scene: Make ImageItem provide device texture coordinates

The main motivation behind this change is to make the ItemRendererOpenGL
use a homogeneous coordinate space for texture coordinates in order to
simplify rendering code.

The device pixels have been chosen because they are more agnostic about
the graphics api.
This commit is contained in:
Vlad Zahorodnii 2024-08-11 19:54:22 +03:00
parent f002e20354
commit d12112b7a5
2 changed files with 8 additions and 5 deletions

View file

@ -24,6 +24,7 @@ QImage ImageItem::image() const
void ImageItem::setImage(const QImage &image)
{
m_image = image;
discardQuads();
}
ImageItemOpenGL::ImageItemOpenGL(Item *parent)
@ -68,11 +69,13 @@ WindowQuadList ImageItemOpenGL::buildQuads() const
return WindowQuadList{};
}
const QRectF imageRect = m_image.rect();
WindowQuad quad;
quad[0] = WindowVertex(geometry.topLeft(), QPointF(0, 0));
quad[1] = WindowVertex(geometry.topRight(), QPointF(1, 0));
quad[2] = WindowVertex(geometry.bottomRight(), QPointF(1, 1));
quad[3] = WindowVertex(geometry.bottomLeft(), QPointF(0, 1));
quad[0] = WindowVertex(geometry.topLeft(), imageRect.topLeft());
quad[1] = WindowVertex(geometry.topRight(), imageRect.topRight());
quad[2] = WindowVertex(geometry.bottomRight(), imageRect.bottomRight());
quad[3] = WindowVertex(geometry.bottomLeft(), imageRect.bottomLeft());
WindowQuadList ret;
ret.append(quad);

View file

@ -210,7 +210,7 @@ void ItemRendererOpenGL::createRenderNode(Item *item, RenderContext *context)
.transformMatrix = context->transformStack.top(),
.opacity = context->opacityStack.top(),
.hasAlpha = imageItem->image().hasAlphaChannel(),
.coordinateType = NormalizedCoordinates,
.coordinateType = UnnormalizedCoordinates,
.colorDescription = item->colorDescription(),
.renderingIntent = item->renderingIntent(),
.bufferReleasePoint = nullptr,