/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (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 Technology Preview License Agreement accompanying ** this package. ** ** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@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 //for memcpy #include #include #include #include #include #include #include #include #include #include #include "qglgradientcache_p.h" #include "qglengineshadermanager_p.h" #include "qgl2pexvertexarray_p.h" #include QT_BEGIN_NAMESPACE //#define QT_GL_NO_SCISSOR_TEST static const GLuint QT_BRUSH_TEXTURE_UNIT = 0; static const GLuint QT_IMAGE_TEXTURE_UNIT = 0; //Can be the same as brush texture unit static const GLuint QT_MASK_TEXTURE_UNIT = 1; static const GLuint QT_BACKGROUND_TEXTURE_UNIT = 2; #ifdef Q_WS_WIN extern Q_GUI_EXPORT bool qt_cleartype_enabled; #endif class QGLTextureGlyphCache : public QObject, public QTextureGlyphCache { Q_OBJECT public: QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix); ~QGLTextureGlyphCache(); virtual void createTextureData(int width, int height); virtual void resizeTextureData(int width, int height); virtual void fillTexture(const Coord &c, glyph_t glyph); virtual int glyphMargin() const; inline GLuint texture() const { return m_texture; } inline int width() const { return m_width; } inline int height() const { return m_height; } inline void setPaintEnginePrivate(QGL2PaintEngineExPrivate *p) { pex = p; } public Q_SLOTS: void contextDestroyed(const QGLContext *context) { if (context == ctx) { QList shares = qgl_share_reg()->shares(ctx); if (shares.isEmpty()) { glDeleteFramebuffers(1, &m_fbo); if (m_width || m_height) glDeleteTextures(1, &m_texture); ctx = 0; } else { // since the context holding the texture is shared, and // about to be destroyed, we have to transfer ownership // of the texture to one of the share contexts ctx = const_cast((ctx == shares.at(0)) ? shares.at(1) : shares.at(0)); } } } private: QGLContext *ctx; QGL2PaintEngineExPrivate *pex; GLuint m_texture; GLuint m_fbo; int m_width; int m_height; QGLShaderProgram *m_program; }; QGLTextureGlyphCache::QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix) : QTextureGlyphCache(type, matrix) , ctx(context) , m_width(0) , m_height(0) { glGenFramebuffers(1, &m_fbo); connect(QGLSignalProxy::instance(), SIGNAL(aboutToDestroyContext(const QGLContext *)), SLOT(contextDestroyed(const QGLContext *))); } QGLTextureGlyphCache::~QGLTextureGlyphCache() { if (ctx) { QGLShareContextScope scope(ctx); glDeleteFramebuffers(1, &m_fbo); if (m_width || m_height) glDeleteTextures(1, &m_texture); } } void QGLTextureGlyphCache::createTextureData(int width, int height) { glGenTextures(1, &m_texture); glBindTexture(GL_TEXTURE_2D, m_texture); m_width = width; m_height = height; QVarLengthArray data(width * height); for (int i = 0; i < data.size(); ++i) data[i] = 0; if (m_type == QFontEngineGlyphCache::Raster_RGBMask) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]); else glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } void QGLTextureGlyphCache::resizeTextureData(int width, int height) { // ### the QTextureGlyphCache API needs to be reworked to allow // ### resizeTextureData to fail int oldWidth = m_width; int oldHeight = m_height; GLuint oldTexture = m_texture; createTextureData(width, height); glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo); GLuint tmp_texture; glGenTextures(1, &tmp_texture); glBindTexture(GL_TEXTURE_2D, tmp_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tmp_texture, 0); glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); glBindTexture(GL_TEXTURE_2D, oldTexture); pex->transferMode(BrushDrawingMode); #ifndef QT_OPENGL_ES_2 if (pex->inRenderText) glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_SCISSOR_BIT); #endif glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); glViewport(0, 0, oldWidth, oldHeight); float vertexCoordinateArray[] = { -1, -1, 1, -1, 1, 1, -1, 1 }; float textureCoordinateArray[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray); glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray); pex->shaderManager->blitProgram()->enable(); pex->shaderManager->blitProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT); pex->shaderManager->setDirty(); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); glBindTexture(GL_TEXTURE_2D, m_texture); #ifdef QT_OPENGL_ES_2 QDataBuffer buffer(4*oldWidth*oldHeight); buffer.resize(4*oldWidth*oldHeight); glReadPixels(0, 0, oldWidth, oldHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data()); // do an in-place conversion from GL_RGBA to GL_ALPHA for (int i=0; id_ptr->current_fbo); glViewport(0, 0, pex->width, pex->height); pex->updateClipScissorTest(); #ifndef QT_OPENGL_ES_2 if (pex->inRenderText) glPopAttrib(); #endif } void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph) { QImage mask = textureMapForGlyph(glyph); const int maskWidth = mask.width(); const int maskHeight = mask.height(); if (mask.format() == QImage::Format_Mono) { mask = mask.convertToFormat(QImage::Format_Indexed8); for (int y = 0; y < maskHeight; ++y) { uchar *src = (uchar *) mask.scanLine(y); for (int x = 0; x < maskWidth; ++x) src[x] = -src[x]; // convert 0 and 1 into 0 and 255 } } glBindTexture(GL_TEXTURE_2D, m_texture); if (mask.format() == QImage::Format_RGB32) { glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits()); } else { #ifdef QT_OPENGL_ES2 glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits()); #else // glTexSubImage2D() might cause some garbage to appear in the texture if the mask width is // not a multiple of four bytes. The bug appeared on a computer with 32-bit Windows Vista // and nVidia GeForce 8500GT. GL_UNPACK_ALIGNMENT is set to four bytes, 'mask' has a // multiple of four bytes per line, and most of the glyph shows up correctly in the // texture, which makes me think that this is a driver bug. // One workaround is to make sure the mask width is a multiple of four bytes, for instance // by converting it to a format with four bytes per pixel. Another is to copy one line at a // time. for (int i = 0; i < maskHeight; ++i) glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, maskWidth, 1, GL_ALPHA, GL_UNSIGNED_BYTE, mask.scanLine(i)); #endif } } int QGLTextureGlyphCache::glyphMargin() const { #if defined(Q_WS_MAC) return 2; #elif defined (Q_WS_X11) return 0; #else return m_type == QFontEngineGlyphCache::Raster_RGBMask ? 2 : 0; #endif } extern QImage qt_imageForBrush(int brushStyle, bool invert); ////////////////////////////////// Private Methods ////////////////////////////////////////// QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate() { delete shaderManager; } void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id) { // glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit? if (id != GLuint(-1) && id == lastTexture) return; lastTexture = id; 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); } inline QColor qt_premultiplyColor(QColor c, GLfloat opacity) { qreal alpha = c.alphaF() * opacity; c.setAlphaF(alpha); c.setRedF(c.redF() * alpha); c.setGreenF(c.greenF() * alpha); c.setBlueF(c.blueF() * alpha); return c; } void QGL2PaintEngineExPrivate::setBrush(const QBrush* brush) { currentBrush = brush; brushTextureDirty = true; brushUniformsDirty = true; if (currentBrush->style() == Qt::TexturePattern && qHasPixmapTexture(*brush) && brush->texture().isQBitmap()) { shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern); } else { shaderManager->setSrcPixelType(currentBrush->style()); } shaderManager->optimiseForBrushTransform(currentBrush->transform()); } // Unless this gets used elsewhere, it's probably best to merge it into fillStencilWithVertexArray void QGL2PaintEngineExPrivate::useSimpleShader() { shaderManager->simpleProgram()->enable(); shaderManager->setDirty(); if (matrixDirty) updateMatrix(); if (simpleShaderMatrixUniformDirty) { shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix); simpleShaderMatrixUniformDirty = false; } if (simpleShaderDepthUniformDirty) { shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(q->state()->currentClip)); simpleShaderDepthUniformDirty = false; } } void QGL2PaintEngineExPrivate::updateBrushTexture() { Q_Q(QGL2PaintEngineEx); // 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, false); glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, true, QGLContext::InternalBindOption); updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); } 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 = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0); glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); glBindTexture(GL_TEXTURE_2D, texId); if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient) updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); else if (g->spread() == QGradient::ReflectSpread) updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform); else updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform); } else if (style == Qt::TexturePattern) { const QPixmap& texPixmap = currentBrush->texture(); glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); QGLTexture *tex = ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption); updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1; } brushTextureDirty = false; } void QGL2PaintEngineExPrivate::updateBrushUniforms() { // qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()"); Qt::BrushStyle style = currentBrush->style(); if (style == Qt::NoBrush) return; QTransform brushQTransform = currentBrush->transform(); if (style == Qt::SolidPattern) { QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col); } 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 = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::LinearGradientPattern) { const QLinearGradient *g = static_cast(currentBrush->gradient()); QPointF realStart = g->start(); QPointF realFinal = g->finalStop(); translationPoint = realStart; QPointF l = realFinal - realStart; QVector3D linearData( l.x(), l.y(), 1.0f / (l.x() * l.x() + l.y() * l.y()) ); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::LinearData), linearData); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::ConicalGradientPattern) { const QConicalGradient *g = static_cast(currentBrush->gradient()); translationPoint = g->center(); GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0; shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::RadialGradientPattern) { const QRadialGradient *g = static_cast(currentBrush->gradient()); QPointF realCenter = g->center(); QPointF realFocal = g->focalPoint(); qreal realRadius = g->radius(); translationPoint = realFocal; QPointF fmp = realCenter - realFocal; shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp); GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius; shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2), GLfloat(1.0 / (2.0*fmp2_m_radius2))); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::TexturePattern) { translationPoint = q->state()->brushOrigin; const QPixmap& texPixmap = currentBrush->texture(); if (qHasPixmapTexture(*currentBrush) && currentBrush->texture().isQBitmap()) { QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); } QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 * textureInvertedY / texPixmap.height()); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize); QVector2D halfViewportSize(width*0.5, height*0.5); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::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->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT); } brushUniformsDirty = false; } // This assumes the shader manager has already setup the correct shader program void QGL2PaintEngineExPrivate::updateMatrix() { // qDebug("QGL2PaintEngineExPrivate::updateMatrix()"); // We set up the 4x4 transformation matrix on the vertex shaders to // be the equivalent of glOrtho(0, w, h, 0, -1, 1) * transform: // // | 2/width 0 0 -1 | | m11 m21 0 dx | // | 0 -2/height 0 1 | | m12 m22 0 dy | // | 0 0 -1 0 | * | 0 0 1 0 | // | 0 0 0 1 | | m13 m23 0 m33 | // // We expand out the multiplication to save the cost of a full 4x4 // matrix multiplication as most of the components are trivial. const QTransform& transform = q->state()->matrix; if (mode == TextDrawingMode) { // Text drawing mode is only used for non-scaling transforms pmvMatrix[0][0] = 2.0 / width; pmvMatrix[0][1] = 0.0; pmvMatrix[0][2] = 0.0; pmvMatrix[0][3] = 0.0; pmvMatrix[1][0] = 0.0; pmvMatrix[1][1] = -2.0 / height; pmvMatrix[1][2] = 0.0; pmvMatrix[1][3] = 0.0; pmvMatrix[2][0] = 0.0; pmvMatrix[2][1] = 0.0; pmvMatrix[2][2] = -1.0; pmvMatrix[2][3] = 0.0; pmvMatrix[3][0] = pmvMatrix[0][0] * qRound(transform.dx()) - 1.0; pmvMatrix[3][1] = pmvMatrix[1][1] * qRound(transform.dy()) + 1.0; pmvMatrix[3][2] = 0.0; pmvMatrix[3][3] = 1.0; inverseScale = 1; } else { qreal wfactor = 2.0 / width; qreal hfactor = -2.0 / height; pmvMatrix[0][0] = wfactor * transform.m11() - transform.m13(); pmvMatrix[0][1] = hfactor * transform.m12() + transform.m13(); pmvMatrix[0][2] = 0.0; pmvMatrix[0][3] = transform.m13(); pmvMatrix[1][0] = wfactor * transform.m21() - transform.m23(); pmvMatrix[1][1] = hfactor * transform.m22() + transform.m23(); pmvMatrix[1][2] = 0.0; pmvMatrix[1][3] = transform.m23(); pmvMatrix[2][0] = 0.0; pmvMatrix[2][1] = 0.0; pmvMatrix[2][2] = -1.0; pmvMatrix[2][3] = 0.0; pmvMatrix[3][0] = wfactor * transform.dx() - transform.m33(); pmvMatrix[3][1] = hfactor * transform.dy() + transform.m33(); pmvMatrix[3][2] = 0.0; pmvMatrix[3][3] = transform.m33(); // 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; shaderMatrixUniformDirty = 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; } static inline void setCoords(GLfloat *coords, const QGLRect &rect) { coords[0] = rect.left; coords[1] = rect.top; coords[2] = rect.right; coords[3] = rect.top; coords[4] = rect.right; coords[5] = rect.bottom; coords[6] = rect.left; coords[7] = rect.bottom; } void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern) { // Setup for texture drawing shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc); if (prepareForDraw(opaque)) shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); if (pattern) { QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); } GLfloat dx = 1.0 / textureSize.width(); GLfloat dy = 1.0 / textureSize.height(); QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy); setCoords(staticVertexCoordinateArray, dest); setCoords(staticTextureCoordinateArray, srcTextureRect); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } void QGL2PaintEngineEx::beginNativePainting() { Q_D(QGL2PaintEngineEx); ensureActive(); d->transferMode(BrushDrawingMode); QGLContext *ctx = d->ctx; glUseProgram(0); #ifndef QT_OPENGL_ES_2 // be nice to people who mix OpenGL 1.x code with QPainter commands // by setting modelview and projection matrices to mirror the GL 1 // paint engine const QTransform& mtx = state()->matrix; float mv_matrix[4][4] = { { mtx.m11(), mtx.m12(), 0, mtx.m13() }, { mtx.m21(), mtx.m22(), 0, mtx.m23() }, { 0, 0, 1, 0 }, { mtx.dx(), mtx.dy(), 0, mtx.m33() } }; const QSize sz = d->device->size(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(&mv_matrix[0][0]); #else Q_UNUSED(ctx); #endif d->lastTexture = GLuint(-1); d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); d->resetGLState(); d->shaderManager->setDirty(); d->needsSync = true; } void QGL2PaintEngineExPrivate::resetGLState() { glDisable(GL_BLEND); glActiveTexture(GL_TEXTURE0); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDepthMask(true); glDepthFunc(GL_LESS); glClearDepth(1); } void QGL2PaintEngineEx::endNativePainting() { Q_D(QGL2PaintEngineEx); d->needsSync = true; } const QGLContext *QGL2PaintEngineEx::context() { Q_D(QGL2PaintEngineEx); return d->ctx; } void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode) { if (newMode == mode) return; if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) { glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glDisableVertexAttribArray(QT_OPACITY_ATTR); lastTexture = GLuint(-1); } if (mode == TextDrawingMode) matrixDirty = true; if (newMode == TextDrawingMode) { glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data()); glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data()); matrixDirty = true; } if (newMode == ImageDrawingMode) { glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, staticVertexCoordinateArray); glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, staticTextureCoordinateArray); } if (newMode == ImageArrayDrawingMode) { glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); glEnableVertexAttribArray(QT_OPACITY_ATTR); glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data()); glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data()); glVertexAttribPointer(QT_OPACITY_ATTR, 1, GL_FLOAT, GL_FALSE, 0, opacityArray.data()); } // This needs to change when we implement high-quality anti-aliasing... if (newMode != TextDrawingMode) shaderManager->setMaskType(QGLEngineShaderManager::NoMask); mode = newMode; } void QGL2PaintEngineExPrivate::drawOutline(const QVectorPath& path) { transferMode(BrushDrawingMode); // Might need to call updateMatrix to re-calculate inverseScale if (matrixDirty) updateMatrix(); vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale); if (path.hasImplicitClose()) { // Close the path's outline vertexCoordinateArray.lineToArray(path.points()[0], path.points()[1]); vertexCoordinateArray.stops().last() += 1; } prepareForDraw(currentBrush->isOpaque()); drawVertexArrays(vertexCoordinateArray, GL_LINE_STRIP); } // Assumes everything is configured for the brush you want to use void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) { transferMode(BrushDrawingMode); // Might need to call updateMatrix to re-calculate inverseScale if (matrixDirty) updateMatrix(); const QPointF* const points = reinterpret_cast(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(currentBrush->isOpaque()); composite(rect); } else if (path.shape() == QVectorPath::EllipseHint) { vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale); prepareForDraw(currentBrush->isOpaque()); drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); } else { // The path is too complicated & needs the stencil technique vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale); fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); // Stencil the brush onto the dest buffer glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glEnable(GL_STENCIL_TEST); prepareForDraw(currentBrush->isOpaque()); #ifndef QT_OPENGL_ES_2 if (inRenderText) shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText()); #endif composite(vertexCoordinateArray.boundingRect()); glDisable(GL_STENCIL_TEST); glStencilMask(0); } } void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) { // qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); glStencilMask(0xFFFF); // Enable stencil writes if (dirtyStencilRegion.intersects(currentScissorBounds)) { // Clear the stencil buffer to zeros glDisable(GL_STENCIL_TEST); glClearStencil(0); // Clear to zero glClear(GL_STENCIL_BUFFER_BIT); dirtyStencilRegion -= currentScissorBounds; } glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color 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 gradient 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); #ifndef QT_OPENGL_ES_2 if (inRenderText) { glPushAttrib(GL_ENABLE_BIT); glDisable(GL_DEPTH_TEST); } #endif // Draw the vertecies into the stencil buffer: drawVertexArrays(vertexArray, GL_TRIANGLE_FAN); #ifndef QT_OPENGL_ES_2 if (inRenderText) glPopAttrib(); #endif // Enable color writes & disable stencil writes glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) { if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode) updateBrushTexture(); if (compositionModeDirty) updateCompositionMode(); if (matrixDirty) updateMatrix(); const bool stateHasOpacity = q->state()->opacity < 0.99f; if (q->state()->composition_mode == QPainter::CompositionMode_Source || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver && srcPixelsAreOpaque && !stateHasOpacity)) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); } QGLEngineShaderManager::OpacityMode opacityMode; if (mode == ImageArrayDrawingMode) { opacityMode = QGLEngineShaderManager::AttributeOpacity; } else { opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity : QGLEngineShaderManager::NoOpacity; if (stateHasOpacity && (mode != ImageDrawingMode)) { // Using a brush bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) && (currentBrush->style() <= Qt::DiagCrossPattern); if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern) opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader } } shaderManager->setOpacityMode(opacityMode); bool changed = shaderManager->useCorrectShaderProg(); // If the shader program needs changing, we change it and mark all uniforms as dirty if (changed) { // The shader program has changed so mark all uniforms as dirty: brushUniformsDirty = true; shaderMatrixUniformDirty = true; depthUniformDirty = true; opacityUniformDirty = true; } if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode) updateBrushUniforms(); if (shaderMatrixUniformDirty) { shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PmvMatrix), pmvMatrix); shaderMatrixUniformDirty = false; } if (depthUniformDirty) { shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), normalizedDeviceDepth(q->state()->currentClip)); depthUniformDirty = false; } if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) { shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity); opacityUniformDirty = false; } return changed; } 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 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; iinRenderText) ensureActive(); d->setBrush(&brush); d->fill(path); } void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) { Q_D(QGL2PaintEngineEx); Qt::PenStyle penStyle = qpen_style(pen); const QBrush &penBrush = qpen_brush(pen); if (penStyle == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush) return; ensureActive(); qreal penWidth = qpen_widthf(pen); if ( (pen.isCosmetic() && (penStyle == Qt::SolidLine)) && (penWidth < 2.5f) ) { // We only handle solid, cosmetic pens with a width of 1 pixel const QBrush& brush = pen.brush(); d->setBrush(&brush); if (penWidth < 0.01f) glLineWidth(1.0); else glLineWidth(penWidth); d->drawOutline(path); } else return QPaintEngineEx::stroke(path, pen); } void QGL2PaintEngineEx::penChanged() { } void QGL2PaintEngineEx::brushChanged() { } void QGL2PaintEngineEx::brushOriginChanged() { } void QGL2PaintEngineEx::opacityChanged() { // qDebug("QGL2PaintEngineEx::opacityChanged()"); Q_D(QGL2PaintEngineEx); Q_ASSERT(d->shaderManager); d->brushUniformsDirty = true; d->opacityUniformDirty = true; } void QGL2PaintEngineEx::compositionModeChanged() { // qDebug("QGL2PaintEngineEx::compositionModeChanged()"); Q_D(QGL2PaintEngineEx); d->compositionModeDirty = true; } void QGL2PaintEngineEx::renderHintsChanged() { #if !defined(QT_OPENGL_ES_2) if ((state()->renderHints & QPainter::Antialiasing) || (state()->renderHints & QPainter::HighQualityAntialiasing)) glEnable(GL_MULTISAMPLE); else glDisable(GL_MULTISAMPLE); #endif Q_D(QGL2PaintEngineEx); d->lastTexture = GLuint(-1); d->brushTextureDirty = true; // 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); ensureActive(); d->transferMode(ImageDrawingMode); QGLContext *ctx = d->ctx; glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption | QGLContext::CanFlipNativePixmapBindOption); GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top(); GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom(); QGLRect srcRect(src.left(), top, src.right(), bottom); bool isBitmap = pixmap.isQBitmap(); bool isOpaque = !isBitmap && !pixmap.hasAlphaChannel(); d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap); } void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src, Qt::ImageConversionFlags) { Q_D(QGL2PaintEngineEx); ensureActive(); d->transferMode(ImageDrawingMode); QGLContext *ctx = d->ctx; glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption); GLuint id = texture->id; d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, id); d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel()); } void QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src) { Q_D(QGL2PaintEngineEx); ensureActive(); d->transferMode(ImageDrawingMode); #ifndef QT_OPENGL_ES_2 QGLContext *ctx = d->ctx; #endif glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); glBindTexture(GL_TEXTURE_2D, textureId); QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top()); d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, textureId); d->drawTexture(dest, srcRect, size, false); } void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem) { Q_D(QGL2PaintEngineEx); if (!d->inRenderText) ensureActive(); QOpenGL2PaintEngineState *s = state(); const QTextItemInt &ti = static_cast(textItem); bool drawCached = true; 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; QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0 ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat) : d->glyphCacheType; if (glyphType == QFontEngineGlyphCache::Raster_RGBMask && state()->composition_mode != QPainter::CompositionMode_Source && state()->composition_mode != QPainter::CompositionMode_SourceOver) { drawCached = false; } if (drawCached) { d->drawCachedGlyphs(p, glyphType, ti); return; } QPaintEngineEx::drawTextItem(p, ti); } void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGlyphCache::Type glyphType, const QTextItemInt &ti) { Q_Q(QGL2PaintEngineEx); QOpenGL2PaintEngineState *s = q->state(); QVarLengthArray positions; QVarLengthArray glyphs; QTransform matrix = QTransform::fromTranslate(p.x(), p.y()); ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions); QGLTextureGlyphCache *cache = (QGLTextureGlyphCache *) ti.fontEngine->glyphCache(ctx, s->matrix); if (!cache || cache->cacheType() != glyphType) { cache = new QGLTextureGlyphCache(ctx, glyphType, s->matrix); ti.fontEngine->setGlyphCache(ctx, cache); } cache->setPaintEnginePrivate(this); cache->populate(ti, glyphs, positions); if (cache->width() == 0 || cache->height() == 0) return; if (inRenderText) transferMode(BrushDrawingMode); transferMode(TextDrawingMode); int margin = cache->glyphMargin(); GLfloat dx = 1.0 / cache->width(); GLfloat dy = 1.0 / cache->height(); QGLPoint *oldVertexCoordinateDataPtr = vertexCoordinateArray.data(); QGLPoint *oldTextureCoordinateDataPtr = textureCoordinateArray.data(); vertexCoordinateArray.clear(); textureCoordinateArray.clear(); for (int i=0; icoords.value(glyphs[i]); int x = positions[i].x.toInt() + c.baseLineX - margin; int y = positions[i].y.toInt() - c.baseLineY - margin; vertexCoordinateArray.addRect(QRectF(x, y, c.w, c.h)); textureCoordinateArray.addRect(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy)); } if (vertexCoordinateArray.data() != oldVertexCoordinateDataPtr) glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data()); if (textureCoordinateArray.data() != oldTextureCoordinateDataPtr) glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data()); QBrush pensBrush = q->state()->pen.brush(); setBrush(&pensBrush); if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { // Subpixel antialiasing without gamma correction QPainter::CompositionMode compMode = q->state()->composition_mode; Q_ASSERT(compMode == QPainter::CompositionMode_Source || compMode == QPainter::CompositionMode_SourceOver); shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1); if (pensBrush.style() == Qt::SolidPattern) { // Solid patterns can get away with only one pass. QColor c = pensBrush.color(); qreal oldOpacity = q->state()->opacity; if (compMode == QPainter::CompositionMode_Source) { c = qt_premultiplyColor(c, q->state()->opacity); q->state()->opacity = 1; opacityUniformDirty = true; } compositionModeDirty = false; // I can handle this myself, thank you very much prepareForDraw(false); // Text always causes src pixels to be transparent // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset. if (compMode == QPainter::CompositionMode_Source) { q->state()->opacity = oldOpacity; opacityUniformDirty = true; } glEnable(GL_BLEND); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR); glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF()); } else { // Other brush styles need two passes. qreal oldOpacity = q->state()->opacity; if (compMode == QPainter::CompositionMode_Source) { q->state()->opacity = 1; opacityUniformDirty = true; pensBrush = Qt::white; setBrush(&pensBrush); } compositionModeDirty = false; // I can handle this myself, thank you very much prepareForDraw(false); // Text always causes src pixels to be transparent glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT); glBindTexture(GL_TEXTURE_2D, cache->texture()); updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false); #ifndef QT_OPENGL_ES_2 if (inRenderText) shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText()); #endif shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT); glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size()); shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2); if (compMode == QPainter::CompositionMode_Source) { q->state()->opacity = oldOpacity; opacityUniformDirty = true; pensBrush = q->state()->pen.brush(); setBrush(&pensBrush); } compositionModeDirty = false; prepareForDraw(false); // Text always causes src pixels to be transparent glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); } compositionModeDirty = true; } else { // Greyscale/mono glyphs shaderManager->setMaskType(QGLEngineShaderManager::PixelMask); prepareForDraw(false); // Text always causes src pixels to be transparent } //### TODO: Gamma correction glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT); glBindTexture(GL_TEXTURE_2D, cache->texture()); updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false); #ifndef QT_OPENGL_ES_2 if (inRenderText) shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText()); #endif shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT); glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size()); } void QGL2PaintEngineEx::drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints) { // Use fallback for extended composition modes. if (state()->composition_mode > QPainter::CompositionMode_Plus) { QPaintEngineEx::drawPixmaps(drawingData, dataCount, pixmap, hints); return; } Q_D(QGL2PaintEngineEx); GLfloat dx = 1.0f / pixmap.size().width(); GLfloat dy = 1.0f / pixmap.size().height(); d->vertexCoordinateArray.clear(); d->textureCoordinateArray.clear(); d->opacityArray.reset(); bool allOpaque = true; for (int i = 0; i < dataCount; ++i) { qreal s = 0; qreal c = 1; if (drawingData[i].rotation != 0) { s = qFastSin(drawingData[i].rotation * Q_PI / 180); c = qFastCos(drawingData[i].rotation * Q_PI / 180); } qreal right = 0.5 * drawingData[i].scaleX * drawingData[i].source.width(); qreal bottom = 0.5 * drawingData[i].scaleY * drawingData[i].source.height(); QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c); QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c); d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y()); d->vertexCoordinateArray.lineToArray(-bottomLeft.x + drawingData[i].point.x(), -bottomLeft.y + drawingData[i].point.y()); d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y()); d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y()); d->vertexCoordinateArray.lineToArray(bottomLeft.x + drawingData[i].point.x(), bottomLeft.y + drawingData[i].point.y()); d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y()); QGLRect src(drawingData[i].source.left() * dx, drawingData[i].source.top() * dy, drawingData[i].source.right() * dx, drawingData[i].source.bottom() * dy); d->textureCoordinateArray.lineToArray(src.right, src.bottom); d->textureCoordinateArray.lineToArray(src.right, src.top); d->textureCoordinateArray.lineToArray(src.left, src.top); d->textureCoordinateArray.lineToArray(src.left, src.top); d->textureCoordinateArray.lineToArray(src.left, src.bottom); d->textureCoordinateArray.lineToArray(src.right, src.bottom); qreal opacity = drawingData[i].opacity * state()->opacity; d->opacityArray << opacity << opacity << opacity << opacity << opacity << opacity; allOpaque &= (opacity >= 0.99f); } ensureActive(); QGLContext *ctx = d->ctx; glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption | QGLContext::CanFlipNativePixmapBindOption); if (texture->options & QGLContext::InvertedYBindOption) { // Flip texture y-coordinate. QGLPoint *data = d->textureCoordinateArray.data(); for (int i = 0; i < 6 * dataCount; ++i) data[i].y = 1 - data[i].y; } d->transferMode(ImageArrayDrawingMode); bool isBitmap = pixmap.isQBitmap(); bool isOpaque = !isBitmap && (!pixmap.hasAlphaChannel() || (hints & QDrawPixmaps::OpaqueHint)) && allOpaque; d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); // Setup for texture drawing d->shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc); if (d->prepareForDraw(isOpaque)) d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); if (isBitmap) { QColor col = qt_premultiplyColor(state()->pen.color(), (GLfloat)state()->opacity); d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::PatternColor), col); } glDrawArrays(GL_TRIANGLES, 0, 6 * dataCount); } bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) { Q_D(QGL2PaintEngineEx); // qDebug("QGL2PaintEngineEx::begin()"); if (pdev->devType() == QInternal::OpenGL) d->device = static_cast(pdev); else d->device = QGLPaintDevice::getDevice(pdev); if (!d->device) return false; d->ctx = d->device->context(); d->ctx->d_ptr->active_engine = this; const QSize sz = d->device->size(); d->width = sz.width(); d->height = sz.height(); d->last_created_state = 0; d->mode = BrushDrawingMode; d->brushTextureDirty = true; d->brushUniformsDirty = true; d->matrixDirty = true; d->compositionModeDirty = true; d->simpleShaderDepthUniformDirty = true; d->depthUniformDirty = true; d->opacityUniformDirty = true; d->needsSync = true; d->use_system_clip = !systemClip().isEmpty(); d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); // Calling begin paint should make the correct context current. So, any // code which calls into GL or otherwise needs a current context *must* // go after beginPaint: d->device->beginPaint(); #if !defined(QT_OPENGL_ES_2) bool success = qt_resolve_version_2_0_functions(d->ctx); Q_ASSERT(success); Q_UNUSED(success); #endif d->shaderManager = new QGLEngineShaderManager(d->ctx); if (!d->inRenderText) { glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDepthFunc(GL_LEQUAL); glDepthMask(false); } #if !defined(QT_OPENGL_ES_2) glDisable(GL_MULTISAMPLE); #endif d->glyphCacheType = QFontEngineGlyphCache::Raster_A8; #if !defined(QT_OPENGL_ES_2) if (!d->device->format().alpha() #if defined(Q_WS_WIN) && qt_cleartype_enabled #endif ) { d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask; } #endif return true; } bool QGL2PaintEngineEx::end() { Q_D(QGL2PaintEngineEx); QGLContext *ctx = d->ctx; glUseProgram(0); d->transferMode(BrushDrawingMode); d->device->endPaint(); #if defined(Q_WS_X11) // On some (probably all) drivers, deleting an X pixmap which has been bound to a texture // before calling glFinish/swapBuffers renders garbage. Presumably this is because X deletes // the pixmap behind the driver's back before it's had a chance to use it. To fix this, we // reference all QPixmaps which have been bound to stop them being deleted and only deref // them here, after swapBuffers, where they can be safely deleted. ctx->d_func()->boundPixmaps.clear(); #endif d->ctx->d_ptr->active_engine = 0; d->resetGLState(); delete d->shaderManager; d->shaderManager = 0; return false; } void QGL2PaintEngineEx::ensureActive() { Q_D(QGL2PaintEngineEx); QGLContext *ctx = d->ctx; if (isActive() && ctx->d_ptr->active_engine != this) { ctx->d_ptr->active_engine = this; d->needsSync = true; } d->device->ensureActiveTarget(); if (d->needsSync) { d->transferMode(BrushDrawingMode); glViewport(0, 0, d->width, d->height); glDepthMask(false); glDepthFunc(GL_LEQUAL); d->needsSync = false; setState(state()); } } void QGL2PaintEngineExPrivate::updateClipScissorTest() { Q_Q(QGL2PaintEngineEx); if (q->state()->clipTestEnabled) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); #ifdef QT_GL_NO_SCISSOR_TEST currentScissorBounds = QRect(0, 0, width, height); #else QRect bounds = q->state()->rectangleClip; if (!q->state()->clipEnabled) { if (use_system_clip) bounds = systemClip.boundingRect(); else bounds = QRect(0, 0, width, height); } else { if (use_system_clip) bounds = bounds.intersected(systemClip.boundingRect()); else bounds = bounds.intersected(QRect(0, 0, width, height)); } currentScissorBounds = bounds; if (bounds == QRect(0, 0, width, height)) { glDisable(GL_SCISSOR_TEST); } else { glEnable(GL_SCISSOR_TEST); setScissor(bounds); } #endif } void QGL2PaintEngineExPrivate::setScissor(const QRect &rect) { const int left = rect.left(); const int width = rect.width(); const int bottom = height - (rect.top() + rect.height()); const int height = rect.height(); glScissor(left, bottom, width, height); } void QGL2PaintEngineEx::clipEnabledChanged() { Q_D(QGL2PaintEngineEx); d->simpleShaderDepthUniformDirty = true; d->depthUniformDirty = true; if (painter()->hasClipping()) { d->regenerateClip(); } else { if (d->use_system_clip) { state()->currentClip = 1; } else { state()->clipTestEnabled = false; } d->updateClipScissorTest(); } } void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value) { transferMode(BrushDrawingMode); if (matrixDirty) updateMatrix(); if (q->state()->needsClipBufferClear) { glDepthMask(true); glClearDepth(rawDepth(1)); glClear(GL_DEPTH_BUFFER_BIT); q->state()->needsClipBufferClear = false; glDepthMask(false); } if (path.isEmpty()) return; glDisable(GL_BLEND); glDepthMask(false); vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale); glDepthMask(GL_FALSE); fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); // Stencil the clip onto the clip buffer glColorMask(false, false, false, false); glDepthMask(true); shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(value)); simpleShaderDepthUniformDirty = true; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glEnable(GL_STENCIL_TEST); composite(vertexCoordinateArray.boundingRect()); glDisable(GL_STENCIL_TEST); glStencilMask(0); glColorMask(true, true, true, true); glDepthMask(false); } void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) { // qDebug("QGL2PaintEngineEx::clip()"); Q_D(QGL2PaintEngineEx); ensureActive(); if (op == Qt::ReplaceClip) { op = Qt::IntersectClip; if (d->hasClipOperations()) { d->systemStateChanged(); state()->canRestoreClip = false; } } #ifndef QT_GL_NO_SCISSOR_TEST if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) { const QPointF* const points = reinterpret_cast(path.points()); QRectF rect(points[0], points[2]); if (state()->matrix.type() <= QTransform::TxScale) { state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect()); d->updateClipScissorTest(); return; } } #endif const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect(); switch (op) { case Qt::NoClip: if (d->use_system_clip) { state()->clipTestEnabled = true; state()->currentClip = 1; } else { state()->clipTestEnabled = false; } state()->rectangleClip = QRect(0, 0, d->width, d->height); state()->canRestoreClip = false; d->updateClipScissorTest(); break; case Qt::IntersectClip: state()->rectangleClip = state()->rectangleClip.intersected(pathRect); d->updateClipScissorTest(); ++d->maxClip; d->writeClip(path, d->maxClip); state()->currentClip = d->maxClip; state()->clipTestEnabled = true; break; case Qt::UniteClip: { ++d->maxClip; if (state()->rectangleClip.isValid()) { QPainterPath path; path.addRect(state()->rectangleClip); // flush the existing clip rectangle to the depth buffer d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip); } #ifndef QT_GL_NO_SCISSOR_TEST QRect oldRectangleClip = state()->rectangleClip; state()->rectangleClip = state()->rectangleClip.united(pathRect); d->updateClipScissorTest(); QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip; glDepthFunc(GL_ALWAYS); if (!extendRegion.isEmpty()) { QPainterPath extendPath; extendPath.addRegion(extendRegion); // first clear the depth buffer in the extended region d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0); } #endif glDepthFunc(GL_ALWAYS); // now write the clip path d->writeClip(path, d->maxClip); state()->canRestoreClip = false; state()->currentClip = d->maxClip; state()->clipTestEnabled = true; break; } default: break; } glDepthFunc(GL_LEQUAL); if (state()->clipTestEnabled) { glEnable(GL_DEPTH_TEST); d->simpleShaderDepthUniformDirty = true; d->depthUniformDirty = true; } } void QGL2PaintEngineExPrivate::regenerateClip() { systemStateChanged(); replayClipOperations(); } void QGL2PaintEngineExPrivate::systemStateChanged() { Q_Q(QGL2PaintEngineEx); if (systemClip.isEmpty()) { use_system_clip = false; } else { if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) { QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window()); use_system_clip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter; } else { use_system_clip = true; } } q->state()->clipTestEnabled = false; q->state()->needsClipBufferClear = true; q->state()->currentClip = 1; maxClip = 1; q->state()->rectangleClip = use_system_clip ? systemClip.boundingRect() : QRect(0, 0, width, height); updateClipScissorTest(); if (use_system_clip) { #ifndef QT_GL_NO_SCISSOR_TEST if (systemClip.numRects() == 1) { if (q->state()->rectangleClip == QRect(0, 0, width, height)) { use_system_clip = false; } else { simpleShaderDepthUniformDirty = true; depthUniformDirty = true; } return; } #endif q->state()->needsClipBufferClear = false; glDepthMask(true); glClearDepth(0); glClear(GL_DEPTH_BUFFER_BIT); QPainterPath path; path.addRegion(systemClip); glDepthFunc(GL_ALWAYS); writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); q->state()->clipTestEnabled = true; simpleShaderDepthUniformDirty = true; depthUniformDirty = true; } } void QGL2PaintEngineEx::setState(QPainterState *new_state) { // qDebug("QGL2PaintEngineEx::setState()"); Q_D(QGL2PaintEngineEx); QOpenGL2PaintEngineState *s = static_cast(new_state); QOpenGL2PaintEngineState *old_state = state(); QPaintEngineEx::setState(s); if (s == d->last_created_state) { d->last_created_state = 0; return; } renderHintsChanged(); d->matrixDirty = true; d->compositionModeDirty = true; d->simpleShaderDepthUniformDirty = true; d->depthUniformDirty = true; d->simpleShaderMatrixUniformDirty = true; d->shaderMatrixUniformDirty = true; d->opacityUniformDirty = true; d->shaderManager->setDirty(); if (old_state && old_state != s && old_state->canRestoreClip) { d->updateClipScissorTest(); glDepthMask(false); glDepthFunc(GL_LEQUAL); } else { d->regenerateClip(); } } QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const { Q_D(const QGL2PaintEngineEx); if (orig) const_cast(this)->ensureActive(); QOpenGL2PaintEngineState *s; if (!orig) s = new QOpenGL2PaintEngineState(); else s = new QOpenGL2PaintEngineState(*static_cast(orig)); d->last_created_state = s; return s; } void QGL2PaintEngineEx::setRenderTextActive(bool active) { Q_D(QGL2PaintEngineEx); d->inRenderText = active; } QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other) : QPainterState(other) { needsClipBufferClear = other.needsClipBufferClear; clipTestEnabled = other.clipTestEnabled; scissorTestEnabled = other.scissorTestEnabled; currentClip = other.currentClip; canRestoreClip = other.canRestoreClip; rectangleClip = other.rectangleClip; } QOpenGL2PaintEngineState::QOpenGL2PaintEngineState() { needsClipBufferClear = true; clipTestEnabled = false; canRestoreClip = true; } QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState() { } QT_END_NAMESPACE #include "qpaintengineex_opengl2.moc"