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Diffstat (limited to 'src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp')
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp141
1 files changed, 122 insertions, 19 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index f612bc0..12a8ed8 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -366,7 +366,7 @@ void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMod
}
-QColor QGL2PaintEngineExPrivate::premultiplyColor(QColor c, GLfloat opacity)
+inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
{
qreal alpha = c.alphaF() * opacity;
c.setAlphaF(alpha);
@@ -469,7 +469,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
QTransform brushQTransform = currentBrush->transform();
if (style == Qt::SolidPattern) {
- QColor col = premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+ QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col);
}
else {
@@ -479,7 +479,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
if (style <= Qt::DiagCrossPattern) {
translationPoint = q->state()->brushOrigin;
- QColor col = premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+ QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
@@ -541,7 +541,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
const QPixmap& texPixmap = currentBrush->texture();
if (qHasPixmapTexture(*currentBrush) && currentBrush->texture().isQBitmap()) {
- QColor col = premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+ QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
}
@@ -712,7 +712,7 @@ void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& s
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
if (pattern) {
- QColor col = premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
+ QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
}
@@ -796,9 +796,10 @@ void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
if (newMode == mode)
return;
- if (mode == TextDrawingMode || mode == ImageDrawingMode) {
+ if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glDisableVertexAttribArray(QT_OPACITY_ATTR);
lastTexture = GLuint(-1);
}
@@ -824,6 +825,16 @@ void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, staticTextureCoordinateArray);
}
+ if (newMode == ImageArrayDrawingMode) {
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+ glEnableVertexAttribArray(QT_OPACITY_ATTR);
+
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data());
+ glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data());
+ glVertexAttribPointer(QT_OPACITY_ATTR, 1, GL_FLOAT, GL_FALSE, 0, opacityArray.data());
+ }
+
// This needs to change when we implement high-quality anti-aliasing...
if (newMode != TextDrawingMode)
shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
@@ -953,7 +964,7 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& ve
bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
{
- if (brushTextureDirty && mode != ImageDrawingMode)
+ if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
updateBrushTexture();
if (compositionModeDirty)
@@ -972,16 +983,22 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
glEnable(GL_BLEND);
}
- bool useGlobalOpacityUniform = stateHasOpacity;
- if (stateHasOpacity && (mode != ImageDrawingMode)) {
- // Using a brush
- bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) &&
- (currentBrush->style() <= Qt::DiagCrossPattern);
-
- if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern)
- useGlobalOpacityUniform = false; // Global opacity handled by srcPixel shader
+ QGLEngineShaderManager::OpacityMode opacityMode;
+ if (mode == ImageArrayDrawingMode) {
+ opacityMode = QGLEngineShaderManager::AttributeOpacity;
+ } else {
+ opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity
+ : QGLEngineShaderManager::NoOpacity;
+ if (stateHasOpacity && (mode != ImageDrawingMode)) {
+ // Using a brush
+ bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) &&
+ (currentBrush->style() <= Qt::DiagCrossPattern);
+
+ if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern)
+ opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
+ }
}
- shaderManager->setUseGlobalOpacity(useGlobalOpacityUniform);
+ shaderManager->setOpacityMode(opacityMode);
bool changed = shaderManager->useCorrectShaderProg();
// If the shader program needs changing, we change it and mark all uniforms as dirty
@@ -993,7 +1010,7 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
opacityUniformDirty = true;
}
- if (brushUniformsDirty && mode != ImageDrawingMode)
+ if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
updateBrushUniforms();
if (shaderMatrixUniformDirty) {
@@ -1006,7 +1023,7 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
depthUniformDirty = false;
}
- if (useGlobalOpacityUniform && opacityUniformDirty) {
+ if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
opacityUniformDirty = false;
}
@@ -1332,7 +1349,7 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly
QColor c = pensBrush.color();
qreal oldOpacity = q->state()->opacity;
if (compMode == QPainter::CompositionMode_Source) {
- c = premultiplyColor(c, q->state()->opacity);
+ c = qt_premultiplyColor(c, q->state()->opacity);
q->state()->opacity = 1;
opacityUniformDirty = true;
}
@@ -1411,6 +1428,92 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly
glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
}
+void QGL2PaintEngineEx::drawPixmaps(const QDrawPixmapsData *drawingData, int dataCount, const QPixmap &pixmap)
+{
+ // Use fallback for extended composition modes.
+ if (state()->composition_mode > QPainter::CompositionMode_Plus) {
+ QPaintEngineEx::drawPixmaps(drawingData, dataCount, pixmap);
+ return;
+ }
+
+ Q_D(QGL2PaintEngineEx);
+
+ GLfloat dx = 1.0f / pixmap.size().width();
+ GLfloat dy = 1.0f / pixmap.size().height();
+
+ d->vertexCoordinateArray.clear();
+ d->textureCoordinateArray.clear();
+ d->opacityArray.reset();
+
+ bool allOpaque = true;
+
+ for (int i = 0; i < dataCount; ++i) {
+ qreal s = 0.5 * qSin(drawingData[i].rotation * Q_PI / 180);
+ qreal c = 0.5 * qCos(drawingData[i].rotation * Q_PI / 180);
+
+ qreal right = drawingData[i].scaleX * drawingData[i].source.width();
+ qreal bottom = drawingData[i].scaleY * drawingData[i].source.height();
+ QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
+ QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
+
+ d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(-bottomLeft.x + drawingData[i].point.x(), -bottomLeft.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(bottomLeft.x + drawingData[i].point.x(), bottomLeft.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y());
+
+ QGLRect src(drawingData[i].source.left() * dx, drawingData[i].source.top() * dy,
+ drawingData[i].source.right() * dx, drawingData[i].source.bottom() * dy);
+
+ d->textureCoordinateArray.lineToArray(src.right, src.bottom);
+ d->textureCoordinateArray.lineToArray(src.right, src.top);
+ d->textureCoordinateArray.lineToArray(src.left, src.top);
+ d->textureCoordinateArray.lineToArray(src.left, src.top);
+ d->textureCoordinateArray.lineToArray(src.left, src.bottom);
+ d->textureCoordinateArray.lineToArray(src.right, src.bottom);
+
+ qreal opacity = drawingData[i].opacity * state()->opacity;
+ d->opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
+ allOpaque &= (opacity >= 0.99f);
+ }
+
+ ensureActive();
+
+ QGLContext *ctx = d->ctx;
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
+ QGLContext::InternalBindOption
+ | QGLContext::CanFlipNativePixmapBindOption);
+
+ if (texture->options & QGLContext::InvertedYBindOption) {
+ // Flip texture y-coordinate.
+ QGLPoint *data = d->textureCoordinateArray.data();
+ for (int i = 0; i < 6 * dataCount; ++i)
+ data[i].y = 1 - data[i].y;
+ }
+
+ d->transferMode(ImageArrayDrawingMode);
+
+ bool isBitmap = pixmap.isQBitmap();
+ bool isOpaque = !isBitmap && !pixmap.hasAlphaChannel() && allOpaque;
+
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
+ state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
+
+ // Setup for texture drawing
+ d->shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
+ if (d->prepareForDraw(isOpaque))
+ d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+
+ if (isBitmap) {
+ QColor col = qt_premultiplyColor(state()->pen.color(), (GLfloat)state()->opacity);
+ d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::PatternColor), col);
+ }
+
+ glDrawArrays(GL_TRIANGLES, 0, 6 * dataCount);
+}
+
bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
{
Q_D(QGL2PaintEngineEx);