/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** 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 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 http://www.qtsoftware.com/contact. ** $QT_END_LICENSE$ ** ****************************************************************************/ /* 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 "qglgradientcache_p.h" #include "qglpexshadermanager_p.h" #include "qgl2pexvertexarray_p.h" extern QImage qt_imageForBrush(int brushStyle, bool invert); //in qbrush.cpp #include 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(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(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(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(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 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; isetBrush(&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(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 positions; QVarLengthArray 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(); if (image.isNull()) return; 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; icoords.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(pdev); d->ctx = const_cast(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; iuse_system_clip) { state()->hasClipping = false; state()->clipRegion = QRegion(); d->updateDepthClip(); return; } bool isScreenClip = false; if (!d->use_system_clip) { QVector 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 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(orig)); return s; } QOpenGLPaintEngineState::QOpenGLPaintEngineState(QOpenGLPaintEngineState &other) : QPainterState(other) { clipRegion = other.clipRegion; hasClipping = other.hasClipping; fastClip = other.fastClip; } QOpenGLPaintEngineState::QOpenGLPaintEngineState() { hasClipping = false; } QOpenGLPaintEngineState::~QOpenGLPaintEngineState() { }