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author | Rhys Weatherley <rhys.weatherley@nokia.com> | 2009-10-05 23:45:49 (GMT) |
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committer | Rhys Weatherley <rhys.weatherley@nokia.com> | 2009-10-05 23:45:49 (GMT) |
commit | 0bdb0d61d8eea356b1ac7d09ced6dee26d89ee8d (patch) | |
tree | 04af136a13cd136d348db07c52c8f19019ecf7d0 /src/opengl | |
parent | c7b091351d6fdf5fda5f38a94af24a395252249f (diff) | |
download | Qt-0bdb0d61d8eea356b1ac7d09ced6dee26d89ee8d.zip Qt-0bdb0d61d8eea356b1ac7d09ced6dee26d89ee8d.tar.gz Qt-0bdb0d61d8eea356b1ac7d09ced6dee26d89ee8d.tar.bz2 |
Implement the drop shadow filter for OpenGL
Task-number: QTBUG-4583
Reviewed-by: trustme
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 2 | ||||
-rw-r--r-- | src/opengl/qglpixmapfilter.cpp | 167 |
2 files changed, 166 insertions, 3 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 4f42082..12123f3 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -278,6 +278,8 @@ public: QScopedPointer<QPixmapFilter> colorizeFilter; QScopedPointer<QPixmapFilter> blurFilter; QScopedPointer<QPixmapFilter> fastBlurFilter; + QScopedPointer<QPixmapFilter> dropShadowFilter; + QScopedPointer<QPixmapFilter> fastDropShadowFilter; }; QT_END_NAMESPACE diff --git a/src/opengl/qglpixmapfilter.cpp b/src/opengl/qglpixmapfilter.cpp index 1ae3866..0603369 100644 --- a/src/opengl/qglpixmapfilter.cpp +++ b/src/opengl/qglpixmapfilter.cpp @@ -104,11 +104,12 @@ public: void setUniforms(QGLShaderProgram *program); + static QByteArray generateGaussianShader(int radius, bool dropShadow = false); + protected: bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const; private: - static QByteArray generateGaussianShader(int radius); mutable QSize m_textureSize; mutable bool m_horizontalBlur; @@ -118,6 +119,25 @@ private: mutable Qt::RenderHint m_hint; }; +class QGLPixmapDropShadowFilter : public QGLCustomShaderStage, public QGLPixmapFilter<QPixmapDropShadowFilter> +{ +public: + QGLPixmapDropShadowFilter(Qt::RenderHint hint); + + void setUniforms(QGLShaderProgram *program); + +protected: + bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const; + +private: + mutable QSize m_textureSize; + mutable bool m_horizontalBlur; + + mutable bool m_haveCached; + mutable int m_cachedRadius; + mutable Qt::RenderHint m_hint; +}; + extern QGLWidget *qt_gl_share_widget(); QPixmapFilter *QGL2PaintEngineEx::pixmapFilter(int type, const QPixmapFilter *prototype) @@ -141,6 +161,18 @@ QPixmapFilter *QGL2PaintEngineEx::pixmapFilter(int type, const QPixmapFilter *pr return d->blurFilter.data(); } + case QPixmapFilter::DropShadowFilter: { + const QPixmapDropShadowFilter *proto = static_cast<const QPixmapDropShadowFilter *>(prototype); + if (proto->blurRadius() <= 5) { + if (!d->fastDropShadowFilter) + d->fastDropShadowFilter.reset(new QGLPixmapDropShadowFilter(Qt::PerformanceHint)); + return d->fastDropShadowFilter.data(); + } + if (!d->dropShadowFilter) + d->dropShadowFilter.reset(new QGLPixmapDropShadowFilter(Qt::QualityHint)); + return d->dropShadowFilter.data(); + } + case QPixmapFilter::ConvolutionFilter: if (!d->convolutionFilter) d->convolutionFilter.reset(new QGLPixmapConvolutionFilter); @@ -279,6 +311,20 @@ static const char *qt_gl_blur_filter_fast = " return color * (1.0 / float(samples));" "}"; +static const char *qt_gl_drop_shadow_filter_fast = + "const int samples = 9;" + "uniform mediump vec2 delta;" + "uniform mediump vec4 shadowColor;" + "lowp vec4 customShader(lowp sampler2D src, highp vec2 srcCoords) {" + " mediump vec4 color = vec4(0.0, 0.0, 0.0, 0.0);" + " mediump float offset = (float(samples) - 1.0) / 2.0;" + " for (int i = 0; i < samples; i++) {" + " mediump vec2 coord = srcCoords + delta * (offset - float(i)) / offset;" + " color += texture2D(src, coord).a * shadowColor;" + " }" + " return color * (1.0 / float(samples));" + "}"; + QGLPixmapBlurFilter::QGLPixmapBlurFilter(Qt::RenderHint hint) : m_haveCached(false) , m_cachedRadius(5) @@ -380,7 +426,7 @@ static inline qreal gaussian(qreal dx, qreal sigma) return exp(-dx * dx / (2 * sigma * sigma)) / (Q_2PI * sigma * sigma); } -QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius) +QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius, bool dropShadow) { Q_ASSERT(radius >= 1); @@ -388,6 +434,8 @@ QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius) source.reserve(1000); source.append("uniform highp vec2 delta;\n"); + if (dropShadow) + source.append("uniform mediump vec4 shadowColor;\n"); source.append("lowp vec4 customShader(lowp sampler2D src, highp vec2 srcCoords) {\n"); QVector<qreal> sampleOffsets; @@ -444,7 +492,10 @@ QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius) source.append(coordinate); source.append(";\n"); - source.append(" sample += texture2D(src, coord)"); + if (dropShadow) + source.append(" sample += texture2D(src, coord).a * shadowColor"); + else + source.append(" sample += texture2D(src, coord)"); weightSum += weights.at(i); if (weights.at(i) != qreal(1)) { @@ -463,4 +514,114 @@ QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius) return source; } +QGLPixmapDropShadowFilter::QGLPixmapDropShadowFilter(Qt::RenderHint hint) + : m_haveCached(false) + , m_cachedRadius(5) + , m_hint(hint) +{ + if (hint == Qt::PerformanceHint) { + QGLPixmapDropShadowFilter *filter = const_cast<QGLPixmapDropShadowFilter *>(this); + filter->setSource(qt_gl_drop_shadow_filter_fast); + m_haveCached = true; + } +} + +bool QGLPixmapDropShadowFilter::processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const +{ + QGLPixmapDropShadowFilter *filter = const_cast<QGLPixmapDropShadowFilter *>(this); + + int radius = this->blurRadius(); + if (!m_haveCached || (m_hint == Qt::QualityHint && radius != m_cachedRadius)) { + // Only regenerate the shader from source if parameters have changed. + m_haveCached = true; + m_cachedRadius = radius; + filter->setSource(QGLPixmapBlurFilter::generateGaussianShader(radius, true)); + } + + QGLFramebufferObjectFormat format; + format.setInternalTextureFormat(GLenum(src.hasAlphaChannel() ? GL_RGBA : GL_RGB)); + QGLFramebufferObject *fbo = qgl_fbo_pool()->acquire(src.size(), format); + + if (!fbo) + return false; + + glBindTexture(GL_TEXTURE_2D, fbo->texture()); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glBindTexture(GL_TEXTURE_2D, 0); + + // prepare for updateUniforms + m_textureSize = src.size(); + + // horizontal pass, to pixmap + m_horizontalBlur = true; + + QPainter fboPainter(fbo); + + if (src.hasAlphaChannel()) { + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT); + } + + // ensure GL_LINEAR filtering is used + fboPainter.setRenderHint(QPainter::SmoothPixmapTransform); + filter->setOnPainter(&fboPainter); + fboPainter.drawPixmap(0, 0, src); + filter->removeFromPainter(&fboPainter); + fboPainter.end(); + + QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(painter->paintEngine()); + + // vertical pass, to painter + m_horizontalBlur = false; + + painter->save(); + // ensure GL_LINEAR filtering is used + painter->setRenderHint(QPainter::SmoothPixmapTransform); + filter->setOnPainter(painter); + QPointF ofs = offset(); + engine->drawTexture(src.rect().translated(pos.x() + ofs.x(), pos.y() + ofs.y()), fbo->texture(), fbo->size(), src.rect().translated(0, fbo->height() - src.height())); + filter->removeFromPainter(painter); + painter->restore(); + + qgl_fbo_pool()->release(fbo); + + // Now draw the actual pixmap over the top. + painter->drawPixmap(pos, src, srcRect); + + return true; +} + +void QGLPixmapDropShadowFilter::setUniforms(QGLShaderProgram *program) +{ + QColor col = color(); + if (m_horizontalBlur) { + program->setUniformValue("shadowColor", 1.0f, 1.0f, 1.0f, 1.0f); + } else { + qreal alpha = col.alphaF(); + program->setUniformValue("shadowColor", col.redF() * alpha, + col.greenF() * alpha, + col.blueF() * alpha, + alpha); + } + if (m_hint == Qt::QualityHint) { + if (m_horizontalBlur) + program->setUniformValue("delta", 1.0 / m_textureSize.width(), 0.0); + else + program->setUniformValue("delta", 0.0, 1.0 / m_textureSize.height()); + } else { + // 1.4 is chosen to most closely match the blurriness of the gaussian blur + // at low radii + qreal blur = blurRadius() / 1.4f; + + if (m_horizontalBlur) + program->setUniformValue("delta", blur / m_textureSize.width(), 0.0); + else + program->setUniformValue("delta", 0.0, blur / m_textureSize.height()); + } +} + QT_END_NAMESPACE |