本文整理汇总了C++中QSGGeometryNode::markDirty方法的典型用法代码示例。如果您正苦于以下问题:C++ QSGGeometryNode::markDirty方法的具体用法?C++ QSGGeometryNode::markDirty怎么用?C++ QSGGeometryNode::markDirty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QSGGeometryNode
的用法示例。
在下文中一共展示了QSGGeometryNode::markDirty方法的10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: QSGGeometry
QSGNode * QQuickLineItem::updatePaintNode(QSGNode *prev_node,
UpdatePaintNodeData *upd_data)
{
Q_UNUSED(upd_data);
QSGGeometryNode * node = static_cast<QSGGeometryNode*>(prev_node);
QSGGeometry * geometry = NULL;
QSGFlatColorMaterial * material = NULL;
if(!node) {
// http://qt-project.org/doc/qt-5/qsggeometrynode.html
node = new QSGGeometryNode;
geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(),4);
geometry->setDrawingMode(GL_TRIANGLE_STRIP);
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
material = new QSGFlatColorMaterial;
material->setColor(m_color);
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
}
else {
geometry = node->geometry();
geometry->allocate(4); // we have to call allocate to invalidate
// the older vertex buffer
material = static_cast<QSGFlatColorMaterial*>(node->material());
}
// geometry
std::vector<QPointF> list_vx;
if(!calcTriStrip(list_vx)) {
list_vx.clear();
list_vx.push_back(QPointF(0,0));
list_vx.push_back(QPointF(0,0));
list_vx.push_back(QPointF(0,0));
list_vx.push_back(QPointF(0,0));
}
QSGGeometry::Point2D * vertices =
geometry->vertexDataAsPoint2D();
for(size_t i=0; i < list_vx.size(); i++) {
vertices[i].set(list_vx[i].x(),
list_vx[i].y());
}
node->markDirty(QSGNode::DirtyGeometry);
// material
material->setColor(m_color);
node->markDirty(QSGNode::DirtyMaterial);
return node;
}
示例2: QSGGeometry
QSGNode *PhosphorRender::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
if (!m_ybuffer) {
return 0;
}
QSGGeometryNode *node = 0;
QSGGeometry *geometry = 0;
Material *material = 0;
unsigned n_points;
if (m_xbuffer) {
n_points = std::min(m_xbuffer->size(), m_ybuffer->size());
} else {
n_points = m_ybuffer->countPointsBetween(m_xmin, m_xmax);
}
n_points = std::min(n_points,(unsigned) 65767);
if (!oldNode) {
node = new QSGGeometryNode;
geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), n_points);
geometry->setDrawingMode(GL_POINTS);
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
material = new Material;
material->setFlag(QSGMaterial::Blending);
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
} else {
node = static_cast<QSGGeometryNode *>(oldNode);
geometry = node->geometry();
geometry->allocate(n_points);
geometry->setLineWidth(m_pointSize);
material = static_cast<Material*>(node->material());
}
QRectF bounds = boundingRect();
material->transformation.setToIdentity();
material->transformation.scale(bounds.width()/(m_xmax - m_xmin), bounds.height()/(m_ymin - m_ymax));
material->transformation.translate(-m_xmin, -m_ymax);
material->pointSize = m_pointSize;
material->color = m_color;
auto verticies = geometry->vertexDataAsPoint2D();
if (m_xbuffer) {
for (unsigned i=0; i<n_points; i++) {
verticies[i].set(m_xbuffer->get(i), m_ybuffer->get(i));
}
} else {
m_ybuffer->toVertexData(m_xmin, m_xmax, verticies, n_points);
}
node->markDirty(QSGNode::DirtyGeometry | QSGNode::DirtyMaterial);
return node;
}
示例3: DrawComplexBezierPath
void SceneGraphDeviceContext::DrawComplexBezierPath(vrv::Point bezier1[4], vrv::Point bezier2[4])
{
// Note: No support for vertex antialiasing. Use a top-level QQuickView with multisample antialiasing.
// TODO: Add vertex antialiasing, refer to
// 1) Qt sources for "void QSGBasicInternalRectangleNode::updateGeometry()" in
// qtdeclarative/src/quick/scenegraph/qsgbasicinternalrectanglenode.cpp
// 2) https://stackoverflow.com/questions/28125425/smooth-painting-in-custom-qml-element
vrv::Pen currentPen = m_penStack.top();
int segmentCount = 16;
QSGGeometryNode *node = new QSGGeometryNode;
QSGGeometry *geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 2 * segmentCount);
geometry->setDrawingMode(QSGGeometry::DrawTriangleStrip);
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
material->setColor(static_cast<QRgb>(currentPen.GetColour()));
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
auto calculateCubicBezierPoint = [](vrv::Point p[4], float t) -> std::tuple<float, float> {
auto invt = 1 - t;
auto x = invt * invt * invt * p[0].x + 3 * invt * invt * t * p[1].x + 3 * invt * t * t * p[2].x
+ t * t * t * p[3].x;
auto y = invt * invt * invt * p[0].y + 3 * invt * invt * t * p[1].y + 3 * invt * t * t * p[2].y
+ t * t * t * p[3].y;
return std::make_tuple(x, y);
};
// This loop calculates the bezier points for the inner and the outer line and add them as vertices. The list of
// vertices is built so that points from the inner and outer line are alternating. This allows to draw a filled area
// with DrawTriangleStrip.
QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
for (int i = 0; i < segmentCount; ++i) {
float bezierPointX = 0;
float bezierPointY = 0;
float currentSegment = i / static_cast<float>(segmentCount - 1);
// Calculate bezier point on bezier1
std::tie(bezierPointX, bezierPointY) = calculateCubicBezierPoint(bezier1, currentSegment);
vertices[i * 2].set(translateX(bezierPointX), translateY(bezierPointY));
// Calculate bezier point on bezier2
std::tie(bezierPointX, bezierPointY) = calculateCubicBezierPoint(bezier2, currentSegment);
vertices[i * 2 + 1].set(translateX(bezierPointX), translateY(bezierPointY));
}
node->markDirty(QSGNode::DirtyGeometry);
AddGeometryNode(node);
}
示例4: p
QSGNode *QPScrollingCurve::updatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *)
{
QSGGeometryNode *node = 0;
QSGGeometry *geometry = 0;
QSGFlatColorMaterial *material = 0;
if (!oldNode) {
node = new QSGGeometryNode;
geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), m_data.size());
geometry->setLineWidth(2);
geometry->setDrawingMode(GL_LINE_STRIP);
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
material = new QSGFlatColorMaterial;
material->setColor(m_color);
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
node->markDirty(QSGNode::DirtyMaterial);
} else {
node = static_cast<QSGGeometryNode *>(oldNode);
geometry = node->geometry();
geometry->allocate(m_data.size());
material = static_cast<QSGFlatColorMaterial*>(node->material());
if (material->color() != m_color) {
material->setColor(m_color);
node->markDirty(QSGNode::DirtyMaterial);
}
}
QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
for (uint i = 0; i < m_data.size(); ++i) {
QPointF p(i, m_data[i]);
vertices[i].set(p.x(), p.y());
}
node->markDirty(QSGNode::DirtyGeometry);
return node;
}
示例5: QSGGeometry
//! [4]
QSGNode *BezierCurve::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
QSGGeometryNode *node = 0;
QSGGeometry *geometry = 0;
if (!oldNode) {
node = new QSGGeometryNode;
//! [4] //! [5]
geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), m_segmentCount);
geometry->setLineWidth(2);
geometry->setDrawingMode(GL_LINE_STRIP);
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
//! [5] //! [6]
QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
material->setColor(QColor(255, 0, 0));
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
//! [6] //! [7]
} else {
node = static_cast<QSGGeometryNode *>(oldNode);
geometry = node->geometry();
geometry->allocate(m_segmentCount);
}
//! [7]
//! [8]
QRectF bounds = boundingRect();
QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
for (int i = 0; i < m_segmentCount; ++i) {
qreal t = i / qreal(m_segmentCount - 1);
qreal invt = 1 - t;
QPointF pos = invt * invt * invt * m_p1
+ 3 * invt * invt * t * m_p2
+ 3 * invt * t * t * m_p3
+ t * t * t * m_p4;
float x = bounds.x() + pos.x() * bounds.width();
float y = bounds.y() + pos.y() * bounds.height();
vertices[i].set(x, y);
}
node->markDirty(QSGNode::DirtyGeometry);
//! [8]
//! [9]
return node;
}
示例6: drawRect
QSGNode* drawRect(const QRect& rect, QSGNode* oldNode)
{
QSGGeometryNode* node;
if (oldNode == nullptr)
{
node = new QSGGeometryNode;
QSGGeometry* geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 8);
geometry->setDrawingMode(GL_LINES);
geometry->setLineWidth(1);
QSGFlatColorMaterial* material = new QSGFlatColorMaterial;
material->setColor(QGuiApplication::palette().color(QPalette::Normal, QPalette::WindowText));
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
}
else
{
node = static_cast<QSGGeometryNode*>(oldNode);
}
QSGGeometry* geometry = node->geometry();
// FIXME: check if these really have to be updated
geometry->vertexDataAsPoint2D()[0].set(rect.topLeft().x(), rect.topLeft().y());
geometry->vertexDataAsPoint2D()[1].set(rect.topRight().x(), rect.topRight().y());
geometry->vertexDataAsPoint2D()[2].set(rect.topRight().x(), rect.topRight().y());
geometry->vertexDataAsPoint2D()[3].set(rect.bottomRight().x(), rect.bottomRight().y());
geometry->vertexDataAsPoint2D()[4].set(rect.bottomRight().x(), rect.bottomRight().y());
geometry->vertexDataAsPoint2D()[5].set(rect.bottomLeft().x(), rect.bottomLeft().y());
geometry->vertexDataAsPoint2D()[6].set(rect.bottomLeft().x(), rect.bottomLeft().y());
geometry->vertexDataAsPoint2D()[7].set(rect.topLeft().x(), rect.topLeft().y());
node->markDirty(QSGNode::DirtyGeometry);
return node;
}
示例7: DrawCircle
void SceneGraphDeviceContext::DrawCircle(int x, int y, int radius)
{
// Note: No support for vertex antialiasing. Use a top-level QQuickView with multisample antialiasing.
// TODO: Add vertex antialiasing, refer to
// 1) Qt sources for "void QSGBasicInternalRectangleNode::updateGeometry()" in
// qtdeclarative/src/quick/scenegraph/qsgbasicinternalrectanglenode.cpp
// 2) https://stackoverflow.com/questions/28125425/smooth-painting-in-custom-qml-element
vrv::Pen currentPen = m_penStack.top();
int segmentCount = 16;
QSGGeometryNode *node = new QSGGeometryNode();
QSGGeometry *geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), segmentCount);
geometry->setDrawingMode(QSGGeometry::DrawTriangleFan);
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
QSGFlatColorMaterial *material = new QSGFlatColorMaterial;
material->setColor(static_cast<QRgb>(currentPen.GetColour()));
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
// This draws individual triangles from the first point (center) to every outer point by using DrawTriangleFan.
QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
int numPoints = geometry->vertexCount();
vertices[0].x = translateX(x);
vertices[0].y = translateY(y);
for (int i = 1; i < numPoints; ++i) {
double theta = i * 2 * M_PI / (numPoints - 2);
vertices[i].x = translateX(x + radius * static_cast<float>(std::cos(theta)));
vertices[i].y = translateY(y - radius * static_cast<float>(std::sin(theta)));
}
node->markDirty(QSGNode::DirtyGeometry);
AddGeometryNode(node);
}
示例8: position
TimelineRenderPass::State *TimelineSelectionRenderPass::update(
const TimelineAbstractRenderer *renderer, const TimelineRenderState *parentState,
State *oldState, int firstIndex, int lastIndex, bool stateChanged, qreal spacing) const
{
Q_UNUSED(stateChanged);
const TimelineModel *model = renderer->model();
if (!model || model->isEmpty())
return oldState;
TimelineSelectionRenderPassState *state;
if (oldState == 0)
state = new TimelineSelectionRenderPassState;
else
state = static_cast<TimelineSelectionRenderPassState *>(oldState);
int selectedItem = renderer->selectedItem();
QSGGeometryNode *node = static_cast<QSGGeometryNode *>(model->expanded() ?
state->expandedOverlay() :
state->collapsedOverlay());
if (selectedItem != -1 && selectedItem >= firstIndex && selectedItem < lastIndex) {
qreal top = 0;
qreal height = 0;
if (model->expanded()) {
int row = model->expandedRow(selectedItem);
int rowHeight = model->expandedRowHeight(row);
height = rowHeight * model->relativeHeight(selectedItem);
top = (model->expandedRowOffset(row) + rowHeight) - height;
} else {
int row = model->collapsedRow(selectedItem);
height = TimelineModel::defaultRowHeight() * model->relativeHeight(selectedItem);
top = TimelineModel::defaultRowHeight() * (row + 1) - height;
}
qint64 startTime = qBound(parentState->start(), model->startTime(selectedItem),
parentState->end());
qint64 endTime = qBound(parentState->start(), model->endTime(selectedItem),
parentState->end());
qint64 left = startTime - parentState->start();
qint64 width = endTime - startTime;
// Construct from upper left and lower right for better precision. When constructing from
// left and width the error on the left border is inherited by the right border. Like this
// they're independent.
QRectF position(left * parentState->scale(), top, width * parentState->scale(), height);
QColor itemColor = model->color(selectedItem);
uchar red = itemColor.red();
uchar green = itemColor.green();
uchar blue = itemColor.blue();
int selectionId = model->selectionId(selectedItem);
OpaqueColoredPoint2DWithSize *v = OpaqueColoredPoint2DWithSize::fromVertexData(
node->geometry());
v[0].set(position.left(), position.bottom(), -position.width(), -position.height(),
selectionId, red, green, blue);
v[1].set(position.right(), position.bottom(), position.width(), -position.height(),
selectionId, red, green, blue);
v[2].set(position.left(), position.top(), -position.width(), position.height(),
selectionId, red, green, blue);
v[3].set(position.right(), position.top(), position.width(), position.height(),
selectionId, red, green, blue);
state->material()->setSelectionColor(renderer->selectionLocked() ? QColor(96,0,255) :
Qt::blue);
state->material()->setSelectedItem(selectionId);
state->material()->setScale(QVector2D(spacing / parentState->scale(), 1));
node->markDirty(QSGNode::DirtyMaterial | QSGNode::DirtyGeometry);
} else {
OpaqueColoredPoint2DWithSize *v = OpaqueColoredPoint2DWithSize::fromVertexData(
node->geometry());
for (int i = 0; i < 4; ++i)
v[i].set(0, 0, 0, 0, 0, 0, 0, 0);
node->markDirty(QSGNode::DirtyGeometry);
}
return state;
}
示例9: updatePaintNode
QSGNode* MDeclarativeStatusBar::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*)
{
QSGGeometryNode* node = static_cast<QSGGeometryNode*>(oldNode);
if (!node) {
node = new QSGGeometryNode;
node->setFlags(QSGNode::OwnsGeometry | QSGNode::OwnsMaterial | QSGNode::OwnsOpaqueMaterial);
node->setGeometry(new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4));
}
if (!sharedPixmapHandle) {
node->setMaterial(new QSGFlatColorMaterial);
node->setOpaqueMaterial(new QSGFlatColorMaterial);
node->markDirty(QSGNode::DirtyMaterial);
return node;
}
if (!sharedTexture || updateSharedTexture) {
node->setMaterial(new QSGTextureMaterial);
node->setOpaqueMaterial(new QSGTextureMaterial);
#if defined(HAVE_XLIB)
MDeclarativeScreen* screen = MDeclarativeScreen::instance();
#if defined(QT_OPENGL_ES_2)
static PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)eglGetProcAddress("glEGLImageTargetTexture2DOES");
static PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC) eglGetProcAddress("eglCreateImageKHR");
static PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC) eglGetProcAddress("eglDestroyImageKHR");
static PFNEGLQUERYIMAGENOKPROC eglQueryImageNOK = (PFNEGLQUERYIMAGENOKPROC) eglGetProcAddress("eglQueryImageNOK");
const EGLint attribs[] = { EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE };
EGLDisplay eglDpy = eglGetDisplay((EGLNativeDisplayType)screen->display());
EGLImageKHR img = eglCreateImageKHR(eglDpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR, (EGLClientBuffer)sharedPixmapHandle, attribs);
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)img);
GLint width = 0;
GLint height = 0;
eglQueryImageNOK(eglDpy, img, EGL_WIDTH, &width);
eglQueryImageNOK(eglDpy, img, EGL_HEIGHT, &height);
sharedTexture.reset(canvas()->createTextureFromId(textureId, QSize(width, height), QQuickCanvas::TextureOwnsGLTexture));
eglDestroyImageKHR(eglDpy, img);
#else
Display* dpy = screen->display();
Window dummy1;
int x, y;
unsigned int width, height, borderwidth, depth;
XGetGeometry(dpy, sharedPixmapHandle, &dummy1, &x, &y, &width, &height, &borderwidth, &depth);
XImage* xi = XGetImage(dpy, sharedPixmapHandle, 0, 0, width, height, ULONG_MAX, ZPixmap);
QImage img = MX11Wrapper::qimageFromXImage(xi);
XDestroyImage(xi);
sharedTexture.reset(canvas()->createTextureFromImage(img));
#endif
#endif // HAVE_XLIB
static_cast<QSGTextureMaterial*>(node->material())->setTexture(sharedTexture.data());
static_cast<QSGOpaqueTextureMaterial*>(node->opaqueMaterial())->setTexture(sharedTexture.data());
node->markDirty(QSGNode::DirtyMaterial);
updateSharedTexture = false;
}
QRectF sourceRect;
sourceRect = QRectF(0, 0, width(), height());
if (mOrientation == MDeclarativeScreen::Portrait || mOrientation == MDeclarativeScreen::PortraitInverted)
sourceRect.moveTop(height());
sourceRect = sharedTexture.data()->convertToNormalizedSourceRect(sourceRect);
QRect targetRect(x(), y(), width(), height());
QSGGeometry::updateTexturedRectGeometry(node->geometry(), targetRect, sourceRect);
node->markDirty(QSGNode::DirtyGeometry);
return node;
}
示例10: updatePaintNode
QSGNode* NodeConnectionLines::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) {
if (!m_nodeObject) return nullptr;
const QVector<QPointer<NodeBase>>& connectedNodes = m_nodeObject->getConnectedNodes();
int connectionCount = connectedNodes.size();
// -------------------- Prepare QSG Nodes:
QSGNode* parentNode = oldNode;
if (!oldNode) {
parentNode = new QSGNode();
} else {
// update color in case it changed:
// FIXME: is there a more efficient way to do this?
for (int i=0; i<parentNode->childCount(); ++i) {
QSGGeometryNode* childNode = static_cast<QSGGeometryNode*>(parentNode->childAtIndex(i));
if (!childNode) continue;
QSGFlatColorMaterial* material = static_cast<QSGFlatColorMaterial*>(childNode->material());
if (!material) continue;
material->setColor(m_color);
}
}
// adapt child count:
int childCount = parentNode->childCount();
if (childCount < connectionCount) {
for (int i=0; i<(connectionCount - childCount); ++i) {
QSGGeometryNode* node = new QSGGeometryNode;
QSGGeometry* geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 3);
geometry->setDrawingMode(GL_TRIANGLE_STRIP);
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
QSGFlatColorMaterial* material = new QSGFlatColorMaterial;
material->setColor(m_color);
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
parentNode->appendChildNode(node);
}
} else if (childCount > connectionCount) {
for (int i=0; i<(childCount - connectionCount); ++i) {
parentNode->removeChildNode(parentNode->childAtIndex(0));
}
}
Q_ASSERT(parentNode->childCount() == connectionCount);
// calculate common start point:
const QPointF p0(width(), height() / 2);
double widthOffset = m_lineWidth / 2;
//const QPointF posInScene = mapToScene(QPointF(0, 0));
for (int i=0; i<connectionCount; ++i) {
NodeBase* otherNode = connectedNodes[i];
if (!otherNode) continue;
QQuickItem* otherGuiItem = otherNode->getGuiItem();
if (!otherGuiItem) continue;
const QPointF p3 = mapFromItem(otherGuiItem, QPointF(-otherGuiItem->width() / 2, otherGuiItem->height() / 2));
int handleLength = std::max(50, std::min(int(p3.x() - p0.x()), 80));
const QPointF p1(p0.x() + handleLength, p0.y());
const QPointF p2(p3.x() - handleLength, p3.y());
// calculate reasonable segment count:
int segmentCount = qMax(16.0, qMin(qAbs(p3.y() - p0.y()) / 25, 50.0));
int verticesCount = segmentCount * 2;
QSGGeometryNode* qsgNode = static_cast<QSGGeometryNode*>(parentNode->childAtIndex(i));
if (!qsgNode) continue;
QSGGeometry* geometry = qsgNode->geometry();
if (!geometry) continue;
geometry->allocate(verticesCount);
QSGGeometry::Point2D* vertices = geometry->vertexDataAsPoint2D();
// triangulate cubic bezier curve:
for (int i = 0; i < segmentCount; ++i) {
// t is the position on the line:
const qreal t = i / qreal(segmentCount - 1);
// pos is the point on the curve at "t":
const QPointF pos = calculateBezierPoint(t, p0, p1, p2, p3);
// normal is the normal vector at that point
const QPointF normal = normalFromTangent(calculateBezierTangent(t, p0, p1, p2, p3));
// first is a point offsetted in the normal direction by lineWidth / 2 from pos
const QPointF first = pos - normal * widthOffset;
// ssecond is a point offsetted in the negative normal direction by lineWidth / 2 from pos
const QPointF second = pos + normal * widthOffset;
// add first and second as vertices to this geometry:
vertices[i*2].set(first.x(), first.y());
vertices[i*2+1].set(second.x(), second.y());
}
// tell Scene Graph that this items needs to be drawn:
qsgNode->markDirty(QSGNode::DirtyGeometry);
}
return parentNode;
}