}
QList<QByteArray> attributes() const override { return QList<QByteArray>() << "pos" << "t"; }
void updateState(const LineMaterial *m, const LineMaterial *) override {
program()->setUniformValue(id_color, m->color);
program()->setUniformValue(id_spread, m->spread);
program()->setUniformValue(id_size, m->size);
}
void resolveUniforms() override {
id_spread = program()->uniformLocation("spread");
id_size = program()->uniformLocation("size");
id_color = program()->uniformLocation("color");
}
private:
int id_color = -1;
int id_spread = -1;
int id_size = -1;
};
struct LineVertex {
float x;
float y;
float t;
inline void set(float xx, float yy, float tt) { x = xx; y = yy; t = tt; }
};
static const QSGGeometry::AttributeSet &attributes()
{
static QSGGeometry::Attribute attr[] = {
QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true),
QSGGeometry::Attribute::create(1, 1, GL_FLOAT)
};
static QSGGeometry::AttributeSet set = { 2, 3 * sizeof(float), attr };
return set;
}
LineNode::LineNode(float size, float spread, const QColor &color)
: m_geometry(attributes(), 0)
{
setGeometry(&m_geometry);
m_geometry.setDrawingMode(GL_TRIANGLE_STRIP);
QSGSimpleMaterial<LineMaterial> *m = LineShader::createMaterial();
m->state()->color = color;
m->state()->size = size;
m->state()->spread = spread;
m->setFlag(QSGMaterial::Blending);
setMaterial(m);
setFlag(OwnsMaterial);
}
/*
* Assumes that samples have values in the range of 0 to 1 and scales them to
* the height of bounds. The samples are stretched out horizontally along the
* width of the bounds.
*
* The position of each pair of points is identical, but we use the third value
* "t" to shift the point up or down and to add antialiasing.
*/
void LineNode::updateGeometry(const QRectF &bounds, const QList<qreal> &samples)
{
m_geometry.allocate(samples.size() * 2);
float x = bounds.x();
float y = bounds.y();
float w = bounds.width();
float h = bounds.height();
float dx = w / (samples.size() - 1);
LineVertex *v = (LineVertex *) m_geometry.vertexData();
for (int i=0; i<samples.size(); ++i) {
v[i*2+0].set(x + dx * i, y + samples.at(i) * h, 0);
v[i*2+1].set(x + dx * i, y + samples.at(i) * h, 1);
}
markDirty(QSGNode::DirtyGeometry);
}