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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 Technology Preview License Agreement accompanying
** this package.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain
** additional rights. These rights are described in the Nokia Qt LGPL
** Exception version 1.1, included in the file LGPL_EXCEPTION.txt in this
** package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QGRAPHICSCONTEXT_OPENGL2_P_H
#define QGRAPHICSCONTEXT_OPENGL2_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QDebug>
#include <private/qpaintengineex_p.h>
#include <private/qglengineshadermanager_p.h>
#include <private/qgl2pexvertexarray_p.h>
enum EngineMode {
ImageDrawingMode,
TextDrawingMode,
BrushDrawingMode
};
QT_BEGIN_NAMESPACE
class QGL2PaintEngineExPrivate;
class QOpenGL2PaintEngineState : public QPainterState
{
public:
QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other);
QOpenGL2PaintEngineState();
~QOpenGL2PaintEngineState();
bool needsDepthBufferClear;
qreal depthBufferClearValue;
bool depthTestEnabled;
bool scissorTestEnabled;
uint maxDepth;
uint currentDepth;
bool canRestoreClip;
QRect rectangleClip;
bool hasRectangleClip;
};
class Q_OPENGL_EXPORT QGL2PaintEngineEx : public QPaintEngineEx
{
Q_DECLARE_PRIVATE(QGL2PaintEngineEx)
public:
QGL2PaintEngineEx();
~QGL2PaintEngineEx();
bool begin(QPaintDevice *device);
bool end();
void ensureActive();
virtual void fill(const QVectorPath &path, const QBrush &brush);
virtual void stroke(const QVectorPath &path, const QPen &pen);
virtual void clip(const QVectorPath &path, Qt::ClipOperation op);
virtual void clipEnabledChanged();
virtual void penChanged();
virtual void brushChanged();
virtual void brushOriginChanged();
virtual void opacityChanged();
virtual void compositionModeChanged();
virtual void renderHintsChanged();
virtual void transformChanged();
virtual void drawPixmap(const QRectF &r, const QPixmap &pm, const QRectF &sr);
virtual void drawImage(const QRectF &r, const QImage &pm, const QRectF &sr,
Qt::ImageConversionFlags flags = Qt::AutoColor);
virtual void drawTexture(const QRectF &r, GLuint textureId, const QSize &size, const QRectF &sr);
virtual void drawTextItem(const QPointF &p, const QTextItem &textItem);
Type type() const { return OpenGL2; }
void setState(QPainterState *s);
QPainterState *createState(QPainterState *orig) const;
inline QOpenGL2PaintEngineState *state() {
return static_cast<QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
}
inline const QOpenGL2PaintEngineState *state() const {
return static_cast<const QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
}
void beginNativePainting();
void endNativePainting();
const QGLContext* context();
QPixmapFilter *createPixmapFilter(int type) const;
void setRenderTextActive(bool);
private:
Q_DISABLE_COPY(QGL2PaintEngineEx)
};
class QGL2PaintEngineExPrivate : public QPaintEngineExPrivate
{
Q_DECLARE_PUBLIC(QGL2PaintEngineEx)
public:
QGL2PaintEngineExPrivate(QGL2PaintEngineEx *q_ptr) :
q(q_ptr),
width(0), height(0),
ctx(0),
currentBrush(0),
inverseScale(1),
shaderManager(0),
inRenderText(false)
{ }
~QGL2PaintEngineExPrivate();
void updateBrushTexture();
void updateBrushUniforms();
void updateMatrix();
void updateCompositionMode();
void updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id = -1);
void setBrush(const QBrush* brush);
void transferMode(EngineMode newMode);
void resetGLState();
// fill, drawOutline, drawTexture & drawCachedGlyphs are the rendering entry points:
void fill(const QVectorPath &path);
void drawOutline(const QVectorPath& path);
void drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern = false);
void drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti);
void drawVertexArrays(QGL2PEXVertexArray& vertexArray, GLenum primitive);
// ^ draws whatever is in the vertex array
void composite(const QGLRect& boundingRect);
// ^ Composites the bounding rect onto dest buffer
void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill);
// ^ Calls drawVertexArrays to render into stencil buffer
bool prepareForDraw(bool srcPixelsAreOpaque);
// ^ returns whether the current program changed or not
inline void useSimpleShader();
inline QColor premultiplyColor(QColor c, GLfloat opacity);
float zValueForRenderText() const;
static QGLEngineShaderManager* shaderManagerForEngine(QGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; }
QGL2PaintEngineEx* q;
QGLDrawable drawable;
int width, height;
QGLContext *ctx;
EngineMode mode;
mutable QOpenGL2PaintEngineState *last_created_state;
// Dirty flags
bool matrixDirty; // Implies matrix uniforms are also dirty
bool compositionModeDirty;
bool brushTextureDirty;
bool brushUniformsDirty;
bool simpleShaderMatrixUniformDirty;
bool shaderMatrixUniformDirty;
bool stencilBufferDirty;
bool depthUniformDirty;
bool simpleShaderDepthUniformDirty;
bool opacityUniformDirty;
const QBrush* currentBrush; // May not be the state's brush!
GLfloat inverseScale;
QGL2PEXVertexArray vertexCoordinateArray;
QGL2PEXVertexArray textureCoordinateArray;
GLfloat staticVertexCoordinateArray[8];
GLfloat staticTextureCoordinateArray[8];
GLfloat pmvMatrix[4][4];
QGLEngineShaderManager* shaderManager;
void writeClip(const QVectorPath &path, uint depth);
void updateDepthScissorTest();
void setScissor(const QRect &rect);
void regenerateDepthClip();
void systemStateChanged();
uint use_system_clip : 1;
static inline GLfloat rawDepth(uint depth)
{
// assume at least 16 bits in the depth buffer, and
// use 2^15 depth levels to be safe with regard to
// rounding issues etc
return depth * (1.0f / GLfloat((1 << 15) - 1));
}
static inline GLfloat normalizedDeviceDepth(uint depth)
{
return 2.0f * rawDepth(depth) - 1.0f;
}
uint location(QGLEngineShaderManager::Uniform uniform)
{
return shaderManager->getUniformLocation(uniform);
}
GLuint lastTexture;
bool needsSync;
bool inRenderText;
};
QT_END_NAMESPACE
#endif
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