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author | Tom Cooksey <thomas.cooksey@nokia.com> | 2009-04-16 13:31:16 (GMT) |
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committer | Tom Cooksey <thomas.cooksey@nokia.com> | 2009-04-16 14:19:06 (GMT) |
commit | 5c92012d6ee57f644f62af5732a27899f2a1f462 (patch) | |
tree | 67c57faeb82d37d7177354f209076788e8030912 /src/opengl | |
parent | 3cdaa8ed05a6af3dabcbc82388fc75c0e2ae8f71 (diff) | |
download | Qt-5c92012d6ee57f644f62af5732a27899f2a1f462.zip Qt-5c92012d6ee57f644f62af5732a27899f2a1f462.tar.gz Qt-5c92012d6ee57f644f62af5732a27899f2a1f462.tar.bz2 |
Clean up existing & implement missing GLSL for new shader manager
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager.cpp | 88 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager_p.h | 3 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h (renamed from src/opengl/gl2paintengineex/glgc_shader_source.h) | 381 | ||||
-rw-r--r-- | src/opengl/opengl.pro | 2 |
4 files changed, 320 insertions, 154 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp index 1086430..ea01604 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp +++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp @@ -40,12 +40,20 @@ ****************************************************************************/ #include "qglengineshadermanager_p.h" +#include "qglengineshadersource_p.h" #if defined(QT_DEBUG) #include <QMetaEnum> #endif +const char* QGLEngineShaderManager::qglEngineShaderSourceCode[] = { + 0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0 +}; + QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context) : ctx(context), shaderProgNeedsChanging(true), @@ -58,6 +66,77 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context) currentShaderProg(0) { memset(compiledShaders, 0, sizeof(compiledShaders)); + +/* + Rather than having the shader source array statically initialised, it is initialised + here instead. This is to allow new shader names to be inserted or existing names moved + around without having to change the order of the glsl strings. It is hoped this will + make future hard-to-find runtime bugs more obvious and generally give more solid code. +*/ + static bool qglEngineShaderSourceCodePopulated = false; + if (!qglEngineShaderSourceCodePopulated) { + + const char** code = qglEngineShaderSourceCode; // shortcut + + code[SimpleVertexShader] = qglslSimpleVertexShader; + code[MainVertexShader] = qglslMainVertexShader; + code[MainWithTexCoordsVertexShader] = qglslMainWithTexCoordsVertexShader; + + code[PositionOnlyVertexShader] = qglslPositionOnlyVertexShader; + code[PositionWithPatternBrushVertexShader] = qglslPositionWithPatternBrushVertexShader; + code[PositionWithLinearGradientBrushVertexShader] = qglslPositionWithLinearGradientBrushVertexShader; + code[PositionWithConicalGradientBrushVertexShader] = qglslPositionWithConicalGradientBrushVertexShader; + code[PositionWithRadialGradientBrushVertexShader] = qglslPositionWithRadialGradientBrushVertexShader; + code[PositionWithTextureBrushVertexShader] = qglslPositionWithTextureBrushVertexShader; + code[AffinePositionWithPatternBrushVertexShader] = qglslAffinePositionWithPatternBrushVertexShader; + code[AffinePositionWithLinearGradientBrushVertexShader] = qglslAffinePositionWithLinearGradientBrushVertexShader; + code[AffinePositionWithConicalGradientBrushVertexShader] = qglslAffinePositionWithConicalGradientBrushVertexShader; + code[AffinePositionWithRadialGradientBrushVertexShader] = qglslAffinePositionWithRadialGradientBrushVertexShader; + code[AffinePositionWithTextureBrushVertexShader] = qglslAffinePositionWithTextureBrushVertexShader; + + code[MainFragmentShader_CMO] = qglslMainFragmentShader_CMO; + code[MainFragmentShader_CM] = qglslMainFragmentShader_CM; + code[MainFragmentShader_MO] = qglslMainFragmentShader_MO; + code[MainFragmentShader_M] = qglslMainFragmentShader_M; + code[MainFragmentShader_CO] = qglslMainFragmentShader_CO; + code[MainFragmentShader_C] = qglslMainFragmentShader_C; + code[MainFragmentShader_O] = qglslMainFragmentShader_O; + code[MainFragmentShader] = qglslMainFragmentShader; + + code[ImageSrcFragmentShader] = qglslImageSrcFragmentShader; + code[NonPremultipliedImageSrcFragmentShader] = qglslNonPremultipliedImageSrcFragmentShader; + code[SolidBrushSrcFragmentShader] = qglslSolidBrushSrcFragmentShader; + code[TextureBrushSrcFragmentShader] = qglslTextureBrushSrcFragmentShader; + code[PatternBrushSrcFragmentShader] = qglslPatternBrushSrcFragmentShader; + code[LinearGradientBrushSrcFragmentShader] = qglslLinearGradientBrushSrcFragmentShader; + code[RadialGradientBrushSrcFragmentShader] = qglslRadialGradientBrushSrcFragmentShader; + code[ConicalGradientBrushSrcFragmentShader] = qglslConicalGradientBrushSrcFragmentShader; + + code[MaskFragmentShader] = qglslMaskFragmentShader; + code[RgbMaskFragmentShader] = ""; //### + code[RgbMaskWithGammaFragmentShader] = ""; //### + + code[MultiplyCompositionModeFragmentShader] = ""; //### + code[ScreenCompositionModeFragmentShader] = ""; //### + code[OverlayCompositionModeFragmentShader] = ""; //### + code[DarkenCompositionModeFragmentShader] = ""; //### + code[LightenCompositionModeFragmentShader] = ""; //### + code[ColorDodgeCompositionModeFragmentShader] = ""; //### + code[ColorBurnCompositionModeFragmentShader] = ""; //### + code[HardLightCompositionModeFragmentShader] = ""; //### + code[SoftLightCompositionModeFragmentShader] = ""; //### + code[DifferenceCompositionModeFragmentShader] = ""; //### + code[ExclusionCompositionModeFragmentShader] = ""; //### + +#if defined(QT_DEBUG) + // Check that all the elements have been filled: + for (int i = 0; i < TotalShaderCount; ++i) { + if (qglEngineShaderSourceCode[i] == 0) + qCritical() << "qglEngineShaderSourceCode: Missing shader in element" << i; + } +#endif + qglEngineShaderSourceCodePopulated = true; + } } QGLEngineShaderManager::~QGLEngineShaderManager() @@ -303,15 +382,6 @@ void QGLEngineShaderManager::useCorrectShaderProg() } } -/* - QGLShader* mainVertexShader; - QGLShader* positionVertexShader; - QGLShader* mainFragShader; - QGLShader* srcPixelFragShader; - QGLShader* maskFragShader; // Can be null for no mask - QGLShader* compositionFragShader; // Can be null for GL-handled mode - QGLShaderProgram* program; -*/ // Shader program not found in cache, create it now. requiredProgram.program = new QGLShaderProgram(ctx, this); requiredProgram.program->addShader(requiredProgram.mainVertexShader); diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h index fe30a70..38c1cff 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h @@ -375,8 +375,9 @@ private: QGLShader* compiledShaders[TotalShaderCount]; void compileNamedShader(QGLEngineShaderManager::ShaderName name, QGLShader::ShaderType type); -}; + static const char* qglEngineShaderSourceCode[TotalShaderCount]; +}; QT_END_NAMESPACE diff --git a/src/opengl/gl2paintengineex/glgc_shader_source.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index 5184c78..945c56c 100644 --- a/src/opengl/gl2paintengineex/glgc_shader_source.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -39,8 +39,22 @@ ** ****************************************************************************/ -#ifndef GLGC_SHADER_SOURCE_H -#define GLGC_SHADER_SOURCE_H +// +// W A R N I N G +// ------------- +// +// This file is not part of the Qt API. It exists purely as an +// implementation detail. This header file may change from version to +// version without notice, or even be removed. +// +// We mean it. +// + + +#ifndef QGL_ENGINE_SHADER_SOURCE_H +#define QGL_ENGINE_SHADER_SOURCE_H + +#include "qglengineshadermanager_p.h" QT_BEGIN_HEADER @@ -49,126 +63,50 @@ QT_BEGIN_NAMESPACE QT_MODULE(OpenGL) -static const char* qglslImageVertexShader = "\ - attribute highp vec4 inputVertex; \ - attribute lowp vec2 textureCoord; \ - uniform highp mat4 pmvMatrix; \ - varying lowp vec2 fragTextureCoord; \ - void main(void) \ +static const char* const qglslSimpleVertexShader = "\ + attribute highp vec4 inputVertex;\ + uniform highp mat4 pmvMatrix;\ + void main(void)\ {\ gl_Position = pmvMatrix * inputVertex;\ - fragTextureCoord = textureCoord; \ }"; -static const char* qglslImageFragmentShader = "\ - varying lowp vec2 fragTextureCoord;\ - uniform sampler2D textureSampler;\ - uniform lowp float opacity; \ - void main(void) \ +static const char* const qglslMainVertexShader = "\ + void setPosition();\ + void main(void)\ {\ - gl_FragColor = texture2D(textureSampler, fragTextureCoord) * opacity; \ + setPosition();\ }"; -static const char* qglslTextFragmentShader = "\ - varying lowp vec2 fragTextureCoord;\ - uniform mediump vec4 fragmentColor;\ - uniform sampler2D textureSampler;\ +static const char* const qglslMainWithTexCoordsVertexShader = "\ + attribute lowp vec2 textureCoord; \ + varying lowp vec2 fragTextureCoord; \ + void setPosition();\ void main(void) \ {\ - highp vec4 tex = texture2D(textureSampler, fragTextureCoord); \ - tex = fragmentColor * tex.r; \ - gl_FragColor = tex; \ + setPosition();\ + fragTextureCoord = textureCoord; \ }"; -static const char* qglslDefaultVertexShader = "\ + +static const char* const qglslPositionOnlyVertexShader = "\ attribute highp vec4 inputVertex;\ uniform highp mat4 pmvMatrix;\ - void main(void)\ + void setPosition(void)\ {\ gl_Position = pmvMatrix * inputVertex;\ }"; -static const char* qglslSimpleFragmentShader = "\ - void main (void)\ - {\ - gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\ - }"; - - -/**** FRAGMENT SHADER MAIN FUNCTIONS ****/ -// NOTE: Currently, the engine assumes brushes return colors already in pre-multiplied -// format. However, this may change if we add support for non-premultiplied - -static const char* qglslNoOpacityFragmentShaderMain = "\n\ - mediump vec4 brush();\ - void main (void)\ - {\ - gl_FragColor = brush();\ - }\n"; - -static const char* qglslFragmentShaderMain = "\n\ - mediump vec4 brush();\ - uniform lowp float opacity; \ - void main (void)\ - {\ - gl_FragColor = brush() * opacity;\ - }\n"; - - - -/**** BRUSH SHADERS ****/ - -// This should never actually be used -static const char* qglslNoBrushFragmentShader = "\n\ - mediump vec4 brush() { \ - discard; \ - return vec4(1.0, 0.8, 0.8, 1.0);\ - }\n"; - -// Solid Fill Brush -static const char* qglslSolidBrushFragmentShader = "\n\ - uniform mediump vec4 fragmentColor; \ - mediump vec4 brush() { \ - return fragmentColor;\ - }\n"; - -// Texture Brush -static const char* qglslTextureBrushVertexShader = "\ - attribute highp vec4 inputVertex; \ - uniform highp mat4 pmvMatrix; \ - uniform mediump vec2 halfViewportSize; \ - uniform mediump vec2 invertedTextureSize; \ - uniform mediump mat3 brushTransform; \ - varying mediump vec2 texCoords; \ - void main(void) { \ - gl_Position = pmvMatrix * inputVertex;\ - gl_Position.xy = gl_Position.xy / gl_Position.w; \ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ - gl_Position.w = invertedHTexCoordsZ; \ - texCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ - texCoords.y = -texCoords.y; \ - }"; - -static const char* qglslTextureBrushFragmentShader = "\n\ - varying mediump vec2 texCoords;\ - uniform sampler2D brushTexture;\ - mediump vec4 brush() { \ - return texture2D(brushTexture, texCoords); \ - }\n"; - // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 -static const char* qglslPatternBrushVertexShader = "\ +static const char* const qglslPositionWithPatternBrushVertexShader = "\ attribute highp vec4 inputVertex; \ uniform highp mat4 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform mediump vec2 invertedTextureSize; \ uniform mediump mat3 brushTransform; \ - varying mediump vec2 texCoords; \ - void main(void) { \ + varying mediump vec2 patternTexCoords; \ + void setPosition(void) { \ gl_Position = pmvMatrix * inputVertex;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ @@ -176,28 +114,31 @@ static const char* qglslPatternBrushVertexShader = "\ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ gl_Position.w = invertedHTexCoordsZ; \ - texCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \ - texCoords.y = -texCoords.y; \ + patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \ + patternTexCoords.y = -patternTexCoords.y; \ }"; -static const char* qglslPatternBrushFragmentShader = "\n\ +static const char* const qglslAffinePositionWithPatternBrushVertexShader + = qglslPositionWithPatternBrushVertexShader; + +static const char* const qglslPatternBrushSrcFragmentShader = "\ uniform sampler2D brushTexture;\ uniform lowp vec4 patternColor; \ - varying mediump vec2 texCoords;\ - mediump vec4 brush() { \ - return patternColor * texture2D(brushTexture, texCoords).r; \ + varying mediump vec2 patternTexCoords;\ + lowp vec4 srcPixel() { \ + return patternColor * texture2D(brushTexture, patternTexCoords).r; \ }\n"; // Linear Gradient Brush -static const char* qglslLinearGradientBrushVertexShader = "\ +static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\ attribute highp vec4 inputVertex; \ uniform highp mat4 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform highp vec3 linearData; \ - uniform mediump mat3 brushTransform; \ + uniform highp mat3 brushTransform; \ varying mediump float index ; \ - void main() { \ + void setPosition() { \ gl_Position = pmvMatrix * inputVertex;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ @@ -208,16 +149,55 @@ static const char* qglslLinearGradientBrushVertexShader = "\ index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \ }"; -static const char* qglslLinearGradientBrushFragmentShader = "\n\ +static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader + = qglslPositionWithLinearGradientBrushVertexShader; + +static const char* const qglslLinearGradientBrushSrcFragmentShader = "\ uniform sampler2D brushTexture; \ varying mediump float index; \ - mediump vec4 brush() { \ + lowp vec4 srcPixel() { \ mediump vec2 val = vec2(index, 0.5); \ return texture2D(brushTexture, val); \ }\n"; -static const char* qglslRadialGradientBrushVertexShader = "\ +// Conical Gradient Brush +static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\ + attribute highp vec4 inputVertex;\ + uniform highp mat4 pmvMatrix;\ + uniform mediump vec2 halfViewportSize; \ + uniform highp mat3 brushTransform; \ + varying highp vec2 A; \ + void setPosition(void)\ + {\ + gl_Position = pmvMatrix * inputVertex;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ + gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + A = hTexCoords.xy * invertedHTexCoordsZ; \ + }"; + +static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader + = qglslPositionWithConicalGradientBrushVertexShader; + +static const char* const qglslConicalGradientBrushSrcFragmentShader = "\ + #define INVERSE_2PI 0.1591549430918953358 \n\ + uniform sampler2D brushTexture; \ + uniform mediump float angle; \ + varying highp vec2 A; \ + lowp vec4 srcPixel() { \ + if (abs(A.y) == abs(A.x)) \ + A.y += 0.002; \ + highp float t = (atan2(-A.y, A.x) + angle) * INVERSE_2PI; \ + return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \ + }"; + + +// Radial Gradient Brush +static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\ attribute highp vec4 inputVertex;\ uniform highp mat4 pmvMatrix;\ uniform mediump vec2 halfViewportSize; \ @@ -225,7 +205,7 @@ static const char* qglslRadialGradientBrushVertexShader = "\ uniform highp vec2 fmp; \ varying highp float b; \ varying highp vec2 A; \ - void main(void) \ + void setPosition(void) \ {\ gl_Position = pmvMatrix * inputVertex;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ @@ -236,51 +216,166 @@ static const char* qglslRadialGradientBrushVertexShader = "\ gl_Position.w = invertedHTexCoordsZ; \ A = hTexCoords.xy * invertedHTexCoordsZ; \ b = 2.0 * fmp * (A.x + A.y); \ -\ }"; -static const char* qglslRadialGradientBrushFragmentShader = "\n\ +static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader + = qglslPositionWithRadialGradientBrushVertexShader; + +static const char* const qglslRadialGradientBrushSrcFragmentShader = "\ uniform sampler2D brushTexture; \ uniform highp float fmp2_m_radius2; \ uniform highp float inverse_2_fmp2_m_radius2; \ - varying highp float b; \ - varying highp vec2 A; \ -\ - mediump vec4 brush() { \ + varying highp float b; \ + varying highp vec2 A; \ + lowp vec4 srcPixel() { \ highp float c = -dot(A, A); \ highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \ return texture2D(brushTexture, val); \ - }\n"; + }"; -static const char* qglslConicalGradientBrushVertexShader = "\ - attribute highp vec4 inputVertex;\ - uniform highp mat4 pmvMatrix;\ + +// Texture Brush +static const char* const qglslPositionWithTextureBrushVertexShader = "\ + attribute highp vec4 inputVertex; \ + uniform highp mat4 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ - uniform highp mat3 brushTransform; \ - varying highp vec2 A; \ - void main(void)\ + uniform mediump vec2 invertedTextureSize; \ + uniform mediump mat3 brushTransform; \ + varying mediump vec2 textureTexCoords; \ + void setPosition(void) { \ + gl_Position = pmvMatrix * inputVertex;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ + gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + textureTexCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ + textureTexCoords.y = -textureTexCoords.y; \ + }"; + +static const char* const qglslAffinePositionWithTextureBrushVertexShader + = qglslPositionWithTextureBrushVertexShader; + +static const char* const qglslTextureBrushSrcFragmentShader = "\ + varying mediump vec2 textureTexCoords; \ + uniform sampler2D brushTexture; \ + lowp vec4 srcPixel() { \ + return texture2D(brushTexture, textureTexCoords); \ + }"; + + +// Solid Fill Brush +static const char* const qglslSolidBrushSrcFragmentShader = "\ + uniform lowp vec4 fragmentColor; \ + lowp vec4 srcPixel() { \ + return fragmentColor; \ + }"; + +static const char* const qglslImageSrcFragmentShader = "\ + varying highp vec2 texCoord; \ + uniform sampler2D textureSampler; \ + lowp vec4 srcPixel() { \ + return texture2D(textureSampler, texCoord); \ + }"; + +static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\ + varying highp vec2 texCoord; \ + uniform sampler2D textureSampler; \ + lowp vec4 srcPixel() { \ + lowp vec4 sample = texture2D(textureSampler, texCoord); \ + sample.rgb = sample.rgb * sample.a; \ + return sample; \ + }"; + + +static const char* const qglslMainFragmentShader_CMO = "\ + uniform lowp float globalOpacity; \ + lowp vec4 srcPixel(); \ + lowp vec4 applyMask(lowp vec4); \ + lowp vec4 compose(lowp vec4); \ + void main() { \ + gl_FragColor = compose(applyMask(srcPixel()*globalOpacity)); \ + }"; + +static const char* const qglslMainFragmentShader_CM = "\ + lowp vec4 srcPixel(); \ + lowp vec4 applyMask(lowp vec4); \ + lowp vec4 compose(lowp vec4); \ + void main() { \ + gl_FragColor = compose(applyMask(srcPixel())); \ + }"; + +static const char* const qglslMainFragmentShader_MO = "\ + uniform lowp float globalOpacity; \ + lowp vec4 srcPixel(); \ + lowp vec4 applyMask(lowp vec4); \ + void main() { \ + gl_FragColor = applyMask(srcPixel()*globalOpacity); \ + }"; + +static const char* const qglslMainFragmentShader_M = "\ + lowp vec4 srcPixel(); \ + lowp vec4 applyMask(lowp vec4); \ + void main() { \ + gl_FragColor = applyMask(srcPixel()); \ + }"; + +static const char* const qglslMainFragmentShader_CO = "\ + uniform lowp float globalOpacity; \ + lowp vec4 srcPixel(); \ + lowp vec4 compose(lowp vec4); \ + void main() { \ + gl_FragColor = compose(srcPixel()*globalOpacity); \ + }"; + +static const char* const qglslMainFragmentShader_C = "\ + lowp vec4 srcPixel(); \ + lowp vec4 compose(lowp vec4); \ + void main() { \ + gl_FragColor = compose(srcPixel()); \ + }"; + +static const char* const qglslMainFragmentShader_O = "\ + uniform lowp float globalOpacity; \ + lowp vec4 srcPixel(); \ + void main() { \ + gl_FragColor = srcPixel()*globalOpacity; \ + }"; + +static const char* const qglslMainFragmentShader = "\ + lowp vec4 srcPixel(); \ + void main() { \ + gl_FragColor = srcPixel(); \ + }"; + + +static const char* const qglslMaskFragmentShader = "\ + varying highp vec2 texCoord;\ + uniform sampler2D maskTextureSampler;\ + lowp vec4 applyMask(lowp vec4 src) \ {\ - gl_Position = pmvMatrix * inputVertex;\ - gl_Position.xy = gl_Position.xy / gl_Position.w; \ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ - gl_Position.w = invertedHTexCoordsZ; \ - A = hTexCoords.xy * invertedHTexCoordsZ; \ + lowp vec4 mask = texture2D(maskTextureSampler, texCoord); \ + return src * mask.a; \ }"; -static const char* qglslConicalGradientBrushFragmentShader = "\n\ - #define INVERSE_2PI 0.1591549430918953358 \n\ - uniform sampler2D brushTexture; \ - uniform mediump float angle; \ - varying highp vec2 A; \ - mediump vec4 brush() { \ - if (abs(A.y) == abs(A.x)) \ - A.y += 0.002; \ - highp float t = (atan2(-A.y, A.x) + angle) * INVERSE_2PI; \ - return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \ - }\n"; +/* + Left to implement: + RgbMaskFragmentShader, + RgbMaskWithGammaFragmentShader, + + MultiplyCompositionModeFragmentShader, + ScreenCompositionModeFragmentShader, + OverlayCompositionModeFragmentShader, + DarkenCompositionModeFragmentShader, + LightenCompositionModeFragmentShader, + ColorDodgeCompositionModeFragmentShader, + ColorBurnCompositionModeFragmentShader, + HardLightCompositionModeFragmentShader, + SoftLightCompositionModeFragmentShader, + DifferenceCompositionModeFragmentShader, + ExclusionCompositionModeFragmentShader, +*/ QT_END_NAMESPACE diff --git a/src/opengl/opengl.pro b/src/opengl/opengl.pro index 1527f2d..8cf0e37 100644 --- a/src/opengl/opengl.pro +++ b/src/opengl/opengl.pro @@ -51,7 +51,7 @@ SOURCES += qgl.cpp \ gl2paintengineex/qglengineshadermanager_p.h \ gl2paintengineex/qgl2pexvertexarray_p.h \ gl2paintengineex/qpaintengineex_opengl2_p.h \ - gl2paintengineex/glgc_shader_source.h + gl2paintengineex/qglengineshadersource_p.h #} |