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authorSamuel Rødal <sroedal@trolltech.com>2009-06-25 10:38:38 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-06-25 11:19:39 (GMT)
commite3886938f27da1ed460de83235d9fd3d5abd4713 (patch)
treef29e53670a85ededd2a6f41a2976873cb316ecda /src/opengl/gl2paintengineex
parent0c1be3042e27bf1980afa14eb6b0990b78bdd15f (diff)
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Fixed buggy clipping when using projective transforms in GL 2 engine.
The gl_Position x, y, and z coordinates are always divided by the homogenuous w coordinate to yield the final coordinates. Since we want the depth to be constant for the whole item we need to premultiply it by the w-coordinate. We can do this in the main() function in the vertex programs since all the vertex programs use the depth uniform, thus simplifying the programs a bit. Reviewed-by: Trond
Diffstat (limited to 'src/opengl/gl2paintengineex')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h18
1 files changed, 4 insertions, 14 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 4959b60..4e32f91 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -64,19 +64,23 @@ QT_MODULE(OpenGL)
static const char* const qglslMainVertexShader = "\
+ uniform highp float depth;\
void setPosition();\
void main(void)\
{\
setPosition();\
+ gl_Position.z = depth * gl_Position.w;\
}";
static const char* const qglslMainWithTexCoordsVertexShader = "\
attribute lowp vec2 textureCoordArray; \
varying lowp vec2 textureCoords; \
+ uniform highp float depth;\
void setPosition();\
void main(void) \
{\
setPosition();\
+ gl_Position.z = depth * gl_Position.w;\
textureCoords = textureCoordArray; \
}";
@@ -84,20 +88,16 @@ static const char* const qglslMainWithTexCoordsVertexShader = "\
static const char* const qglslPositionOnlyVertexShader = "\
attribute highp vec4 vertexCoordsArray;\
uniform highp mat4 pmvMatrix;\
- uniform highp float depth;\
void setPosition(void)\
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
- gl_Position.z = depth;\
}";
static const char* const qglslUntransformedPositionVertexShader = "\
attribute highp vec4 vertexCoordsArray;\
- uniform highp float depth;\
void setPosition(void)\
{\
gl_Position = vertexCoordsArray;\
- gl_Position.z = depth;\
}";
// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
@@ -108,11 +108,9 @@ static const char* const qglslPositionWithPatternBrushVertexShader = "\
uniform mediump vec2 invertedTextureSize; \
uniform mediump mat3 brushTransform; \
varying mediump vec2 patternTexCoords; \
- uniform highp float depth;\
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
- gl_Position.z = depth;\
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -142,11 +140,9 @@ static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
uniform highp vec3 linearData; \
uniform highp mat3 brushTransform; \
varying mediump float index ; \
- uniform highp float depth;\
void setPosition() { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
- gl_Position.z = depth;\
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -174,12 +170,10 @@ static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
uniform mediump vec2 halfViewportSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 A; \
- uniform highp float depth;\
void setPosition(void)\
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
- gl_Position.z = depth; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -215,12 +209,10 @@ static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
uniform highp vec2 fmp; \
varying highp float b; \
varying highp vec2 A; \
- uniform highp float depth;\
void setPosition(void) \
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
- gl_Position.z = depth; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -254,11 +246,9 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
uniform mediump vec2 invertedTextureSize; \
uniform mediump mat3 brushTransform; \
varying mediump vec2 brushTextureCoords; \
- uniform highp float depth;\
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
- gl_Position.z = depth; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \