本文整理汇总了C++中QSGGeometry::indexDataAsUShort方法的典型用法代码示例。如果您正苦于以下问题:C++ QSGGeometry::indexDataAsUShort方法的具体用法?C++ QSGGeometry::indexDataAsUShort怎么用?C++ QSGGeometry::indexDataAsUShort使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类QSGGeometry
的用法示例。
在下文中一共展示了QSGGeometry::indexDataAsUShort方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: updateGeometry
void ShaderEffectItem::updateGeometry()
{
QRectF srcRect(0, 1, 1, -1);
if (m_mirrored)
srcRect = QRectF(0, 0, 1, 1);
QRectF dstRect = QRectF(0,0, width(), height());
int vmesh = m_meshResolution.height();
int hmesh = m_meshResolution.width();
QSGGeometry *g = &m_geometry;
if (vmesh == 1 && hmesh == 1) {
if (g->vertexCount() != 4)
g->allocate(4);
QSGGeometry::updateTexturedRectGeometry(g, dstRect, srcRect);
return;
}
g->allocate((vmesh + 1) * (hmesh + 1), vmesh * 2 * (hmesh + 2));
QSGGeometry::TexturedPoint2D *vdata = g->vertexDataAsTexturedPoint2D();
for (int iy = 0; iy <= vmesh; ++iy) {
float fy = iy / float(vmesh);
float y = float(dstRect.top()) + fy * float(dstRect.height());
float ty = float(srcRect.top()) + fy * float(srcRect.height());
for (int ix = 0; ix <= hmesh; ++ix) {
float fx = ix / float(hmesh);
vdata->x = float(dstRect.left()) + fx * float(dstRect.width());
vdata->y = y;
vdata->tx = float(srcRect.left()) + fx * float(srcRect.width());
vdata->ty = ty;
++vdata;
}
}
quint16 *indices = (quint16 *)g->indexDataAsUShort();
int i = 0;
for (int iy = 0; iy < vmesh; ++iy) {
*(indices++) = i + hmesh + 1;
for (int ix = 0; ix <= hmesh; ++ix, ++i) {
*(indices++) = i + hmesh + 1;
*(indices++) = i;
}
*(indices++) = i - 1;
}
}
示例2: markDirty
void QQuickAndroid9PatchNode::initialize(QSGTexture *texture, const QRectF &bounds, const QSize &sourceSize,
const QQuickAndroid9PatchDivs &xDivs, const QQuickAndroid9PatchDivs &yDivs)
{
delete m_material.texture();
m_material.setTexture(texture);
const int xlen = xDivs.data.size();
const int ylen = yDivs.data.size();
if (xlen > 0 && ylen > 0) {
const int quads = (xlen - 1) * (ylen - 1);
static const int verticesPerQuad = 6;
m_geometry.allocate(xlen * ylen, verticesPerQuad * quads);
QSGGeometry::TexturedPoint2D *vertices = m_geometry.vertexDataAsTexturedPoint2D();
QVector<qreal> xCoords = xDivs.coordsForSize(bounds.width());
QVector<qreal> yCoords = yDivs.coordsForSize(bounds.height());
for (int y = 0; y < ylen; ++y) {
for (int x = 0; x < xlen; ++x, ++vertices)
vertices->set(xCoords[x], yCoords[y], xDivs.data[x] / sourceSize.width(),
yDivs.data[y] / sourceSize.height());
}
quint16 *indices = m_geometry.indexDataAsUShort();
int n = quads;
for (int q = 0; n--; ++q) {
if ((q + 1) % xlen == 0) // next row
++q;
// Bottom-left half quad triangle
indices[0] = q;
indices[1] = q + xlen;
indices[2] = q + xlen + 1;
// Top-right half quad triangle
indices[3] = q;
indices[4] = q + xlen + 1;
indices[5] = q + 1;
indices += verticesPerQuad;
}
}
markDirty(QSGNode::DirtyGeometry | QSGNode::DirtyMaterial);
}
示例3: buildCustomNodes
QQuickShaderEffectNode* QQuickCustomParticle::buildCustomNodes()
{
if (QOpenGLContext::currentContext()->isOpenGLES() && m_count * 4 > 0xffff) {
printf("CustomParticle: Too many particles... \n");
return 0;
}
if (m_count <= 0) {
printf("CustomParticle: Too few particles... \n");
return 0;
}
if (m_groups.isEmpty())
return 0;
QQuickShaderEffectNode *rootNode = 0;
QQuickShaderEffectMaterial *material = new QQuickShaderEffectMaterial;
m_dirtyProgram = true;
foreach (const QString &str, m_groups){
int gIdx = m_system->groupIds[str];
int count = m_system->groupData[gIdx]->size();
QQuickShaderEffectNode* node = new QQuickShaderEffectNode();
m_nodes.insert(gIdx, node);
node->setMaterial(material);
//Create Particle Geometry
int vCount = count * 4;
int iCount = count * 6;
QSGGeometry *g = new QSGGeometry(PlainParticle_AttributeSet, vCount, iCount);
g->setDrawingMode(GL_TRIANGLES);
node->setGeometry(g);
node->setFlag(QSGNode::OwnsGeometry, true);
PlainVertex *vertices = (PlainVertex *) g->vertexData();
for (int p=0; p < count; ++p) {
commit(gIdx, p);
vertices[0].tx = 0;
vertices[0].ty = 0;
vertices[1].tx = 1;
vertices[1].ty = 0;
vertices[2].tx = 0;
vertices[2].ty = 1;
vertices[3].tx = 1;
vertices[3].ty = 1;
vertices += 4;
}
quint16 *indices = g->indexDataAsUShort();
for (int i=0; i < count; ++i) {
int o = i * 4;
indices[0] = o;
indices[1] = o + 1;
indices[2] = o + 2;
indices[3] = o + 1;
indices[4] = o + 3;
indices[5] = o + 2;
indices += 6;
}
}
示例4: updateGeometry
void QSGDefaultImageNode::updateGeometry()
{
Q_ASSERT(!m_targetRect.isEmpty());
const QSGTexture *t = m_material.texture();
if (!t) {
QSGGeometry *g = geometry();
g->allocate(4);
g->setDrawingMode(GL_TRIANGLE_STRIP);
memset(g->vertexData(), 0, g->sizeOfVertex() * 4);
} else {
QRectF sourceRect = t->normalizedTextureSubRect();
QRectF innerSourceRect(sourceRect.x() + m_innerSourceRect.x() * sourceRect.width(),
sourceRect.y() + m_innerSourceRect.y() * sourceRect.height(),
m_innerSourceRect.width() * sourceRect.width(),
m_innerSourceRect.height() * sourceRect.height());
bool hasMargins = m_targetRect != m_innerTargetRect;
int floorLeft = qFloor(m_subSourceRect.left());
int ceilRight = qCeil(m_subSourceRect.right());
int floorTop = qFloor(m_subSourceRect.top());
int ceilBottom = qCeil(m_subSourceRect.bottom());
int hTiles = ceilRight - floorLeft;
int vTiles = ceilBottom - floorTop;
bool hasTiles = hTiles != 1 || vTiles != 1;
bool fullTexture = innerSourceRect == QRectF(0, 0, 1, 1);
#ifdef QT_OPENGL_ES_2
QOpenGLContext *ctx = QOpenGLContext::currentContext();
bool npotSupported = ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat);
QSize size = t->textureSize();
bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
bool wrapSupported = npotSupported || !isNpot;
#else
bool wrapSupported = true;
#endif
// An image can be rendered as a single quad if:
// - There are no margins, and either:
// - the image isn't repeated
// - the source rectangle fills the entire texture so that texture wrapping can be used,
// and NPOT is supported
if (!hasMargins && (!hasTiles || (fullTexture && wrapSupported))) {
QRectF sr;
if (!fullTexture) {
sr = QRectF(innerSourceRect.x() + (m_subSourceRect.left() - floorLeft) * innerSourceRect.width(),
innerSourceRect.y() + (m_subSourceRect.top() - floorTop) * innerSourceRect.height(),
m_subSourceRect.width() * innerSourceRect.width(),
m_subSourceRect.height() * innerSourceRect.height());
} else {
sr = QRectF(m_subSourceRect.left() - floorLeft, m_subSourceRect.top() - floorTop,
m_subSourceRect.width(), m_subSourceRect.height());
}
if (m_mirror) {
qreal oldLeft = sr.left();
sr.setLeft(sr.right());
sr.setRight(oldLeft);
}
if (m_antialiasing) {
QSGGeometry *g = geometry();
Q_ASSERT(g != &m_geometry);
g->allocate(8, 14);
g->setDrawingMode(GL_TRIANGLE_STRIP);
SmoothVertex *vertices = reinterpret_cast<SmoothVertex *>(g->vertexData());
float delta = float(qAbs(m_targetRect.width()) < qAbs(m_targetRect.height())
? m_targetRect.width() : m_targetRect.height()) * 0.5f;
float sx = float(sr.width() / m_targetRect.width());
float sy = float(sr.height() / m_targetRect.height());
for (int d = -1; d <= 1; d += 2) {
for (int j = 0; j < 2; ++j) {
for (int i = 0; i < 2; ++i, ++vertices) {
vertices->x = m_targetRect.x() + i * m_targetRect.width();
vertices->y = m_targetRect.y() + j * m_targetRect.height();
vertices->u = sr.x() + i * sr.width();
vertices->v = sr.y() + j * sr.height();
vertices->dx = (i == 0 ? delta : -delta) * d;
vertices->dy = (j == 0 ? delta : -delta) * d;
vertices->du = (d < 0 ? 0 : vertices->dx * sx);
vertices->dv = (d < 0 ? 0 : vertices->dy * sy);
}
}
}
Q_ASSERT(vertices - g->vertexCount() == g->vertexData());
static const quint16 indices[] = {
0, 4, 1, 5, 3, 7, 2, 6, 0, 4,
4, 6, 5, 7
};
Q_ASSERT(g->sizeOfIndex() * g->indexCount() == sizeof(indices));
memcpy(g->indexDataAsUShort(), indices, sizeof(indices));
} else {
m_geometry.allocate(4);
m_geometry.setDrawingMode(GL_TRIANGLE_STRIP);
QSGGeometry::updateTexturedRectGeometry(&m_geometry, m_targetRect, sr);
}
} else {
int hCells = hTiles;
int vCells = vTiles;
//.........这里部分代码省略.........