fix: blobs now allow to be drawn in device pixels to stay sharp
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@@ -11,28 +11,24 @@
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BlobInvertedRect::BlobInvertedRect(QQuickItem* parent) : BlobShape(parent) {}
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static void setFrameIndices(quint16* idx) {
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// Top strip: 0-1-4, 1-5-4
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idx[0] = 0;
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idx[1] = 1;
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idx[2] = 4;
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idx[3] = 1;
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idx[4] = 5;
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idx[5] = 4;
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// Right strip: 1-2-5, 2-6-5
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idx[6] = 1;
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idx[7] = 2;
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idx[8] = 5;
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idx[9] = 2;
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idx[10] = 6;
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idx[11] = 5;
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// Bottom strip: 2-3-6, 3-7-6
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idx[12] = 2;
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idx[13] = 3;
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idx[14] = 6;
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idx[15] = 3;
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idx[16] = 7;
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idx[17] = 6;
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// Left strip: 3-0-7, 0-4-7
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idx[18] = 3;
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idx[19] = 0;
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idx[20] = 7;
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@@ -50,17 +46,20 @@ QSGNode* BlobInvertedRect::updatePaintNode(
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const float pad = static_cast<float>(m_group->smoothing());
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// Compute inner hole boundary in local coords
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// Inset past the inner border edge by 2x smoothing to cover the blend zone
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const float inset = pad * 2.0f;
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const float holeLeft = static_cast<float>(m_borderLeft) + inset;
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const float holeTop = static_cast<float>(m_borderTop) + inset;
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const float holeRight = static_cast<float>(width() - m_borderRight) - inset;
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const float holeBot = static_cast<float>(height() - m_borderBottom) - inset;
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// If the hole is too small or invalid, fall back to full quad
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if (holeLeft >= holeRight || holeTop >= holeBot)
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if (holeLeft >= holeRight || holeTop >= holeBot) {
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auto* oldGeoNode = static_cast<QSGGeometryNode*>(oldNode);
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if (oldNode && oldGeoNode->geometry()->vertexCount() != 4) {
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delete oldNode;
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oldNode = nullptr;
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}
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return BlobShape::updatePaintNode(oldNode, nullptr);
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}
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auto* node = static_cast<QSGGeometryNode*>(oldNode);
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@@ -87,7 +86,6 @@ QSGNode* BlobInvertedRect::updatePaintNode(
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node->setFlag(QSGNode::OwnsMaterial);
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}
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// Outer bounds (local coords)
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const float x0 = static_cast<float>(m_localPaddedRect.x());
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const float y0 = static_cast<float>(m_localPaddedRect.y());
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const float x1 = x0 + static_cast<float>(m_localPaddedRect.width());
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@@ -95,15 +93,12 @@ QSGNode* BlobInvertedRect::updatePaintNode(
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const float w = x1 - x0;
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const float h = y1 - y0;
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// Update vertex positions and texture coordinates
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auto* v = node->geometry()->vertexDataAsTexturedPoint2D();
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// Outer corners
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v[0].set(x0, y0, 0.0f, 0.0f);
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v[1].set(x1, y0, 1.0f, 0.0f);
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v[2].set(x1, y1, 1.0f, 1.0f);
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v[3].set(x0, y1, 0.0f, 1.0f);
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// Inner corners (hole)
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v[4].set(holeLeft, holeTop, (holeLeft - x0) / w, (holeTop - y0) / h);
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v[5].set(holeRight, holeTop, (holeRight - x0) / w, (holeTop - y0) / h);
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v[6].set(holeRight, holeBot, (holeRight - x0) / w, (holeBot - y0) / h);
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@@ -111,7 +106,6 @@ QSGNode* BlobInvertedRect::updatePaintNode(
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node->markDirty(QSGNode::DirtyGeometry);
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// Update material uniforms
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auto* material = static_cast<BlobMaterial*>(node->material());
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material->m_paddedX = m_cachedPaddedX;
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material->m_paddedY = m_cachedPaddedY;
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@@ -218,7 +212,7 @@ void BlobInvertedRect::outerCornerRadii(float out[4]) const {
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const auto base = std::min(static_cast<float>(m_outerRadius), maxR);
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out[0] = std::min(
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m_outerTopRightRadius >= 0 ? static_cast<float>(m_outerTopRightRadius)
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: base,
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: base,
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maxR);
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out[1] = std::min(
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m_outerBottomRightRadius >= 0
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