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|
/****************************************************************************
**
** 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 <string.h> //for memcpy
#include <qmath.h>
#include <private/qgl_p.h>
#include <private/qmath_p.h>
#include <private/qpaintengineex_p.h>
#include <QPaintEngine>
#include <private/qpainter_p.h>
#include <private/qfontengine_p.h>
#include <private/qtextureglyphcache_p.h>
#include "qglgradientcache_p.h"
#include "qglengineshadermanager_p.h"
#include "qgl2pexvertexarray_p.h"
#include <QDebug>
QT_BEGIN_NAMESPACE
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;
class QGLTextureGlyphCache : public QTextureGlyphCache
{
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);
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; }
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);
}
QGLTextureGlyphCache::~QGLTextureGlyphCache()
{
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<uchar> data(width * height);
for (int i = 0; i < width * height; ++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 colorBuffer;
glGenRenderbuffers(1, &colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, colorBuffer);
glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA, oldWidth, oldHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, oldTexture);
pex->transferMode(BrushDrawingMode);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
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);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, 0);
glDeleteRenderbuffers(1, &colorBuffer);
glDeleteTextures(1, &oldTexture);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
glViewport(0, 0, pex->width, pex->height);
pex->updateDepthScissorTest();
}
void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph)
{
QImage mask = textureMapForGlyph(glyph);
const uint maskWidth = mask.width();
const uint maskHeight = mask.height();
glBindTexture(GL_TEXTURE_2D, m_texture);
if (mask.format() == QImage::Format_RGB32) {
glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, m_height - c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits());
} else {
mask = mask.convertToFormat(QImage::Format_Indexed8);
glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits());
}
}
extern QImage qt_imageForBrush(int brushStyle, bool invert);
////////////////////////////////// Private Methods //////////////////////////////////////////
QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
{
if (shaderManager) {
delete shaderManager;
shaderManager = 0;
}
}
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 != -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);
}
QColor QGL2PaintEngineExPrivate::premultiplyColor(QColor c, GLfloat opacity)
{
qreal alpha = c.alphaF() * opacity;
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", (GLfloat)q->state()->currentDepth);
simpleShaderDepthUniformDirty = false;
}
}
Q_GLOBAL_STATIC(QGL2GradientCache, 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, false);
glActiveTexture(GL_TEXTURE0 + 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);
glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, texId);
}
else if (style == Qt::TexturePattern) {
const QPixmap& texPixmap = currentBrush->texture();
glActiveTexture(GL_TEXTURE0 + 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;
QTransform brushQTransform = currentBrush->transform();
if (style == Qt::SolidPattern) {
QColor col = premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(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 = premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(PatternColor), col);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(HalfViewportSize), halfViewportSize);
}
else if (style == Qt::LinearGradientPattern) {
const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush->gradient());
QPointF realStart = g->start();
QPointF realFinal = g->finalStop();
translationPoint = realStart;
QPointF l = realFinal - realStart;
QVector3D linearData(
l.x(),
l.y(),
1.0f / (l.x() * l.x() + l.y() * l.y())
);
shaderManager->currentProgram()->setUniformValue(location(LinearData), linearData);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(HalfViewportSize), halfViewportSize);
}
else if (style == Qt::ConicalGradientPattern) {
const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush->gradient());
translationPoint = g->center();
GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
shaderManager->currentProgram()->setUniformValue(location(Angle), angle);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(HalfViewportSize), halfViewportSize);
}
else if (style == Qt::RadialGradientPattern) {
const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush->gradient());
QPointF realCenter = g->center();
QPointF realFocal = g->focalPoint();
qreal realRadius = g->radius();
translationPoint = realFocal;
QPointF fmp = realCenter - realFocal;
shaderManager->currentProgram()->setUniformValue(location(Fmp), fmp);
GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
shaderManager->currentProgram()->setUniformValue(location(Fmp2MRadius2), fmp2_m_radius2);
shaderManager->currentProgram()->setUniformValue(location(Inverse2Fmp2MRadius2),
GLfloat(1.0 / (2.0*fmp2_m_radius2)));
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(HalfViewportSize), halfViewportSize);
}
else if (style == Qt::TexturePattern) {
translationPoint = q->state()->brushOrigin;
const QPixmap& texPixmap = currentBrush->texture();
if (qHasPixmapTexture(*currentBrush) && currentBrush->texture().isQBitmap()) {
QColor col = premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(PatternColor), col);
}
QSizeF invertedTextureSize( 1.0 / texPixmap.width(), 1.0 / texPixmap.height() );
shaderManager->currentProgram()->setUniformValue(location(InvertedTextureSize), invertedTextureSize);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(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(BrushTransform), inv_matrix);
shaderManager->currentProgram()->setUniformValue(location(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 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}
};
const QTransform& transform = q->state()->matrix;
if (mode == TextDrawingMode) {
// Text drawing mode is only used for non-scaling transforms
for (int row = 0; row < 4; ++row)
for (int col = 0; col < 4; ++col)
pmvMatrix[col][row] = P[row][col];
pmvMatrix[3][0] += P[0][0] * qRound(transform.dx());
pmvMatrix[3][1] += P[1][1] * qRound(transform.dy());
inverseScale = 1;
} else {
// Use the (3x3) transform for the Model~View matrix:
GLfloat MV[4][4] = {
{transform.m11(), transform.m21(), 0.0, transform.dx()},
{transform.m12(), transform.m22(), 0.0, transform.dy()},
{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;
// P[row][n] is 0.0 for n < row
for (int n = row; 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;
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);
shaderManager->setTextureCoordsEnabled(true);
if (prepareForDraw(opaque))
shaderManager->currentProgram()->setUniformValue(location(ImageTexture), QT_IMAGE_TEXTURE_UNIT);
if (pattern) {
QColor col = premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(PatternColor), col);
}
GLfloat dx = 1.0 / textureSize.width();
GLfloat dy = 1.0 / textureSize.height();
QGLRect srcTextureRect(src.left*dx, 1.0 - src.top*dy, src.right*dx, 1.0 - src.bottom*dy);
setCoords(staticVertexCoordinateArray, dest);
setCoords(staticTextureCoordinateArray, srcTextureRect);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
void QGL2PaintEngineEx::sync()
{
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->drawable.size();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&mv_matrix[0][0]);
#endif
d->lastTexture = GLuint(-1);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
d->needsSync = true;
}
void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
{
if (newMode == mode)
return;
if (mode == TextDrawingMode || mode == ImageDrawingMode) {
glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
glDisableVertexAttribArray(QT_VERTEX_COORDS_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);
}
// 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<const QPointF*>(path.points());
// Check to see if there's any hints
if (path.shape() == QVectorPath::RectangleHint) {
QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
prepareForDraw(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());
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 (stencilBufferDirty) {
// Clear the stencil buffer to zeros
glDisable(GL_STENCIL_TEST);
glClearStencil(0); // Clear to zero
glClear(GL_STENCIL_BUFFER_BIT);
stencilBufferDirty = false;
}
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);
// 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);
}
bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
{
if (brushTextureDirty && mode != ImageDrawingMode)
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);
}
bool useGlobalOpacityUniform = stateHasOpacity;
if (stateHasOpacity && (mode != ImageDrawingMode)) {
// Using a brush
bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) &&
(currentBrush->style() <= Qt::DiagCrossPattern);
if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern)
useGlobalOpacityUniform = false; // Global opacity handled by srcPixel shader
}
shaderManager->setUseGlobalOpacity(useGlobalOpacityUniform);
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)
updateBrushUniforms();
if (shaderMatrixUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(PmvMatrix), pmvMatrix);
shaderMatrixUniformDirty = false;
}
if (depthUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(Depth), (GLfloat)q->state()->currentDepth);
depthUniformDirty = false;
}
if (useGlobalOpacityUniform && opacityUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(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 <vertexArrayStops.size()> triangle fans.
void QGL2PaintEngineExPrivate::drawVertexArrays(QGL2PEXVertexArray& vertexArray, GLenum primitive)
{
// Now setup the pointer to the vertex array:
glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexArray.data());
int previousStop = 0;
foreach(int stop, vertexArray.stops()) {
/*
qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
for (int i=previousStop; i<stop; ++i)
qDebug(" %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
*/
glDrawArrays(primitive, previousStop, stop - previousStop);
previousStop = stop;
}
glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
}
/////////////////////////////////// Public Methods //////////////////////////////////////////
QGL2PaintEngineEx::QGL2PaintEngineEx()
: QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
{
}
QGL2PaintEngineEx::~QGL2PaintEngineEx()
{
}
void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
{
Q_D(QGL2PaintEngineEx);
if (brush.style() == Qt::NoBrush)
return;
ensureActive();
d->setBrush(&brush);
d->fill(path);
d->setBrush(&(state()->brush)); // reset back to the state's brush
}
void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
{
Q_D(QGL2PaintEngineEx);
if (pen.style() == Qt::NoPen)
return;
ensureActive();
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->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);
// 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);
GLuint id = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, true);
bool isBitmap = pixmap.isQBitmap();
bool isOpaque = !isBitmap && !pixmap.hasAlphaChannel();
d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT,
state()->renderHints & QPainter::SmoothPixmapTransform, id);
d->drawTexture(dest, src, 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);
GLuint id = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true);
d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT,
state()->renderHints & QPainter::SmoothPixmapTransform, id);
d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
}
void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
{
Q_D(QGL2PaintEngineEx);
ensureActive();
QOpenGL2PaintEngineState *s = state();
const QTextItemInt &ti = static_cast<const QTextItemInt &>(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;
if (drawCached) {
d->drawCachedGlyphs(p, ti);
return;
}
QPaintEngineEx::drawTextItem(p, ti);
}
void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti)
{
Q_Q(QGL2PaintEngineEx);
QOpenGL2PaintEngineState *s = q->state();
QVarLengthArray<QFixedPoint> positions;
QVarLengthArray<glyph_t> glyphs;
QTransform matrix = QTransform::fromTranslate(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;
QGLTextureGlyphCache *cache =
(QGLTextureGlyphCache *) ti.fontEngine->glyphCache(ctx, s->matrix);
if (!cache) {
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;
transferMode(TextDrawingMode);
if (glyphType == QFontEngineGlyphCache::Raster_A8)
shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
else if (glyphType == QFontEngineGlyphCache::Raster_RGBMask)
shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMask);
//### TODO: Gamma correction
shaderManager->setTextureCoordsEnabled(true);
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; i<glyphs.size(); ++i) {
const QTextureGlyphCache::Coord &c = cache->coords.value(glyphs[i]);
int x = positions[i].x.toInt() + c.baseLineX - margin;
int y = positions[i].y.toInt() - c.baseLineY - margin;
vertexCoordinateArray.addRect(QRectF(x, y, c.w, c.h));
textureCoordinateArray.addRect(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
}
glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, cache->texture());
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
QBrush pensBrush = q->state()->pen.brush();
setBrush(&pensBrush);
prepareForDraw(false); // Text always causes src pixels to be transparent
shaderManager->currentProgram()->setUniformValue(location(MaskTexture), QT_MASK_TEXTURE_UNIT);
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());
glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
setBrush(&(q->state()->brush)); //###
}
bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
{
Q_D(QGL2PaintEngineEx);
// qDebug("QGL2PaintEngineEx::begin()");
d->drawable.setDevice(pdev);
d->ctx = d->drawable.context();
if (d->ctx->d_ptr->active_engine) {
QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(d->ctx->d_ptr->active_engine);
QGL2PaintEngineExPrivate *p = static_cast<QGL2PaintEngineExPrivate *>(engine->d_ptr);
p->transferMode(BrushDrawingMode);
p->drawable.doneCurrent();
}
d->ctx->d_ptr->active_engine = this;
d->last_created_state = 0;
d->drawable.makeCurrent();
QSize sz = d->drawable.size();
d->width = sz.width();
d->height = sz.height();
d->mode = BrushDrawingMode;
#if !defined(QT_OPENGL_ES_2)
qt_resolve_version_2_0_functions(d->ctx);
#endif
if (d->shaderManager) {
d->shaderManager->setDirty();
} else {
d->shaderManager = new QGLEngineShaderManager(d->ctx);
d->uniformIdentifiers[QGL2PaintEngineExPrivate::ImageTexture] = d->shaderManager->getUniformIdentifier("imageTexture");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::PatternColor] = d->shaderManager->getUniformIdentifier("patternColor");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::GlobalOpacity] = d->shaderManager->getUniformIdentifier("globalOpacity");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::Depth] = d->shaderManager->getUniformIdentifier("depth");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::PmvMatrix] = d->shaderManager->getUniformIdentifier("pmvMatrix");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::MaskTexture] = d->shaderManager->getUniformIdentifier("maskTexture");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::FragmentColor] = d->shaderManager->getUniformIdentifier("fragmentColor");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::LinearData] = d->shaderManager->getUniformIdentifier("linearData");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::Angle] = d->shaderManager->getUniformIdentifier("angle");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::HalfViewportSize] = d->shaderManager->getUniformIdentifier("halfViewportSize");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::Fmp] = d->shaderManager->getUniformIdentifier("fmp");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::Fmp2MRadius2] = d->shaderManager->getUniformIdentifier("fmp2_m_radius2");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::Inverse2Fmp2MRadius2] = d->shaderManager->getUniformIdentifier("inverse_2_fmp2_m_radius2");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::InvertedTextureSize] = d->shaderManager->getUniformIdentifier("invertedTextureSize");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::BrushTransform] = d->shaderManager->getUniformIdentifier("brushTransform");
d->uniformIdentifiers[QGL2PaintEngineExPrivate::BrushTexture] = d->shaderManager->getUniformIdentifier("brushTexture");
}
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->stencilBufferDirty = true;
d->simpleShaderDepthUniformDirty = true;
d->depthUniformDirty = true;
d->opacityUniformDirty = true;
d->needsSync = false;
d->use_system_clip = !systemClip().isEmpty();
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(false);
#if !defined(QT_OPENGL_ES_2)
glDisable(GL_MULTISAMPLE);
#endif
QGLPixmapData *source = d->drawable.copyOnBegin();
if (d->drawable.context()->d_func()->clear_on_painter_begin && d->drawable.autoFillBackground()) {
if (d->drawable.hasTransparentBackground())
glClearColor(0.0, 0.0, 0.0, 0.0);
else {
const QColor &c = d->drawable.backgroundColor();
float alpha = c.alphaF();
glClearColor(c.redF() * alpha, c.greenF() * alpha, c.blueF() * alpha, alpha);
}
glClear(GL_COLOR_BUFFER_BIT);
} else if (source) {
QGLContext *ctx = d->ctx;
d->transferMode(ImageDrawingMode);
glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
source->bind(false);
QRect rect(0, 0, source->width(), source->height());
d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
d->drawTexture(QRectF(rect), QRectF(rect), rect.size(), true);
}
d->systemStateChanged();
return true;
}
bool QGL2PaintEngineEx::end()
{
Q_D(QGL2PaintEngineEx);
QGLContext *ctx = d->ctx;
if (ctx->d_ptr->active_engine != this) {
QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(ctx->d_ptr->active_engine);
if (engine && engine->isActive()) {
QGL2PaintEngineExPrivate *p = static_cast<QGL2PaintEngineExPrivate *>(engine->d_ptr);
p->transferMode(BrushDrawingMode);
p->drawable.doneCurrent();
}
d->drawable.makeCurrent();
}
glUseProgram(0);
d->transferMode(BrushDrawingMode);
d->drawable.swapBuffers();
d->drawable.doneCurrent();
d->ctx->d_ptr->active_engine = 0;
return false;
}
void QGL2PaintEngineEx::ensureActive()
{
Q_D(QGL2PaintEngineEx);
QGLContext *ctx = d->ctx;
if (isActive() && ctx->d_ptr->active_engine != this) {
QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(ctx->d_ptr->active_engine);
if (engine && engine->isActive()) {
QGL2PaintEngineExPrivate *p = static_cast<QGL2PaintEngineExPrivate *>(engine->d_ptr);
p->transferMode(BrushDrawingMode);
p->drawable.doneCurrent();
}
d->drawable.makeCurrent();
ctx->d_ptr->active_engine = this;
d->needsSync = true;
}
if (d->needsSync) {
glViewport(0, 0, d->width, d->height);
glDepthMask(false);
glDepthFunc(GL_LEQUAL);
setState(state());
d->needsSync = false;
}
}
void QGL2PaintEngineExPrivate::updateDepthScissorTest()
{
Q_Q(QGL2PaintEngineEx);
if (q->state()->depthTestEnabled)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
if (q->state()->scissorTestEnabled)
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
}
void QGL2PaintEngineEx::clipEnabledChanged()
{
Q_D(QGL2PaintEngineEx);
d->simpleShaderDepthUniformDirty = true;
d->depthUniformDirty = true;
if (painter()->hasClipping()) {
d->regenerateDepthClip();
} else {
if (d->use_system_clip) {
state()->currentDepth = -0.5f;
} else {
glDisable(GL_DEPTH_TEST);
state()->depthTestEnabled = false;
}
}
}
void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth)
{
transferMode(BrushDrawingMode);
if (matrixDirty)
updateMatrix();
if (q->state()->needsDepthBufferClear) {
glDepthMask(true);
glClearDepth(0.5);
glClear(GL_DEPTH_BUFFER_BIT);
q->state()->needsDepthBufferClear = 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", depth);
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);
if (op == Qt::ReplaceClip && !d->hasClipOperations())
op = Qt::IntersectClip;
if (!path.isEmpty() && op == Qt::IntersectClip && (path.hints() & QVectorPath::RectangleHint)) {
const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
QRectF rect(points[0], points[2]);
if (state()->matrix.type() <= QTransform::TxScale) {
rect = state()->matrix.mapRect(rect);
if (d->use_system_clip && rect.contains(d->systemClip.boundingRect())
|| rect.contains(QRect(0, 0, d->width, d->height)))
return;
}
}
switch (op) {
case Qt::NoClip:
if (d->use_system_clip) {
glEnable(GL_DEPTH_TEST);
state()->depthTestEnabled = true;
state()->currentDepth = -0.5;
} else {
glDisable(GL_DEPTH_TEST);
state()->depthTestEnabled = false;
}
state()->canRestoreClip = false;
break;
case Qt::IntersectClip:
state()->maxDepth = (1.0f + state()->maxDepth) * 0.5;
d->writeClip(path, state()->maxDepth);
state()->currentDepth = 1.5 * state()->maxDepth - 0.5f;
state()->depthTestEnabled = true;
break;
case Qt::ReplaceClip:
d->systemStateChanged();
state()->maxDepth = 0.5f;
glDepthFunc(GL_ALWAYS);
d->writeClip(path, state()->maxDepth);
state()->currentDepth = 0.25f;
state()->canRestoreClip = false;
state()->depthTestEnabled = true;
break;
case Qt::UniteClip:
glDepthFunc(GL_ALWAYS);
d->writeClip(path, state()->maxDepth);
state()->canRestoreClip = false;
state()->depthTestEnabled = true;
break;
}
glDepthFunc(GL_LEQUAL);
if (state()->depthTestEnabled) {
glEnable(GL_DEPTH_TEST);
d->simpleShaderDepthUniformDirty = true;
d->depthUniformDirty = true;
}
}
void QGL2PaintEngineExPrivate::regenerateDepthClip()
{
systemStateChanged();
replayClipOperations();
}
void QGL2PaintEngineExPrivate::systemStateChanged()
{
Q_Q(QGL2PaintEngineEx);
use_system_clip = !systemClip.isEmpty();
glDisable(GL_DEPTH_TEST);
q->state()->depthTestEnabled = false;
q->state()->scissorTestEnabled = false;
q->state()->needsDepthBufferClear = true;
glDisable(GL_SCISSOR_TEST);
q->state()->currentDepth = -0.5f;
q->state()->maxDepth = 0.5f;
if (use_system_clip) {
QRect bounds = systemClip.boundingRect();
if (systemClip.numRects() == 1
&& bounds == QRect(0, 0, width, height))
{
q->state()->needsDepthBufferClear = true;
} else {
glEnable(GL_SCISSOR_TEST);
const int left = bounds.left();
const int width = bounds.width();
const int bottom = height - (bounds.top() + bounds.height());
const int height = bounds.height();
glScissor(left, bottom, width, height);
QTransform transform = q->state()->matrix;
q->state()->matrix = QTransform();
q->transformChanged();
q->state()->needsDepthBufferClear = false;
glDepthMask(true);
glClearDepth(0);
glClear(GL_DEPTH_BUFFER_BIT);
QPainterPath path;
path.addRegion(systemClip);
glDepthFunc(GL_ALWAYS);
writeClip(qtVectorPathForPath(path), 0.0f);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
q->state()->depthTestEnabled = true;
q->state()->scissorTestEnabled = true;
q->state()->matrix = transform;
q->transformChanged();
}
q->state()->currentDepth = -0.5f;
simpleShaderDepthUniformDirty = true;
depthUniformDirty = true;
}
}
void QGL2PaintEngineEx::setState(QPainterState *new_state)
{
// qDebug("QGL2PaintEngineEx::setState()");
Q_D(QGL2PaintEngineEx);
QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(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->brushTextureDirty = true;
d->brushUniformsDirty = 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->updateDepthScissorTest();
glDepthMask(false);
glDepthFunc(GL_LEQUAL);
s->maxDepth = old_state->maxDepth;
} else {
d->regenerateDepthClip();
}
}
QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
{
Q_D(const QGL2PaintEngineEx);
QOpenGL2PaintEngineState *s;
if (!orig)
s = new QOpenGL2PaintEngineState();
else
s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
d->last_created_state = s;
return s;
}
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
: QPainterState(other)
{
needsDepthBufferClear = other.needsDepthBufferClear;
depthTestEnabled = other.depthTestEnabled;
scissorTestEnabled = other.scissorTestEnabled;
currentDepth = other.currentDepth;
maxDepth = other.maxDepth;
canRestoreClip = other.canRestoreClip;
}
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
{
needsDepthBufferClear = true;
depthTestEnabled = false;
scissorTestEnabled = false;
currentDepth = -0.5f;
maxDepth = 0.5f;
canRestoreClip = true;
}
QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
{
}
QT_END_NAMESPACE
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