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|
/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Qt Software Information (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 qt-sales@nokia.com.
** $QT_END_LICENSE$
**
****************************************************************************/
/*
When the active program changes, we need to update it's uniforms.
We could track state for each program and only update stale uniforms
- Could lead to lots of overhead if there's a lot of programs
We could update all the uniforms when the program changes
- Could end up updating lots of uniforms which don't need updating
Updating uniforms should be cheap, so the overhead of updating up-to-date
uniforms should be minimal. It's also less complex.
Things which _may_ cause a different program to be used:
- Change in brush/pen style
- Change in painter opacity
- Change in composition mode
Whenever we set a mode on the shader manager - it needs to tell us if it had
to switch to a different program.
The shader manager should only switch when we tell it to. E.g. if we set a new
brush style and then switch to transparent painter, we only want it to compile
and use the correct program when we really need it.
*/
#include "qpaintengineex_opengl2_p.h"
#include <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
extern QImage qt_imageForBrush(int brushStyle, bool invert);
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;
////////////////////////////////// Private Methods //////////////////////////////////////////
QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
{
if (shaderManager) {
delete shaderManager;
shaderManager = 0;
}
}
void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform)
{
// glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this 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->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();
if (matrixDirty)
updateMatrix();
if (simpleShaderMatrixUniformDirty) {
shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix);
simpleShaderMatrixUniformDirty = 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, true);
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("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("patternColor", col);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue("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("linearData", linearData);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue("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("angle", angle);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue("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("fmp", fmp);
GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
shaderManager->currentProgram()->setUniformValue("fmp2_m_radius2", fmp2_m_radius2);
shaderManager->currentProgram()->setUniformValue("inverse_2_fmp2_m_radius2",
GLfloat(1.0 / (2.0*fmp2_m_radius2)));
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue("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->currentProgram()->setUniformValue("invertedTextureSize", invertedTextureSize);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue("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("brushTransform", inv_matrix);
shaderManager->currentProgram()->setUniformValue("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)
{
transferMode(ImageDrawingMode);
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
// Setup for texture drawing
shaderManager->setSrcPixelType(QGLEngineShaderManager::ImageSrc);
shaderManager->setTextureCoordsEnabled(true);
prepareForDraw(opaque);
shaderManager->currentProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT);
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 QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
{
if (newMode == mode)
return;
if (mode == TextDrawingMode || mode == ImageDrawingMode) {
glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
}
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
glEnable(GL_STENCIL_TEST);
prepareForDraw(currentBrush->isOpaque());
composite(vertexCoordinateArray.boundingRect());
glDisable(GL_STENCIL_TEST);
cleanStencilBuffer(vertexCoordinateArray.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(bool srcPixelsAreOpaque)
{
if (brushTextureDirty && mode != ImageDrawingMode)
updateBrushTexture();
if (compositionModeDirty)
updateCompositionMode();
if (matrixDirty)
updateMatrix();
const bool stateHasOpacity = q->state()->opacity < 0.99f;
if (q->state()->compositionMode() == QPainter::CompositionMode_Source
|| (q->state()->compositionMode() == 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);
// If the shader program needs changing, we change it and mark all uniforms as dirty
if (shaderManager->useCorrectShaderProg()) {
// The shader program has changed so mark all uniforms as dirty:
brushUniformsDirty = true;
shaderMatrixUniformDirty = true;
}
if (brushUniformsDirty && mode != ImageDrawingMode)
updateBrushUniforms();
if (shaderMatrixUniformDirty) {
shaderManager->currentProgram()->setUniformValue("pmvMatrix", pmvMatrix);
shaderMatrixUniformDirty = false;
}
if (useGlobalOpacityUniform)
shaderManager->currentProgram()->setUniformValue("globalOpacity", (GLfloat)q->state()->opacity);
}
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;
}
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);
ensureActive();
d->transferMode(ImageDrawingMode);
QGLContext *ctx = d->ctx;
glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, true);
//FIXME: we should use hasAlpha() instead, but that's SLOW at the moment
d->drawTexture(dest, src, pixmap.size(), !pixmap.hasAlphaChannel());
}
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);
ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true);
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)
{
transferMode(TextDrawingMode);
Q_Q(QGL2PaintEngineEx);
QOpenGL2PaintEngineState *s = q->state();
QVarLengthArray<QFixedPoint> positions;
QVarLengthArray<glyph_t> 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;
GLenum maskFormat = GL_RGBA;
if (glyphType == QFontEngineGlyphCache::Raster_A8) {
shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
// maskFormat = GL_ALPHA;
}
else if (glyphType == QFontEngineGlyphCache::Raster_RGBMask)
shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMask);
//### TODO: Gamma correction
shaderManager->setTextureCoordsEnabled(true);
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;
GLfloat dx = 1.0 / image.width();
GLfloat dy = 1.0 / image.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, 1 - c.y*dy, c.w * dx, -c.h * dy));
}
glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true);
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("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->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 = new QGLEngineShaderManager(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);
glDisable(GL_SCISSOR_TEST);
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) {
d->transferMode(ImageDrawingMode);
source->bind(false);
QRect rect(0, 0, source->width(), source->height());
d->drawTexture(QRectF(rect), QRectF(rect), rect.size(), true);
}
updateClipRegion(QRegion(), Qt::NoClip);
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;
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, d->width, d->height);
setState(state());
d->updateDepthClip();
}
}
/////////////////////////////////// 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; i<path.elementCount(); ++i) {
switch(types[i]) {
case QPainterPath::MoveToElement:
p.moveTo(QPointF(points[id], points[id+1]));
id+=2;
break;
case QPainterPath::LineToElement:
p.lineTo(QPointF(points[id], points[id+1]));
id+=2;
break;
case QPainterPath::CurveToElement: {
QPointF p1(points[id], points[id+1]);
QPointF p2(points[id+2], points[id+3]);
QPointF p3(points[id+4], points[id+5]);
p.cubicTo(p1, p2, p3);
id+=6;
break;
}
case QPainterPath::CurveToDataElement:
;
break;
}
}
} else if (!path.isEmpty()) {
p.moveTo(QPointF(points[0], points[1]));
int id = 2;
for (int i=1; i<path.elementCount(); ++i) {
p.lineTo(QPointF(points[id], points[id+1]));
id+=2;
}
}
if (path.hints() & QVectorPath::WindingFill)
p.setFillRule(Qt::WindingFill);
updateClipRegion(QRegion(p.toFillPolygon().toPolygon(), p.fillRule()), op);
return;
}
void QGL2PaintEngineEx::updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op)
{
// qDebug("QGL2PaintEngineEx::updateClipRegion()");
Q_D(QGL2PaintEngineEx);
QRegion sysClip = systemClip();
if (op == Qt::NoClip && !d->use_system_clip) {
state()->hasClipping = false;
state()->clipRegion = QRegion();
d->updateDepthClip();
return;
}
bool isScreenClip = false;
if (!d->use_system_clip) {
QVector<QRect> 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;
}
d->updateDepthClip();
}
void QGL2PaintEngineExPrivate::systemStateChanged()
{
Q_Q(QGL2PaintEngineEx);
use_system_clip = !systemClip.isEmpty();
if (q->painter()->hasClipping())
q->updateClipRegion(q->painter()->clipRegion(), Qt::ReplaceClip);
else
q->updateClipRegion(QRegion(), Qt::NoClip);
}
void QGL2PaintEngineExPrivate::updateDepthClip()
{
// qDebug("QGL2PaintEngineExPrivate::updateDepthClip()");
Q_Q(QGL2PaintEngineEx);
q->ensureActive();
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
if (!q->state()->hasClipping)
return;
const QVector<QRect> rects = q->state()->clipEnabled ? q->state()->clipRegion.rects() : q->systemClip().rects();
if (rects.size() == 1) {
QRect fastClip = rects.at(0);
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;
}
glClearDepth(0x0);
glDepthMask(true);
glClear(GL_DEPTH_BUFFER_BIT);
glClearDepth(0x1);
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 *new_state)
{
// qDebug("QGL2PaintEngineEx::setState()");
Q_D(QGL2PaintEngineEx);
QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
QOpenGL2PaintEngineState *old_state = state();
const bool needsDepthClipUpdate = !old_state
|| s->clipEnabled != old_state->clipEnabled
|| (s->clipEnabled && s->clipRegion != old_state->clipRegion);
QPaintEngineEx::setState(s);
if (needsDepthClipUpdate)
d->updateDepthClip();
d->matrixDirty = true;
d->compositionModeDirty = true;
d->brushTextureDirty = true;
d->brushUniformsDirty = true;
d->simpleShaderMatrixUniformDirty = true;
d->shaderMatrixUniformDirty = true;
}
QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
{
QOpenGL2PaintEngineState *s;
if (!orig)
s = new QOpenGL2PaintEngineState();
else
s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
return s;
}
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
: QPainterState(other)
{
clipRegion = other.clipRegion;
hasClipping = other.hasClipping;
}
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
{
hasClipping = false;
}
QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
{
}
QT_END_NAMESPACE
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