Revision control

++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "qsgopenvgnodevisitor.h"
++ #include "qsgopenvginternalrectanglenode.h"
++ #include "qsgopenvginternalimagenode.h"
++ #include "qsgopenvgpublicnodes.h"
++ #include "qsgopenvgglyphnode_p.h"
++ #include "qsgopenvgpainternode.h"
++ #if QT_CONFIG(quick_sprite)
++ #include "qsgopenvgspritenode.h"
++ #endif
++ #include "qsgopenvgrenderable.h"
++
++ #include "qopenvgcontext_p.h"
++
++ #include <QtQuick/qsgsimplerectnode.h>
++ #include <QtQuick/qsgsimpletexturenode.h>
++ #include <QtQuick/qsgrendernode.h>
++
++ QT_BEGIN_NAMESPACE
++
++ QSGOpenVGNodeVisitor::QSGOpenVGNodeVisitor()
++ {
++ //Store the current matrix state
++ QList<VGfloat> matrix(9);
++ vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
++ vgGetMatrix(matrix.data());
++
++ m_transformStack.push(QOpenVGMatrix(matrix.constData()));
++
++ // Opacity
++ m_opacityState.push(1.0f);
++ }
++
++ bool QSGOpenVGNodeVisitor::visit(QSGTransformNode *node)
++ {
++ const QList<float> matrixData = { node->matrix().constData()[0], node->matrix().constData()[1], node->matrix().constData()[3],
++ node->matrix().constData()[4], node->matrix().constData()[5], node->matrix().constData()[7],
++ node->matrix().constData()[12], node->matrix().constData()[13], node->matrix().constData()[15] };
++ const QOpenVGMatrix matrix2d(matrixData.constData());
++
++ m_transformStack.push(m_transformStack.top() * matrix2d);
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGTransformNode *)
++ {
++ m_transformStack.pop();
++ }
++
++ bool QSGOpenVGNodeVisitor::visit(QSGClipNode *node)
++ {
++ VGMaskOperation maskOperation = VG_INTERSECT_MASK;
++ if (m_clipStack.count() == 0) {
++ vgSeti(VG_MASKING, VG_TRUE);
++ vgMask(0,VG_FILL_MASK, 0, 0, VG_MAXINT, VG_MAXINT);
++ }
++
++ // Render clip node geometry to mask
++ vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
++ vgLoadIdentity();
++ VGPath clipPath = generateClipPath(node->clipRect());
++ vgRenderToMask(clipPath, VG_FILL_PATH, maskOperation);
++
++ m_clipStack.push(clipPath);
++
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGClipNode *)
++ {
++ // Remove clip node geometry from mask
++ auto clipState = m_clipStack.pop();
++ vgDestroyPath(clipState);
++
++ if (m_clipStack.count() == 0) {
++ vgSeti(VG_MASKING, VG_FALSE);
++ } else {
++ // Recreate the mask
++ vgMask(0,VG_FILL_MASK, 0, 0, VG_MAXINT, VG_MAXINT);
++ vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
++ vgLoadIdentity();
++ for (auto path : std::as_const(m_clipStack)) {
++ vgRenderToMask(path, VG_FILL_PATH, VG_INTERSECT_MASK);
++ }
++ }
++ }
++
++ bool QSGOpenVGNodeVisitor::visit(QSGGeometryNode *node)
++ {
++ if (QSGSimpleRectNode *rectNode = dynamic_cast<QSGSimpleRectNode *>(node)) {
++ // TODO: Try and render the QSGSimpleRectNode
++ Q_UNUSED(rectNode);
++ return false;
++ } else if (QSGSimpleTextureNode *tn = dynamic_cast<QSGSimpleTextureNode *>(node)) {
++ // TODO: Try and render the QSGSimpleTextureNode
++ Q_UNUSED(tn);
++ return false;
++ } else if (QSGOpenVGNinePatchNode *nn = dynamic_cast<QSGOpenVGNinePatchNode *>(node)) {
++ renderRenderableNode(nn);
++ } else if (QSGOpenVGRectangleNode *rn = dynamic_cast<QSGOpenVGRectangleNode *>(node)) {
++ renderRenderableNode(rn);
++ } else if (QSGOpenVGImageNode *n = dynamic_cast<QSGOpenVGImageNode *>(node)) {
++ renderRenderableNode(n);
++ } else {
++ // We dont know, so skip
++ return false;
++ }
++
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGGeometryNode *)
++ {
++ }
++
++ bool QSGOpenVGNodeVisitor::visit(QSGOpacityNode *node)
++ {
++ m_opacityState.push(m_opacityState.top() * node->opacity());
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGOpacityNode *)
++ {
++ m_opacityState.pop();
++ }
++
++ bool QSGOpenVGNodeVisitor::visit(QSGInternalImageNode *node)
++ {
++ renderRenderableNode(static_cast<QSGOpenVGInternalImageNode*>(node));
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGInternalImageNode *)
++ {
++ }
++
++ bool QSGOpenVGNodeVisitor::visit(QSGPainterNode *node)
++ {
++ renderRenderableNode(static_cast<QSGOpenVGPainterNode*>(node));
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGPainterNode *)
++ {
++ }
++
++ bool QSGOpenVGNodeVisitor::visit(QSGInternalRectangleNode *node)
++ {
++ renderRenderableNode(static_cast<QSGOpenVGInternalRectangleNode*>(node));
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGInternalRectangleNode *)
++ {
++ }
++
++ bool QSGOpenVGNodeVisitor::visit(QSGGlyphNode *node)
++ {
++ renderRenderableNode(static_cast<QSGOpenVGGlyphNode*>(node));
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGGlyphNode *)
++ {
++ }
++
++ bool QSGOpenVGNodeVisitor::visit(QSGRootNode *)
++ {
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGRootNode *)
++ {
++ }
++
++ #if QT_CONFIG(quick_sprite)
++ bool QSGOpenVGNodeVisitor::visit(QSGSpriteNode *node)
++ {
++ renderRenderableNode(static_cast<QSGOpenVGSpriteNode*>(node));
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGSpriteNode *)
++ {
++ }
++ #endif
++
++ bool QSGOpenVGNodeVisitor::visit(QSGRenderNode *)
++ {
++ return true;
++ }
++
++ void QSGOpenVGNodeVisitor::endVisit(QSGRenderNode *)
++ {
++ }
++
++ VGPath QSGOpenVGNodeVisitor::generateClipPath(const QRectF &rect) const
++ {
++ VGPath clipPath = vgCreatePath(VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F, 1, 0, 0, 0,
++ VG_PATH_CAPABILITY_APPEND_TO);
++
++ // Create command list
++ static const VGubyte rectCommands[] = {
++ VG_MOVE_TO_ABS,
++ VG_LINE_TO_ABS,
++ VG_LINE_TO_ABS,
++ VG_LINE_TO_ABS,
++ VG_CLOSE_PATH
++ };
++
++ const QOpenVGMatrix &transform = m_transformStack.top();
++
++ // Create command data
++ QList<VGfloat> coordinates(8);
++ const QPointF topLeft = transform.map(rect.topLeft());
++ const QPointF topRight = transform.map(rect.topRight());
++ const QPointF bottomLeft = transform.map(rect.bottomLeft());
++ const QPointF bottomRight = transform.map(rect.bottomRight());
++ coordinates[0] = bottomLeft.x();
++ coordinates[1] = bottomLeft.y();
++ coordinates[2] = bottomRight.x();
++ coordinates[3] = bottomRight.y();
++ coordinates[4] = topRight.x();
++ coordinates[5] = topRight.y();
++ coordinates[6] = topLeft.x();
++ coordinates[7] = topLeft.y();
++
++ vgAppendPathData(clipPath, 5, rectCommands, coordinates.constData());
++ return clipPath;
++ }
++
++ void QSGOpenVGNodeVisitor::renderRenderableNode(QSGOpenVGRenderable *node)
++ {
++ if (!node)
++ return;
++ node->setTransform(m_transformStack.top());
++ node->setOpacity(m_opacityState.top());
++ node->render();
++ }
++
++ QT_END_NAMESPACE