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Diffstat (limited to 'src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp')
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 1278 |
1 files changed, 1278 insertions, 0 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp new file mode 100644 index 0000000..a74f044 --- /dev/null +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -0,0 +1,1278 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the QtOpenGL module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/* + When the active program changes, we need to update it's uniforms. + We could track state for each program and only update stale uniforms + - Could lead to lots of overhead if there's a lot of programs + We could update all the uniforms when the program changes + - Could end up updating lots of uniforms which don't need updating + + Updating uniforms should be cheap, so the overhead of updating up-to-date + uniforms should be minimal. It's also less complex. + + Things which _may_ cause a different program to be used: + - Change in brush/pen style + - Change in painter opacity + - Change in composition mode + + Whenever we set a mode on the shader manager - it needs to tell us if it had + to switch to a different program. + + The shader manager should only switch when we tell it to. E.g. if we set a new + brush style and then switch to transparent painter, we only want it to compile + and use the correct program when we really need it. +*/ + + +#include "qpaintengineex_opengl2_p.h" + +#include <string.h> //for memcpy +#include <qmath.h> + +#include <private/qgl_p.h> +#include <private/qmath_p.h> +#include <private/qpaintengineex_p.h> +#include <QPaintEngine> +#include <private/qpainter_p.h> +#include <private/qfontengine_p.h> +#include <private/qtextureglyphcache_p.h> + +#include "qglgradientcache_p.h" +#include "qglpexshadermanager_p.h" +#include "qgl2pexvertexarray_p.h" + + +extern QImage qt_imageForBrush(int brushStyle, bool invert); //in qbrush.cpp + + +#include <QDebug> + + +static const GLuint QT_VERTEX_COORDS_ATTR = 0; +static const GLuint QT_TEXTURE_COORDS_ATTR = 1; +static const GLuint QT_BRUSH_TEXTURE_UNIT = 0; + +class QGL2PaintEngineExPrivate : public QPaintEngineExPrivate +{ + Q_DECLARE_PUBLIC(QGL2PaintEngineEx) +public: + QGL2PaintEngineExPrivate(QGL2PaintEngineEx *q_ptr) : + q(q_ptr), + width(0), height(0), + ctx(0), + currentBrush( &(q->state()->brush) ), + inverseScale(1), + shaderManager(0) + { } + + ~QGL2PaintEngineExPrivate(); + + void updateBrushTexture(); + void updateBrushUniforms(); + void updateMatrix(); + void updateCompositionMode(); + void updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform); + + void setBrush(const QBrush* brush); + + void drawTexture(const QGLRect& dest, const QGLRect& src, int txtWidth, int txtHeight); + + void fill(const QVectorPath &path); + void drawOutline(const QVectorPath& path); + + void drawVertexArrays(QGL2PEXVertexArray& vertexArray, GLenum primitive); + // ^ draws whatever is in the vertex array + void composite(const QGLRect& boundingRect); + // ^ Composites the bounding rect onto dest buffer + void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill); + // ^ Calls drawVertexArrays to render into stencil buffer + void cleanStencilBuffer(const QGLRect& area); + + void prepareForDraw(); + + inline void useSimpleShader(); + inline QColor premultiplyColor(QColor c, GLfloat opacity); + + QGL2PaintEngineEx* q; + + //### Move into QGLDrawable + int width, height; + QGLContext* ctx; + + // Dirty flags + bool matrixDirty; // Implies matrix uniforms are also dirty + bool compositionModeDirty; + bool brushTextureDirty; + bool brushUniformsDirty; + bool simpleShaderMatrixUniformDirty; + bool brushShaderMatrixUniformDirty; + bool imageShaderMatrixUniformDirty; + bool textShaderMatrixUniformDirty; + bool stencilBuferDirty; + + const QBrush* currentBrush; // May not be the state's brush! + + GLfloat inverseScale; + + QGL2PEXVertexArray pathVertexArray; + + GLfloat pmvMatrix[4][4]; + + QGLPEXShaderManager* shaderManager; + + // Clipping & state stuff stolen from QOpenGLPaintEngine: + void updateDepthClip(); + uint use_system_clip : 1; +}; + + +////////////////////////////////// Private Methods ////////////////////////////////////////// + +QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate() +{ + if (shaderManager) { + delete shaderManager; + shaderManager = 0; + } +} + +void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform) +{ + glActiveTexture(QT_BRUSH_TEXTURE_UNIT); + + if (smoothPixmapTransform) { + glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } else { + glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + glTexParameterf(target, GL_TEXTURE_WRAP_S, wrapMode); + glTexParameterf(target, GL_TEXTURE_WRAP_T, wrapMode); +} + + +QColor QGL2PaintEngineExPrivate::premultiplyColor(QColor c, GLfloat opacity) +{ + uint alpha = qRound(c.alpha() * opacity); + return QColor ( ((c.red() * alpha + 128) >> 8), + ((c.green() * alpha + 128) >> 8), + ((c.blue() * alpha + 128) >> 8), + alpha); +} + + +void QGL2PaintEngineExPrivate::setBrush(const QBrush* brush) +{ + currentBrush = brush; + brushTextureDirty = true; + brushUniformsDirty = true; + shaderManager->setBrushStyle(currentBrush->style()); + shaderManager->setAffineOnlyBrushTransform(currentBrush->transform().isAffine()); +} + + +// Unless this gets used elsewhere, it's probably best to merge it into fillStencilWithVertexArray +void QGL2PaintEngineExPrivate::useSimpleShader() +{ + shaderManager->simpleShader()->use(); + + if (matrixDirty) + updateMatrix(); + + if (simpleShaderMatrixUniformDirty) { + shaderManager->simpleShader()->uniforms()[QLatin1String("pmvMatrix")] = pmvMatrix; + simpleShaderMatrixUniformDirty = false; + } +} + + +Q_GLOBAL_STATIC(QGLGradientCache, qt_opengl_gradient_cache) + +void QGL2PaintEngineExPrivate::updateBrushTexture() +{ +// qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()"); + Qt::BrushStyle style = currentBrush->style(); + + if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) { + // Get the image data for the pattern + QImage texImage = qt_imageForBrush(style, true); + + glActiveTexture(QT_BRUSH_TEXTURE_UNIT); + ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, true); + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true); + } + else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) { + // Gradiant brush: All the gradiants use the same texture + + const QGradient* g = currentBrush->gradient(); + + // We apply global opacity in the fragment shaders, so we always pass 1.0 + // for opacity to the cache. + GLuint texId = qt_opengl_gradient_cache()->getBuffer(*g, 1.0, ctx); + + if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient) + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true); + else if (g->spread() == QGradient::ReflectSpread) + updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, true); + else + updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, true); + + glBindTexture(GL_TEXTURE_2D, texId); + } + else if (style == Qt::TexturePattern) { + const QPixmap& texPixmap = currentBrush->texture(); + + glActiveTexture(QT_BRUSH_TEXTURE_UNIT); + ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, true); + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true); + } + brushTextureDirty = false; +} + + +void QGL2PaintEngineExPrivate::updateBrushUniforms() +{ +// qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()"); + Qt::BrushStyle style = currentBrush->style(); + + if (style == Qt::NoBrush) + return; + + GLfloat opacity = 1.0; + if (q->state()->opacity < 0.99f) + opacity = (GLfloat)q->state()->opacity; + bool setOpacity = true; + + QTransform brushQTransform = currentBrush->transform(); + + if (style == Qt::SolidPattern) { + QColor col = premultiplyColor(currentBrush->color(), opacity); + shaderManager->brushShader()->uniforms()[QLatin1String("fragmentColor")] = col; + setOpacity = false; + } + else { + // All other brushes have a transform and thus need the translation point: + QPointF translationPoint; + + if (style <= Qt::DiagCrossPattern) { + translationPoint = q->state()->brushOrigin; + + QColor col = premultiplyColor(currentBrush->color(), opacity); + + shaderManager->brushShader()->uniforms()[QLatin1String("patternColor")] = col; + setOpacity = false; //So code below doesn't try to set the opacity uniform + + QGLVec2 halfViewportSize = { width*0.5, height*0.5 }; + shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize; + } + else if (style == Qt::LinearGradientPattern) { + const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush->gradient()); + + QPointF realStart = g->start(); + QPointF realFinal = g->finalStop(); + translationPoint = realStart; + + QPointF l = realFinal - realStart; + + // ### + QGLVec3 linearData = { + l.x(), + l.y(), + 1.0f / (l.x() * l.x() + l.y() * l.y()) + }; + + shaderManager->brushShader()->uniforms()[QLatin1String("linearData")] = linearData; + + QGLVec2 halfViewportSize = { width*0.5, height*0.5 }; + shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize; + } + else if (style == Qt::ConicalGradientPattern) { + const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush->gradient()); + translationPoint = g->center(); + + GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0; + + shaderManager->brushShader()->uniforms()[QLatin1String("angle")] = angle; + + QGLVec2 halfViewportSize = { width*0.5, height*0.5 }; + shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize; + } + else if (style == Qt::RadialGradientPattern) { + const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush->gradient()); + QPointF realCenter = g->center(); + QPointF realFocal = g->focalPoint(); + qreal realRadius = g->radius(); + translationPoint = realFocal; + + QPointF fmp = realCenter - realFocal; + shaderManager->brushShader()->uniforms()[QLatin1String("fmp")] = fmp; + + GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius; + shaderManager->brushShader()->uniforms()[QLatin1String("fmp2_m_radius2")] = fmp2_m_radius2; + + shaderManager->brushShader()->uniforms()[QLatin1String("inverse_2_fmp2_m_radius2")] = + GLfloat(1.0 / (2.0*fmp2_m_radius2)); + + QGLVec2 halfViewportSize = { width*0.5, height*0.5 }; + shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize; + } + else if (style == Qt::TexturePattern) { + translationPoint = q->state()->brushOrigin; + + const QPixmap& texPixmap = currentBrush->texture(); + + QSizeF invertedTextureSize( 1.0 / texPixmap.width(), 1.0 / texPixmap.height() ); + shaderManager->brushShader()->uniforms()[QLatin1String("invertedTextureSize")] = invertedTextureSize; + + QGLVec2 halfViewportSize = { width*0.5, height*0.5 }; + shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize; + } + else + qWarning("QGL2PaintEngineEx: Unimplemented fill style"); + + QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y()); + QTransform gl_to_qt(1, 0, 0, -1, 0, height); + QTransform inv_matrix = gl_to_qt * (brushQTransform * q->state()->matrix).inverted() * translate; + + shaderManager->brushShader()->uniforms()[QLatin1String("brushTransform")] = inv_matrix; + shaderManager->brushShader()->uniforms()[QLatin1String("brushTexture")] = QT_BRUSH_TEXTURE_UNIT; + + if (setOpacity) + shaderManager->brushShader()->uniforms()[QLatin1String("opacity")] = opacity; + } + brushUniformsDirty = false; +} + + +// This assumes the shader manager has already setup the correct shader program +void QGL2PaintEngineExPrivate::updateMatrix() +{ +// qDebug("QGL2PaintEngineExPrivate::updateMatrix()"); + + // We setup the Projection matrix to be the equivilant of glOrtho(0, w, h, 0, -1, 1): + GLfloat P[4][4] = { + {2.0/width, 0.0, 0.0, -1.0}, + {0.0, -2.0/height, 0.0, 1.0}, + {0.0, 0.0, -1.0, 0.0}, + {0.0, 0.0, 0.0, 1.0} + }; + + // Use the (3x3) transform for the Model~View matrix: + const QTransform& transform = q->state()->matrix; + GLfloat MV[4][4] = { + {transform.m11(), transform.m21(), 0.0, transform.dx() + 0.5}, + {transform.m12(), transform.m22(), 0.0, transform.dy() + 0.5}, + {0.0, 0.0, 1.0, 0.0}, + {transform.m13(), transform.m23(), 0.0, transform.m33()} + }; + + // NOTE: OpenGL ES works with column-major matrices, so when we multiply the matrices, + // we also transpose them ready for GL. + for (int row = 0; row < 4; ++row) { + for (int col = 0; col < 4; ++col) { + pmvMatrix[col][row] = 0.0; + for (int n = 0; n < 4; ++n) + pmvMatrix[col][row] += P[row][n] * MV[n][col]; + } + } + + // 1/10000 == 0.0001, so we have good enough res to cover curves + // that span the entire widget... + inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())), + qMax(qAbs(transform.m12()), qAbs(transform.m21())) ), + qreal(0.0001)); + + matrixDirty = false; + + // The actual data has been updated so both shader program's uniforms need updating + simpleShaderMatrixUniformDirty = true; + brushShaderMatrixUniformDirty = true; + imageShaderMatrixUniformDirty = true; + textShaderMatrixUniformDirty = true; +} + + +void QGL2PaintEngineExPrivate::updateCompositionMode() +{ + // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these + // composition modes look odd. +// qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode; + switch(q->state()->composition_mode) { + case QPainter::CompositionMode_SourceOver: + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_DestinationOver: + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE); + break; + case QPainter::CompositionMode_Clear: + glBlendFunc(GL_ZERO, GL_ZERO); + break; + case QPainter::CompositionMode_Source: + glBlendFunc(GL_ONE, GL_ZERO); + break; + case QPainter::CompositionMode_Destination: + glBlendFunc(GL_ZERO, GL_ONE); + break; + case QPainter::CompositionMode_SourceIn: + glBlendFunc(GL_DST_ALPHA, GL_ZERO); + break; + case QPainter::CompositionMode_DestinationIn: + glBlendFunc(GL_ZERO, GL_SRC_ALPHA); + break; + case QPainter::CompositionMode_SourceOut: + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + break; + case QPainter::CompositionMode_DestinationOut: + glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_SourceAtop: + glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_DestinationAtop: + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA); + break; + case QPainter::CompositionMode_Xor: + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_Plus: + glBlendFunc(GL_ONE, GL_ONE); + break; + default: + qWarning("Unsupported composition mode"); + break; + } + + compositionModeDirty = false; +} + + +void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, int txtWidth, int txtHeight) +{ +// qDebug("QGL2PaintEngineExPrivate::drawImage()"); + + // We have a shader specifically for drawPixmap/drawImage... + shaderManager->imageShader()->use(); + + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false); + + if (compositionModeDirty) + updateCompositionMode(); + + if (matrixDirty) + updateMatrix(); + + if (imageShaderMatrixUniformDirty) { + shaderManager->imageShader()->uniforms()[QLatin1String("pmvMatrix")] = pmvMatrix; + imageShaderMatrixUniformDirty = false; + } + + shaderManager->imageShader()->uniforms()[QLatin1String("textureSampler")] = QT_BRUSH_TEXTURE_UNIT; + +// if (q->state()->opacity < 0.99f) + shaderManager->imageShader()->uniforms()[QLatin1String("opacity")] = (GLfloat)q->state()->opacity; + + GLfloat vertexCoords[] = { + dest.left, dest.top, + dest.left, dest.bottom, + dest.right, dest.bottom, + dest.right, dest.top + }; + + glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); + glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoords); + + GLfloat dx = 1.0 / txtWidth; + GLfloat dy = 1.0 / txtHeight; + + QGLRect srcTextureRect(src.left*dx, 1.0 - src.top*dy, src.right*dx, 1.0 - src.bottom*dy); + + GLfloat textureCoords[] = { + srcTextureRect.left, srcTextureRect.top, + srcTextureRect.left, srcTextureRect.bottom, + srcTextureRect.right, srcTextureRect.bottom, + srcTextureRect.right, srcTextureRect.top + }; + + glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); + glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoords); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); + glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); +} + + +void QGL2PaintEngineExPrivate::drawOutline(const QVectorPath& path) +{ +// qDebug("QGL2PaintEngineExPrivate::drawOutline()"); + if (matrixDirty) + updateMatrix(); + + pathVertexArray.clear(); + pathVertexArray.addPath(path, inverseScale); + + if (path.hasImplicitClose()) { + // Close the path's outline + pathVertexArray.lineToArray(path.points()[0], path.points()[1]); + pathVertexArray.stops().last() += 1; + } + + prepareForDraw(); + drawVertexArrays(pathVertexArray, GL_LINE_STRIP); +} + + +// Assumes everything is configured for the brush you want to use +void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) +{ + if (matrixDirty) + updateMatrix(); + + const QPointF* const points = reinterpret_cast<const QPointF*>(path.points()); + + + // Check to see if there's any hints + if (path.shape() == QVectorPath::RectangleHint) { + QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y()); + prepareForDraw(); + composite(rect); + } + else if (path.shape() == QVectorPath::EllipseHint) { + pathVertexArray.clear(); + pathVertexArray.addPath(path, inverseScale); + prepareForDraw(); + drawVertexArrays(pathVertexArray, GL_TRIANGLE_FAN); + } + else { + // The path is too complicated & needs the stencil technique + pathVertexArray.clear(); + pathVertexArray.addPath(path, inverseScale); + + fillStencilWithVertexArray(pathVertexArray, path.hasWindingFill()); + + // Stencil the brush onto the dest buffer + glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0 + glEnable(GL_STENCIL_TEST); + prepareForDraw(); + composite(pathVertexArray.boundingRect()); + glDisable(GL_STENCIL_TEST); + + cleanStencilBuffer(pathVertexArray.boundingRect()); + } +} + + +void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) +{ +// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); + if (stencilBuferDirty) { + // Clear the stencil buffer to zeros + glDisable(GL_STENCIL_TEST); + glStencilMask(0xFFFF); // Enable writing to stencil buffer, otherwise glClear wont do anything. + glClearStencil(0); // Clear to zero + glClear(GL_STENCIL_BUFFER_BIT); + stencilBuferDirty = false; + } + + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes + glStencilMask(0xFFFF); // Enable stencil writes + glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test + + // Setup the stencil op: + if (useWindingFill) { + glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); // Inc. for front-facing triangle + glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); //Dec. for back-facing "holes" + } else + glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit + + // No point in using a fancy gradiant shader for writing into the stencil buffer! + useSimpleShader(); + + glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d + glDisable(GL_BLEND); + + // Draw the vertecies into the stencil buffer: + drawVertexArrays(vertexArray, GL_TRIANGLE_FAN); + + // Enable color writes & disable stencil writes + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glStencilMask(0); +} + +void QGL2PaintEngineExPrivate::cleanStencilBuffer(const QGLRect& area) +{ +// qDebug("QGL2PaintEngineExPrivate::cleanStencilBuffer()"); + useSimpleShader(); + + GLfloat rectVerts[] = { + area.left, area.top, + area.left, area.bottom, + area.right, area.bottom, + area.right, area.top + }; + + glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); + glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts); + + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test + + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes + glStencilMask(0xFFFF); // Enable writing to stencil buffer + glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // Write 0's to stencil buffer + + glDisable(GL_BLEND); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); + + // Enable color writes & disable stencil writes + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glStencilMask(0); + glDisable(GL_STENCIL_TEST); +} + +void QGL2PaintEngineExPrivate::prepareForDraw() +{ + if (brushTextureDirty) + updateBrushTexture(); + + if (compositionModeDirty) + updateCompositionMode(); + + if (shaderManager->useCorrectShaderProg()) { + // The shader program has changed so mark all uniforms as dirty: + brushUniformsDirty = true; + brushShaderMatrixUniformDirty = true; + } + + if (brushUniformsDirty) + updateBrushUniforms(); + + if (brushShaderMatrixUniformDirty) { + shaderManager->brushShader()->uniforms()[QLatin1String("pmvMatrix")] = pmvMatrix; + brushShaderMatrixUniformDirty = false; + } + + if ((q->state()->opacity < 0.99f) || !currentBrush->isOpaque()) + glEnable(GL_BLEND); + else + glDisable(GL_BLEND); +} + +void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect) +{ + // Setup a vertex array for the bounding rect: + GLfloat rectVerts[] = { + boundingRect.left, boundingRect.top, + boundingRect.left, boundingRect.bottom, + boundingRect.right, boundingRect.bottom, + boundingRect.right, boundingRect.top + }; + + glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); + glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); +} + +// Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans. +void QGL2PaintEngineExPrivate::drawVertexArrays(QGL2PEXVertexArray& vertexArray, GLenum primitive) +{ + // Now setup the pointer to the vertex array: + glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); + glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexArray.data()); + + int previousStop = 0; + foreach(int stop, vertexArray.stops()) { +/* + qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1); + for (int i=previousStop; i<stop; ++i) + qDebug(" %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y); +*/ + glDrawArrays(primitive, previousStop, stop - previousStop); + previousStop = stop; + } + glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); +} + + + + + +/////////////////////////////////// Public Methods ////////////////////////////////////////// + +QGL2PaintEngineEx::QGL2PaintEngineEx() + : QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this))) +{ + qDebug("QGL2PaintEngineEx::QGL2PaintEngineEx()"); + +} + +QGL2PaintEngineEx::~QGL2PaintEngineEx() +{ +} + +void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush) +{ + Q_D(QGL2PaintEngineEx); + + QTime startTime = QTime::currentTime(); + + d->setBrush(&brush); + d->fill(path); + d->setBrush(&(state()->brush)); // reset back to the state's brush +} + +void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) +{ + Q_D(QGL2PaintEngineEx); + + if (pen.style() == Qt::NoPen) + return; + + if ( (pen.isCosmetic() && (pen.style() == Qt::SolidLine)) && (pen.widthF() < 2.5f) ) + { + // We only handle solid, cosmetic pens with a width of 1 pixel + const QBrush& brush = pen.brush(); + d->setBrush(&brush); + + if (pen.widthF() < 0.01f) + glLineWidth(1.0); + else + glLineWidth(pen.widthF()); + + d->drawOutline(path); + d->setBrush(&(state()->brush)); + } else + return QPaintEngineEx::stroke(path, pen); + +} + +void QGL2PaintEngineEx::penChanged() +{ +// qDebug("QGL2PaintEngineEx::penChanged() not implemented!"); +} + + +void QGL2PaintEngineEx::brushChanged() +{ +// qDebug("QGL2PaintEngineEx::brushChanged()"); + Q_D(QGL2PaintEngineEx); + d->setBrush(&(state()->brush)); +} + +void QGL2PaintEngineEx::brushOriginChanged() +{ +// qDebug("QGL2PaintEngineEx::brushOriginChanged()"); + Q_D(QGL2PaintEngineEx); + d->brushUniformsDirty = true; +} + +void QGL2PaintEngineEx::opacityChanged() +{ +// qDebug("QGL2PaintEngineEx::opacityChanged()"); + Q_D(QGL2PaintEngineEx); + + Q_ASSERT(d->shaderManager); + d->shaderManager->setUseGlobalOpacity(state()->opacity > 0.999); + d->brushUniformsDirty = true; +} + +void QGL2PaintEngineEx::compositionModeChanged() +{ +// qDebug("QGL2PaintEngineEx::compositionModeChanged()"); + Q_D(QGL2PaintEngineEx); + d->compositionModeDirty = true; +} + +void QGL2PaintEngineEx::renderHintsChanged() +{ +// qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!"); +} + +void QGL2PaintEngineEx::transformChanged() +{ + Q_D(QGL2PaintEngineEx); + d->matrixDirty = true; +} + + +void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src) +{ + Q_D(QGL2PaintEngineEx); + glActiveTexture(QT_BRUSH_TEXTURE_UNIT); + + d->ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, true); + + //FIXME: we should use hasAlpha() instead, but that's SLOW at the moment + if ((state()->opacity < 0.99f) || pixmap.hasAlphaChannel()) + glEnable(GL_BLEND); + else + glDisable(GL_BLEND); + + d->drawTexture(dest, src, pixmap.width(), pixmap.height()); +} + +void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src, + Qt::ImageConversionFlags) +{ + Q_D(QGL2PaintEngineEx); + glActiveTexture(QT_BRUSH_TEXTURE_UNIT); + d->ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true); + + if ((state()->opacity < 0.99f) || image.hasAlphaChannel()) + glEnable(GL_BLEND); + else + glDisable(GL_BLEND); + + d->drawTexture(dest, src, image.width(), image.height()); +} + +void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem) +{ + QOpenGLPaintEngineState *s = state(); + + const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem); + + bool drawCached = true; + + if (state()->pen.brush().style() != Qt::SolidPattern) + drawCached = false; + + if (s->matrix.type() > QTransform::TxTranslate) + drawCached = false; + + // don't try to cache huge fonts + if (ti.fontEngine->fontDef.pixelSize * qSqrt(s->matrix.determinant()) >= 64) + drawCached = false; + + if (drawCached) { + drawCachedGlyphs(p, ti); + return; + } + + QPaintEngineEx::drawTextItem(p, ti); +} + +void QGL2PaintEngineEx::drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti) +{ + Q_D(QGL2PaintEngineEx); + QOpenGLPaintEngineState *s = state(); + + QVarLengthArray<QFixedPoint> positions; + QVarLengthArray<glyph_t> glyphs; + QTransform matrix; + matrix.translate(p.x(), p.y()); + ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions); + + QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0 + ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat) + : QFontEngineGlyphCache::Raster_A8; + + QImageTextureGlyphCache *cache = + (QImageTextureGlyphCache *) ti.fontEngine->glyphCache(glyphType, s->matrix); + if (!cache) { + cache = new QImageTextureGlyphCache(glyphType, s->matrix); + ti.fontEngine->setGlyphCache(glyphType, cache); + } + + cache->populate(ti, glyphs, positions); + + const QImage &image = cache->image(); + int margin = cache->glyphMargin(); + + glActiveTexture(QT_BRUSH_TEXTURE_UNIT); + d->ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true); + + glEnable(GL_BLEND); + + d->shaderManager->textShader()->use(); + d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false); + + if (d->compositionModeDirty) + d->updateCompositionMode(); + + if (d->matrixDirty) + d->updateMatrix(); + + if (d->textShaderMatrixUniformDirty) { + d->shaderManager->textShader()->uniforms()[QLatin1String("pmvMatrix")] = d->pmvMatrix; + d->textShaderMatrixUniformDirty = false; + } + + d->shaderManager->textShader()->uniforms()[QLatin1String("textureSampler")] = QT_BRUSH_TEXTURE_UNIT; + QColor col = d->premultiplyColor(state()->pen.color(), (GLfloat)state()->opacity); + d->shaderManager->textShader()->uniforms()[QLatin1String("fragmentColor")] = col; + + GLfloat dx = 1.0 / image.width(); + GLfloat dy = 1.0 / image.height(); + + glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); + glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); + for (int i=0; i<glyphs.size(); ++i) { + const QTextureGlyphCache::Coord &c = cache->coords.value(glyphs[i]); + int x = positions[i].x.toInt() + c.baseLineX - margin; + int y = positions[i].y.toInt() - c.baseLineY - margin; + + QGLRect dest = QRectF(x, y, c.w, c.h); + QGLRect src = QRectF(c.x, c.y, c.w, c.h); + + GLfloat vertexCoords[] = { + dest.left, dest.top, + dest.left, dest.bottom, + dest.right, dest.bottom, + dest.right, dest.top + }; + + glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoords); + + QGLRect srcTextureRect(src.left*dx, 1.0 - src.top*dy, src.right*dx, 1.0 - src.bottom*dy); + + GLfloat textureCoords[] = { + srcTextureRect.left, srcTextureRect.top, + srcTextureRect.left, srcTextureRect.bottom, + srcTextureRect.right, srcTextureRect.bottom, + srcTextureRect.right, srcTextureRect.top + }; + + glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoords); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); + glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); +} + +bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) +{ + Q_D(QGL2PaintEngineEx); + +// qDebug("QGL2PaintEngineEx::begin()"); + + QGLWidget* widget = static_cast<QGLWidget*>(pdev); + d->ctx = const_cast<QGLContext*>(widget->context()); + d->ctx->makeCurrent(); + d->width = widget->width(); + d->height = widget->height(); + + if (!d->shaderManager) + d->shaderManager = new QGLPEXShaderManager(d->ctx); + + glViewport(0, 0, d->width, d->height); + +// glClearColor(0.0, 1.0, 0.0, 1.0); +// glClear(GL_COLOR_BUFFER_BIT); +// d->ctx->swapBuffers(); +// qDebug("You should see green now"); +// sleep(5); + + d->brushTextureDirty = true; + d->brushUniformsDirty = true; + d->matrixDirty = true; + d->compositionModeDirty = true; + d->stencilBuferDirty = true; + + d->use_system_clip = !systemClip().isEmpty(); + + glDisable(GL_DEPTH_TEST); + + return true; +} + +bool QGL2PaintEngineEx::end() +{ + Q_D(QGL2PaintEngineEx); + d->ctx->swapBuffers(); + return false; +} + + +/////////////////////////////////// State/Clipping stolen from QOpenGLPaintEngine ////////////////////////////////////////// + +void QGL2PaintEngineEx::clipEnabledChanged() +{ + Q_D(QGL2PaintEngineEx); + + d->updateDepthClip(); +} + +void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) +{ +// qDebug("QGL2PaintEngineEx::clip()"); + const qreal *points = path.points(); + const QPainterPath::ElementType *types = path.elements(); + if (!types && path.shape() == QVectorPath::RectangleHint) { + QRectF r(points[0], points[1], points[4]-points[0], points[5]-points[1]); + updateClipRegion(QRegion(r.toRect()), op); + return; + } + + QPainterPath p; + if (types) { + int id = 0; + for (int i=0; i<path.elementCount(); ++i) { + switch(types[i]) { + case QPainterPath::MoveToElement: + p.moveTo(QPointF(points[id], points[id+1])); + id+=2; + break; + case QPainterPath::LineToElement: + p.lineTo(QPointF(points[id], points[id+1])); + id+=2; + break; + case QPainterPath::CurveToElement: { + QPointF p1(points[id], points[id+1]); + QPointF p2(points[id+2], points[id+3]); + QPointF p3(points[id+4], points[id+5]); + p.cubicTo(p1, p2, p3); + id+=6; + break; + } + case QPainterPath::CurveToDataElement: + ; + break; + } + } + } else if (!path.isEmpty()) { + p.moveTo(QPointF(points[0], points[1])); + int id = 2; + for (int i=1; i<path.elementCount(); ++i) { + p.lineTo(QPointF(points[id], points[id+1])); + id+=2; + } + } + if (path.hints() & QVectorPath::WindingFill) + p.setFillRule(Qt::WindingFill); + + updateClipRegion(QRegion(p.toFillPolygon().toPolygon(), p.fillRule()), op); + return; +} + +void QGL2PaintEngineEx::updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op) +{ +// qDebug("QGL2PaintEngineEx::updateClipRegion()"); + Q_D(QGL2PaintEngineEx); + + QRegion sysClip = systemClip(); + if (op == Qt::NoClip && !d->use_system_clip) { + state()->hasClipping = false; + state()->clipRegion = QRegion(); + d->updateDepthClip(); + return; + } + + bool isScreenClip = false; + if (!d->use_system_clip) { + QVector<QRect> untransformedRects = clipRegion.rects(); + + if (untransformedRects.size() == 1) { + QPainterPath path; + path.addRect(untransformedRects[0]); + //path = d->matrix.map(path); + path = state()->matrix.map(path); + +// if (path.contains(QRectF(QPointF(), d->drawable.size()))) +// isScreenClip = true; + if (path.contains(QRectF(0.0, 0.0, d->width, d->height))) + isScreenClip = true; + } + } + +// QRegion region = isScreenClip ? QRegion() : clipRegion * d->matrix; + QRegion region = isScreenClip ? QRegion() : clipRegion * state()->matrix; + switch (op) { + case Qt::NoClip: + if (!d->use_system_clip) + break; + state()->clipRegion = sysClip; + break; + case Qt::IntersectClip: + if (isScreenClip) + return; + if (state()->hasClipping) { + state()->clipRegion &= region; + break; + } + // fall through + case Qt::ReplaceClip: + if (d->use_system_clip && !sysClip.isEmpty()) + state()->clipRegion = region & sysClip; + else + state()->clipRegion = region; + break; + case Qt::UniteClip: + state()->clipRegion |= region; + if (d->use_system_clip && !sysClip.isEmpty()) + state()->clipRegion &= sysClip; + break; + default: + break; + } + + if (isScreenClip) { + state()->hasClipping = false; + state()->clipRegion = QRegion(); + } else { + state()->hasClipping = op != Qt::NoClip || d->use_system_clip; + } + + if (state()->hasClipping && state()->clipRegion.rects().size() == 1) + state()->fastClip = state()->clipRegion.rects().at(0); + else + state()->fastClip = QRect(); + + d->updateDepthClip(); +} + + +void QGL2PaintEngineExPrivate::updateDepthClip() +{ +// qDebug("QGL2PaintEngineExPrivate::updateDepthClip()"); + + Q_Q(QGL2PaintEngineEx); + + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + + if (!q->state()->hasClipping) + return; + + QRect fastClip; + if (q->state()->clipEnabled) { + fastClip = q->state()->fastClip; + } else if (use_system_clip && q->systemClip().rects().count() == 1) { + fastClip = q->systemClip().rects().at(0); + } + + if (!fastClip.isEmpty()) { + glEnable(GL_SCISSOR_TEST); + + const int left = fastClip.left(); + const int width = fastClip.width(); + const int bottom = height - (fastClip.bottom() + 1); + const int height = fastClip.height(); + + glScissor(left, bottom, width, height); + return; + } + + glClearDepthf(0x0); + glDepthMask(true); + glClear(GL_DEPTH_BUFFER_BIT); + glClearDepthf(0x1); + + const QVector<QRect> rects = q->state()->clipEnabled ? q->state()->clipRegion.rects() : q->systemClip().rects(); + glEnable(GL_SCISSOR_TEST); + for (int i = 0; i < rects.size(); ++i) { + QRect rect = rects.at(i); + + const int left = rect.left(); + const int width = rect.width(); + const int bottom = height - (rect.bottom() + 1); + const int height = rect.height(); + + glScissor(left, bottom, width, height); + + glClear(GL_DEPTH_BUFFER_BIT); + } + glDisable(GL_SCISSOR_TEST); + + glDepthMask(false); + glDepthFunc(GL_LEQUAL); + glEnable(GL_DEPTH_TEST); +} + + + +void QGL2PaintEngineEx::setState(QPainterState *s) +{ +// qDebug("QGL2PaintEngineEx::setState()"); + + Q_D(QGL2PaintEngineEx); + QPaintEngineEx::setState(s); + + d->updateDepthClip(); + + d->matrixDirty = true; + d->compositionModeDirty = true; + d->brushTextureDirty = true; + d->brushUniformsDirty = true; + d->simpleShaderMatrixUniformDirty = true; + d->brushShaderMatrixUniformDirty = true; + d->imageShaderMatrixUniformDirty = true; + d->textShaderMatrixUniformDirty = true; +} + +QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const +{ + QOpenGLPaintEngineState *s; + if (!orig) + s = new QOpenGLPaintEngineState(); + else + s = new QOpenGLPaintEngineState(*static_cast<QOpenGLPaintEngineState *>(orig)); + + return s; +} + +QOpenGLPaintEngineState::QOpenGLPaintEngineState(QOpenGLPaintEngineState &other) + : QPainterState(other) +{ + clipRegion = other.clipRegion; + hasClipping = other.hasClipping; + fastClip = other.fastClip; +} + +QOpenGLPaintEngineState::QOpenGLPaintEngineState() +{ + hasClipping = false; +} + +QOpenGLPaintEngineState::~QOpenGLPaintEngineState() +{ +} + |