Revision control
Copy as Markdown
// 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
// Qt-Security score:significant reason:default
#include "qsgbasicinternalrectanglenode_p.h"
#include <QtCore/qmath.h>
QT_BEGIN_NAMESPACE
namespace
{
struct Color4ub
{
unsigned char r, g, b, a;
};
Color4ub operator *(Color4ub c, float t) { c.a *= t; c.r *= t; c.g *= t; c.b *= t; return c; }
Color4ub operator +(Color4ub a, Color4ub b) { a.a += b.a; a.r += b.r; a.g += b.g; a.b += b.b; return a; }
inline Color4ub colorToColor4ub(const QColor &c)
{
float r, g, b, a;
c.getRgbF(&r, &g, &b, &a);
Color4ub color = { uchar(qRound(r * a * 255)),
uchar(qRound(g * a * 255)),
uchar(qRound(b * a * 255)),
uchar(qRound(a * 255))
};
return color;
}
// Same layout as QSGGeometry::ColoredPoint2D, but uses Color4ub for convenience.
struct Vertex
{
float x, y;
Color4ub color;
void set(float primary, float secondary, Color4ub ncolor, bool vertical)
{
if (vertical) {
x = secondary; y = primary;
} else {
x = primary; y = secondary;
}
color = ncolor;
}
};
struct SmoothVertex : public Vertex
{
float dx, dy;
void set(float primary, float secondary, Color4ub ncolor, float dPrimary, float dSecondary, bool vertical)
{
Vertex::set(primary, secondary, ncolor, vertical);
if (vertical) {
dx = dSecondary; dy = dPrimary;
} else {
dx = dPrimary; dy = dSecondary;
}
}
};
const QSGGeometry::AttributeSet &smoothAttributeSet()
{
static QSGGeometry::Attribute data[] = {
QSGGeometry::Attribute::createWithAttributeType(0, 2, QSGGeometry::FloatType, QSGGeometry::PositionAttribute),
QSGGeometry::Attribute::createWithAttributeType(1, 4, QSGGeometry::UnsignedByteType, QSGGeometry::ColorAttribute),
QSGGeometry::Attribute::createWithAttributeType(2, 2, QSGGeometry::FloatType, QSGGeometry::TexCoordAttribute)
};
static QSGGeometry::AttributeSet attrs = { 3, sizeof(SmoothVertex), data };
return attrs;
}
}
QSGBasicInternalRectangleNode::QSGBasicInternalRectangleNode()
: QSGInternalRectangleNode()
, m_aligned(true)
, m_antialiasing(false)
, m_gradient_is_opaque(true)
, m_dirty_geometry(false)
, m_gradient_is_vertical(true)
, m_isTopLeftRadiusSet(false)
, m_isTopRightRadiusSet(false)
, m_isBottomLeftRadiusSet(false)
, m_isBottomRightRadiusSet(false)
, m_geometry(QSGGeometry::defaultAttributes_ColoredPoint2D(), 0)
{
setGeometry(&m_geometry);
#ifdef QSG_RUNTIME_DESCRIPTION
qsgnode_set_description(this, QLatin1String("internalrectangle"));
#endif
}
void QSGBasicInternalRectangleNode::setRect(const QRectF &rect)
{
if (rect == m_rect)
return;
m_rect = rect;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setColor(const QColor &color)
{
if (color == m_color)
return;
m_color = color;
if (m_gradient_stops.isEmpty())
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setPenColor(const QColor &color)
{
if (color == m_border_color)
return;
m_border_color = color;
if (m_pen_width > 0)
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setPenWidth(qreal width)
{
if (width == m_pen_width)
return;
m_pen_width = width;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setGradientStops(const QGradientStops &stops)
{
if (stops.constData() == m_gradient_stops.constData())
return;
m_gradient_stops = stops;
m_gradient_is_opaque = true;
for (int i = 0; i < stops.size(); ++i)
m_gradient_is_opaque &= stops.at(i).second.alpha() == 0xff;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setGradientVertical(bool vertical)
{
if (vertical == m_gradient_is_vertical)
return;
m_gradient_is_vertical = vertical;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setRadius(qreal radius)
{
if (radius == m_radius)
return;
m_radius = radius;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setTopLeftRadius(qreal radius)
{
if (m_isTopLeftRadiusSet && m_topLeftRadius == radius)
return;
m_isTopLeftRadiusSet = true;
m_topLeftRadius = radius;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setTopRightRadius(qreal radius)
{
if (m_isTopRightRadiusSet && m_topRightRadius == radius)
return;
m_isTopRightRadiusSet = true;
m_topRightRadius = radius;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setBottomLeftRadius(qreal radius)
{
if (m_isBottomLeftRadiusSet && m_bottomLeftRadius == radius)
return;
m_isBottomLeftRadiusSet = true;
m_bottomLeftRadius = radius;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setBottomRightRadius(qreal radius)
{
if (m_isBottomRightRadiusSet && m_bottomRightRadius == radius)
return;
m_isBottomRightRadiusSet = true;
m_bottomRightRadius = radius;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::resetTopLeftRadius()
{
if (!m_isTopLeftRadiusSet)
return;
m_isTopLeftRadiusSet = false;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::resetTopRightRadius()
{
if (!m_isTopRightRadiusSet)
return;
m_isTopRightRadiusSet = false;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::resetBottomLeftRadius()
{
if (!m_isBottomLeftRadiusSet)
return;
m_isBottomLeftRadiusSet = false;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::resetBottomRightRadius()
{
if (!m_isBottomRightRadiusSet)
return;
m_isBottomRightRadiusSet = false;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setAntialiasing(bool antialiasing)
{
if (!supportsAntialiasing())
return;
if (antialiasing == m_antialiasing)
return;
m_antialiasing = antialiasing;
if (m_antialiasing) {
setGeometry(new QSGGeometry(smoothAttributeSet(), 0));
setFlag(OwnsGeometry, true);
} else {
setGeometry(&m_geometry);
setFlag(OwnsGeometry, false);
}
updateMaterialAntialiasing();
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::setAligned(bool aligned)
{
if (aligned == m_aligned)
return;
m_aligned = aligned;
m_dirty_geometry = true;
}
void QSGBasicInternalRectangleNode::update()
{
if (m_dirty_geometry) {
updateGeometry();
m_dirty_geometry = false;
QSGNode::DirtyState state = QSGNode::DirtyGeometry;
updateMaterialBlending(&state);
markDirty(state);
}
}
void QSGBasicInternalRectangleNode::updateGeometry()
{
float width = float(m_rect.width());
float height = float(m_rect.height());
float penWidth = qMin(qMin(width, height) * 0.5f, float(m_pen_width));
if (m_aligned)
penWidth = qRound(penWidth);
QSGGeometry *g = geometry();
g->setDrawingMode(QSGGeometry::DrawTriangleStrip);
int vertexStride = g->sizeOfVertex();
union {
Vertex *vertices;
SmoothVertex *smoothVertices;
};
Color4ub fillColor = colorToColor4ub(m_color);
Color4ub borderColor = colorToColor4ub(m_border_color);
Color4ub transparent = { 0, 0, 0, 0 };
const QGradientStops &stops = m_gradient_stops;
float gradientStart = (m_gradient_is_vertical ? m_rect.top() : m_rect.left());
float gradientLength = (m_gradient_is_vertical ? height : width);
float secondaryLength = (m_gradient_is_vertical ? width : height);
int nextGradientStop = 0;
float gradientPos = penWidth / gradientLength;
while (nextGradientStop < stops.size() && stops.at(nextGradientStop).first <= gradientPos)
++nextGradientStop;
int lastGradientStop = stops.size() - 1;
float lastGradientPos = 1.0f - penWidth / gradientLength;
while (lastGradientStop >= nextGradientStop && stops.at(lastGradientStop).first >= lastGradientPos)
--lastGradientStop;
int gradientIntersections = (lastGradientStop - nextGradientStop + 1);
if (m_radius > 0
|| m_isTopLeftRadiusSet
|| m_isTopRightRadiusSet
|| m_isBottomLeftRadiusSet
|| m_isBottomRightRadiusSet) {
// Rounded corners.
// Radius should never exceed half the width or half the height.
float radiusTL = qMin(qMin(width, height) * 0.4999f,
float(m_isTopLeftRadiusSet ? m_topLeftRadius : m_radius));
float radiusTR = qMin(qMin(width, height) * 0.4999f,
float(m_isTopRightRadiusSet ? m_topRightRadius : m_radius));
float radiusBL = qMin(qMin(width, height) * 0.4999f,
float(m_isBottomLeftRadiusSet ? m_bottomLeftRadius : m_radius));
float radiusBR = qMin(qMin(width, height) * 0.4999f,
float(m_isBottomRightRadiusSet ? m_bottomRightRadius : m_radius));
// The code produces some artefacts when radius <= 0.5. A radius of half a pixel
// does not make much sense anyway, so we draw a normal corner in such a case.
if (radiusTL <= 0.5)
radiusTL = 0;
if (radiusTR <= 0.5)
radiusTR = 0;
if (radiusBL <= 0.5)
radiusBL = 0;
if (radiusBR <= 0.5)
radiusBR = 0;
// We want to keep a minimal inner radius in order to make the inner
// x-coordinates of an arc mathematically unique and identifiable.
const float innerRadiusTL = qMax(radiusTL - penWidth * 1.0f, 0.01);
const float innerRadiusTR = qMax(radiusTR - penWidth * 1.0f, 0.01);
const float innerRadiusBL = qMax(radiusBL - penWidth * 1.0f, 0.01);
const float innerRadiusBR = qMax(radiusBR - penWidth * 1.0f, 0.01);
const float outerRadiusTL = radiusTL;
const float outerRadiusTR = radiusTR;
const float outerRadiusBL = radiusBL;
const float outerRadiusBR = radiusBR;
const float delta = qMin(width, height) * 0.5f;
int segmentsTL = radiusTL == 0 ? 0 : qBound(3, qCeil(radiusTL * (M_PI / 6)), 18);
int segmentsTR = radiusTR == 0 ? 0 : qBound(3, qCeil(radiusTR * (M_PI / 6)), 18);
int segmentsBL = radiusBL == 0 ? 0 : qBound(3, qCeil(radiusBL * (M_PI / 6)), 18);
int segmentsBR = radiusBR == 0 ? 0 : qBound(3, qCeil(radiusBR * (M_PI / 6)), 18);
// If the radii on opposite sites in genraration direction are the same,
// we will set the segments of one side to 0 as these points would be
// calculated twice. Also, this optimizes for the case of similar radii
if (m_gradient_is_vertical) {
if (innerRadiusTL == innerRadiusTR) {
if (segmentsTL <= segmentsTR)
segmentsTL = 0;
else
segmentsTR = 0;
}
if (innerRadiusBL == innerRadiusBR){
if (segmentsBL <= segmentsBR)
segmentsBL = 0;
else
segmentsBR = 0;
}
} else {
if (innerRadiusTL == innerRadiusBL) {
if (segmentsTL <= segmentsBL)
segmentsTL = 0;
else
segmentsBL = 0;
}
if (innerRadiusTR == innerRadiusBR) {
if (segmentsTR <= segmentsBR)
segmentsTR = 0;
else
segmentsBR = 0;
}
}
const int sumSegments = segmentsTL + segmentsTR + segmentsBL + segmentsBR;
/*
--+--__
--+--__--__
| --__--__
| seg --__--+
--+-__ ment _+ \
--+-__--__ - \ \
--__--+ se \ \
+ \ g \ \
\ \ m \ \
-----------+--+ e \ \ <- gradient line
\ \ nt\ \
fill +--+----+--+
| | | |
border
inner AA outer AA (AA = antialiasing)
*/
const int innerVertexCount = (sumSegments + 4) * 2 + gradientIntersections * 2;
const int outerVertexCount = (sumSegments + 4) * 2;
int vertexCount = innerVertexCount;
if (m_antialiasing || penWidth)
vertexCount += innerVertexCount;
if (penWidth)
vertexCount += outerVertexCount;
if (m_antialiasing && penWidth)
vertexCount += outerVertexCount;
const int fillIndexCount = innerVertexCount;
const int innerAAIndexCount = innerVertexCount * 2 + 2;
const int borderIndexCount = innerVertexCount * 2 + 2;
const int outerAAIndexCount = outerVertexCount * 2 + 2;
int indexCount = 0;
int fillHead = 0;
int innerAAHead = 0;
int innerAATail = 0;
int borderHead = 0;
int borderTail = 0;
int outerAAHead = 0;
int outerAATail = 0;
bool hasFill = m_color.alpha() > 0 || !stops.isEmpty();
if (hasFill)
indexCount += fillIndexCount;
if (m_antialiasing) {
innerAATail = innerAAHead = indexCount + (innerAAIndexCount >> 1) + 1;
indexCount += innerAAIndexCount;
}
if (penWidth) {
borderTail = borderHead = indexCount + (borderIndexCount >> 1) + 1;
indexCount += borderIndexCount;
}
if (m_antialiasing && penWidth) {
outerAATail = outerAAHead = indexCount + (outerAAIndexCount >> 1) + 1;
indexCount += outerAAIndexCount;
}
g->allocate(vertexCount, indexCount);
vertices = reinterpret_cast<Vertex *>(g->vertexData());
memset(vertices, 0, vertexCount * vertexStride);
quint16 *indices = g->indexDataAsUShort();
quint16 index = 0;
float innerXPrev = 0.; // previous inner primary coordinate, both sides.
float innerYLeftPrev = 0.; // previous inner secondary coordinate, left.
float innerYRightPrev = 0.; // previous inner secondary coordinate, right.
const float angleTL = 0.5f * float(M_PI) / segmentsTL;
const float cosStepTL = qFastCos(angleTL);
const float sinStepTL = qFastSin(angleTL);
const float angleTR = 0.5f * float(M_PI) / segmentsTR;
const float cosStepTR = qFastCos(angleTR);
const float sinStepTR = qFastSin(angleTR);
const float angleBL = 0.5f * float(M_PI) / segmentsBL;
const float cosStepBL = qFastCos(angleBL);
const float sinStepBL = qFastSin(angleBL);
const float angleBR = 0.5f * float(M_PI) / segmentsBR;
const float cosStepBR = qFastCos(angleBR);
const float sinStepBR = qFastSin(angleBR);
//The x- and y-Axis are transposed, depending on gradient being vertical or horizontal
//Lets define some coordinates and radii. The first index is the part, the second index
//is the left or right side, as seen when moving from part0 to part1
// left vertices | right vertices
// |
// *************|**************
// * | | | *
// *--o | o--*
// * innerX/Y | innerX/Y *
// * | *
// * | * part 0
// * | *
// * | *
// * | *
// -----------------+--------------------> y
// * | *
// * | *
// * | *
// * | * part 1
// * | *
// * innerX/Y | innerX/Y *
// *--o | o--*
// * | | | *
// *************|**************
// |
// v x
//
// direction of vertex generation
const float outerXCenter[][2] = {{
float(m_gradient_is_vertical ? m_rect.top() + radiusTL : m_rect.left() + radiusTL),
float(m_gradient_is_vertical ? m_rect.top() + radiusTR : m_rect.left() + radiusBL)
}, {
float(m_gradient_is_vertical ? m_rect.bottom() - radiusBL : m_rect.right() - radiusTR),
float(m_gradient_is_vertical ? m_rect.bottom() - radiusBR : m_rect.right() - radiusBR)
}};
const float outerYCenter[][2] = {{
float(!m_gradient_is_vertical ? m_rect.top() + outerRadiusTL : m_rect.left() + outerRadiusTL),
float(!m_gradient_is_vertical ? m_rect.bottom() - outerRadiusBL : m_rect.right() - outerRadiusTR)
}, {
float(!m_gradient_is_vertical ? m_rect.top() + outerRadiusTR : m_rect.left() + outerRadiusBL),
float(!m_gradient_is_vertical ? m_rect.bottom() - outerRadiusBR : m_rect.right() - outerRadiusBR)
}};
const float innerXCenter[][2] = { {
float(m_gradient_is_vertical ? m_rect.top() + innerRadiusTL + penWidth : m_rect.left() + innerRadiusTL + penWidth),
float(m_gradient_is_vertical ? m_rect.top() + innerRadiusTR + penWidth: m_rect.left() + innerRadiusBL + penWidth)
}, {
float(m_gradient_is_vertical ? m_rect.bottom() - innerRadiusBL - penWidth: m_rect.right() - innerRadiusTR - penWidth),
float(m_gradient_is_vertical ? m_rect.bottom() - innerRadiusBR - penWidth: m_rect.right() - innerRadiusBR - penWidth)
}};
const float innerYCenter[][2] = { {
float(!m_gradient_is_vertical ? m_rect.top() + innerRadiusTL + penWidth : m_rect.left() + innerRadiusTL + penWidth),
float(!m_gradient_is_vertical ? m_rect.bottom() - innerRadiusBL - penWidth : m_rect.right() - innerRadiusTR - penWidth)
},{
float(!m_gradient_is_vertical ? m_rect.top() + innerRadiusTR + penWidth : m_rect.left() + innerRadiusBL + penWidth),
float(!m_gradient_is_vertical ? m_rect.bottom() - innerRadiusBR - penWidth : m_rect.right() - innerRadiusBR - penWidth)
}};
const float innerRadius[][2] = {{
innerRadiusTL,
!m_gradient_is_vertical ? innerRadiusBL : innerRadiusTR
}, {
!m_gradient_is_vertical ? innerRadiusTR : innerRadiusBL,
innerRadiusBR
}};
const float outerRadius[][2] = {{
outerRadiusTL,
!m_gradient_is_vertical ? outerRadiusBL : outerRadiusTR
}, {
!m_gradient_is_vertical ? outerRadiusTR : outerRadiusBL,
outerRadiusBR
}};
const int segments[][2] = {{
segmentsTL,
!m_gradient_is_vertical ? segmentsBL : segmentsTR
}, {
!m_gradient_is_vertical ? segmentsTR : segmentsBL,
segmentsBR
}};
const float cosStep[][2] = {{
cosStepTL,
!m_gradient_is_vertical ? cosStepBL : cosStepTR
}, {
!m_gradient_is_vertical ? cosStepTR : cosStepBL,
cosStepBR
}};
const float sinStep[][2] = {{
sinStepTL,
!m_gradient_is_vertical ? sinStepBL : sinStepTR
}, {
!m_gradient_is_vertical ? sinStepTR : sinStepBL,
sinStepBR
}};
auto fillColorFromX = [&](float x) {
float t = (x - gradientStart) / gradientLength;
t = qBound(0.0, t, 1.0);
int i = 1;
if (t < stops.first().first)
return colorToColor4ub(stops.first().second);
while (i < stops.size()) {
const QGradientStop &prev = stops.at(i - 1);
const QGradientStop &next = stops.at(i);
if (prev.first <= t && next.first > t) {
t = (t - prev.first) / (next.first - prev.first);
return colorToColor4ub(prev.second) * (1. - t) + colorToColor4ub(next.second) * t; }
i++;
}
return colorToColor4ub(stops.last().second);
};
for (int part = 0; part < 2; ++part) {
// cosine of the angle of the current segment, starting at 1 for part 0 and 0 for part 1
float cosSegmentAngleLeft = 1. - part;
// sine of the angle of the current segment
float sinSegmentAngleLeft = part;
float cosSegmentAngleRight = 1. - part;
float sinSegmentAngleRight = part;
bool advanceLeft = true;
// We draw both the left part and the right part of the rectangle at the same time.
// We also draw a vertex on the left side for every vertex on the right side. This
// syncronisation is required to make sure that all gradient stops can be inserted.
for (int iLeft = 0, iRight = 0; iLeft <= segments[part][0] || iRight <= segments[part][1]; ) {
float xLeft, yLeft,
xRight, yRight;
float outerXLeft, outerYLeft,
outerXRight, outerYRight;
float sinAngleLeft, cosAngleLeft,
sinAngleRight, cosAngleRight;
// calculate inner x-coordinates
xLeft = innerXCenter[part][0] - innerRadius[part][0] * cosSegmentAngleLeft;
xRight = innerXCenter[part][1] - innerRadius[part][1] * cosSegmentAngleRight;
// calcuate inner y-coordinates
yLeft = innerYCenter[part][0] - innerRadius[part][0] * sinSegmentAngleLeft;
yRight = innerYCenter[part][1] + innerRadius[part][1] * sinSegmentAngleRight;
// Synchronize left and right hand x-coordinates. This is required to
// make sure that we can insert all gradient stops that require exactly two triangles at
// every x-coordinate. Take the smaller of both x-coordinates and then find the matching
// y-coordinates.
if ((iLeft <= segments[part][0] && xLeft <= xRight) || iRight > segments[part][1]) {
advanceLeft = true;
} else {
advanceLeft = false;
}
// Whether this is the last vertex pair of the whole rectangle. All remaining
// gradient stops must be inserted before it, as they have already been
// accounted for in vertexCount. They might not be reached otherwise, for
// example when the minimal inner radius covers the whole (very small) height.
const bool lastVertex = part == 1
&& (advanceLeft ? iLeft >= segments[part][0] && iRight > segments[part][1]
: iRight >= segments[part][1] && iLeft > segments[part][0]);
// Inner: Find the matching y-coordinates for the x-coordinate found above.
// Outer: Also set the sine and cosine to make sure that outer vertices are
// drawn correctly.
if (innerRadius[part][0] == innerRadius[part][1]) {
// Special case of equal radii. Optimize to avoid performance regression:
// Left and right is always equal and we can just copy the angles and
// mirror the coordinates.
if (advanceLeft) {
if (outerRadius[part][0] == 0) {
sinAngleLeft = 1.;
cosAngleLeft = part ? -1. : 1.;
} else {
sinAngleLeft = sinSegmentAngleLeft;
cosAngleLeft = cosSegmentAngleLeft;
}
if (outerRadius[part][1] == 0) {
sinAngleRight = 1.;
cosAngleRight = part ? -1. : 1.;
} else {
sinAngleRight = sinSegmentAngleLeft;
cosAngleRight = cosSegmentAngleLeft;
}
xRight = xLeft;
yRight = innerYCenter[part][1] + innerRadius[part][1] * sinAngleRight;
} else {
if (outerRadius[part][0] == 0) {
sinAngleLeft = 1.;
cosAngleLeft = part ? -1. : 1.;
} else {
sinAngleLeft = sinSegmentAngleRight;
cosAngleLeft = cosSegmentAngleRight;
}
if (outerRadius[part][1] == 0) {
sinAngleRight = 1.;
cosAngleRight = part ? -1. : 1.;
} else {
sinAngleRight = sinSegmentAngleRight;
cosAngleRight = cosSegmentAngleRight;
}
xLeft = xRight;
yLeft = innerYCenter[part][0] - innerRadius[part][0] * sinAngleLeft;
}
} else if (advanceLeft) {
if (outerRadius[part][0] == 0) {
sinAngleLeft = 1.;
cosAngleLeft = part ? -1. : 1.;
} else {
sinAngleLeft = sinSegmentAngleLeft;
cosAngleLeft = cosSegmentAngleLeft;
}
if (outerRadius[part][1] == 0) {
// Outer: If the outer radius is zero we can return both sin and cos = 1
// to form a nice corner. Inner: Accept the x-coordinate from the other
// side and match the y-coordinate
sinAngleRight = 1.;
cosAngleRight = part ? -1. : 1.;
xRight = xLeft;
yRight = innerYCenter[part][1] + innerRadius[part][1] * sinAngleRight;
} else if (xLeft >= innerXCenter[0][1] && xLeft <= innerXCenter[1][1]) {
// Outer: If we are on the straight line between the inner centers, we can
// just return sin = 1 and cos = 0. Inner: Accept the x-coordinate from the
// other side and match the y-coordinate
sinAngleRight = 1.;
cosAngleRight = 0.;
xRight = xLeft;
yRight = innerYCenter[part][1] + innerRadius[part][1] * sinAngleRight;
} else {
// Inner: If we are on the rounded part of the oposite side, we have to find a vertex
// on that curve that matches the x-coordinate we selected.
// We always select the smaller x-coordinate and can therefore use a linear
// interpolation between the last point on this side and the point on this side
// that was not accepted because it was too large.
if (xRight != innerXPrev) {
float t = (xLeft - innerXPrev) / (xRight - innerXPrev);
yRight = innerYRightPrev * (1. - t) + yRight * t;
xRight = xLeft;
}
// Outer: With the coordinates from the interpolation we can calculate the sine
// and cosine of the respective angle quickly.
sinAngleRight = (yRight - innerYCenter[part][1]) / innerRadius[part][1];
cosAngleRight = -(xRight - innerXCenter[part][1]) / innerRadius[part][1];
}
} else {
// same as above but for the other side.
if (outerRadius[part][1] == 0) {
sinAngleRight = 1.;
cosAngleRight = part ? -1. : 1.;
} else {
sinAngleRight = sinSegmentAngleRight;
cosAngleRight = cosSegmentAngleRight;
}
if (outerRadius[part][0] == 0) {
sinAngleLeft = 1.;
cosAngleLeft = part ? -1. : 1.;
xLeft = xRight;
yLeft = innerYCenter[part][0] - innerRadius[part][0] * sinAngleLeft;
} else if (xRight >= innerXCenter[0][0] && xRight <= innerXCenter[1][0]) {
sinAngleLeft = 1.;
cosAngleLeft = 0.;
xLeft = xRight;
yLeft = innerYCenter[part][0] - innerRadius[part][0] * sinAngleLeft;
} else {
if (xLeft != innerXPrev) {
float t = (xRight - innerXPrev) / (xLeft - innerXPrev);
yLeft = innerYLeftPrev * (1. - t) + yLeft * t;
xLeft = xRight;
}
sinAngleLeft = -(yLeft - innerYCenter[part][0]) / innerRadius[part][0];
cosAngleLeft = -(xLeft - innerXCenter[part][0]) / innerRadius[part][0];
}
}
gradientPos = (xLeft - gradientStart) / gradientLength;
// calculate the matching outer coordinates
outerXLeft = outerXCenter[part][0] - outerRadius[part][0] * cosAngleLeft;
outerYLeft = outerYCenter[part][0] - outerRadius[part][0] * sinAngleLeft;
outerXRight = outerXCenter[part][1] - outerRadius[part][1] * cosAngleRight;
outerYRight = outerYCenter[part][1] + outerRadius[part][1] * sinAngleRight;
// insert gradient stops as required
while (nextGradientStop <= lastGradientStop
&& (lastVertex || stops.at(nextGradientStop).first <= gradientPos)) {
float gradientX;
float gradientYLeft;
float gradientYRight;
// Insert vertices at gradient stops. Never go past the current vertex.
gradientX = qMin(gradientStart + stops.at(nextGradientStop).first * gradientLength, xLeft);
// bilinear interpolation of known vertices
// Avoid divide by zero and make sure t is 0.0 - 1.0.
float t = !qFuzzyIsNull(xLeft - innerXPrev)
? qBound(0.0f, (gradientX - innerXPrev) / (xLeft - innerXPrev), 1.0f)
: 1.0f;
gradientYLeft = innerYLeftPrev * (1. - t) + t * yLeft;
gradientYRight = innerYRightPrev * (1. - t) + t * yRight;
fillColor = fillColorFromX(gradientX);
if (hasFill) {
indices[fillHead++] = index;
indices[fillHead++] = index + 1;
}
if (penWidth) {
--borderHead;
indices[borderHead] = indices[borderHead + 2];
indices[--borderHead] = index + 2;
indices[borderTail++] = index + 3;
indices[borderTail] = indices[borderTail - 2];
++borderTail;
}
if (m_antialiasing) {
indices[--innerAAHead] = index + 2;
indices[--innerAAHead] = index;
indices[innerAATail++] = index + 1;
indices[innerAATail++] = index + 3;
bool lower = stops.at(nextGradientStop).first > 0.5f;
float dp = lower ? qMin(0.0f, gradientLength - gradientX - delta) : qMax(0.0f, delta - gradientX);
smoothVertices[index++].set(gradientX, gradientYRight, fillColor, dp, secondaryLength - gradientYRight - delta, m_gradient_is_vertical);
smoothVertices[index++].set(gradientX, gradientYLeft, fillColor, dp, delta - gradientYLeft, m_gradient_is_vertical);
if (penWidth) {
smoothVertices[index++].set(gradientX, gradientYRight, borderColor, -0.49f * penWidth * cosAngleRight, 0.49f * penWidth * sinAngleRight, m_gradient_is_vertical);
smoothVertices[index++].set(gradientX, gradientYLeft, borderColor, -0.49f * penWidth * cosAngleLeft, -0.49f * penWidth * sinAngleLeft, m_gradient_is_vertical);
} else {
dp = lower ? delta : -delta;
smoothVertices[index++].set(gradientX, gradientYRight, transparent, dp, delta, m_gradient_is_vertical);
smoothVertices[index++].set(gradientX, gradientYLeft, transparent, dp, -delta, m_gradient_is_vertical);
}
} else {
vertices[index++].set(gradientX, gradientYRight, fillColor, m_gradient_is_vertical);
vertices[index++].set(gradientX, gradientYLeft, fillColor, m_gradient_is_vertical);
if (penWidth) {
vertices[index++].set(gradientX, gradientYRight, borderColor, m_gradient_is_vertical);
vertices[index++].set(gradientX, gradientYLeft, borderColor, m_gradient_is_vertical);
}
}
innerXPrev = gradientX;
innerYLeftPrev = gradientYLeft;
innerYRightPrev = gradientYRight;
nextGradientStop++;
}
if (!stops.isEmpty()) {
fillColor = fillColorFromX(xLeft);
}
if (hasFill) {
indices[fillHead++] = index;
indices[fillHead++] = index + 1;
}
if (penWidth) {
indices[--borderHead] = index + 4;
indices[--borderHead] = index + 2;
indices[borderTail++] = index + 3;
indices[borderTail++] = index + 5;
}
if (m_antialiasing) {
indices[--innerAAHead] = index + 2;
indices[--innerAAHead] = index;
indices[innerAATail++] = index + 1;
indices[innerAATail++] = index + 3;
float dp = part ? qMin(0.0f, gradientLength - xRight - delta) : qMax(0.0f, delta - xRight);
smoothVertices[index++].set(xRight, yRight, fillColor, dp, secondaryLength - yRight - delta, m_gradient_is_vertical);
smoothVertices[index++].set(xLeft, yLeft, fillColor, dp, delta - yLeft, m_gradient_is_vertical);
dp = part ? delta : -delta;
if (penWidth) {
smoothVertices[index++].set(xRight, yRight, borderColor, -0.49f * penWidth * cosAngleRight, 0.49f * penWidth * sinAngleRight, m_gradient_is_vertical);
smoothVertices[index++].set(xLeft, yLeft, borderColor, -0.49f * penWidth * cosAngleLeft, -0.49f * penWidth * sinAngleLeft, m_gradient_is_vertical);
smoothVertices[index++].set(outerXRight, outerYRight, borderColor, 0.49f * penWidth * cosAngleRight, -0.49f * penWidth * sinAngleRight, m_gradient_is_vertical);
smoothVertices[index++].set(outerXLeft, outerYLeft, borderColor, 0.49f * penWidth * cosAngleLeft, 0.49f * penWidth * sinAngleLeft, m_gradient_is_vertical);
smoothVertices[index++].set(outerXRight, outerYRight, transparent, dp, delta, m_gradient_is_vertical);
smoothVertices[index++].set(outerXLeft, outerYLeft, transparent, dp, -delta, m_gradient_is_vertical);
indices[--outerAAHead] = index - 2;
indices[--outerAAHead] = index - 4;
indices[outerAATail++] = index - 3;
indices[outerAATail++] = index - 1;
} else {
smoothVertices[index++].set(xRight, yRight, transparent, dp, delta, m_gradient_is_vertical);
smoothVertices[index++].set(xLeft, yLeft, transparent, dp, -delta, m_gradient_is_vertical);
}
} else {
vertices[index++].set(xRight, yRight, fillColor, m_gradient_is_vertical);
vertices[index++].set(xLeft, yLeft, fillColor, m_gradient_is_vertical);
if (penWidth) {
vertices[index++].set(xRight, yRight, borderColor, m_gradient_is_vertical);
vertices[index++].set(xLeft, yLeft, borderColor, m_gradient_is_vertical);
vertices[index++].set(outerXRight, outerYRight, borderColor, m_gradient_is_vertical);
vertices[index++].set(outerXLeft, outerYLeft, borderColor, m_gradient_is_vertical);
}
}
innerXPrev = xLeft;
innerYLeftPrev = yLeft;
innerYRightPrev = yRight;
// Advance the point. This corresponds to a rotation of the respective segment
if (advanceLeft) {
iLeft++;
qreal tmp = cosSegmentAngleLeft;
cosSegmentAngleLeft = cosSegmentAngleLeft * cosStep[part][0] - sinSegmentAngleLeft * sinStep[part][0];
sinSegmentAngleLeft = sinSegmentAngleLeft * cosStep[part][0] + tmp * sinStep[part][0];
} else {
iRight++;
qreal tmp = cosSegmentAngleRight;
cosSegmentAngleRight = cosSegmentAngleRight * cosStep[part][1] - sinSegmentAngleRight * sinStep[part][1];
sinSegmentAngleRight = sinSegmentAngleRight * cosStep[part][1] + tmp * sinStep[part][1];
}
}
}
Q_ASSERT(index == vertexCount);
// Close the triangle strips.
if (m_antialiasing) {
indices[--innerAAHead] = indices[innerAATail - 1];
indices[--innerAAHead] = indices[innerAATail - 2];
Q_ASSERT(innerAATail <= indexCount);
}
if (penWidth) {
indices[--borderHead] = indices[borderTail - 1];
indices[--borderHead] = indices[borderTail - 2];
Q_ASSERT(borderTail <= indexCount);
}
if (m_antialiasing && penWidth) {
indices[--outerAAHead] = indices[outerAATail - 1];
indices[--outerAAHead] = indices[outerAATail - 2];
Q_ASSERT(outerAATail == indexCount);
}
} else {
// Straight corners.
QRectF innerRect = m_rect;
QRectF outerRect = m_rect;
if (penWidth)
innerRect.adjust(1.0f * penWidth, 1.0f * penWidth, -1.0f * penWidth, -1.0f * penWidth);
float delta = qMin(width, height) * 0.5f;
int innerVertexCount = 4 + gradientIntersections * 2;
int outerVertexCount = 4;
int vertexCount = innerVertexCount;
if (m_antialiasing || penWidth)
vertexCount += innerVertexCount;
if (penWidth)
vertexCount += outerVertexCount;
if (m_antialiasing && penWidth)
vertexCount += outerVertexCount;
int fillIndexCount = innerVertexCount;
int innerAAIndexCount = innerVertexCount * 2 + 2;
int borderIndexCount = innerVertexCount * 2 + 2;
int outerAAIndexCount = outerVertexCount * 2 + 2;
int indexCount = 0;
int fillHead = 0;
int innerAAHead = 0;
int innerAATail = 0;
int borderHead = 0;
int borderTail = 0;
int outerAAHead = 0;
int outerAATail = 0;
bool hasFill = m_color.alpha() > 0 || !stops.isEmpty();
if (hasFill)
indexCount += fillIndexCount;
if (m_antialiasing) {
innerAATail = innerAAHead = indexCount + (innerAAIndexCount >> 1) + 1;
indexCount += innerAAIndexCount;
}
if (penWidth) {
borderTail = borderHead = indexCount + (borderIndexCount >> 1) + 1;
indexCount += borderIndexCount;
}
if (m_antialiasing && penWidth) {
outerAATail = outerAAHead = indexCount + (outerAAIndexCount >> 1) + 1;
indexCount += outerAAIndexCount;
}
g->allocate(vertexCount, indexCount);
vertices = reinterpret_cast<Vertex *>(g->vertexData());
memset(vertices, 0, vertexCount * vertexStride);
quint16 *indices = g->indexDataAsUShort();
quint16 index = 0;
float innerStart = (m_gradient_is_vertical ? innerRect.top() : innerRect.left());
float innerEnd = (m_gradient_is_vertical ? innerRect.bottom() : innerRect.right());
float outerStart = (m_gradient_is_vertical ? outerRect.top() : outerRect.left());
float outerEnd = (m_gradient_is_vertical ? outerRect.bottom() : outerRect.right());
float innerSecondaryStart = (m_gradient_is_vertical ? innerRect.left() : innerRect.top());
float innerSecondaryEnd = (m_gradient_is_vertical ? innerRect.right() : innerRect.bottom());
float outerSecondaryStart = (m_gradient_is_vertical ? outerRect.left() : outerRect.top());
float outerSecondaryEnd = (m_gradient_is_vertical ? outerRect.right() : outerRect.bottom());
for (int part = -1; part <= 1; part += 2) {
float innerEdge = (part == 1 ? innerEnd : innerStart);
float outerEdge = (part == 1 ? outerEnd : outerStart);
gradientPos = (innerEdge - innerStart + penWidth) / gradientLength;
while (nextGradientStop <= lastGradientStop && stops.at(nextGradientStop).first <= gradientPos) {
// Insert vertices at gradient stops.
float gp = (innerStart - penWidth) + stops.at(nextGradientStop).first * gradientLength;
fillColor = colorToColor4ub(stops.at(nextGradientStop).second);
if (hasFill) {
indices[fillHead++] = index;
indices[fillHead++] = index + 1;
}
if (penWidth) {
--borderHead;
indices[borderHead] = indices[borderHead + 2];
indices[--borderHead] = index + 2;
indices[borderTail++] = index + 3;
indices[borderTail] = indices[borderTail - 2];
++borderTail;
}
if (m_antialiasing) {
indices[--innerAAHead] = index + 2;
indices[--innerAAHead] = index;
indices[innerAATail++] = index + 1;
indices[innerAATail++] = index + 3;
bool lower = stops.at(nextGradientStop).first > 0.5f;
float dp = lower ? qMin(0.0f, gradientLength - gp - delta) : qMax(0.0f, delta - gp);
smoothVertices[index++].set(gp, innerSecondaryEnd, fillColor, dp, secondaryLength - innerSecondaryEnd - delta, m_gradient_is_vertical);
smoothVertices[index++].set(gp, innerSecondaryStart, fillColor, dp, delta - innerSecondaryStart, m_gradient_is_vertical);
if (penWidth) {
smoothVertices[index++].set(gp, innerSecondaryEnd, borderColor, (lower ? 0.49f : -0.49f) * penWidth, 0.49f * penWidth, m_gradient_is_vertical);
smoothVertices[index++].set(gp, innerSecondaryStart, borderColor, (lower ? 0.49f : -0.49f) * penWidth, -0.49f * penWidth, m_gradient_is_vertical);
} else {
smoothVertices[index++].set(gp, innerSecondaryEnd, transparent, lower ? delta : -delta, delta, m_gradient_is_vertical);
smoothVertices[index++].set(gp, innerSecondaryStart, transparent, lower ? delta : -delta, -delta, m_gradient_is_vertical);
}
} else {
vertices[index++].set(gp, innerSecondaryEnd, fillColor, m_gradient_is_vertical);
vertices[index++].set(gp, innerSecondaryStart, fillColor, m_gradient_is_vertical);
if (penWidth) {
vertices[index++].set(gp, innerSecondaryEnd, borderColor, m_gradient_is_vertical);
vertices[index++].set(gp, innerSecondaryStart, borderColor, m_gradient_is_vertical);
}
}
++nextGradientStop;
}
if (!stops.isEmpty()) {
if (nextGradientStop == 0) {
fillColor = colorToColor4ub(stops.at(0).second);
} else if (nextGradientStop == stops.size()) {
fillColor = colorToColor4ub(stops.last().second);
} else {
const QGradientStop &prev = stops.at(nextGradientStop - 1);
const QGradientStop &next = stops.at(nextGradientStop);
float t = (gradientPos - prev.first) / (next.first - prev.first);
fillColor = colorToColor4ub(prev.second) * (1 - t) + colorToColor4ub(next.second) * t;
}
}
if (hasFill) {
indices[fillHead++] = index;
indices[fillHead++] = index + 1;
}
if (penWidth) {
indices[--borderHead] = index + 4;
indices[--borderHead] = index + 2;
indices[borderTail++] = index + 3;
indices[borderTail++] = index + 5;
}
if (m_antialiasing) {
indices[--innerAAHead] = index + 2;
indices[--innerAAHead] = index;
indices[innerAATail++] = index + 1;
indices[innerAATail++] = index + 3;
float dp = part == 1 ? qMin(0.0f, gradientLength - innerEdge - delta) : qMax(0.0f, delta - innerEdge);
smoothVertices[index++].set(innerEdge, innerSecondaryEnd, fillColor, dp, secondaryLength - innerSecondaryEnd - delta, m_gradient_is_vertical);
smoothVertices[index++].set(innerEdge, innerSecondaryStart, fillColor, dp, delta - innerSecondaryStart, m_gradient_is_vertical);
if (penWidth) {
smoothVertices[index++].set(innerEdge, innerSecondaryEnd, borderColor, 0.49f * penWidth * part, 0.49f * penWidth, m_gradient_is_vertical);
smoothVertices[index++].set(innerEdge, innerSecondaryStart, borderColor, 0.49f * penWidth * part, -0.49f * penWidth, m_gradient_is_vertical);
smoothVertices[index++].set(outerEdge, outerSecondaryEnd, borderColor, -0.49f * penWidth * part, -0.49f * penWidth, m_gradient_is_vertical);
smoothVertices[index++].set(outerEdge, outerSecondaryStart, borderColor, -0.49f * penWidth * part, 0.49f * penWidth, m_gradient_is_vertical);
smoothVertices[index++].set(outerEdge, outerSecondaryEnd, transparent, delta * part, delta, m_gradient_is_vertical);
smoothVertices[index++].set(outerEdge, outerSecondaryStart, transparent, delta * part, -delta, m_gradient_is_vertical);
indices[--outerAAHead] = index - 2;
indices[--outerAAHead] = index - 4;
indices[outerAATail++] = index - 3;
indices[outerAATail++] = index - 1;
} else {
smoothVertices[index++].set(innerEdge, innerSecondaryEnd, transparent, delta * part, delta, m_gradient_is_vertical);
smoothVertices[index++].set(innerEdge, innerSecondaryStart, transparent, delta * part, -delta, m_gradient_is_vertical);
}
} else {
vertices[index++].set(innerEdge, innerSecondaryEnd, fillColor, m_gradient_is_vertical);
vertices[index++].set(innerEdge, innerSecondaryStart, fillColor, m_gradient_is_vertical);
if (penWidth) {
vertices[index++].set(innerEdge, innerSecondaryEnd, borderColor, m_gradient_is_vertical);
vertices[index++].set(innerEdge, innerSecondaryStart, borderColor, m_gradient_is_vertical);
vertices[index++].set(outerEdge, outerSecondaryEnd, borderColor, m_gradient_is_vertical);
vertices[index++].set(outerEdge, outerSecondaryStart, borderColor, m_gradient_is_vertical);
}
}
}
Q_ASSERT(index == vertexCount);
// Close the triangle strips.
if (m_antialiasing) {
indices[--innerAAHead] = indices[innerAATail - 1];
indices[--innerAAHead] = indices[innerAATail - 2];
Q_ASSERT(innerAATail <= indexCount);
}
if (penWidth) {
indices[--borderHead] = indices[borderTail - 1];
indices[--borderHead] = indices[borderTail - 2];
Q_ASSERT(borderTail <= indexCount);
}
if (m_antialiasing && penWidth) {
indices[--outerAAHead] = indices[outerAATail - 1];
indices[--outerAAHead] = indices[outerAATail - 2];
Q_ASSERT(outerAATail == indexCount);
}
}
}
QT_END_NAMESPACE