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-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h90
1 files changed, 90 insertions, 0 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index ccf89f0..34ab6b3 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -53,7 +53,17 @@
// We mean it.
//
+#include <QDebug>
+
#include <private/qpaintengineex_p.h>
+#include <private/qglengineshadermanager_p.h>
+#include <private/qgl2pexvertexarray_p.h>
+
+enum EngineMode {
+ ImageDrawingMode,
+ TextDrawingMode,
+ BrushDrawingMode
+};
class QGL2PaintEngineExPrivate;
@@ -119,4 +129,84 @@ private:
Q_DISABLE_COPY(QGL2PaintEngineEx)
};
+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 transferMode(EngineMode newMode);
+
+ // fill, drawOutline, drawTexture & drawCachedGlyphs are the rendering entry points:
+ void fill(const QVectorPath &path);
+ void drawOutline(const QVectorPath& path);
+ void drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize);
+ void drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti);
+
+ 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(bool srcPixelsAreOpaque);
+
+ inline void useSimpleShader();
+ inline QColor premultiplyColor(QColor c, GLfloat opacity);
+
+ QGL2PaintEngineEx* q;
+ QGLDrawable drawable;
+ int width, height;
+ QGLContext *ctx;
+
+ EngineMode mode;
+
+ // Dirty flags
+ bool matrixDirty; // Implies matrix uniforms are also dirty
+ bool compositionModeDirty;
+ bool brushTextureDirty;
+ bool brushUniformsDirty;
+ bool simpleShaderMatrixUniformDirty;
+ bool shaderMatrixUniformDirty;
+ bool stencilBuferDirty;
+
+ const QBrush* currentBrush; // May not be the state's brush!
+
+ GLfloat inverseScale;
+
+ QGL2PEXVertexArray vertexCoordinateArray;
+ QGL2PEXVertexArray textureCoordinateArray;
+
+ GLfloat staticVertexCoordinateArray[8];
+ GLfloat staticTextureCoordinateArray[8];
+
+ GLfloat pmvMatrix[4][4];
+
+ QGLEngineShaderManager* shaderManager;
+
+ // Clipping & state stuff stolen from QOpenGLPaintEngine:
+ void updateDepthClip();
+ void systemStateChanged();
+ uint use_system_clip : 1;
+};
+
#endif