diff options
Diffstat (limited to 'src/opengl/gl2paintengineex')
-rw-r--r-- | src/opengl/gl2paintengineex/glgc_shader_source.h | 289 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp | 156 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h | 121 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglgradientcache.cpp | 185 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglgradientcache_p.h | 108 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglpexshadermanager.cpp | 450 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglpexshadermanager_p.h | 156 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglshader.cpp | 605 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglshader_p.h | 260 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 1278 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 125 |
11 files changed, 3733 insertions, 0 deletions
diff --git a/src/opengl/gl2paintengineex/glgc_shader_source.h b/src/opengl/gl2paintengineex/glgc_shader_source.h new file mode 100644 index 0000000..5b9d28b --- /dev/null +++ b/src/opengl/gl2paintengineex/glgc_shader_source.h @@ -0,0 +1,289 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef GLGC_SHADER_SOURCE_H +#define GLGC_SHADER_SOURCE_H + +QT_BEGIN_HEADER + +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) \ + {\ + gl_Position = pmvMatrix * inputVertex;\ + fragTextureCoord = textureCoord; \ + }"; + +static const char* qglslImageFragmentShader = "\ + varying lowp vec2 fragTextureCoord;\ + uniform sampler2D textureSampler;\ + uniform lowp float opacity; \ + void main(void) \ + {\ + gl_FragColor = texture2D(textureSampler, fragTextureCoord) * opacity; \ + }"; + +static const char* qglslTextFragmentShader = "\ + varying lowp vec2 fragTextureCoord;\ + uniform mediump vec4 fragmentColor;\ + uniform sampler2D textureSampler;\ + void main(void) \ + {\ + highp vec4 tex = texture2D(textureSampler, fragTextureCoord); \ + tex = fragmentColor * tex.r; \ + gl_FragColor = tex; \ + }"; + +static const char* qglslDefaultVertexShader = "\ + attribute highp vec4 inputVertex;\ + uniform highp mat4 pmvMatrix;\ + void main(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 = "\ + 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 * 0.125) * invertedHTexCoordsZ; \ + texCoords.y = -texCoords.y; \ + }"; + +static const char* qglslPatternBrushFragmentShader = "\n\ + uniform sampler2D brushTexture;\ + uniform lowp vec4 patternColor; \ + varying mediump vec2 texCoords;\ + mediump vec4 brush() { \ + return patternColor * texture2D(brushTexture, texCoords).r; \ + }\n"; + + +// Linear Gradient Brush +static const char* qglslLinearGradientBrushVertexShader = "\ + attribute highp vec4 inputVertex; \ + uniform highp mat4 pmvMatrix; \ + uniform mediump vec2 halfViewportSize; \ + uniform highp vec3 linearData; \ + uniform mediump mat3 brushTransform; \ + varying mediump float index ; \ + void main() { \ + 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; \ + index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \ + }"; + +static const char* qglslLinearGradientBrushFragmentShader = "\n\ + uniform sampler2D brushTexture; \ + varying mediump float index; \ + mediump vec4 brush() { \ + mediump vec2 val = vec2(index, 0.5); \ + return texture2D(brushTexture, val); \ + }\n"; + + +static const char* qglslRadialGradientBrushVertexShader = "\ + attribute highp vec4 inputVertex;\ + uniform highp mat4 pmvMatrix;\ + uniform mediump vec2 halfViewportSize; \ + uniform highp mat3 brushTransform; \ + uniform highp vec2 fmp; \ + varying highp float b; \ + varying highp vec2 A; \ + 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; \ + A = hTexCoords.xy * invertedHTexCoordsZ; \ + b = 2.0 * fmp * (A.x + A.y); \ +\ + }"; + +static const char* qglslRadialGradientBrushFragmentShader = "\n\ + 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() { \ + 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;\ + uniform mediump vec2 halfViewportSize; \ + uniform highp mat3 brushTransform; \ + varying highp vec2 A; \ + 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; \ + A = hTexCoords.xy * invertedHTexCoordsZ; \ + }"; + +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"; + + +QT_END_NAMESPACE + +QT_END_HEADER + +#endif // GLGC_SHADER_SOURCE_H diff --git a/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp b/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp new file mode 100644 index 0000000..0352d39 --- /dev/null +++ b/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp @@ -0,0 +1,156 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qgl2pexvertexarray_p.h" + +#include <private/qbezier_p.h> + +void QGL2PEXVertexArray::clear() +{ + vertexArray.reset(); + vertexArrayStops.clear(); + boundingRectDirty = true; +} + + +QGLRect QGL2PEXVertexArray::boundingRect() const +{ + if (boundingRectDirty) + return QGLRect(0.0, 0.0, 0.0, 0.0); + else + return QGLRect(minX, minY, maxX, maxY); +} + +void QGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseScale) +{ + const QPointF* const points = reinterpret_cast<const QPointF*>(path.points()); + const QPainterPath::ElementType* const elements = path.elements(); + + if (boundingRectDirty) { + minX = maxX = points[0].x(); + minY = maxY = points[0].y(); + boundingRectDirty = false; + } + + vertexArray.add(points[0]); // The first element is always a moveTo + + do { + if (!elements) { +// qDebug("QVectorPath has no elements"); + // If the path has a null elements pointer, the elements implicitly + // start with a moveTo (already added) and continue with lineTos: + for (int i=1; i<path.elementCount(); ++i) + lineToArray(points[i].x(), points[i].y()); + + break; + } +// qDebug("QVectorPath has element types"); + + for (int i=1; i<path.elementCount(); ++i) { + const QPainterPath::ElementType elementType = elements[i]; + switch (elementType) { + case QPainterPath::MoveToElement: +// qDebug("element[%d] is a MoveToElement", i); + vertexArrayStops.append(vertexArray.size()); + vertexArray.add(points[i]); // Add the moveTo as a new vertex + break; + case QPainterPath::LineToElement: +// qDebug("element[%d] is a LineToElement", i); + lineToArray(points[i].x(), points[i].y()); + break; + case QPainterPath::CurveToElement: +// qDebug("element[%d] is a CurveToElement", i); + curveToArray(points[i], points[i+1], points[i+2], curveInverseScale); + i+=2; + break; + default: + break; + } + } + } while (0); + + vertexArrayStops.append(vertexArray.size()); +} + +void QGL2PEXVertexArray::lineToArray(const GLfloat x, const GLfloat y) +{ + vertexArray.add(QGLPoint(x, y)); + + if (x > maxX) + maxX = x; + else if (x < minX) + minX = x; + if (y > maxY) + maxY = y; + else if (y < minY) + minY = y; +} + +void QGL2PEXVertexArray::curveToArray(const QGLPoint &cp1, const QGLPoint &cp2, const QGLPoint &ep, GLfloat inverseScale) +{ + qreal inverseScaleHalf = inverseScale / 2; + + QBezier beziers[32]; + beziers[0] = QBezier::fromPoints(vertexArray.last(), cp1, cp2, ep); + QBezier *b = beziers; + while (b >= beziers) { + // check if we can pop the top bezier curve from the stack + qreal l = qAbs(b->x4 - b->x1) + qAbs(b->y4 - b->y1); + qreal d; + if (l > inverseScale) { + d = qAbs( (b->x4 - b->x1)*(b->y1 - b->y2) - (b->y4 - b->y1)*(b->x1 - b->x2) ) + + qAbs( (b->x4 - b->x1)*(b->y1 - b->y3) - (b->y4 - b->y1)*(b->x1 - b->x3) ); + d /= l; + } else { + d = qAbs(b->x1 - b->x2) + qAbs(b->y1 - b->y2) + + qAbs(b->x1 - b->x3) + qAbs(b->y1 - b->y3); + } + if (d < inverseScaleHalf || b == beziers + 31) { + // good enough, we pop it off and add the endpoint + lineToArray(b->x4, b->y4); + --b; + } else { + // split, second half of the polygon goes lower into the stack + b->split(b+1, b); + ++b; + } + } +} diff --git a/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h b/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h new file mode 100644 index 0000000..c205022 --- /dev/null +++ b/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h @@ -0,0 +1,121 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +// +// 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. +// + +#include <QRectF> + +#include <private/qdatabuffer_p.h> +#include <private/qvectorpath_p.h> +#include <private/qgl_p.h> + +class QGLPoint +{ +public: + QGLPoint(GLfloat new_x, GLfloat new_y) : + x(new_x), y(new_y) {}; + + QGLPoint(QPointF p) : + x(p.x()), y(p.y()) {}; + + QGLPoint(const QPointF* p) : + x(p->x()), y(p->y()) {}; + + GLfloat x; + GLfloat y; + + operator QPointF() {return QPointF(x,y);} + operator QPointF() const {return QPointF(x,y);} +}; + +struct QGLRect +{ + QGLRect(QRectF r) + : left(r.left()), top(r.top()), right(r.right()), bottom(r.bottom()) {} + + QGLRect(GLfloat l, GLfloat t, GLfloat r, GLfloat b) + : left(l), top(t), right(r), bottom(b) {} + + GLfloat left; + GLfloat top; + GLfloat right; + GLfloat bottom; + + operator QRectF() {return QRectF(left, top, right-left, bottom-top);} +}; + +class QGL2PEXVertexArray +{ +public: + QGL2PEXVertexArray() : + maxX(-2e10), maxY(-2e10), minX(2e10), minY(2e10), + boundingRectDirty(true) {} + + void addPath(const QVectorPath &path, GLfloat curveInverseScale); + void clear(); + + QGLPoint* data() {return vertexArray.data();} + QVector<int>& stops() {return vertexArrayStops;} + QGLRect boundingRect() const; + + void lineToArray(const GLfloat x, const GLfloat y); + +private: + QDataBuffer<QGLPoint> vertexArray; + QVector<int> vertexArrayStops; + + GLfloat maxX; + GLfloat maxY; + GLfloat minX; + GLfloat minY; + bool boundingRectDirty; + + inline void curveToArray(const QGLPoint &cp1, const QGLPoint &cp2, const QGLPoint &ep, GLfloat inverseScale); +}; diff --git a/src/opengl/gl2paintengineex/qglgradientcache.cpp b/src/opengl/gl2paintengineex/qglgradientcache.cpp new file mode 100644 index 0000000..b4591b2 --- /dev/null +++ b/src/opengl/gl2paintengineex/qglgradientcache.cpp @@ -0,0 +1,185 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include <private/qdrawhelper_p.h> +#include <private/qgl_p.h> + +#include "qglgradientcache_p.h" + +void QGLGradientCache::cleanCache() { + QGLGradientColorTableHash::const_iterator it = cache.constBegin(); + for (; it != cache.constEnd(); ++it) { + const CacheInfo &cache_info = it.value(); + glDeleteTextures(1, &cache_info.texId); + } + cache.clear(); +} + +GLuint QGLGradientCache::getBuffer(const QGradient &gradient, qreal opacity, const QGLContext *ctx) +{ + if (buffer_ctx && !qgl_share_reg()->checkSharing(buffer_ctx, ctx)) + cleanCache(); + + buffer_ctx = ctx; + + quint64 hash_val = 0; + + QGradientStops stops = gradient.stops(); + for (int i = 0; i < stops.size() && i <= 2; i++) + hash_val += stops[i].second.rgba(); + + QGLGradientColorTableHash::const_iterator it = cache.constFind(hash_val); + + if (it == cache.constEnd()) + return addCacheElement(hash_val, gradient, opacity); + else { + do { + const CacheInfo &cache_info = it.value(); + if (cache_info.stops == stops && cache_info.opacity == opacity && cache_info.interpolationMode == gradient.interpolationMode()) { + return cache_info.texId; + } + ++it; + } while (it != cache.constEnd() && it.key() == hash_val); + // an exact match for these stops and opacity was not found, create new cache + return addCacheElement(hash_val, gradient, opacity); + } +} + + +GLuint QGLGradientCache::addCacheElement(quint64 hash_val, const QGradient &gradient, qreal opacity) +{ + if (cache.size() == maxCacheSize()) { + int elem_to_remove = qrand() % maxCacheSize(); + quint64 key = cache.keys()[elem_to_remove]; + + // need to call glDeleteTextures on each removed cache entry: + QGLGradientColorTableHash::const_iterator it = cache.constFind(key); + do { + glDeleteTextures(1, &it.value().texId); + } while (++it != cache.constEnd() && it.key() == key); + cache.remove(key); // may remove more than 1, but OK + } + + CacheInfo cache_entry(gradient.stops(), opacity, gradient.interpolationMode()); + uint buffer[1024]; + generateGradientColorTable(gradient, buffer, paletteSize(), opacity); + glGenTextures(1, &cache_entry.texId); + glBindTexture(GL_TEXTURE_2D, cache_entry.texId); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, paletteSize(), 1, + 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); + return cache.insert(hash_val, cache_entry).value().texId; +} + + +// GL's expects pixels in RGBA, bin-endian (ABGR on x86). +// Qt stores in ARGB using whatever byte-order the mancine uses. +static inline uint qtToGlColor(uint c) +{ + uint o; +#if Q_BYTE_ORDER == Q_LITTLE_ENDIAN + o = c & 0xFF00FF00; // alpha & green already in the right place + o |= (c >> 16) & 0x000000FF; // red + o |= (c << 16) & 0x00FF0000; // blue + +#else //Q_BIG_ENDIAN + o = c & 0x00FF00FF; // alpha & green already in the right place + o |= (c << 16) & 0xFF000000; // red + o |= (c >> 16) & 0x0000FF00; // blue +#error big endian not tested with QGLGraphicsContext +#endif // Q_BYTE_ORDER + return o; +} + +//TODO: Let GL generate the texture using an FBO +void QGLGradientCache::generateGradientColorTable(const QGradient& gradient, uint *colorTable, int size, qreal opacity) const +{ + int pos = 0; + QGradientStops s = gradient.stops(); + QVector<uint> colors(s.size()); + + for (int i = 0; i < s.size(); ++i) + colors[i] = s[i].second.rgba(); // Qt LIES! It returns ARGB + + bool colorInterpolation = (gradient.interpolationMode() == QGradient::ColorInterpolation); + + uint alpha = qRound(opacity * 256); + uint current_color = ARGB_COMBINE_ALPHA(colors[0], alpha); + qreal incr = 1.0 / qreal(size); + qreal fpos = 1.5 * incr; + colorTable[pos++] = qtToGlColor(PREMUL(current_color)); + + while (fpos <= s.first().first) { + colorTable[pos] = colorTable[pos - 1]; + pos++; + fpos += incr; + } + + if (colorInterpolation) + current_color = PREMUL(current_color); + + for (int i = 0; i < s.size() - 1; ++i) { + qreal delta = 1/(s[i+1].first - s[i].first); + uint next_color = ARGB_COMBINE_ALPHA(colors[i+1], alpha); + if (colorInterpolation) + next_color = PREMUL(next_color); + + while (fpos < s[i+1].first && pos < size) { + int dist = int(256 * ((fpos - s[i].first) * delta)); + int idist = 256 - dist; + if (colorInterpolation) + colorTable[pos] = qtToGlColor(INTERPOLATE_PIXEL_256(current_color, idist, next_color, dist)); + else + colorTable[pos] = qtToGlColor(PREMUL(INTERPOLATE_PIXEL_256(current_color, idist, next_color, dist))); + ++pos; + fpos += incr; + } + current_color = next_color; + } + + Q_ASSERT(s.size() > 0); + + uint last_color = qtToGlColor(PREMUL(ARGB_COMBINE_ALPHA(colors[s.size() - 1], alpha))); + for (;pos < size; ++pos) + colorTable[pos] = last_color; + + // Make sure the last color stop is represented at the end of the table + colorTable[size-1] = last_color; +} diff --git a/src/opengl/gl2paintengineex/qglgradientcache_p.h b/src/opengl/gl2paintengineex/qglgradientcache_p.h new file mode 100644 index 0000000..346ea13 --- /dev/null +++ b/src/opengl/gl2paintengineex/qglgradientcache_p.h @@ -0,0 +1,108 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +// +// 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. +// + +#include <QMultiHash> +#include <QObject> +#include <QtOpenGL> + +class QGLGradientCache : public QObject +{ + Q_OBJECT + struct CacheInfo + { + inline CacheInfo(QGradientStops s, qreal op, QGradient::InterpolationMode mode) : + stops(s), opacity(op), interpolationMode(mode) {} + + GLuint texId; + QGradientStops stops; + qreal opacity; + QGradient::InterpolationMode interpolationMode; + }; + + typedef QMultiHash<quint64, CacheInfo> QGLGradientColorTableHash; + +public: + QGLGradientCache() : QObject(), buffer_ctx(0) + { +/* + connect(QGLSignalProxy::instance(), + SIGNAL(aboutToDestroyContext(const QGLContext *)), + SLOT(cleanupGLContextRefs(const QGLContext *))); +*/ + } + + GLuint getBuffer(const QGradient &gradient, qreal opacity, const QGLContext *ctx); + inline int paletteSize() const { return 1024; } + +protected: + inline int maxCacheSize() const { return 60; } + inline void generateGradientColorTable(const QGradient& gradient, + uint *colorTable, + int size, qreal opacity) const; + GLuint addCacheElement(quint64 hash_val, const QGradient &gradient, qreal opacity); + + void cleanCache(); + + QGLGradientColorTableHash cache; + const QGLContext *buffer_ctx; + +public slots: + void cleanupGLContextRefs(const QGLContext *context) { + if (context == buffer_ctx) { + cleanCache(); + buffer_ctx = 0; + } + } +}; + + + diff --git a/src/opengl/gl2paintengineex/qglpexshadermanager.cpp b/src/opengl/gl2paintengineex/qglpexshadermanager.cpp new file mode 100644 index 0000000..e460e08 --- /dev/null +++ b/src/opengl/gl2paintengineex/qglpexshadermanager.cpp @@ -0,0 +1,450 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qglpexshadermanager_p.h" + +#include "glgc_shader_source.h" + +QGLPEXShaderManager::QGLPEXShaderManager(const QGLContext* context) +{ + ctx = const_cast<QGLContext*>(context); + + defaultVertexShader= new QGLShader(QGLShader::VertexShader, context); + defaultVertexShader->addSource(QLatin1String(qglslDefaultVertexShader)); + if (!defaultVertexShader->compile()) + qWarning() << "Default vertex shader failed to compile: " << defaultVertexShader->log(); + + noBrushShader = new QGLShader(QGLShader::FragmentShader, context); + noBrushShader->addSource(QLatin1String(qglslFragmentShaderMain)); + noBrushShader->addSource(QLatin1String(qglslNoBrushFragmentShader)); + if (!noBrushShader->compile()) + qWarning() << "No brush shader failed to compile:" << noBrushShader->log(); + + + // Create a program for noBrush: + QGLShaderProgram* noBrushProg = new QGLShaderProgram(ctx); + noBrushProg->addShader(defaultVertexShader); + noBrushProg->addShader(noBrushShader); + if (!noBrushProg->link()) + qWarning() << "NoBrush shader program failed to link:" << noBrushProg->log(); + + // Add noBrush Program to cache: + QGLCachedShaderProg cachedProg; + cachedProg.vertexShader = defaultVertexShader; + cachedProg.brushShader = noBrushShader; + cachedProg.compositionShader = 0; + cachedProg.shader = noBrushProg; + cachedPrograms.append(cachedProg); + + + // Set state + useGlobalOpacity = true; + currentBrushStyle = Qt::NoBrush; + currentTransformType = FullTransform; + shaderProgNeedsChanging = false; + activeProgram = noBrushProg; + + solidBrushShader = 0; + + conicalBrushVertexShader = 0; + conicalBrushFragmentShader = 0; + + radialBrushVertexShader = 0; + radialBrushFragmentShader = 0; + + linearBrushVertexShader = 0; + linearBrushFragmentShader = 0; + + patternBrushVertexShader = 0; + patternBrushFragmentShader = 0; + + textureBrushFragmentShader = 0; + textureBrushVertexShader = 0; + + simpleFragmentShader = 0; + simpleShaderProgram = 0; + + imageVertexShader = 0; + imageFragmentShader = 0; + imageShaderProgram = 0; + + textVertexShader = 0; + textFragmentShader = 0; + textShaderProgram = 0; +} + +QGLPEXShaderManager::~QGLPEXShaderManager() +{ + delete defaultVertexShader; + delete imageVertexShader; + delete imageFragmentShader; + delete imageShaderProgram; + delete textVertexShader; + delete textFragmentShader; + delete textShaderProgram; + delete noBrushShader; + delete solidBrushShader; + + delete conicalBrushVertexShader; + delete conicalBrushFragmentShader; + + delete radialBrushVertexShader; + delete radialBrushFragmentShader; + + delete linearBrushFragmentShader; + delete linearBrushVertexShader; + + delete patternBrushFragmentShader; + delete patternBrushVertexShader; + + delete textureBrushFragmentShader; + delete textureBrushVertexShader; + + delete simpleFragmentShader; + delete simpleShaderProgram; +} + +void QGLPEXShaderManager::setUseGlobalOpacity(bool value) +{ + if (value != useGlobalOpacity) + shaderProgNeedsChanging = true; + + useGlobalOpacity = value; +} + +void QGLPEXShaderManager::setBrushStyle(Qt::BrushStyle style) +{ + if (currentBrushStyle != style) + shaderProgNeedsChanging = true; + + currentBrushStyle = style; +} + +void QGLPEXShaderManager::setAffineOnlyBrushTransform(bool value) +{ + Q_UNUSED(value); + // TODO +} + +bool QGLPEXShaderManager::useCorrectShaderProg() +{ + if (!shaderProgNeedsChanging) { + activeProgram->use(); + return false; + } + + const char* fragmentShaderMainSrc = qglslFragmentShaderMain; + QGLShader* vertexShader = defaultVertexShader; + QGLShader* fragmentShader = noBrushShader; + + // Make sure we compile up the correct brush shader + switch (currentBrushStyle) { + case Qt::NoBrush: + break; + case Qt::SolidPattern: + if (!solidBrushShader) { + qDebug("Compiling qglslSolidBrushFragmentShader"); + solidBrushShader = new QGLShader(QGLShader::FragmentShader, ctx); + solidBrushShader->addSource(QLatin1String(qglslNoOpacityFragmentShaderMain)); + solidBrushShader->addSource(QLatin1String(qglslSolidBrushFragmentShader)); + if (!solidBrushShader->compile()) + qWarning() << "qglslSolidBrush failed to compile:" << solidBrushShader->log(); + } + fragmentShader = solidBrushShader; + break; + case Qt::TexturePattern: + if (!textureBrushVertexShader) { + qDebug("Compiling qglslTextureBrushVertexShader"); + textureBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx); + textureBrushVertexShader->addSource(QLatin1String(qglslTextureBrushVertexShader)); + if (!textureBrushVertexShader->compile()) { + qWarning() << "qglslTextureBrushVertexShader failed to compile: " + << textureBrushVertexShader->log(); + } + } + vertexShader = textureBrushVertexShader; + + if (!textureBrushFragmentShader) { + qDebug("Compiling qglslTextureBrushFragmentShader"); + textureBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx); + textureBrushFragmentShader->addSource(QLatin1String(fragmentShaderMainSrc)); + textureBrushFragmentShader->addSource(QLatin1String(qglslTextureBrushFragmentShader)); + if (!textureBrushFragmentShader->compile()) { + qWarning() << "qglslTextureBrushFragmentShader failed to compile:" + << textureBrushFragmentShader->log(); + } + } + fragmentShader = textureBrushFragmentShader; + break; + case Qt::LinearGradientPattern: + if (!linearBrushVertexShader) { + qDebug("Compiling qglslLinearGradientBrushVertexShader"); + linearBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx); + linearBrushVertexShader->addSource(QLatin1String(qglslLinearGradientBrushVertexShader)); + if (!linearBrushVertexShader->compile()) { + qWarning() << "qglslLinearGradientBrushVertexShader failed to compile: " + << linearBrushVertexShader->log(); + } + } + vertexShader = linearBrushVertexShader; + + if (!linearBrushFragmentShader) { + qDebug("Compiling qglslLinearGradientBrushFragmentShader"); + linearBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx); + linearBrushFragmentShader->addSource(QLatin1String(fragmentShaderMainSrc)); + linearBrushFragmentShader->addSource(QLatin1String(qglslLinearGradientBrushFragmentShader)); + if (!linearBrushFragmentShader->compile()) { + qWarning() << "qglslLinearGradientBrushFragmentShader failed to compile:" + << linearBrushFragmentShader->log(); + } + } + fragmentShader = linearBrushFragmentShader; + break; + case Qt::RadialGradientPattern: + if (!radialBrushVertexShader) { + qDebug("Compiling qglslRadialGradientBrushVertexShader"); + radialBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx); + radialBrushVertexShader->addSource(QLatin1String(qglslRadialGradientBrushVertexShader)); + if (!radialBrushVertexShader->compile()) { + qWarning() << "qglslRadialGradientBrushVertexShader failed to compile: " + << radialBrushVertexShader->log(); + } + } + vertexShader = radialBrushVertexShader; + + if (!radialBrushFragmentShader) { + qDebug("Compiling qglslRadialGradientBrushFragmentShader"); + radialBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx); + radialBrushFragmentShader->addSource(QLatin1String(fragmentShaderMainSrc)); + radialBrushFragmentShader->addSource(QLatin1String(qglslRadialGradientBrushFragmentShader)); + if (!radialBrushFragmentShader->compile()) { + qWarning() << "qglslRadialGradientBrushFragmentShader failed to compile:" + << radialBrushFragmentShader->log(); + } + } + fragmentShader = radialBrushFragmentShader; + break; + case Qt::ConicalGradientPattern: + // FIXME: We currently use the same vertex shader as radial brush + if (!conicalBrushVertexShader) { + qDebug("Compiling qglslConicalGradientBrushVertexShader"); + conicalBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx); + conicalBrushVertexShader->addSource(QLatin1String(qglslConicalGradientBrushVertexShader)); + if (!conicalBrushVertexShader->compile()) { + qWarning() << "qglslConicalGradientBrushVertexShader failed to compile: " + << conicalBrushVertexShader->log(); + } + } + vertexShader = conicalBrushVertexShader; + + if (!conicalBrushFragmentShader) { + qDebug("Compiling qglslConicalGradientBrushFragmentShader"); + conicalBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx); + conicalBrushFragmentShader->addSource(QLatin1String(fragmentShaderMainSrc)); + conicalBrushFragmentShader->addSource(QLatin1String(qglslConicalGradientBrushFragmentShader)); + if (!conicalBrushFragmentShader->compile()) { + qWarning() << "qglslConicalGradientBrushFragmentShader failed to compile:" + << conicalBrushFragmentShader->log(); + } + } + fragmentShader = conicalBrushFragmentShader; + break; + case Qt::Dense1Pattern: + case Qt::Dense2Pattern: + case Qt::Dense3Pattern: + case Qt::Dense4Pattern: + case Qt::Dense5Pattern: + case Qt::Dense6Pattern: + case Qt::Dense7Pattern: + case Qt::HorPattern: + case Qt::VerPattern: + case Qt::CrossPattern: + case Qt::BDiagPattern: + case Qt::FDiagPattern: + case Qt::DiagCrossPattern: + if (!patternBrushVertexShader) { + qDebug("Compiling qglslPatternBrushVertexShader"); + patternBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx); + patternBrushVertexShader->addSource(QLatin1String(qglslPatternBrushVertexShader)); + if (!patternBrushVertexShader->compile()) { + qWarning() << "qglslPatternBrushVertexShader failed to compile: " + << patternBrushVertexShader->log(); + } + } + vertexShader = patternBrushVertexShader; + + if (!patternBrushFragmentShader) { + qDebug("Compiling qglslPatternBrushFragmentShader"); + patternBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx); + patternBrushFragmentShader->addSource(QLatin1String(qglslNoOpacityFragmentShaderMain)); + patternBrushFragmentShader->addSource(QLatin1String(qglslPatternBrushFragmentShader)); + if (!patternBrushFragmentShader->compile()) { + qWarning() << "qglslPatternBrushFragmentShader failed to compile:" + << patternBrushFragmentShader->log(); + } + } + fragmentShader = patternBrushFragmentShader; + break; + default: + qWarning("Unimplemented brush style (%d)", currentBrushStyle); + } + + // Now newBrushShader is set correctly, check to see if we already have the program + // already linked and ready to go in the cache: + bool foundProgram = false; + foreach (QGLCachedShaderProg cachedProg, cachedPrograms) { + if ((cachedProg.vertexShader == vertexShader) && + (cachedProg.brushShader == fragmentShader) && + (cachedProg.compositionShader == 0) ) { + + activeProgram = cachedProg.shader; + foundProgram = true; + break; + } + } + + if (!foundProgram) { + qDebug() << "Linking shader program for " << currentBrushStyle; + // Required program not found - create it. + QGLShaderProgram* newProg = new QGLShaderProgram(ctx); + + newProg->addShader(vertexShader); + newProg->addShader(fragmentShader); + + if (!newProg->link()) + qWarning() << "Shader program for " << currentBrushStyle << "failed to link:" << newProg->log(); + + QGLCachedShaderProg cachedProg; + cachedProg.vertexShader = vertexShader; + cachedProg.brushShader = fragmentShader; + cachedProg.compositionShader = 0; + cachedProg.shader = newProg; + + cachedPrograms.append(cachedProg); + activeProgram = newProg; + } + + activeProgram->use(); + shaderProgNeedsChanging = false; + return true; +} + +QGLShaderProgram* QGLPEXShaderManager::brushShader() +{ + return activeProgram; +} + +// The only uniform the simple shader has is the PMV matrix +QGLShaderProgram* QGLPEXShaderManager::simpleShader() +{ + if (!simpleShaderProgram) { + simpleShaderProgram = new QGLShaderProgram(ctx); + + if (!simpleFragmentShader) { + simpleFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx); + simpleFragmentShader->addSource(QLatin1String(qglslSimpleFragmentShader)); + if (!simpleFragmentShader->compile()) + qWarning() << "qglslSimpleFragmentShader failed to compile:" << simpleFragmentShader->log(); + } + + simpleShaderProgram->addShader(defaultVertexShader); + simpleShaderProgram->addShader(simpleFragmentShader); + if (!simpleShaderProgram->link()) + qWarning() << "Simple shader program failed to link:" << simpleShaderProgram->log(); + } + + return simpleShaderProgram; +} + +QGLShaderProgram* QGLPEXShaderManager::imageShader() +{ + if (!imageShaderProgram) { + if (!imageVertexShader) { + imageVertexShader = new QGLShader(QGLShader::VertexShader, ctx); + imageVertexShader->addSource(QLatin1String(qglslImageVertexShader)); + if (!imageVertexShader->compile()) + qWarning() << "Image/Pixmap vertex shader failed to compile:" << imageVertexShader->log(); + } + + if (!imageFragmentShader) { + imageFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx); + imageFragmentShader->addSource(QLatin1String(qglslImageFragmentShader)); + if (!imageFragmentShader->compile()) + qWarning() << "Image/Pixmap fragment shader failed to compile:" << imageFragmentShader->log(); + } + + imageShaderProgram = new QGLShaderProgram(ctx); + imageShaderProgram->addShader(imageVertexShader); + imageShaderProgram->addShader(imageFragmentShader); + if (!imageShaderProgram->link()) + qWarning() << "Image/Pixmap shader program failed to link:" << imageShaderProgram->log(); + } + + return imageShaderProgram; +} + +QGLShaderProgram* QGLPEXShaderManager::textShader() +{ + if (!textShaderProgram) { + if (!textVertexShader) { + textVertexShader = new QGLShader(QGLShader::VertexShader, ctx); + textVertexShader->addSource(QLatin1String(qglslImageVertexShader)); + if (!textVertexShader->compile()) + qWarning() << "Text vertex shader failed to compile:" << textVertexShader->log(); + } + + if (!textFragmentShader) { + textFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx); + textFragmentShader->addSource(QLatin1String(qglslTextFragmentShader)); + if (!textFragmentShader->compile()) + qWarning() << "Text fragment shader failed to compile:" << textFragmentShader->log(); + } + + textShaderProgram = new QGLShaderProgram(ctx); + textShaderProgram->addShader(textVertexShader); + textShaderProgram->addShader(textFragmentShader); + if (!textShaderProgram->link()) + qWarning() << "Text shader program failed to link:" << textShaderProgram->log(); + } + + return textShaderProgram; +} + diff --git a/src/opengl/gl2paintengineex/qglpexshadermanager_p.h b/src/opengl/gl2paintengineex/qglpexshadermanager_p.h new file mode 100644 index 0000000..c8f47b2 --- /dev/null +++ b/src/opengl/gl2paintengineex/qglpexshadermanager_p.h @@ -0,0 +1,156 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +// +// 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. +// + +#include "qglshader_p.h" + + +// Worstcase combo: Brush->Mask->Composition + +/* + Vertex shader source is specified with a single string. This string + contains the main function and sets the gl_Position. The choice of + which vertex shader to use depends on: + - Brush style + - Brush transform->isAffine() + + Fragment shaders are specified as multiple strings, one for the main + function, one for the brush calculation and optionally one for the + extended composition mode. Brushes are implementations of + "mediump vec4 brush()" + Composition modes are implemented as a + "mediump vec4 compose(mediump vec4 color)" + NOTE: Precision may change in future. + + The choice of which main() fragment shader string to use depends on: + - Global opacity + - Brush style (some brushes apply opacity themselves) + - Use of mask (TODO: Need to support high quality anti-aliasing & text) + - Composition mode + + The choice of which brush() fragment shader to use depends on: + - Brush style + +*/ + + +struct QGLCachedShaderProg +{ + QGLShader* vertexShader; + QGLShader* brushShader; + QGLShader* compositionShader; + QGLShaderProgram* shader; +}; + +class QGLPEXShaderManager +{ +public: + QGLPEXShaderManager(const QGLContext* context); + ~QGLPEXShaderManager(); + + enum TransformType {IdentityTransform, ScaleTransform, TranslateTransform, FullTransform}; + + void optimiseForBrushTransform(const QTransform& transform); + void setBrushStyle(Qt::BrushStyle style); + void setUseGlobalOpacity(bool value); + void setAffineOnlyBrushTransform(bool value); // I.e. Do we need to apply perspective-correction? + // Not doing so saves some vertex shader calculations. + + bool useCorrectShaderProg(); // returns true if the shader program has changed + + QGLShaderProgram* brushShader(); + QGLShaderProgram* simpleShader(); // Used to draw into e.g. stencil buffers + QGLShaderProgram* imageShader(); + QGLShaderProgram* textShader(); + +private: + QGLShader* defaultVertexShader; + + QGLShader* imageVertexShader; + QGLShader* imageFragmentShader; + QGLShaderProgram* imageShaderProgram; + + QGLShader* textVertexShader; + QGLShader* textFragmentShader; + QGLShaderProgram* textShaderProgram; + + QGLShader* noBrushShader; + QGLShader* solidBrushShader; + + QGLShader* conicalBrushVertexShader; + QGLShader* conicalBrushFragmentShader; + + QGLShader* radialBrushVertexShader; + QGLShader* radialBrushFragmentShader; + + QGLShader* linearBrushVertexShader; + QGLShader* linearBrushFragmentShader; + + QGLShader* patternBrushVertexShader; + QGLShader* patternBrushFragmentShader; + + QGLShader* textureBrushFragmentShader; + QGLShader* textureBrushVertexShader; + + QGLShader* simpleFragmentShader; + QGLShaderProgram* simpleShaderProgram; + + QGLShaderProgram* activeProgram; + + Qt::BrushStyle currentBrushStyle; + bool useGlobalOpacity; + TransformType currentTransformType; + bool shaderProgNeedsChanging; + + QList<QGLCachedShaderProg> cachedPrograms; + + QGLContext* ctx; +}; diff --git a/src/opengl/gl2paintengineex/qglshader.cpp b/src/opengl/gl2paintengineex/qglshader.cpp new file mode 100644 index 0000000..634be84 --- /dev/null +++ b/src/opengl/gl2paintengineex/qglshader.cpp @@ -0,0 +1,605 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qglshader_p.h" + + +// Windows needs to resolve OpenGL 2.0 function pointers for each context. The +// QGL OpenGL 2.0 functions are actually macros, which take a "ctx" parameter. +#define Q_CTX QGLContext* ctx = d->ctx; \ + if (!ctx) \ + return false; \ + ctx->makeCurrent(); \ + + + + +class QGLShaderPrivate +{ +public: + QGLShaderPrivate() : shaderId(0), valid(false), ctx(0) {} + + GLuint shaderId; + QString source; + bool valid; + QGLShader::ShaderType type; + QGLContext* ctx; +}; + + +QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext* ctx) + : d_ptr(new QGLShaderPrivate) +{ + Q_D(QGLShader); + + if (!ctx) + ctx = QGLContext::currentContext(); + + if (!ctx) { + qWarning("QGLShader being created without a context"); + return; + } + + d->ctx = const_cast<QGLContext*>(ctx); + d->ctx->makeCurrent(); + + if (type == QGLShader::FragmentShader) + d->shaderId = glCreateShader(GL_FRAGMENT_SHADER); + else + d->shaderId = glCreateShader(GL_VERTEX_SHADER); + + if (d->shaderId == 0) { + qWarning("Error creating shader object"); + return; + } + + d->type = type; +} + +GLuint QGLShader::id() +{ + Q_D(QGLShader); + return d->shaderId; +} + +const QGLContext* QGLShader::context() +{ + Q_D(QGLShader); + return d->ctx; +} + +void QGLShader::clearSource() +{ + Q_D(QGLShader); + d->source.clear(); + d->valid = false; +} + +void QGLShader::addSource(const QLatin1String& newSource) +{ + Q_D(QGLShader); + d->source += newSource; + d->valid = false; +} + + +bool QGLShader::compile() +{ + Q_D(QGLShader); + + d->valid = false; + + if (d->source.size() == 0) + return false; + + const QByteArray src_ba = d->source.toAscii(); + const char* src = src_ba.constData(); + + glShaderSource(d->shaderId, 1, &src, 0); + + glCompileShader(d->shaderId); + + GLint shaderCompiled; + glGetShaderiv(d->shaderId, GL_COMPILE_STATUS, &shaderCompiled); + if (!shaderCompiled) + return false; + + d->valid = true; + return true; +} + +bool QGLShader::isValid() +{ + Q_D(QGLShader); + return d->valid; +} + +QString QGLShader::log() +{ + Q_D(QGLShader); + + char* logData; + GLint logSize; + GLint logLength; + + glGetShaderiv(d->shaderId, GL_INFO_LOG_LENGTH, &logSize); + + if (!logSize) + return QString(); + + logData = new char[logSize]; + glGetShaderInfoLog(d->shaderId, logSize, &logLength, logData); + QString result = QString::fromAscii(logData); + delete [] logData; + + return result; +} + + + + + + + + + + + + +class QGLShaderProgramPrivate +{ +public: + QGLShaderProgramPrivate() : valid(false), programId(0), ctx(0) {} + void populateVariableLists(); + + QVector<QGLShader*> shaders; + QGLUniformList uniforms; + QGLVertexAttributeList attributeArrays; + bool valid; + GLuint programId; + QGLContext* ctx; +}; + + + +void QGLShaderProgramPrivate::populateVariableLists() +{ + attributeArrays.clear(); + uniforms.clear(); + + int count; + int sizeOfNameBuff; + char* name; + GLint nameLength; + GLenum type; + GLint size; + GLint location; + + glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTES, &count); + glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &sizeOfNameBuff); + name = new char[sizeOfNameBuff]; + + for (int i = 0; i < count; ++i) { + nameLength = -1; + glGetActiveAttrib(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name); + if (nameLength == -1) + continue; + + location = glGetAttribLocation(programId, name); + attributeArrays.insert(QString::fromAscii(name), QGLVertexAttribute(type, location, ctx)); + } + + delete [] name; + + + glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &count); + glGetProgramiv(programId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &sizeOfNameBuff); + + name = new char[sizeOfNameBuff]; + + for (int i = 0; i < count; ++i) { + nameLength = -1; + glGetActiveUniform(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name); + if (nameLength == -1) + continue; + + location = glGetUniformLocation(programId, name); + uniforms.insert(QString::fromAscii(name), QGLUniform(type, location, ctx)); + } +} + + +QGLShaderProgram::QGLShaderProgram(const QGLContext* ctx) + : d_ptr(new QGLShaderProgramPrivate) +{ + Q_D(QGLShaderProgram); + if (!ctx) + ctx = QGLContext::currentContext(); + + if (!ctx) { + qWarning("QGLShaderProgram being created without a context"); + return; + } + + d->ctx = const_cast<QGLContext*>(ctx); + d->ctx->makeCurrent(); + + d->programId = glCreateProgram(); + + d->valid = false; +} + + +const QGLUniformList & QGLShaderProgram::uniforms() +{ + Q_D(QGLShaderProgram); + return const_cast<const QGLUniformList&>(d->uniforms); +} + + +const QGLVertexAttributeList& QGLShaderProgram::vertexAttributes() +{ + Q_D(QGLShaderProgram); + return const_cast<const QGLVertexAttributeList&>(d->attributeArrays); +} + + +bool QGLShaderProgram::addShader(QGLShader* newShader) +{ + Q_D(QGLShaderProgram); + if (!newShader || !d->ctx) + return false; + + if (newShader->context() != d->ctx) { + qWarning("Shader object's context does not match program's context"); + return false; + } + + if (!newShader->isValid()) + return false; + + QGLContext* ctx = d->ctx; + if (!ctx) + return false; + ctx->makeCurrent(); + + glAttachShader(d->programId, newShader->id()); + + d->shaders.append(newShader); + return true; +} + + +bool QGLShaderProgram::removeShader(QGLShader* oldShader) +{ + Q_D(QGLShaderProgram); + + int idx = d->shaders.indexOf(oldShader); + + if (idx == -1) + return false; + + d->shaders.remove(idx); + + QGLContext* ctx = d->ctx; + if (!ctx) + return false; + ctx->makeCurrent(); + + glDetachShader(d->programId, oldShader->id()); + return true; +} + + +bool QGLShaderProgram::removeAllShaders() +{ + Q_D(QGLShaderProgram); + + QGLContext* ctx = d->ctx; + if (!ctx) + return false; + ctx->makeCurrent(); + + foreach (QGLShader* shader, d->shaders) + glDetachShader(d->programId, shader->id()); + + d->shaders.clear(); + return true; +} + +#include <stdio.h> + +bool QGLShaderProgram::link() +{ + Q_D(QGLShaderProgram); + + QGLContext* ctx = d->ctx; + if (!ctx) + return false; + ctx->makeCurrent(); + + glLinkProgram(d->programId); + + + GLint linked; + glGetProgramiv(d->programId, GL_LINK_STATUS, &linked); + + if (!linked) + return false; + + d->populateVariableLists(); + + d->valid = true; + return true; +} + +void QGLShaderProgram::use() +{ + Q_D(QGLShaderProgram); + if (!d->valid) + return; + + glUseProgram(d->programId); +} + + +QString QGLShaderProgram::log() +{ + Q_D(QGLShaderProgram); + + QGLContext* ctx = d->ctx; + if (!ctx) + return QString(); + ctx->makeCurrent(); + + GLint logSize = -666; + glGetProgramiv(d->programId, GL_INFO_LOG_LENGTH, &logSize); + + char* logData = new char[logSize]; + GLint logLength; + + glGetProgramInfoLog(d->programId, logSize, &logLength, logData); + + QString result = QString::fromAscii(logData); + delete [] logData; + + return result; +} + +GLuint QGLShaderProgram::id() +{ + Q_D(QGLShaderProgram); + return d->programId; +} + +///////////////////////////////////////////////////////////////////////// + + + + +QGLUniform::QGLUniform() + : m_id(0), m_type(QGLInvalidType), ctx(0) +{ + qWarning("Unknown uniform! Either the uniform doesn't exist or it was removed at shader link"); +} + +const QGLUniform& QGLUniform::operator=(const GLfloat& rhs) const +{ + if (m_type != QGLFloatType) + return *this; + + glUniform1f(m_id, rhs); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const QGLVec2& rhs) const +{ + if (m_type != QGLVec2Type) + return *this; + + glUniform2fv(m_id, 1, (const GLfloat*)&rhs); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const QSizeF& rhs) const +{ + if (m_type != QGLVec2Type) + return *this; + + glUniform2f(m_id, rhs.width(), rhs.height()); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const QPointF& rhs) const +{ + if (m_type != QGLVec2Type) + return *this; + + glUniform2f(m_id, rhs.x(), rhs.y()); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const QGLVec3& rhs) const +{ + if (m_type != QGLVec3Type) + return *this; + + glUniform3fv(m_id, 1, (const GLfloat*)&rhs); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const QGLVec4& rhs) const +{ + if (m_type != QGLVec4Type) + return *this; + + glUniform4fv(m_id, 1, (const GLfloat*)&rhs); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const QColor& rhs) const +{ + if (m_type != QGLVec4Type) + return *this; + + glUniform4f(m_id, rhs.redF(), rhs.greenF(), rhs.blueF(), rhs.alphaF()); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const GLfloat rhs[2][2]) const +{ + if (m_type != QGLMat2Type) + return *this; + + glUniformMatrix2fv(m_id, 1, GL_FALSE, (GLfloat*)rhs); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const GLfloat rhs[3][3]) const +{ + if (m_type != QGLMat3Type) + return *this; + + glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)rhs); + + return *this; +} + +// Transposes ready for GL +const QGLUniform& QGLUniform::operator=(const QTransform& rhs) const +{ + if (m_type != QGLMat3Type) + return *this; + + GLfloat mat3[3][3] = { + {rhs.m11(), rhs.m12(), rhs.m13()}, + {rhs.m21(), rhs.m22(), rhs.m23()}, + {rhs.m31(), rhs.m32(), rhs.m33()} + }; + + glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)mat3); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const GLfloat rhs[4][4]) const +{ + if (m_type != QGLMat4Type) + return *this; + + glUniformMatrix4fv(m_id, 1, GL_FALSE, (GLfloat*)rhs); + + return *this; +} + +const QGLUniform& QGLUniform::operator=(const GLuint& rhs) const +{ + if ((m_type != QGLSampler2DType) || (m_type != QGLSamplerCubeType)) + return *this; + + glUniform1i(m_id, rhs); + + return *this; +} + + + + +///////////////////////////////////////////////////////////////////////// + +QGLVertexAttribute::QGLVertexAttribute() + : m_id(0), m_type(QGLInvalidType), ctx(0) +{ + qWarning("Unknown vertex attribute!"); +} + +void QGLVertexAttribute::enable() const +{ + glEnableVertexAttribArray(m_id); +} + +void QGLVertexAttribute::disable() const +{ + glDisableVertexAttribArray(m_id); +} + +// NOTE: Under PC emulation, QGLVec4Type is _always_ returned as the type, so this +// method isn't very useful. I.e. The datatypes are needed to distinguish the different +// sizes for the function signatures. +const QGLVertexAttribute& QGLVertexAttribute::operator=(const GLfloat* rhs) const +{ + int size = -1; + if (m_type == QGLFloatType) + size = 1; + else if (m_type == QGLVec2Type) + size = 2; + else if (m_type == QGLVec3Type) + size = 3; + else if (m_type == QGLVec4Type) + size = 4; + else if (m_type == QGLMat2Type) //### Not sure if this is right for matrix attributes... + size = 4; + else if (m_type == QGLMat3Type) //### Not sure if this is right for matrix attributes... + size = 9; + else if (m_type == QGLMat4Type) //### Not sure if this is right for matrix attributes... + size = 16; + else + return *this; + + glVertexAttribPointer(m_id, size, GL_FLOAT, GL_FALSE, 0, rhs); + + return *this; +} + +const QGLVertexAttribute& QGLVertexAttribute::operator=(const QGLVec3* rhs) const +{ + glVertexAttribPointer(m_id, 3, GL_FLOAT, GL_FALSE, 0, (GLfloat*)rhs); + + return *this; +} diff --git a/src/opengl/gl2paintengineex/qglshader_p.h b/src/opengl/gl2paintengineex/qglshader_p.h new file mode 100644 index 0000000..1625b84 --- /dev/null +++ b/src/opengl/gl2paintengineex/qglshader_p.h @@ -0,0 +1,260 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +// +// 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. +// + +/* +Uniform Types in OpenGL ES 2.0 +============================== +GL_FLOAT GLfloat GLfloat +GL_FLOAT_VEC2 QGLVec2 GLfloat[2] +GL_FLOAT_VEC3 QGLVec3 GLfloat[3] +GL_FLOAT_VEC4 QGLVec4 GLfloat[4] +GL_INT GLint GLint +GL_INT_VEC2 QGLIVec2 GLint[2] +GL_INT_VEC3 QGLIVec3 GLint[3] +GL_INT_VEC4 QGLIVec4 GLint[4] +GL_BOOL GLbool GLbool +GL_BOOL_VEC2 QGLBVec2 GLbool[2] +GL_BOOL_VEC3 QGLBVec3 GLbool[3] +GL_BOOL_VEC4 QGLBVec4 GLbool[4] +GL_FLOAT_MAT2 QGLMat2 GLfloat[2][2] +GL_FLOAT_MAT3 QGLMat3 GLfloat[3][3] +GL_FLOAT_MAT4 QGLMat4 GLfloat[4][4] +GL_SAMPLER_2D QGLSampler2D GLuint +GL_SAMPLER_CUBE QGLSamplerCube GLuint + +Additional Types in Desktop OpenGL 2.0 +====================================== +SAMPLER_1D, +SAMPLER_3D, +SAMPLER_1D_SHADOW, +SAMPLER_2D_SHADOW. +*/ + +#include <QtOpenGL> + + +typedef struct { + GLfloat a; + GLfloat b; +} QGLVec2; + +typedef struct { + GLfloat a; + GLfloat b; + GLfloat c; +} QGLVec3; + +typedef struct { + GLfloat a; + GLfloat b; + GLfloat c; + GLfloat d; +} QGLVec4; + + +class QGLShaderProgram; + +class QGLShaderPrivate; + +class QGLShader : QObject +{ + Q_OBJECT +public: + enum ShaderType {VertexShader, FragmentShader}; + + QGLShader(ShaderType type, const QGLContext* ctx = 0); + + GLuint id(); + void clearSource(); + void addSource(const QLatin1String& newSource); + bool compile(); + bool isValid(); + QString log(); + const QGLContext* context(); //maybe make private with prog a friend? + +private: + QGLShaderPrivate* d_ptr; + Q_DECLARE_PRIVATE(QGLShader); + +/* +public slots: + void cleanupGLContextRefs(const QGLContext *context); +*/ +}; + + +enum QGLType { + QGLInvalidType = 0, + QGLFloatType = GL_FLOAT, + QGLVec2Type = GL_FLOAT_VEC2, + QGLVec3Type = GL_FLOAT_VEC3, + QGLVec4Type = GL_FLOAT_VEC4, + QGLIntType = GL_INT, + QGLIVec2Type = GL_INT_VEC2, + QGLIVec3Type = GL_INT_VEC3, + QGLIVec4Type = GL_INT_VEC4, + QGLBoolType = GL_BOOL, + QGLBVec2Type = GL_BOOL_VEC2, + QGLBVec3Type = GL_BOOL_VEC3, + QGLBVec4Type = GL_BOOL_VEC4, + QGLMat2Type = GL_FLOAT_MAT2, + QGLMat3Type = GL_FLOAT_MAT3, + QGLMat4Type = GL_FLOAT_MAT4, + QGLSampler2DType = GL_SAMPLER_2D, + QGLSamplerCubeType = GL_SAMPLER_CUBE +}; + +class QGLUniform +{ +public: + + QGLUniform(GLenum glType, GLint location, QGLContext* context) + : m_id(location), m_type(QGLType(glType)), ctx(context) {} + + QGLUniform(); // Called by QMap when there's no match on the name + + QGLType type() const {return m_type;} + GLuint id() const {return m_id;} + + // Seems odd to be const, but it doesn't actually modify any of the + // class members, only the GL state! + const QGLUniform& operator=(const GLfloat&) const; + + const QGLUniform& operator=(const QGLVec2&) const; + const QGLUniform& operator=(const QSizeF&) const; + const QGLUniform& operator=(const QPointF&) const; + + const QGLUniform& operator=(const QGLVec3&) const; + + const QGLUniform& operator=(const QGLVec4&) const; + const QGLUniform& operator=(const QColor&) const; + + const QGLUniform& operator=(const GLfloat[2][2]) const; + + const QGLUniform& operator=(const GLfloat[3][3]) const; + const QGLUniform& operator=(const QTransform&) const; + + const QGLUniform& operator=(const GLfloat[4][4]) const; + + const QGLUniform& operator=(const GLuint&) const; // sampler2d, specifying a texture unit + + +protected: + GLuint m_id; + QGLType m_type; + QGLContext* ctx; +}; + +typedef QMap<QString, QGLUniform> QGLUniformList; +typedef QMapIterator<QString, QGLUniform> QGLUniformListIterator; + + +class QGLVertexAttribute +{ +public: + QGLVertexAttribute(GLenum glType, GLuint location, QGLContext* context) + : m_id(location), m_type(QGLType(glType)), ctx(context) {} + + QGLVertexAttribute(); // Called by QMap when there's no match on the name + + QGLType type() const {return m_type;} + GLuint id() const {return m_id;} + void enable() const; + void disable() const; + + const QGLVertexAttribute& operator=(const GLfloat* rhs) const; + const QGLVertexAttribute& operator=(const QGLVec3* rhs) const; + +protected: + GLuint m_id; + QGLType m_type; + QGLContext* ctx; +}; + +//TODO: Convert into setter overloads on QGLShaderProgram +typedef QMap<QString, QGLVertexAttribute> QGLVertexAttributeList; +typedef QMapIterator<QString, QGLVertexAttribute> QGLVertexAttributeListIterator; + + + +class QGLShaderProgramPrivate; + +class QGLShaderProgram : QObject +{ + Q_OBJECT +public: + QGLShaderProgram(const QGLContext* ctx = 0); + + const QGLUniformList & uniforms(); + const QGLVertexAttributeList& vertexAttributes(); + + bool addShader(QGLShader* newShader); + bool removeShader(QGLShader* oldShader); + bool removeAllShaders(); + + bool link(); + QString log(); + bool isValid(); + void use(); + + GLuint id(); + +private: + QGLShaderProgramPrivate* d_ptr; + Q_DECLARE_PRIVATE(QGLShaderProgram); + +/* +public slots: + void cleanupGLContextRefs(const QGLContext *context); +*/ +}; + 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() +{ +} + diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h new file mode 100644 index 0000000..ce66e4b --- /dev/null +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -0,0 +1,125 @@ +/**************************************************************************** +** +** 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. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QGRAPHICSCONTEXT_OPENGL2_P_H +#define QGRAPHICSCONTEXT_OPENGL2_P_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. +// + +#include <private/qpaintengineex_p.h> + +class QGL2PaintEngineExPrivate; + + +class QOpenGLPaintEngineState : public QPainterState +{ +public: + QOpenGLPaintEngineState(QOpenGLPaintEngineState &other); + QOpenGLPaintEngineState(); + ~QOpenGLPaintEngineState(); + + QRegion clipRegion; + bool hasClipping; + QRect fastClip; +}; + + +class QGL2PaintEngineEx : public QPaintEngineEx +{ + Q_DECLARE_PRIVATE(QGL2PaintEngineEx) +public: + QGL2PaintEngineEx(); + ~QGL2PaintEngineEx(); + + bool begin(QPaintDevice *device); + bool end(); + + virtual void fill(const QVectorPath &path, const QBrush &brush); + virtual void stroke(const QVectorPath &path, const QPen &pen); + virtual void clip(const QVectorPath &path, Qt::ClipOperation op); + + virtual void clipEnabledChanged(); + virtual void penChanged(); + virtual void brushChanged(); + virtual void brushOriginChanged(); + virtual void opacityChanged(); + virtual void compositionModeChanged(); + virtual void renderHintsChanged(); + virtual void transformChanged(); + + + virtual void drawPixmap(const QRectF &r, const QPixmap &pm, const QRectF &sr); + + virtual void drawImage(const QRectF &r, const QImage &pm, const QRectF &sr, + Qt::ImageConversionFlags flags = Qt::AutoColor); + virtual void drawTextItem(const QPointF &p, const QTextItem &textItem); + void drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti); + + Type type() const { return OpenGL; } + + + // State stuff is just for clipping and ripped off from QGLPaintEngine + void setState(QPainterState *s); + QPainterState *createState(QPainterState *orig) const; + inline QOpenGLPaintEngineState *state() { + return static_cast<QOpenGLPaintEngineState *>(QPaintEngineEx::state()); + } + inline const QOpenGLPaintEngineState *state() const { + return static_cast<const QOpenGLPaintEngineState *>(QPaintEngineEx::state()); + } + void updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op); + +private: + Q_DISABLE_COPY(QGL2PaintEngineEx) +}; + + + +#endif |