如何平滑自定义QML元素的绘制?
How to smooth the painting of a custom QML element?
我现在尝试创建自定义 QML 元素,派生自 QQuickItem
。所以我覆盖了 QQuickItem::updatePaintNode
并且现在想画一条线。我的代码:
QSGNode *StrikeLine::updatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *)
{
QSGGeometryNode *node = 0;
QSGGeometry *geometry;
QSGFlatColorMaterial *material;
node = static_cast<QSGGeometryNode *>(oldNode);
if(!node) {
node = new QSGGeometryNode;
geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 2);
geometry->setDrawingMode(GL_LINES);
geometry->setLineWidth(3);
material = new QSGFlatColorMaterial;
material->setColor(QColor(255, 0, 0));
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
getColor();
} else {
geometry = node->geometry();
material = static_cast<QSGFlatColorMaterial *>(node->material());
}
geometry->vertexDataAsPoint2D()[0].set(p_startPoint.x(), p_startPoint.y());
geometry->vertexDataAsPoint2D()[1].set(p_endPoint.x(), p_endPoint.y());
material->setColor(getColor());
node->markDirty(QSGNode::DirtyGeometry);
return node;
}
但是我的台词太丑了。边缘粗糙,看起来完全像 DOS 图形。所以我的问题 - 我怎样才能应用平滑的绘画?我现在可能是一些着色器或其他东西,但我找不到任何文档。
场景图支持两种类型的抗锯齿。矩形和图像等图元将通过沿图元边缘添加更多顶点来消除锯齿,从而使边缘淡化为透明。这种方法称为顶点抗锯齿。如果您请求多重采样 OpenGL 上下文,场景图将首选基于多重采样的抗锯齿 (MSAA)。
顶点抗锯齿可以在相邻图元的边之间产生接缝,即使这两条边在数学上是相同的。多重采样抗锯齿没有。
多样本抗锯齿
多样本抗锯齿是一种硬件功能,其中硬件计算基元中每个像素的覆盖值。一些硬件可以以非常低的成本进行多重采样,而其他硬件可能需要更多内存和更多 GPU 周期来渲染帧。
要启用多样本抗锯齿,您应该使用 QQuickWindow::setFormat()
设置 QSurfaceFormat
样本大于 0
QQuickView view;
QSurfaceFormat format = view.format();
format.setSamples(16);
view.setFormat(format);
view.show();
顶点抗锯齿
可以使用 Item::antialiasing
属性 在 per-item 的基础上启用和禁用顶点抗锯齿。无论底层硬件支持什么,它都会工作并产生更高质量的抗锯齿,既适用于正常渲染的图元,也适用于捕获到帧缓冲区对象中的图元。
使用顶点抗锯齿的缺点是每个启用抗锯齿的图元都必须混合。就 batching 而言,这意味着渲染器需要做更多的工作来确定图元是否可以批处理,并且由于与场景中的其他元素重叠,也可能导致批处理较少,这可能会影响性能。
要将顶点抗锯齿应用于派生自 QQuickItem
的自定义 QML 元素,请执行以下步骤:
1) 创建自定义 material 和 OpenGL 着色器程序。
smoothcolormaterial.h
#include <QSGMaterial>
#include <QSGMaterialShader>
//----------------------------------------------------------------------
class QSGSmoothColorMaterial : public QSGMaterial
{
public:
QSGSmoothColorMaterial();
int compare(const QSGMaterial *other) const;
protected:
virtual QSGMaterialType *type() const;
virtual QSGMaterialShader *createShader() const;
};
//----------------------------------------------------------------------
class QSGSmoothColorMaterialShader : public QSGMaterialShader
{
public:
QSGSmoothColorMaterialShader();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
private:
void initialize();
int m_matrixLoc;
int m_opacityLoc;
int m_pixelSizeLoc;
};
smoothcolormaterial.cpp
QSGSmoothColorMaterial::QSGSmoothColorMaterial()
{
setFlag(RequiresFullMatrixExceptTranslate, true);
setFlag(Blending, true);
}
int QSGSmoothColorMaterial::compare(const QSGMaterial *other) const
{
Q_UNUSED(other)
return 0;
}
QSGMaterialType *QSGSmoothColorMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
QSGMaterialShader *QSGSmoothColorMaterial::createShader() const
{
return new QSGSmoothColorMaterialShader();
}
//----------------------------------------------------------------------
QSGSmoothColorMaterialShader::QSGSmoothColorMaterialShader()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/shaders/smoothcolor.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/shaders/smoothcolor.frag"));
}
void QSGSmoothColorMaterialShader::updateState(const QSGMaterialShader::RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_UNUSED(newEffect)
if (state.isOpacityDirty())
program()->setUniformValue(m_opacityLoc, state.opacity());
if (state.isMatrixDirty())
program()->setUniformValue(m_matrixLoc, state.combinedMatrix());
if (oldEffect == 0) {
// The viewport is constant, so set the pixel size uniform only once.
QRect r = state.viewportRect();
program()->setUniformValue(m_pixelSizeLoc, 2.0f / r.width(), 2.0f / r.height());
}
}
const char * const *QSGSmoothColorMaterialShader::attributeNames() const
{
static char const *const attributes[] = {
"vertex",
"vertexColor",
"vertexOffset",
0
};
return attributes;
}
void QSGSmoothColorMaterialShader::initialize()
{
m_matrixLoc = program()->uniformLocation("matrix");
m_opacityLoc = program()->uniformLocation("opacity");
m_pixelSizeLoc = program()->uniformLocation("pixelSize");
}
片段着色器
varying lowp vec4 color;
void main()
{
gl_FragColor = color;
}
顶点着色器
uniform highp vec2 pixelSize;
uniform highp mat4 matrix;
uniform lowp float opacity;
attribute highp vec4 vertex;
attribute lowp vec4 vertexColor;
attribute highp vec2 vertexOffset;
varying lowp vec4 color;
void main()
{
highp vec4 pos = matrix * vertex;
gl_Position = pos;
if (vertexOffset.x != 0.) {
highp vec4 delta = matrix[0] * vertexOffset.x;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
}
if (vertexOffset.y != 0.) {
highp vec4 delta = matrix[1] * vertexOffset.y;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
}
color = vertexColor * opacity;
}
2) 为 QSGGeometry
创建自定义 AttributeSet
。
myquickitem.cpp
namespace
{
struct Color4ub
{
unsigned char r, g, b, a;
};
inline Color4ub colorToColor4ub(const QColor &c)
{
Color4ub color = { uchar(c.redF() * c.alphaF() * 255),
uchar(c.greenF() * c.alphaF() * 255),
uchar(c.blueF() * c.alphaF() * 255),
uchar(c.alphaF() * 255)
};
return color;
}
struct SmoothVertex
{
float x, y;
Color4ub color;
float dx, dy;
void set(float nx, float ny, Color4ub ncolor, float ndx, float ndy)
{
x = nx; y = ny; color = ncolor;
dx = ndx; dy = ndy;
}
};
const QSGGeometry::AttributeSet &smoothAttributeSet()
{
static QSGGeometry::Attribute data[] = {
QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true),
QSGGeometry::Attribute::create(1, 4, GL_UNSIGNED_BYTE, false),
QSGGeometry::Attribute::create(2, 2, GL_FLOAT, false)
};
static QSGGeometry::AttributeSet attrs = { 3, sizeof(SmoothVertex), data };
return attrs;
}
}
3) 将自定义 material 和自定义几何应用于 QSGGeometryNode
。
myquickitem.cpp
QSGNode *MyQuickItem::updatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *data)
{
QSGGeometryNode *node = 0;
QSGGeometry *geometry;
QSGSmoothColorMaterial *material;
node = static_cast<QSGGeometryNode *>(oldNode);
if(!node) {
node = new QSGGeometryNode;
geometry = new QSGGeometry(smoothAttributeSet(), 0);
geometry->setDrawingMode(GL_TRIANGLE_STRIP);
material = new QSGSmoothColorMaterial();
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
} else {
geometry = node->geometry();
material = static_cast<QSGSmoothColorMaterial *>(node->material());
}
4) 获取指向顶点数据的指针。
int vertexStride = geometry->sizeOfVertex();
int vertexCount = 8;
geometry->allocate(vertexCount, 0);
SmoothVertex *smoothVertices = reinterpret_cast<SmoothVertex *>(geometry->vertexData());
memset(smoothVertices, 0, vertexCount * vertexStride);
5) 设置顶点数据。
你需要4分。
float lineWidth = 4;
float tlX = 0; float tlY = 0; //top-left
float blX = 0; float blY = 0 + lineWidth; //bottom-left
float trX = 500; float trY = 100; //top-right
float brX = 500; float brY = 100 + lineWidth; //bottom-right
float delta = lineWidth * 0.5f;
Color4ub fillColor = colorToColor4ub(QColor(255,0,0,255));
Color4ub transparent = { 0, 0, 0, 0 };
要绘制抗锯齿线,您应该设置 8 个顶点来绘制 6 个三角形(2 个用于线条,4 个用于抗锯齿)。顶点0和2、1和3、4和6、5和7坐标相同,但颜色不同,顶点偏移量相反。
smoothVertices[0].set(trX, trY, transparent, delta, -delta);
smoothVertices[1].set(tlX, tlY, transparent, -delta, -delta);
smoothVertices[2].set(trX, trY, fillColor, -delta, delta);
smoothVertices[3].set(tlX, tlY, fillColor, delta, delta);
smoothVertices[4].set(brX, brY, fillColor, -delta, -delta);
smoothVertices[5].set(blX, blY, fillColor, delta, -delta);
smoothVertices[6].set(brX, brY, transparent, delta, delta);
smoothVertices[7].set(blX, blY, transparent, -delta, delta);
node->markDirty(QSGNode::DirtyGeometry);
return node;
}
我现在尝试创建自定义 QML 元素,派生自 QQuickItem
。所以我覆盖了 QQuickItem::updatePaintNode
并且现在想画一条线。我的代码:
QSGNode *StrikeLine::updatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *)
{
QSGGeometryNode *node = 0;
QSGGeometry *geometry;
QSGFlatColorMaterial *material;
node = static_cast<QSGGeometryNode *>(oldNode);
if(!node) {
node = new QSGGeometryNode;
geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 2);
geometry->setDrawingMode(GL_LINES);
geometry->setLineWidth(3);
material = new QSGFlatColorMaterial;
material->setColor(QColor(255, 0, 0));
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
getColor();
} else {
geometry = node->geometry();
material = static_cast<QSGFlatColorMaterial *>(node->material());
}
geometry->vertexDataAsPoint2D()[0].set(p_startPoint.x(), p_startPoint.y());
geometry->vertexDataAsPoint2D()[1].set(p_endPoint.x(), p_endPoint.y());
material->setColor(getColor());
node->markDirty(QSGNode::DirtyGeometry);
return node;
}
但是我的台词太丑了。边缘粗糙,看起来完全像 DOS 图形。所以我的问题 - 我怎样才能应用平滑的绘画?我现在可能是一些着色器或其他东西,但我找不到任何文档。
场景图支持两种类型的抗锯齿。矩形和图像等图元将通过沿图元边缘添加更多顶点来消除锯齿,从而使边缘淡化为透明。这种方法称为顶点抗锯齿。如果您请求多重采样 OpenGL 上下文,场景图将首选基于多重采样的抗锯齿 (MSAA)。
顶点抗锯齿可以在相邻图元的边之间产生接缝,即使这两条边在数学上是相同的。多重采样抗锯齿没有。
多样本抗锯齿
多样本抗锯齿是一种硬件功能,其中硬件计算基元中每个像素的覆盖值。一些硬件可以以非常低的成本进行多重采样,而其他硬件可能需要更多内存和更多 GPU 周期来渲染帧。
要启用多样本抗锯齿,您应该使用 QQuickWindow::setFormat()
QSurfaceFormat
样本大于 0
QQuickView view;
QSurfaceFormat format = view.format();
format.setSamples(16);
view.setFormat(format);
view.show();
顶点抗锯齿
可以使用 Item::antialiasing
属性 在 per-item 的基础上启用和禁用顶点抗锯齿。无论底层硬件支持什么,它都会工作并产生更高质量的抗锯齿,既适用于正常渲染的图元,也适用于捕获到帧缓冲区对象中的图元。
使用顶点抗锯齿的缺点是每个启用抗锯齿的图元都必须混合。就 batching 而言,这意味着渲染器需要做更多的工作来确定图元是否可以批处理,并且由于与场景中的其他元素重叠,也可能导致批处理较少,这可能会影响性能。
要将顶点抗锯齿应用于派生自 QQuickItem
的自定义 QML 元素,请执行以下步骤:
1) 创建自定义 material 和 OpenGL 着色器程序。
smoothcolormaterial.h
#include <QSGMaterial>
#include <QSGMaterialShader>
//----------------------------------------------------------------------
class QSGSmoothColorMaterial : public QSGMaterial
{
public:
QSGSmoothColorMaterial();
int compare(const QSGMaterial *other) const;
protected:
virtual QSGMaterialType *type() const;
virtual QSGMaterialShader *createShader() const;
};
//----------------------------------------------------------------------
class QSGSmoothColorMaterialShader : public QSGMaterialShader
{
public:
QSGSmoothColorMaterialShader();
virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
virtual char const *const *attributeNames() const;
private:
void initialize();
int m_matrixLoc;
int m_opacityLoc;
int m_pixelSizeLoc;
};
smoothcolormaterial.cpp
QSGSmoothColorMaterial::QSGSmoothColorMaterial()
{
setFlag(RequiresFullMatrixExceptTranslate, true);
setFlag(Blending, true);
}
int QSGSmoothColorMaterial::compare(const QSGMaterial *other) const
{
Q_UNUSED(other)
return 0;
}
QSGMaterialType *QSGSmoothColorMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
QSGMaterialShader *QSGSmoothColorMaterial::createShader() const
{
return new QSGSmoothColorMaterialShader();
}
//----------------------------------------------------------------------
QSGSmoothColorMaterialShader::QSGSmoothColorMaterialShader()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/shaders/smoothcolor.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/shaders/smoothcolor.frag"));
}
void QSGSmoothColorMaterialShader::updateState(const QSGMaterialShader::RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
Q_UNUSED(newEffect)
if (state.isOpacityDirty())
program()->setUniformValue(m_opacityLoc, state.opacity());
if (state.isMatrixDirty())
program()->setUniformValue(m_matrixLoc, state.combinedMatrix());
if (oldEffect == 0) {
// The viewport is constant, so set the pixel size uniform only once.
QRect r = state.viewportRect();
program()->setUniformValue(m_pixelSizeLoc, 2.0f / r.width(), 2.0f / r.height());
}
}
const char * const *QSGSmoothColorMaterialShader::attributeNames() const
{
static char const *const attributes[] = {
"vertex",
"vertexColor",
"vertexOffset",
0
};
return attributes;
}
void QSGSmoothColorMaterialShader::initialize()
{
m_matrixLoc = program()->uniformLocation("matrix");
m_opacityLoc = program()->uniformLocation("opacity");
m_pixelSizeLoc = program()->uniformLocation("pixelSize");
}
片段着色器
varying lowp vec4 color;
void main()
{
gl_FragColor = color;
}
顶点着色器
uniform highp vec2 pixelSize;
uniform highp mat4 matrix;
uniform lowp float opacity;
attribute highp vec4 vertex;
attribute lowp vec4 vertexColor;
attribute highp vec2 vertexOffset;
varying lowp vec4 color;
void main()
{
highp vec4 pos = matrix * vertex;
gl_Position = pos;
if (vertexOffset.x != 0.) {
highp vec4 delta = matrix[0] * vertexOffset.x;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
}
if (vertexOffset.y != 0.) {
highp vec4 delta = matrix[1] * vertexOffset.y;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
}
color = vertexColor * opacity;
}
2) 为 QSGGeometry
创建自定义 AttributeSet
。
myquickitem.cpp
namespace
{
struct Color4ub
{
unsigned char r, g, b, a;
};
inline Color4ub colorToColor4ub(const QColor &c)
{
Color4ub color = { uchar(c.redF() * c.alphaF() * 255),
uchar(c.greenF() * c.alphaF() * 255),
uchar(c.blueF() * c.alphaF() * 255),
uchar(c.alphaF() * 255)
};
return color;
}
struct SmoothVertex
{
float x, y;
Color4ub color;
float dx, dy;
void set(float nx, float ny, Color4ub ncolor, float ndx, float ndy)
{
x = nx; y = ny; color = ncolor;
dx = ndx; dy = ndy;
}
};
const QSGGeometry::AttributeSet &smoothAttributeSet()
{
static QSGGeometry::Attribute data[] = {
QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true),
QSGGeometry::Attribute::create(1, 4, GL_UNSIGNED_BYTE, false),
QSGGeometry::Attribute::create(2, 2, GL_FLOAT, false)
};
static QSGGeometry::AttributeSet attrs = { 3, sizeof(SmoothVertex), data };
return attrs;
}
}
3) 将自定义 material 和自定义几何应用于 QSGGeometryNode
。
myquickitem.cpp
QSGNode *MyQuickItem::updatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *data)
{
QSGGeometryNode *node = 0;
QSGGeometry *geometry;
QSGSmoothColorMaterial *material;
node = static_cast<QSGGeometryNode *>(oldNode);
if(!node) {
node = new QSGGeometryNode;
geometry = new QSGGeometry(smoothAttributeSet(), 0);
geometry->setDrawingMode(GL_TRIANGLE_STRIP);
material = new QSGSmoothColorMaterial();
node->setGeometry(geometry);
node->setFlag(QSGNode::OwnsGeometry);
node->setMaterial(material);
node->setFlag(QSGNode::OwnsMaterial);
} else {
geometry = node->geometry();
material = static_cast<QSGSmoothColorMaterial *>(node->material());
}
4) 获取指向顶点数据的指针。
int vertexStride = geometry->sizeOfVertex();
int vertexCount = 8;
geometry->allocate(vertexCount, 0);
SmoothVertex *smoothVertices = reinterpret_cast<SmoothVertex *>(geometry->vertexData());
memset(smoothVertices, 0, vertexCount * vertexStride);
5) 设置顶点数据。
你需要4分。
float lineWidth = 4;
float tlX = 0; float tlY = 0; //top-left
float blX = 0; float blY = 0 + lineWidth; //bottom-left
float trX = 500; float trY = 100; //top-right
float brX = 500; float brY = 100 + lineWidth; //bottom-right
float delta = lineWidth * 0.5f;
Color4ub fillColor = colorToColor4ub(QColor(255,0,0,255));
Color4ub transparent = { 0, 0, 0, 0 };
要绘制抗锯齿线,您应该设置 8 个顶点来绘制 6 个三角形(2 个用于线条,4 个用于抗锯齿)。顶点0和2、1和3、4和6、5和7坐标相同,但颜色不同,顶点偏移量相反。
smoothVertices[0].set(trX, trY, transparent, delta, -delta);
smoothVertices[1].set(tlX, tlY, transparent, -delta, -delta);
smoothVertices[2].set(trX, trY, fillColor, -delta, delta);
smoothVertices[3].set(tlX, tlY, fillColor, delta, delta);
smoothVertices[4].set(brX, brY, fillColor, -delta, -delta);
smoothVertices[5].set(blX, blY, fillColor, delta, -delta);
smoothVertices[6].set(brX, brY, transparent, delta, delta);
smoothVertices[7].set(blX, blY, transparent, -delta, delta);
node->markDirty(QSGNode::DirtyGeometry);
return node;
}