GPU caching for better performance after many strokes
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This commit is contained in:
2026-06-20 20:55:15 +02:00
parent 8a87f86758
commit 7be81e584e
5 changed files with 81 additions and 20 deletions
+43 -3
View File
@@ -1,5 +1,6 @@
#include "strokecanvasitem.hpp"
#include "strokecanvasrenderer.hpp"
#include <qcanvaspainter.h>
#include <qnamespace.h>
namespace ZShell::internal {
@@ -27,6 +28,42 @@ static bool shouldAddPoint(
>= minDistance * minDistance;
}
static QCanvasPath buildStrokePath(const QVector<QPointF> &points) {
QCanvasPath path;
if (points.size() == 1) {
// Single point — store as a tiny circle so the group can still be cached
path.circle(points[0], 0); // radius 0; actual width applied at draw time
return path;
}
auto catmullToBezier = [](
const QPointF &p0, const QPointF &p1,
const QPointF &p2, const QPointF &p3,
float tension,
QPointF &cp1, QPointF &cp2)
{
cp1 = p1 + (p2 - p0) * tension / 3.0f;
cp2 = p2 - (p3 - p1) * tension / 3.0f;
};
const float tension = 0.5f;
path.moveTo(points[0]);
for (int i = 0; i < points.size() - 1; ++i) {
const QPointF &p0 = points[qMax(i - 1, 0)];
const QPointF &p1 = points[i];
const QPointF &p2 = points[i + 1];
const QPointF &p3 = points[qMin(i + 2, points.size() - 1)];
QPointF cp1, cp2;
catmullToBezier(p0, p1, p2, p3, tension, cp1, cp2);
path.bezierCurveTo(cp1, cp2, p2);
}
return path;
}
void StrokeCanvasItem::setPenColor(const QColor &color) {
if (m_penColor == color)
return;
@@ -129,16 +166,19 @@ void StrokeCanvasItem::endStroke() {
if (m_currentStroke.points.isEmpty())
return;
m_strokes.append(m_currentStroke);
m_currentStroke.path = buildStrokePath(m_currentStroke.points);
m_currentStroke.groupId = m_nextGroupId++;
m_currentStroke.points.clear();
m_strokes.append(m_currentStroke);
m_currentStroke = {};
update();
}
void StrokeCanvasItem::clear() {
m_strokes.clear();
m_currentStroke.points.clear();
m_currentStroke = {};
update();
}