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| 50 | |
| 51 | #include "linenode.h" |
| 52 | |
| 53 | #include <QtGui/QColor> |
| 54 | |
| 55 | #include <QtQuick/QSGSimpleMaterial> |
| 56 | |
| 57 | struct LineMaterial |
| 58 | { |
| 59 | QColor color; |
| 60 | float spread; |
| 61 | float size; |
| 62 | }; |
| 63 | |
| 64 | class LineShader : public QSGSimpleMaterialShader<LineMaterial> |
| 65 | { |
| 66 | QSG_DECLARE_SIMPLE_SHADER(LineShader, LineMaterial) |
| 67 | |
| 68 | public: |
| 69 | LineShader() { |
| 70 | setShaderSourceFile(type: QOpenGLShader::Vertex, sourceFile: ":/scenegraph/graph/shaders/line.vsh" ); |
| 71 | setShaderSourceFile(type: QOpenGLShader::Fragment, sourceFile: ":/scenegraph/graph/shaders/line.fsh" ); |
| 72 | } |
| 73 | |
| 74 | QList<QByteArray> attributes() const override { return QList<QByteArray>() << "pos" << "t" ; } |
| 75 | |
| 76 | void updateState(const LineMaterial *m, const LineMaterial *) override { |
| 77 | program()->setUniformValue(location: id_color, color: m->color); |
| 78 | program()->setUniformValue(location: id_spread, value: m->spread); |
| 79 | program()->setUniformValue(location: id_size, value: m->size); |
| 80 | } |
| 81 | |
| 82 | void resolveUniforms() override { |
| 83 | id_spread = program()->uniformLocation(name: "spread" ); |
| 84 | id_size = program()->uniformLocation(name: "size" ); |
| 85 | id_color = program()->uniformLocation(name: "color" ); |
| 86 | } |
| 87 | |
| 88 | private: |
| 89 | int id_color = -1; |
| 90 | int id_spread = -1; |
| 91 | int id_size = -1; |
| 92 | }; |
| 93 | |
| 94 | struct LineVertex { |
| 95 | float x; |
| 96 | float y; |
| 97 | float t; |
| 98 | inline void set(float xx, float yy, float tt) { x = xx; y = yy; t = tt; } |
| 99 | }; |
| 100 | |
| 101 | static const QSGGeometry::AttributeSet &attributes() |
| 102 | { |
| 103 | static QSGGeometry::Attribute attr[] = { |
| 104 | QSGGeometry::Attribute::create(pos: 0, tupleSize: 2, GL_FLOAT, isPosition: true), |
| 105 | QSGGeometry::Attribute::create(pos: 1, tupleSize: 1, GL_FLOAT) |
| 106 | }; |
| 107 | static QSGGeometry::AttributeSet set = { .count: 2, .stride: 3 * sizeof(float), .attributes: attr }; |
| 108 | return set; |
| 109 | } |
| 110 | |
| 111 | LineNode::LineNode(float size, float spread, const QColor &color) |
| 112 | : m_geometry(attributes(), 0) |
| 113 | { |
| 114 | setGeometry(&m_geometry); |
| 115 | m_geometry.setDrawingMode(GL_TRIANGLE_STRIP); |
| 116 | |
| 117 | QSGSimpleMaterial<LineMaterial> *m = LineShader::createMaterial(); |
| 118 | m->state()->color = color; |
| 119 | m->state()->size = size; |
| 120 | m->state()->spread = spread; |
| 121 | m->setFlag(flags: QSGMaterial::Blending); |
| 122 | setMaterial(m); |
| 123 | setFlag(OwnsMaterial); |
| 124 | } |
| 125 | |
| 126 | /* |
| 127 | * Assumes that samples have values in the range of 0 to 1 and scales them to |
| 128 | * the height of bounds. The samples are stretched out horizontally along the |
| 129 | * width of the bounds. |
| 130 | * |
| 131 | * The position of each pair of points is identical, but we use the third value |
| 132 | * "t" to shift the point up or down and to add antialiasing. |
| 133 | */ |
| 134 | void LineNode::updateGeometry(const QRectF &bounds, const QList<qreal> &samples) |
| 135 | { |
| 136 | m_geometry.allocate(vertexCount: samples.size() * 2); |
| 137 | |
| 138 | float x = bounds.x(); |
| 139 | float y = bounds.y(); |
| 140 | float w = bounds.width(); |
| 141 | float h = bounds.height(); |
| 142 | |
| 143 | float dx = w / (samples.size() - 1); |
| 144 | |
| 145 | LineVertex *v = (LineVertex *) m_geometry.vertexData(); |
| 146 | for (int i=0; i<samples.size(); ++i) { |
| 147 | v[i*2+0].set(xx: x + dx * i, yy: y + samples.at(i) * h, tt: 0); |
| 148 | v[i*2+1].set(xx: x + dx * i, yy: y + samples.at(i) * h, tt: 1); |
| 149 | } |
| 150 | |
| 151 | markDirty(bits: QSGNode::DirtyGeometry); |
| 152 | } |
| 153 | |