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// 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
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
// Qt-Security score:significant reason:default
#ifndef QOPENGL2PEXVERTEXARRAY_P_H
#define QOPENGL2PEXVERTEXARRAY_P_H
#include <QRectF>
#include <private/qdatabuffer_p.h>
#include <private/qvectorpath_p.h>
#include <private/qopenglcontext_p.h>
QT_BEGIN_NAMESPACE
class QOpenGLPoint
{
public:
QOpenGLPoint(GLfloat new_x, GLfloat new_y) :
x(new_x), y(new_y) {}
QOpenGLPoint(const QPointF &p) :
x(p.x()), y(p.y()) {}
QOpenGLPoint(const QPointF* p) :
x(p->x()), y(p->y()) {}
GLfloat x;
GLfloat y;
operator QPointF() {return QPointF(x,y);}
operator QPointF() const {return QPointF(x,y);}
};
Q_DECLARE_TYPEINFO(QOpenGLPoint, Q_PRIMITIVE_TYPE);
struct QOpenGLRect
{
QOpenGLRect(const QRectF &r)
: left(r.left()), top(r.top()), right(r.right()), bottom(r.bottom()) {}
QOpenGLRect(GLfloat l, GLfloat t, GLfloat r, GLfloat b)
: left(l), top(t), right(r), bottom(b) {}
GLfloat left;
GLfloat top;
GLfloat right;
GLfloat bottom;
operator QRectF() const {return QRectF(left, top, right-left, bottom-top);}
};
Q_DECLARE_TYPEINFO(QOpenGLRect, Q_PRIMITIVE_TYPE);
class QOpenGL2PEXVertexArray
{
public:
QOpenGL2PEXVertexArray() :
vertexArray(0), vertexArrayStops(0),
maxX(-2e10), maxY(-2e10), minX(2e10), minY(2e10),
boundingRectDirty(true)
{ }
inline void addRect(const QRectF &rect)
{
qreal top = rect.top();
qreal left = rect.left();
qreal bottom = rect.bottom();
qreal right = rect.right();
vertexArray << QOpenGLPoint(left, top)
<< QOpenGLPoint(right, top)
<< QOpenGLPoint(right, bottom)
<< QOpenGLPoint(right, bottom)
<< QOpenGLPoint(left, bottom)
<< QOpenGLPoint(left, top);
}
inline void addQuad(const QRectF &rect)
{
qreal top = rect.top();
qreal left = rect.left();
qreal bottom = rect.bottom();
qreal right = rect.right();
vertexArray << QOpenGLPoint(left, top)
<< QOpenGLPoint(right, top)
<< QOpenGLPoint(left, bottom)
<< QOpenGLPoint(right, bottom);
}
inline void addVertex(const GLfloat x, const GLfloat y)
{
vertexArray.add(QOpenGLPoint(x, y));
}
void addPath(const QVectorPath &path, GLfloat curveInverseScale, bool outline = true);
void clear();
QOpenGLPoint* data() {return vertexArray.data();}
int *stops() const { return vertexArrayStops.data(); }
int stopCount() const { return vertexArrayStops.size(); }
QOpenGLRect boundingRect() const;
int vertexCount() const { return vertexArray.size(); }
void lineToArray(const GLfloat x, const GLfloat y);
private:
QDataBuffer<QOpenGLPoint> vertexArray;
QDataBuffer<int> vertexArrayStops;
GLfloat maxX;
GLfloat maxY;
GLfloat minX;
GLfloat minY;
bool boundingRectDirty;
void addClosingLine(int index);
void addCentroid(const QVectorPath &path, int subPathIndex);
};
QT_END_NAMESPACE
#endif