/**************************************************************************** ** ** 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. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QGRAPHICSCONTEXT_OPENGL2_P_H #define QGRAPHICSCONTEXT_OPENGL2_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include #include #include #include enum EngineMode { ImageDrawingMode, TextDrawingMode, BrushDrawingMode, ImageArrayDrawingMode }; QT_BEGIN_NAMESPACE class QGL2PaintEngineExPrivate; class QOpenGL2PaintEngineState : public QPainterState { public: QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other); QOpenGL2PaintEngineState(); ~QOpenGL2PaintEngineState(); uint isNew : 1; uint needsClipBufferClear : 1; uint clipTestEnabled : 1; uint canRestoreClip : 1; uint matrixChanged : 1; uint compositionModeChanged : 1; uint opacityChanged : 1; uint renderHintsChanged : 1; uint clipChanged : 1; uint currentClip : 8; QRect rectangleClip; }; class Q_OPENGL_EXPORT QGL2PaintEngineEx : public QPaintEngineEx { Q_DECLARE_PRIVATE(QGL2PaintEngineEx) public: QGL2PaintEngineEx(); ~QGL2PaintEngineEx(); bool begin(QPaintDevice *device); void ensureActive(); bool end(); virtual void clipEnabledChanged(); virtual void penChanged(); virtual void brushChanged(); virtual void brushOriginChanged(); virtual void opacityChanged(); virtual void compositionModeChanged(); virtual void renderHintsChanged(); virtual void transformChanged(); virtual void drawTexture(const QRectF &r, GLuint textureId, const QSize &size, const QRectF &sr); virtual void drawPixmap(const QRectF &r, const QPixmap &pm, const QRectF &sr); virtual void drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints); virtual void drawImage(const QRectF &r, const QImage &pm, const QRectF &sr, Qt::ImageConversionFlags flags = Qt::AutoColor); virtual void drawTextItem(const QPointF &p, const QTextItem &textItem); virtual void fill(const QVectorPath &path, const QBrush &brush); virtual void stroke(const QVectorPath &path, const QPen &pen); virtual void clip(const QVectorPath &path, Qt::ClipOperation op); Type type() const { return OpenGL2; } virtual void setState(QPainterState *s); virtual QPainterState *createState(QPainterState *orig) const; inline QOpenGL2PaintEngineState *state() { return static_cast(QPaintEngineEx::state()); } inline const QOpenGL2PaintEngineState *state() const { return static_cast(QPaintEngineEx::state()); } void beginNativePainting(); void endNativePainting(); QPixmapFilter *pixmapFilter(int type, const QPixmapFilter *prototype); void setRenderTextActive(bool); private: Q_DISABLE_COPY(QGL2PaintEngineEx) }; class QGL2PaintEngineExPrivate : public QPaintEngineExPrivate { Q_DECLARE_PUBLIC(QGL2PaintEngineEx) public: enum StencilFillMode { OddEvenFillMode, WindingFillMode, TriStripStrokeFillMode }; QGL2PaintEngineExPrivate(QGL2PaintEngineEx *q_ptr) : q(q_ptr), shaderManager(0), width(0), height(0), ctx(0), useSystemClip(true), addOffset(false), inverseScale(1), inRenderText(false) { } ~QGL2PaintEngineExPrivate(); void updateBrushTexture(); void updateBrushUniforms(); void updateMatrix(); void updateCompositionMode(); void updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id = -1); void resetGLState(); // fill, stroke, drawTexture, drawPixmaps & drawCachedGlyphs are the main rendering entry-points, // however writeClip can also be thought of as en entry point as it does similar things. void fill(const QVectorPath &path); void stroke(const QVectorPath &path, const QPen &pen); void drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern = false); void drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints); void drawCachedGlyphs(const QPointF &p, QFontEngineGlyphCache::Type glyphType, const QTextItemInt &ti); // draws whatever is in the vertex array: void drawVertexArrays(const float *data, int *stops, int stopCount, GLenum primitive); void drawVertexArrays(QGL2PEXVertexArray &vertexArray, GLenum primitive) { drawVertexArrays((const float *) vertexArray.data(), vertexArray.stops(), vertexArray.stopCount(), primitive); } // Composites the bounding rect onto dest buffer: void composite(const QGLRect& boundingRect); // Calls drawVertexArrays to render into stencil buffer: void fillStencilWithVertexArray(const float *data, int count, int *stops, int stopCount, const QGLRect &bounds, StencilFillMode mode); void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) { fillStencilWithVertexArray((const float *) vertexArray.data(), 0, vertexArray.stops(), vertexArray.stopCount(), vertexArray.boundingRect(), useWindingFill ? WindingFillMode : OddEvenFillMode); } void setBrush(const QBrush& brush); void transferMode(EngineMode newMode); bool prepareForDraw(bool srcPixelsAreOpaque); // returns true if the program has changed inline void useSimpleShader(); inline GLuint location(const QGLEngineShaderManager::Uniform uniform) { return shaderManager->getUniformLocation(uniform); } void prepareDepthRangeForRenderText(); void restoreDepthRangeForRenderText(); void clearClip(uint value); void writeClip(const QVectorPath &path, uint value); void resetClipIfNeeded(); void updateClipScissorTest(); void setScissor(const QRect &rect); void regenerateClip(); void systemStateChanged(); static QGLEngineShaderManager* shaderManagerForEngine(QGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; } static QGL2PaintEngineExPrivate *getData(QGL2PaintEngineEx *engine) { return engine->d_func(); } static void cleanupVectorPath(QPaintEngineEx *engine, void *data); QGL2PaintEngineEx* q; QGLEngineShaderManager* shaderManager; QGLPaintDevice* device; int width, height; QGLContext *ctx; EngineMode mode; QFontEngineGlyphCache::Type glyphCacheType; // Dirty flags bool matrixDirty; // Implies matrix uniforms are also dirty bool compositionModeDirty; bool brushTextureDirty; bool brushUniformsDirty; bool simpleShaderMatrixUniformDirty; bool shaderMatrixUniformDirty; bool opacityUniformDirty; bool stencilClean; // Has the stencil not been used for clipping so far? bool useSystemClip; QRegion dirtyStencilRegion; QRect currentScissorBounds; uint maxClip; QBrush currentBrush; // May not be the state's brush! const QBrush noBrush; QGL2PEXVertexArray vertexCoordinateArray; QGL2PEXVertexArray textureCoordinateArray; QDataBuffer opacityArray; GLfloat staticVertexCoordinateArray[8]; GLfloat staticTextureCoordinateArray[8]; bool addOffset; // When enabled, adds a 0.49,0.49 offset to matrix in updateMatrix GLfloat pmvMatrix[3][3]; GLfloat inverseScale; GLuint lastTextureUsed; bool needsSync; bool inRenderText; bool multisamplingAlwaysEnabled; GLfloat depthRange[2]; float textureInvertedY; QTriangulatingStroker stroker; QDashedStrokeProcessor dasher; QScopedPointer convolutionFilter; QScopedPointer colorizeFilter; QScopedPointer blurFilter; QScopedPointer dropShadowFilter; QSet pathCaches; QVector unusedVBOSToClean; }; QT_END_NAMESPACE #endif