/**************************************************************************** ** ** 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. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "private/qpixmapfilter_p.h" #include "qglpixmapfilter_p.h" #include "qgraphicssystem_gl_p.h" #include "qpaintengine_opengl_p.h" #include "qglpixelbuffer.h" #include "qglextensions_p.h" #include "qgl_p.h" #include "private/qapplication_p.h" #ifndef GL_FRAGMENT_SHADER #define GL_FRAGMENT_SHADER 0x8B30 #endif #ifndef GL_COMPILE_STATUS #define GL_COMPILE_STATUS 0x8B81 #endif #ifndef GL_LINK_STATUS #define GL_LINK_STATUS 0x8B82 #endif QT_BEGIN_NAMESPACE void QGLPixmapFilterBase::bindTexture(const QPixmap &src) const { const_cast(QGLContext::currentContext())->d_func()->bindTexture(src, GL_TEXTURE_2D, GL_RGBA, true); } void QGLPixmapFilterBase::drawImpl(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF& source) const { processGL(painter, pos, src, source); } QGLSLProgram::QGLSLProgram(const QString &src) : ctx(QGLContext::currentContext()) { if (!qt_resolve_glsl_extensions(const_cast(ctx))) { qWarning("Failed to resolve GLSL functions"); m_valid = false; return; } m_shader = glCreateShader(GL_FRAGMENT_SHADER); const QByteArray src_ba = src.toAscii(); const char *src_cstr = src_ba.constData(); glShaderSource(m_shader, 1, &src_cstr, 0); glCompileShader(m_shader); glGetShaderiv(m_shader, GL_COMPILE_STATUS, &m_valid); if (!m_valid) { char data[4096]; GLsizei len; glGetShaderInfoLog(m_shader, 4096, &len, data); qWarning("Failed to compile GLSL shader:\n%s\nCODE:\n%s\n", data, src_cstr); return; } m_program = glCreateProgram(); glAttachShader(m_program, m_shader); glLinkProgram(m_program); glGetProgramiv(m_program, GL_LINK_STATUS, &m_valid); if (!m_valid) { char data[4096]; GLsizei len; glGetShaderInfoLog(m_shader, 4096, &len, data); qWarning("Failed to link GLSL program:\n%s\nCODE:\n%s\n", data, src_cstr); return; } } QGLSLProgram::~QGLSLProgram() { glDeleteProgram(m_program); glDeleteShader(m_shader); } bool QGLSLProgram::success() const { return m_valid; } void QGLSLProgram::enable() { glUseProgram(m_program); } void QGLSLProgram::disable() { glUseProgram(0); } typedef GLuint (APIENTRY *_glGetUniformLocation) (GLuint, const char*); typedef void (APIENTRY *_glUniform4fv) (GLint, GLsizei, GLfloat *); typedef void (APIENTRY *_glUniform3fv) (GLint, GLsizei, GLfloat *); typedef void (APIENTRY *_glUniform2fv) (GLint, GLsizei, GLfloat *); typedef void (APIENTRY *_glUniform1fv) (GLint, GLsizei, GLfloat *); typedef void (APIENTRY *_glUniform1i) (GLint, GLint); int QGLSLProgram::getUniformLocation(const QString &name) { return glGetUniformLocation(m_program, name.toAscii().constData()); } void QGLSLProgram::setUniform(int uniform, int value) { enable(); glUniform1i(uniform, value); } void QGLSLProgram::setUniform(int uniform, qreal value) { enable(); GLfloat v[] = { value }; glUniform1fv(uniform, 1, v); } void QGLSLProgram::setUniform(int uniform, qreal v1, qreal v2) { enable(); GLfloat v[] = { v1, v2 }; glUniform2fv(uniform, 1, v); } void QGLSLProgram::setUniform(int uniform, qreal v1, qreal v2, qreal v3) { enable(); GLfloat v[] = { v1, v2, v3 }; glUniform3fv(uniform, 1, v); } void QGLSLProgram::setUniform(int uniform, qreal v1, qreal v2, qreal v3, qreal v4) { enable(); GLfloat v[] = { v1, v2, v3, v4 }; glUniform4fv(uniform, 1, v); } void QGLSLProgram::setUniform(int uniform, int count, float *v) { enable(); glUniform1fv(uniform, count, v); } class QGLPixmapColorizeFilter: public QGLPixmapFilter { public: QGLPixmapColorizeFilter(); protected: bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &pixmap, const QRectF &srcRect) const; private: mutable QGLSLProgram m_program; uint m_colorUniform; }; class QGLPixmapConvolutionFilter: public QGLPixmapFilter { public: QGLPixmapConvolutionFilter(); ~QGLPixmapConvolutionFilter(); protected: bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const; private: QString generateConvolutionShader() const; mutable QGLSLProgram *m_program; mutable uint m_scaleUniform; mutable uint m_matrixUniform; mutable int m_kernelWidth; mutable int m_kernelHeight; }; extern QGLWidget *qt_gl_share_widget(); QPixmapFilter *QGLContextPrivate::createPixmapFilter(int type) const { switch (type) { case QPixmapFilter::ColorizeFilter: return new QGLPixmapColorizeFilter; case QPixmapFilter::ConvolutionFilter: return new QGLPixmapConvolutionFilter; default: return 0; break; } return 0; } #if !defined(QT_OPENGL_ES_2) extern void qt_add_rect_to_array(const QRectF &r, q_vertexType *array); extern void qt_add_texcoords_to_array(qreal x1, qreal y1, qreal x2, qreal y2, q_vertexType *array); #endif static void qgl_drawTexture(const QRectF &rect, int tx_width, int tx_height, const QRectF & src) { #ifndef QT_OPENGL_ES_2 // XXX: needs to be ported #ifndef QT_OPENGL_ES glPushAttrib(GL_CURRENT_BIT); #endif qreal x1, x2, y1, y2; x1 = src.x() / tx_width; x2 = x1 + src.width() / tx_width; y1 = 1.0 - ((src.y() / tx_height) + (src.height() / tx_height)); y2 = 1.0 - (src.y() / tx_height); q_vertexType vertexArray[4*2]; q_vertexType texCoordArray[4*2]; qt_add_rect_to_array(rect, vertexArray); qt_add_texcoords_to_array(x1, y2, x2, y1, texCoordArray); glVertexPointer(2, q_vertexTypeEnum, 0, vertexArray); glTexCoordPointer(2, q_vertexTypeEnum, 0, texCoordArray); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); #ifndef QT_OPENGL_ES glPopAttrib(); #endif #endif } static const char *qt_gl_colorize_filter = "uniform sampler2D texture;" "uniform vec3 color;" "void main(void)" "{" " vec2 coords = gl_TexCoord[0].st;" " vec4 src = texture2D(texture, coords);" " float gray = dot(src.rgb, vec3(0.212671, 0.715160, 0.072169));" " vec3 colorizeed = 1.0-((1.0-gray)*(1.0-color));" " gl_FragColor = vec4(colorizeed, src.a);" "}"; QGLPixmapColorizeFilter::QGLPixmapColorizeFilter() : m_program(QLatin1String(qt_gl_colorize_filter)) { m_program.setUniform(m_program.getUniformLocation(QLatin1String("texture")), 0); // GL_TEXTURE_0 m_colorUniform = m_program.getUniformLocation(QLatin1String("color")); } bool QGLPixmapColorizeFilter::processGL(QPainter *, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const { bindTexture(src); QColor col = color(); m_program.setUniform(m_colorUniform, col.redF(), col.greenF(), col.blueF()); QRectF target = (srcRect.isNull() ? QRectF(src.rect()) : srcRect).translated(pos); m_program.enable(); qgl_drawTexture(target, src.width(), src.height(), srcRect); m_program.disable(); return true; } // generates convolution filter code for arbitrary sized kernel QString QGLPixmapConvolutionFilter::generateConvolutionShader() const { QByteArray code; code.append("uniform sampler2D texture;\n"); code.append("uniform vec2 inv_texture_size;\n"); code.append("uniform float matrix["); code.append(QByteArray::number(m_kernelWidth * m_kernelHeight)); code.append("];\n"); code.append("vec2 offset["); code.append(QByteArray::number(m_kernelWidth*m_kernelHeight)); code.append("];\n"); code.append("void main(void) {\n"); for(int y = 0; y < m_kernelHeight; y++) { for(int x = 0; x < m_kernelWidth; x++) { code.append(" offset["); code.append(QByteArray::number(y * m_kernelWidth + x)); code.append("] = vec2(inv_texture_size.x * "); code.append(QByteArray::number(x-(int)(m_kernelWidth/2))); code.append(".0, inv_texture_size.y * "); code.append(QByteArray::number((int)(m_kernelHeight/2)-y)); code.append(".0)"); code.append(";\n"); } } code.append(" int i = 0;\n"); code.append(" vec2 coords = gl_TexCoord[0].st;\n"); code.append(" vec4 sum = vec4(0.0);\n"); code.append(" for (i = 0; i < "); code.append(QByteArray::number(m_kernelWidth * m_kernelHeight)); code.append("; i++) {\n"); code.append(" vec4 tmp = texture2D(texture,coords+offset[i]);\n"); code.append(" sum += matrix[i] * tmp;\n"); code.append(" }\n"); code.append(" gl_FragColor = sum;\n"); code.append("}"); return QLatin1String(code); } QGLPixmapConvolutionFilter::QGLPixmapConvolutionFilter() : m_program(0) , m_scaleUniform(0) , m_matrixUniform(0) , m_kernelWidth(0) , m_kernelHeight(0) { } QGLPixmapConvolutionFilter::~QGLPixmapConvolutionFilter() { delete m_program; } bool QGLPixmapConvolutionFilter::processGL(QPainter *, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const { QRectF target = (srcRect.isNull() ? QRectF(src.rect()) : srcRect).translated(pos); bindTexture(src); #ifdef GL_CLAMP glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); #endif if (!m_program || m_kernelWidth != columns() || m_kernelHeight != rows()) { delete m_program; m_kernelWidth = columns(); m_kernelHeight = rows(); QString code = generateConvolutionShader(); m_program = new QGLSLProgram(code); m_scaleUniform = m_program->getUniformLocation(QLatin1String("inv_texture_size")); m_matrixUniform = m_program->getUniformLocation(QLatin1String("matrix")); } const qreal *kernel = convolutionKernel(); GLfloat *conv = new GLfloat[m_kernelWidth * m_kernelHeight]; for(int i = 0; i < m_kernelWidth * m_kernelHeight; ++i) conv[i] = kernel[i]; const qreal iw = 1.0 / src.width(); const qreal ih = 1.0 / src.height(); m_program->setUniform(m_scaleUniform, iw, ih); m_program->setUniform(m_matrixUniform, m_kernelWidth * m_kernelHeight, conv); m_program->enable(); qgl_drawTexture(target, src.width(), src.height(), boundingRectFor(srcRect)); m_program->disable(); return true; } QT_END_NAMESPACE