diff options
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 51 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 19 |
2 files changed, 41 insertions, 29 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index a976a02..0c01263 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -380,7 +380,7 @@ void QGL2PaintEngineExPrivate::useSimpleShader() } if (simpleShaderDepthUniformDirty) { - shaderManager->simpleProgram()->setUniformValue("depth", (GLfloat)q->state()->currentDepth); + shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(q->state()->currentDepth)); simpleShaderDepthUniformDirty = false; } } @@ -731,7 +731,6 @@ void QGL2PaintEngineExPrivate::resetGLState() glActiveTexture(GL_TEXTURE0); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); - glDepthFunc(GL_LESS); glDepthMask(true); glClearDepth(1); } @@ -959,7 +958,7 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) } if (depthUniformDirty) { - shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), (GLfloat)q->state()->currentDepth); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), normalizedDeviceDepth(q->state()->currentDepth)); depthUniformDirty = false; } @@ -1351,7 +1350,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) if (!d->inRenderText) { glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); glDepthMask(false); } @@ -1441,7 +1440,7 @@ void QGL2PaintEngineEx::ensureActive() if (d->needsSync) { glViewport(0, 0, d->width, d->height); glDepthMask(false); - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); setState(state()); d->needsSync = false; } @@ -1492,7 +1491,7 @@ void QGL2PaintEngineEx::clipEnabledChanged() d->regenerateDepthClip(); } else { if (d->use_system_clip) { - state()->currentDepth = -0.5f; + state()->currentDepth = 0; } else { state()->depthTestEnabled = false; } @@ -1501,7 +1500,7 @@ void QGL2PaintEngineEx::clipEnabledChanged() } } -void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth) +void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint depth) { transferMode(BrushDrawingMode); @@ -1510,7 +1509,7 @@ void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth) if (q->state()->needsDepthBufferClear) { glDepthMask(true); - glClearDepth(0.5); + glClearDepth(rawDepth(2)); glClear(GL_DEPTH_BUFFER_BIT); q->state()->needsDepthBufferClear = false; glDepthMask(false); @@ -1532,7 +1531,7 @@ void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth) glColorMask(false, false, false, false); glDepthMask(true); - shaderManager->simpleProgram()->setUniformValue("depth", depth); + shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(depth)); simpleShaderDepthUniformDirty = true; glEnable(GL_DEPTH_TEST); @@ -1596,12 +1595,12 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) glDepthFunc(GL_ALWAYS); - state()->maxDepth = 0.5f; + state()->maxDepth = 4; d->writeClip(qtVectorPathForPath(path), state()->maxDepth); - state()->currentDepth = 0.25f; + state()->currentDepth = 3; state()->depthTestEnabled = true; - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } @@ -1610,7 +1609,7 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) if (d->use_system_clip) { glEnable(GL_DEPTH_TEST); state()->depthTestEnabled = true; - state()->currentDepth = -0.5; + state()->currentDepth = 0; } else { glDisable(GL_DEPTH_TEST); state()->depthTestEnabled = false; @@ -1618,18 +1617,18 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) state()->canRestoreClip = false; break; case Qt::IntersectClip: - state()->maxDepth = (1.0f + state()->maxDepth) * 0.5; + ++state()->maxDepth; d->writeClip(path, state()->maxDepth); - state()->currentDepth = 1.5 * state()->maxDepth - 0.5f; + state()->currentDepth = state()->maxDepth - 1; state()->depthTestEnabled = true; break; case Qt::ReplaceClip: d->systemStateChanged(); state()->rectangleClip = QRect(); - state()->maxDepth = 0.5f; + state()->maxDepth = 4; glDepthFunc(GL_ALWAYS); d->writeClip(path, state()->maxDepth); - state()->currentDepth = 0.25f; + state()->currentDepth = 3; state()->canRestoreClip = false; state()->depthTestEnabled = true; break; @@ -1641,7 +1640,7 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) break; } - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); if (state()->depthTestEnabled) { glEnable(GL_DEPTH_TEST); d->simpleShaderDepthUniformDirty = true; @@ -1672,8 +1671,8 @@ void QGL2PaintEngineExPrivate::systemStateChanged() glDisable(GL_SCISSOR_TEST); - q->state()->currentDepth = -0.5f; - q->state()->maxDepth = 0.5f; + q->state()->currentDepth = 1; + q->state()->maxDepth = 4; q->state()->rectangleClip = QRect(0, 0, width, height); @@ -1708,8 +1707,8 @@ void QGL2PaintEngineExPrivate::systemStateChanged() path.addRegion(systemClip); glDepthFunc(GL_ALWAYS); - writeClip(qtVectorPathForPath(path), 0.0f); - glDepthFunc(GL_LEQUAL); + writeClip(qtVectorPathForPath(path), 2); + glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); q->state()->depthTestEnabled = true; @@ -1718,7 +1717,7 @@ void QGL2PaintEngineExPrivate::systemStateChanged() q->transformChanged(); } - q->state()->currentDepth = -0.5f; + q->state()->currentDepth = 1; simpleShaderDepthUniformDirty = true; depthUniformDirty = true; } @@ -1757,7 +1756,7 @@ void QGL2PaintEngineEx::setState(QPainterState *new_state) if (old_state && old_state != s && old_state->canRestoreClip) { d->updateDepthScissorTest(); glDepthMask(false); - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); s->maxDepth = old_state->maxDepth; } else { d->regenerateDepthClip(); @@ -1802,8 +1801,8 @@ QOpenGL2PaintEngineState::QOpenGL2PaintEngineState() needsDepthBufferClear = true; depthTestEnabled = false; scissorTestEnabled = false; - currentDepth = -0.5f; - maxDepth = 0.5f; + currentDepth = 1; + maxDepth = 4; canRestoreClip = true; hasRectangleClip = false; } diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 58fcde1..552e390 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -82,8 +82,8 @@ public: bool depthTestEnabled; bool scissorTestEnabled; - qreal currentDepth; - qreal maxDepth; + uint maxDepth; + uint currentDepth; bool canRestoreClip; QRect rectangleClip; @@ -230,13 +230,26 @@ public: QGLEngineShaderManager* shaderManager; - void writeClip(const QVectorPath &path, float depth); + void writeClip(const QVectorPath &path, uint depth); void updateDepthScissorTest(); void setScissor(const QRect &rect); void regenerateDepthClip(); void systemStateChanged(); uint use_system_clip : 1; + static inline GLfloat rawDepth(uint depth) + { + // assume at least 16 bits in the depth buffer, and + // use 2^15 depth levels to be safe with regard to + // rounding issues etc + return depth * (1.0f / GLfloat((1 << 15) - 1)); + } + + static inline GLfloat normalizedDeviceDepth(uint depth) + { + return 2.0f * rawDepth(depth) - 1.0f; + } + uint location(QGLEngineShaderManager::Uniform uniform) { return shaderManager->getUniformLocation(uniform); |