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SWMMVis
6.0.0-alpha.4
Qt6/C++ GIS-based graphical user interface for the SWMMVis engine (6.0.0-alpha.4)
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#include "map/mapextent.h"#include "render/contourjob.h"#include "render/meshrenderchunkindex.h"#include "render/meshstaticgeometrybuffers.h"#include "render/qsg2dasyncresult.h"#include "render/qsg2ddirtystate.h"#include "render/qsg2dlodpolicy.h"#include <QFutureWatcher>#include <QHash>#include <QImage>#include <QPointer>#include <QQuickItem>#include <QRectF>#include <QSet>#include <QString>#include <limits>#include <memory>#include <vector>Go to the source code of this file.
Classes | |
| class | SWMM2DResultsQSGRenderer |
Namespaces | |
| namespace | OpenSWMM |
| namespace | OpenSWMM::Contour |
VS.8 — Qt Quick Scene Graph renderer for SWMM2DResultsLayer. The GPU replacement for the QGraphicsItem QPainter passes (the "final paint-replacement slice" promised in swmm2dresultslayer.h §S5.6).
Rendering (node z-order, bottom → top): Pass 2 — filled contour bands (marching-triangles isobands or flat per-cell classification, per ContourBandStyle). This is now the depth fill; dry cells stay transparent so the SWMM2DMeshLayer terrain shows through. Pass 3 — isolines (thick-segment quads; separate node for index contours). Dash patterns are not supported on the GPU path — lines render solid. Pass 3b — isoline labels: rasterised textures placed along chained polylines every ~250 screen px, rotated to the line direction. Pass 4 — velocity-vector glyphs (per-glyph colour via VelocityVectorStyle::colorForSpeed); also convey flow direction. Pass 6 — cell-highlight overlay (translucent cyan fill + gold edges, matching the CPU CF.3 pass).
QSG-2D-1M (2026-07-05) — the renderer was re-architected for ~1M-cell meshes:
Hosted as the "results2d" item in resources/qml/swmmlayer.qml, BELOW the 1D SWMMLayerQSGRenderer so the network draws above the flood map. MapCanvas drives it synchronously from paintEvent Layer 2b, exactly like the 1D renderer (repaint() + grabFramebuffer()).