linenode.cpp Example File

scenegraph/graph/linenode.cpp

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  ** This file is part of the examples of the Qt Toolkit.
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  #include "linenode.h"

  #include <QtGui/QColor>

  #include <QtQuick/QSGSimpleMaterial>

  struct LineMaterial
  {
      QColor color;
      float spread;
      float size;
  };

  class LineShader : public QSGSimpleMaterialShader<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 {  return QList<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;
      inline void set(float xx, float yy, float tt) { x = xx; y = yy; t = tt; }
  };

  static const QSGGeometry::AttributeSet &attributes()
  {
      static QSGGeometry::Attribute attr[] = {
          QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true),
          QSGGeometry::Attribute::create(1, 1, GL_FLOAT)
      };
      static QSGGeometry::AttributeSet set = { 2, 3 * sizeof(float), attr };
      return set;
  }

  LineNode::LineNode(float size, float spread, const QColor &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(const QRectF &bounds, const QList<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);
  }