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#include "linenode.h"#include <QtGui/QColor>#include <QtQuick/QSGSimpleMaterial>struct LineMaterial
{
QColor color;
float spread;
float size;
};
class LineShader : publicQSGSimpleMaterialShader<LineMaterial>
{
QSG_DECLARE_SIMPLE_SHADER(LineShader, LineMaterial)
public:
LineShader() : id_color(-1), id_spread(-1), id_size(-1) {
setShaderSourceFile(QOpenGLShader::Vertex,":/scenegraph/graph/shaders/line.vsh");
setShaderSourceFile(QOpenGLShader::Fragment,":/scenegraph/graph/shaders/line.fsh");
}
QList<QByteArray> attributes() const { returnQList<QByteArray>() <<"pos"<<"t"; }
void updateState(const LineMaterial *m,const LineMaterial *) {
program()->setUniformValue(id_color, m->color);
program()->setUniformValue(id_spread, m->spread);
program()->setUniformValue(id_size, m->size);
}
void resolveUniforms() {
id_spread = program()->uniformLocation("spread");
id_size = program()->uniformLocation("size");
id_color = program()->uniformLocation("color");
}
private:
int id_color;
int id_spread;
int id_size;
};
struct LineVertex {
float x;
float y;
float t;
inlinevoid set(float xx,float yy,float tt) { x = xx; y = yy; t = tt; }
};
staticconstQSGGeometry::AttributeSet &attributes()
{
staticQSGGeometry::Attribute attr[]= {
QSGGeometry::Attribute::create(0,2, GL_FLOAT,true),QSGGeometry::Attribute::create(1,1, GL_FLOAT)
};
staticQSGGeometry::AttributeSet set = { 2,3*sizeof(float), attr };
return set;
}
LineNode::LineNode(float size,float spread,constQColor&color)
: m_geometry(attributes(),0)
{
setGeometry(&m_geometry);
m_geometry.setDrawingMode(GL_TRIANGLE_STRIP);
QSGSimpleMaterial<LineMaterial>*m = LineShader::createMaterial();
m->state()->color = color;
m->state()->size = size;
m->state()->spread = spread;
m->setFlag(QSGMaterial::Blending);
setMaterial(m);
setFlag(OwnsMaterial);
}
/*
* Assumes that samples have values in the range of 0 to 1 and scales them to
* the height of bounds. The samples are stretched out horizontally along the
* width of the bounds.
*
* The position of each pair of points is identical, but we use the third value
* "t" to shift the point up or down and to add antialiasing.
*/void LineNode::updateGeometry(constQRectF&bounds,constQList<qreal>&samples)
{
m_geometry.allocate(samples.size() *2);
float x = bounds.x();
float y = bounds.y();
float w = bounds.width();
float h = bounds.height();
float dx = w / (samples.size() -1);
LineVertex *v = (LineVertex *) m_geometry.vertexData();
for (int i=0; i<samples.size(); ++i) {
v[i*2+0].set(x + dx * i, y + samples.at(i) * h,0);
v[i*2+1].set(x + dx * i, y + samples.at(i) * h,1);
}
markDirty(QSGNode::DirtyGeometry);
}