Merge branch 'master' into features/drawer

This commit is contained in:
Uwe Rathmann 2023-11-23 16:59:20 +01:00
commit d7425ac541
20 changed files with 477 additions and 178 deletions

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@ -97,6 +97,7 @@ list(APPEND SOURCES
list(APPEND HEADERS
nodes/QskArcNode.h
nodes/QskBasicLinesNode.h
nodes/QskBoxNode.h
nodes/QskBoxClipNode.h
nodes/QskBoxFillNode.h
@ -133,6 +134,7 @@ list(APPEND PRIVATE_HEADERS
list(APPEND SOURCES
nodes/QskArcNode.cpp
nodes/QskBasicLinesNode.cpp
nodes/QskBoxNode.cpp
nodes/QskBoxClipNode.cpp
nodes/QskBoxFillNode.cpp

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@ -0,0 +1,301 @@
/******************************************************************************
* QSkinny - Copyright (C) 2016 Uwe Rathmann
* SPDX-License-Identifier: BSD-3-Clause
*****************************************************************************/
#include "QskBasicLinesNode.h"
#include <qsgmaterial.h>
#include <qsggeometry.h>
#include <QTransform>
QSK_QT_PRIVATE_BEGIN
#include <private/qsgnode_p.h>
QSK_QT_PRIVATE_END
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
#include <QSGMaterialRhiShader>
using RhiShader = QSGMaterialRhiShader;
#else
using RhiShader = QSGMaterialShader;
#endif
namespace
{
class Material final : public QSGMaterial
{
public:
Material();
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
QSGMaterialShader* createShader() const override;
#else
QSGMaterialShader* createShader( QSGRendererInterface::RenderMode ) const override;
#endif
QSGMaterialType* type() const override;
int compare( const QSGMaterial* other ) const override;
QVector4D m_color = QVector4D{ 0, 0, 0, 1 };
Qt::Orientations m_pixelAlignment;
};
class ShaderRhi final : public RhiShader
{
public:
ShaderRhi()
{
const QString root( ":/qskinny/shaders/" );
setShaderFileName( VertexStage, root + "crisplines.vert.qsb" );
setShaderFileName( FragmentStage, root + "crisplines.frag.qsb" );
}
bool updateUniformData( RenderState& state,
QSGMaterial* newMaterial, QSGMaterial* oldMaterial ) override
{
auto matOld = static_cast< Material* >( oldMaterial );
auto matNew = static_cast< Material* >( newMaterial );
Q_ASSERT( state.uniformData()->size() >= 88 );
auto data = state.uniformData()->data();
bool changed = false;
const auto matrix = state.combinedMatrix();
if ( state.isMatrixDirty() )
{
memcpy( data + 0, matrix.constData(), 64 );
changed = true;
}
if ( ( matOld == nullptr ) || ( matNew->m_color != matOld->m_color ) )
{
// state.opacity() TODO ...
memcpy( data + 64, &matNew->m_color, 16 );
changed = true;
}
if ( state.isMatrixDirty() || ( matOld == nullptr )
|| ( matNew->m_pixelAlignment != matOld->m_pixelAlignment ) )
{
/*
We do not need to upload the size as it is available
from the matrix. But the shader needs to know wether to
round or not TODO ...
*/
QVector2D size;
if ( matNew->m_pixelAlignment & Qt::Horizontal )
size.setX( 2.0 / matrix( 0, 0 ) );
if ( matNew->m_pixelAlignment & Qt::Vertical )
size.setY( -2.0 / matrix( 1, 1 ) );
memcpy( data + 80, &size, 8 );
changed = true;
}
return changed;
}
};
}
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
namespace
{
// the old type of shader - spcific for OpenGL
class ShaderGL final : public QSGMaterialShader
{
public:
ShaderGL()
{
const QString root( ":/qskinny/shaders/" );
setShaderSourceFile( QOpenGLShader::Vertex,
":/qskinny/shaders/crisplines.vert" );
setShaderSourceFile( QOpenGLShader::Fragment,
":/qt-project.org/scenegraph/shaders/flatcolor.frag" );
}
char const* const* attributeNames() const override
{
static char const* const names[] = { "in_vertex", nullptr };
return names;
}
void initialize() override
{
QSGMaterialShader::initialize();
auto p = program();
m_matrixId = p->uniformLocation( "matrix" );
m_colorId = p->uniformLocation( "color" );
m_sizeId = p->uniformLocation( "size" );
}
void updateState( const QSGMaterialShader::RenderState& state,
QSGMaterial* newMaterial, QSGMaterial* oldMaterial) override
{
auto p = program();
const auto matrix = state.combinedMatrix();
if ( state.isMatrixDirty() )
p->setUniformValue( m_matrixId, matrix );
bool updateMaterial = ( oldMaterial == nullptr )
|| newMaterial->compare( oldMaterial ) != 0;
updateMaterial |= state.isCachedMaterialDataDirty();
if ( updateMaterial )
{
auto material = static_cast< const Material* >( newMaterial );
p->setUniformValue( m_colorId, material->m_color );
QVector2D size;
if ( material->m_pixelAlignment & Qt::Horizontal )
size.setX( 2.0 / matrix( 0, 0 ) );
if ( material->m_pixelAlignment & Qt::Vertical )
size.setY( -2.0 / matrix( 1, 1 ) );
p->setUniformValue( m_sizeId, size );
}
}
private:
int m_matrixId = -1;
int m_colorId = -1;
int m_sizeId = -1;
};
}
#endif
Material::Material()
{
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
setFlag( QSGMaterial::SupportsRhiShader, true );
#endif
}
#if QT_VERSION < QT_VERSION_CHECK( 6, 0, 0 )
QSGMaterialShader* Material::createShader() const
{
if ( !( flags() & QSGMaterial::RhiShaderWanted ) )
return new ShaderGL();
return new ShaderRhi();
}
#else
QSGMaterialShader* Material::createShader( QSGRendererInterface::RenderMode ) const
{
return new ShaderRhi();
}
#endif
QSGMaterialType* Material::type() const
{
static QSGMaterialType staticType;
return &staticType;
}
int Material::compare( const QSGMaterial* other ) const
{
auto material = static_cast< const Material* >( other );
if ( ( material->m_color == m_color )
&& ( material->m_pixelAlignment == m_pixelAlignment ) )
{
return 0;
}
return QSGMaterial::compare( other );
}
class QskBasicLinesNodePrivate final : public QSGGeometryNodePrivate
{
public:
QskBasicLinesNodePrivate()
: geometry( QSGGeometry::defaultAttributes_Point2D(), 0 )
{
geometry.setDrawingMode( QSGGeometry::DrawLines );
}
QSGGeometry geometry;
Material material;
};
QskBasicLinesNode::QskBasicLinesNode()
: QSGGeometryNode( *new QskBasicLinesNodePrivate )
{
Q_D( QskBasicLinesNode );
setGeometry( &d->geometry );
setMaterial( &d->material );
}
QskBasicLinesNode::~QskBasicLinesNode()
{
}
void QskBasicLinesNode::setPixelAlignment( Qt::Orientations orientations )
{
Q_D( QskBasicLinesNode );
if ( orientations != d->material.m_pixelAlignment )
{
d->material.m_pixelAlignment = orientations;
markDirty( QSGNode::DirtyMaterial );
}
}
Qt::Orientations QskBasicLinesNode::pixelAlignment() const
{
return d_func()->material.m_pixelAlignment;
}
void QskBasicLinesNode::setColor( const QColor& color )
{
Q_D( QskBasicLinesNode );
const auto a = color.alphaF();
const QVector4D c( color.redF() * a, color.greenF() * a, color.blueF() * a, a );
if ( c != d->material.m_color )
{
d->material.m_color = c;
markDirty( QSGNode::DirtyMaterial );
}
}
void QskBasicLinesNode::setLineWidth( float lineWidth )
{
Q_D( QskBasicLinesNode );
lineWidth = std::max( lineWidth, 0.0f );
if( lineWidth != d->geometry.lineWidth() )
d->geometry.setLineWidth( lineWidth );
}
float QskBasicLinesNode::lineWidth() const
{
return d_func()->geometry.lineWidth();
}

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@ -0,0 +1,42 @@
/******************************************************************************
* QSkinny - Copyright (C) 2016 Uwe Rathmann
* SPDX-License-Identifier: BSD-3-Clause
*****************************************************************************/
#ifndef QSK_BASIC_LINES_NODE_H
#define QSK_BASIC_LINES_NODE_H
#include "QskGlobal.h"
#include <qsgnode.h>
#include <qnamespace.h>
class QColor;
class QskBasicLinesNodePrivate;
/*
A node for stippled or solid lines.
For the moment limited to horizontal/vertical lines: TODO
*/
class QSK_EXPORT QskBasicLinesNode : public QSGGeometryNode
{
using Inherited = QSGGeometryNode;
public:
QskBasicLinesNode();
~QskBasicLinesNode() override;
void setPixelAlignment( Qt::Orientations );
Qt::Orientations pixelAlignment() const;
void setColor( const QColor& );
void setLineWidth( float );
float lineWidth() const;
private:
Q_DECLARE_PRIVATE( QskBasicLinesNode )
};
#endif

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@ -9,17 +9,9 @@
#include "QskStippledLineRenderer.h"
#include "QskSGNode.h"
#include <qsgflatcolormaterial.h>
#include <qsgvertexcolormaterial.h>
#include <qtransform.h>
#include <qquickitem.h>
#include <qquickwindow.h>
#include <qline.h>
QSK_QT_PRIVATE_BEGIN
#include <private/qsgnode_p.h>
QSK_QT_PRIVATE_END
namespace
{
inline qreal mapX( const QTransform& t, qreal x )
@ -114,115 +106,14 @@ static QSGGeometry::Point2D* qskAddLines( const QTransform& transform,
return reinterpret_cast< QSGGeometry::Point2D* >( vlines );
}
class QskLinesNodePrivate final : public QSGGeometryNodePrivate
{
public:
QskLinesNodePrivate()
: geometry( QSGGeometry::defaultAttributes_Point2D(), 0 )
{
geometry.setDrawingMode( QSGGeometry::DrawLines );
}
inline qreal round( bool isHorizontal, qreal v ) const
{
if ( !doRound )
return v;
const auto r2 = 2.0 * devicePixelRatio;
const qreal v0 = isHorizontal ? p0.x() : p0.y();
const int d = qRound( r2 * ( v + v0 ) );
const auto f = ( d % 2 ? d : d - 1 ) / r2;
return f / devicePixelRatio - v0;
}
inline void setLineAttributes( QskLinesNode* node,
const QColor& color, float lineWidth )
{
if ( color != material.color() )
{
material.setColor( color );
node->markDirty( QSGNode::DirtyMaterial );
}
if( lineWidth != geometry.lineWidth() )
geometry.setLineWidth( lineWidth );
}
QSGGeometry geometry;
QSGFlatColorMaterial material;
// position of [0,0] in device coordinates
QPointF p0;
qreal devicePixelRatio = 1.0;
QskHashValue hash = 0.0;
bool dirty = true;
bool doRound = false;
};
QskLinesNode::QskLinesNode()
: QSGGeometryNode( *new QskLinesNodePrivate )
{
Q_D( QskLinesNode );
setGeometry( &d->geometry );
setMaterial( &d->material );
}
QskLinesNode::~QskLinesNode()
{
}
void QskLinesNode::setGlobalPosition( const QQuickItem* item )
{
QPointF p0;
qreal devicePixelRatio = 1.0;
if ( item )
{
p0 = item->mapToGlobal( QPointF() );
if ( auto w = item->window() )
devicePixelRatio = w->devicePixelRatio();
}
setGlobalPosition( p0, devicePixelRatio );
}
void QskLinesNode::setGlobalPosition(
const QPointF& pos, qreal devicePixelRatio )
{
Q_D( QskLinesNode );
if ( d->doRound == false )
{
d->doRound = true;
d->dirty = true;
}
if ( pos != d->p0 || devicePixelRatio != d->devicePixelRatio )
{
d->p0 = pos;
d->devicePixelRatio = devicePixelRatio;
d->dirty = true;
}
}
void QskLinesNode::resetGlobalPosition()
{
Q_D( QskLinesNode );
if ( d->doRound == true )
{
d->doRound = false;
d->dirty = true;
}
}
void QskLinesNode::updateRect( const QColor& color,
qreal lineWidth, const QskStippleMetrics& stippleMetrics,
const QTransform& transform, const QRectF& rect )
@ -272,8 +163,6 @@ void QskLinesNode::updateLines( const QColor& color,
qreal lineWidth, const QskStippleMetrics& stippleMetrics,
const QTransform& transform, int count, const QLineF* lines )
{
Q_D( QskLinesNode );
if ( !stippleMetrics.isValid() || !color.isValid()
|| color.alpha() == 0 || count == 0 )
{
@ -287,22 +176,18 @@ void QskLinesNode::updateLines( const QColor& color,
hash = qHash( transform, hash );
hash = qHashBits( lines, count * sizeof( QLineF ) );
if ( hash != d->hash )
if ( hash != m_hash )
{
d->dirty = true;
d->hash = hash;
}
m_hash = hash;
if( d->dirty )
{
updateGeometry( stippleMetrics, transform, count, lines );
d->geometry.markVertexDataDirty();
geometry()->markVertexDataDirty();
markDirty( QSGNode::DirtyGeometry );
d->dirty = false;
}
d->setLineAttributes( this, color, lineWidth );
setLineWidth( lineWidth );
setColor( color );
}
void QskLinesNode::updateGrid( const QColor& color,
@ -310,8 +195,6 @@ void QskLinesNode::updateGrid( const QColor& color,
const QTransform& transform, const QRectF& rect,
const QVector< qreal >& xValues, const QVector< qreal >& yValues )
{
Q_D( QskLinesNode );
if ( !stippleMetrics.isValid() || !color.isValid() || color.alpha() == 0 )
{
QskSGNode::resetGeometry( this );
@ -326,30 +209,24 @@ void QskLinesNode::updateGrid( const QColor& color,
hash = qHash( xValues, hash );
hash = qHash( yValues, hash );
if ( hash != d->hash )
if ( hash != m_hash )
{
d->dirty = true;
d->hash = hash;
}
m_hash = hash;
if( d->dirty )
{
updateGeometry( stippleMetrics, transform, rect, xValues, yValues );
d->geometry.markVertexDataDirty();
geometry()->markVertexDataDirty();
markDirty( QSGNode::DirtyGeometry );
d->dirty = false;
}
d->setLineAttributes( this, color, lineWidth );
setLineWidth( lineWidth );
setColor( color );
}
void QskLinesNode::updateGeometry( const QskStippleMetrics& stippleMetrics,
const QTransform& transform, int count, const QLineF* lines )
{
Q_D( QskLinesNode );
auto& geom = d->geometry;
auto& geom = *geometry();
QSGGeometry::Point2D* points = nullptr;
@ -382,8 +259,8 @@ void QskLinesNode::updateGeometry( const QskStippleMetrics& stippleMetrics,
lineCount += renderer.dashCount( p1, p2 );
}
d->geometry.allocate( 2 * lineCount );
points = d->geometry.vertexDataAsPoint2D();
geometry()->allocate( 2 * lineCount );
points = geometry()->vertexDataAsPoint2D();
points = qskAddDashes( transform,
count, lines, stippleMetrics, points );
@ -397,9 +274,7 @@ void QskLinesNode::updateGeometry(
const QTransform& transform, const QRectF& rect,
const QVector< qreal >& xValues, const QVector< qreal >& yValues )
{
Q_D( QskLinesNode );
auto& geom = d->geometry;
auto& geom = *geometry();
const auto y1 = mapY( transform, rect.top() );
const auto y2 = mapY( transform, rect.bottom() );
@ -430,8 +305,8 @@ void QskLinesNode::updateGeometry(
const auto countY = renderer.dashCount( x1, 0.0, x2, 0.0 );
const auto count = xValues.count() * countX + yValues.count() * countY;
d->geometry.allocate( 2 * count );
points = d->geometry.vertexDataAsPoint2D();
geometry()->allocate( 2 * count );
points = geometry()->vertexDataAsPoint2D();
points = setStippledLines( Qt::Vertical, y1, y2,
transform, xValues.count(), xValues.constData(),
@ -450,8 +325,6 @@ QSGGeometry::Point2D* QskLinesNode::setStippledLines(
const QTransform& transform, int count, const qreal* values,
const QskStippleMetrics& stippleMetrics, QSGGeometry::Point2D* points ) const
{
Q_D( const QskLinesNode );
if ( count <= 0 )
return points;
@ -464,16 +337,14 @@ QSGGeometry::Point2D* QskLinesNode::setStippledLines(
if ( orientation == Qt::Vertical )
{
auto x = mapX( transform, values[0] );
x = d->round( true, x );
const auto x = mapX( transform, values[0] );
points = renderer.addDashes( points, x, v1, x, v2 );
dashCount = points - line0;
}
else
{
auto y = mapY( transform, values[0] );
y = d->round( false, y );
const auto y = mapY( transform, values[0] );
points = renderer.addDashes( points, v1, y, v2, y );
dashCount = points - line0;
@ -485,8 +356,7 @@ QSGGeometry::Point2D* QskLinesNode::setStippledLines(
{
for ( int i = 1; i < count; i++ )
{
auto x = mapX( transform, values[i] );
x = d->round( true, x );
const auto x = mapX( transform, values[i] );
for ( int j = 0; j < dashCount; j++ )
points++->set( x, line0[j].y );
@ -496,8 +366,7 @@ QSGGeometry::Point2D* QskLinesNode::setStippledLines(
{
for ( int i = 1; i < count; i++ )
{
auto y = mapY( transform, values[i] );
y = d->round( false, y );
const auto y = mapY( transform, values[i] );
for ( int j = 0; j < dashCount; j++ )
points++->set( line0[j].x, y );
@ -512,8 +381,6 @@ QSGGeometry::Point2D* QskLinesNode::setSolidLines(
const QTransform& transform, int count, const qreal* values,
QSGGeometry::Point2D* points ) const
{
Q_D( const QskLinesNode );
if ( count <= 0 )
return points;
@ -523,9 +390,7 @@ QSGGeometry::Point2D* QskLinesNode::setSolidLines(
{
for ( int i = 0; i < count; i++ )
{
auto x = mapX( transform, values[i] );
x = d->round( true, x );
const auto x = mapX( transform, values[i] );
lines++->setVLine( x, v1, v2 );
}
}
@ -533,9 +398,7 @@ QSGGeometry::Point2D* QskLinesNode::setSolidLines(
{
for ( int i = 0; i < count; i++ )
{
auto y = mapY( transform, values[i] );
y = d->round( false, y );
const auto y = mapY( transform, values[i] );
lines++->setHLine( v1, v2, y );
}
}
@ -552,13 +415,11 @@ void QskLinesNode::updatePolygon( const QColor& color, qreal lineWidth,
return;
}
Q_D( QskLinesNode );
if ( true ) // for the moment we always update the geometry. TODO ...
{
d->geometry.allocate( polygon.count() + 1 );
geometry()->allocate( polygon.count() + 1 );
auto points = d->geometry.vertexDataAsPoint2D();
auto points = geometry()->vertexDataAsPoint2D();
if ( transform.isIdentity() )
{
@ -579,9 +440,10 @@ void QskLinesNode::updatePolygon( const QColor& color, qreal lineWidth,
points[ polygon.count() ] = points[0];
d->geometry.markVertexDataDirty();
geometry()->markVertexDataDirty();
markDirty( QSGNode::DirtyGeometry );
}
d->setLineAttributes( this, color, lineWidth );
setLineWidth( lineWidth );
setColor( color );
}

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@ -6,9 +6,7 @@
#ifndef QSK_LINES_NODE_H
#define QSK_LINES_NODE_H
#include "QskGlobal.h"
#include <qsgnode.h>
#include "QskBasicLinesNode.h"
#include <qvector.h>
class QskIntervalF;
@ -17,26 +15,19 @@ class QTransform;
class QPointF;
class QLineF;
class QPolygonF;
class QQuickItem;
class QskLinesNodePrivate;
/*
A node for stippled or solid lines.
For the moment limited to horizontal/vertical lines: TODO
*/
class QSK_EXPORT QskLinesNode : public QSGGeometryNode
class QSK_EXPORT QskLinesNode : public QskBasicLinesNode
{
using Inherited = QSGGeometryNode;
using Inherited = QskBasicLinesNode;
public:
QskLinesNode();
~QskLinesNode() override;
void setGlobalPosition( const QPointF&, qreal devicePixelRatio );
void setGlobalPosition( const QQuickItem* );
void resetGlobalPosition();
void updateGrid( const QColor&, qreal lineWidth,
const QskStippleMetrics&, const QTransform&, const QRectF&,
const QVector< qreal >&, const QVector< qreal >& );
@ -80,7 +71,7 @@ class QSK_EXPORT QskLinesNode : public QSGGeometryNode
const QTransform&, int count, const qreal* values,
const QskStippleMetrics&, QSGGeometry::Point2D* ) const;
Q_DECLARE_PRIVATE( QskLinesNode )
QskHashValue m_hash = 0.0;
};
#endif

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@ -22,5 +22,9 @@
<file>shaders/gradientlinear.vert</file>
<file>shaders/gradientlinear.frag</file>
<file>shaders/crisplines.vert.qsb</file>
<file>shaders/crisplines.frag.qsb</file>
<file>shaders/crisplines.vert</file>
</qresource>
</RCC>

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@ -0,0 +1,15 @@
#version 440
layout( location = 0 ) out vec4 fragColor;
layout( std140, binding = 0 ) uniform buf
{
mat4 matrix;
vec4 color;
vec2 size;
} ubuf;
void main()
{
fragColor = ubuf.color;
}

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@ -0,0 +1,41 @@
#version 440
layout( location = 0 ) in vec4 vertexCoord;
layout( std140, binding = 0 ) uniform buf
{
mat4 matrix;
vec4 color;
vec2 size;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
float normalized( in float pos, in float scale, in float size )
{
return ( ( pos / size - 0.5 ) / 0.5 ) * scale;
}
float denormalized( in float pos, in float scale, in float size )
{
return ( ( pos / scale ) * 0.5 + 0.5 ) * size;
}
void main()
{
gl_Position = ubuf.matrix * vertexCoord;
if ( ubuf.size.x > 0.0 )
{
gl_Position.x = denormalized( gl_Position.x, gl_Position.w, ubuf.size.x );
gl_Position.x = round( gl_Position.x ) + 0.5;
gl_Position.x = normalized( gl_Position.x, gl_Position.w, ubuf.size.x );
}
if ( ubuf.size.y > 0.0 )
{
gl_Position.y = denormalized( gl_Position.y, gl_Position.w, ubuf.size.y );
gl_Position.y = round( gl_Position.y ) + 0.5;
gl_Position.y = normalized( gl_Position.y, gl_Position.w, ubuf.size.y );
}
}

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@ -0,0 +1,38 @@
attribute highp vec4 in_vertex;
uniform highp mat4 matrix;
uniform lowp vec2 size;
float normalized( in float pos, in float scale, in float size )
{
return ( ( pos / size - 0.5 ) / 0.5 ) * scale;
}
float denormalized( in float pos, in float scale, in float size )
{
return ( ( pos / scale ) * 0.5 + 0.5 ) * size;
}
float round( in float v )
{
return floor( v + 0.5 );
}
void main()
{
gl_Position = matrix * in_vertex;
if ( size.x > 0.0 )
{
gl_Position.x = denormalized( gl_Position.x, gl_Position.w, size.x );
gl_Position.x = round( gl_Position.x ) + 0.5;
gl_Position.x = normalized( gl_Position.x, gl_Position.w, size.x );
}
if ( size.y > 0.0 )
{
gl_Position.y = denormalized( gl_Position.y, gl_Position.w, size.y );
gl_Position.y = round( gl_Position.y ) + 0.5;
gl_Position.y = normalized( gl_Position.y, gl_Position.w, size.y );
}
}

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@ -16,3 +16,6 @@ qsbcompile gradientradial-vulkan.frag
qsbcompile gradientlinear-vulkan.vert
qsbcompile gradientlinear-vulkan.frag
qsbcompile crisplines-vulkan.vert
qsbcompile crisplines-vulkan.frag