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**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: Nokia Corporation (qt-info@nokia.com)
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** contained in the Technology Preview License Agreement accompanying
** this package.
**
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** General Public License version 2.1 as published by the Free Software
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** packaging of this file. Please review the following information to
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****************************************************************************/
/*
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 <private/qpixmapdata_gl_p.h>
#include <private/qdatabuffer_p.h>
#include "qglgradientcache_p.h"
#include "qglengineshadermanager_p.h"
#include "qgl2pexvertexarray_p.h"
#include "qtriangulatingstroker_p.h"
#include <QDebug>
QT_BEGIN_NAMESPACE
//#define QT_GL_NO_SCISSOR_TEST
static const GLuint GL_STENCIL_HIGH_BIT = 0x80;
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;
#ifdef Q_WS_WIN
extern Q_GUI_EXPORT bool qt_cleartype_enabled;
#endif
class QGLTextureGlyphCache : public QObject, public QTextureGlyphCache
{
Q_OBJECT
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);
virtual int glyphMargin() const;
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; }
public Q_SLOTS:
void contextDestroyed(const QGLContext *context) {
if (context == ctx) {
QList<const QGLContext *> shares = qgl_share_reg()->shares(ctx);
if (shares.isEmpty()) {
glDeleteFramebuffers(1, &m_fbo);
if (m_width || m_height)
glDeleteTextures(1, &m_texture);
ctx = 0;
} else {
// since the context holding the texture is shared, and
// about to be destroyed, we have to transfer ownership
// of the texture to one of the share contexts
ctx = const_cast<QGLContext *>((ctx == shares.at(0)) ? shares.at(1) : shares.at(0));
}
}
}
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);
connect(QGLSignalProxy::instance(), SIGNAL(aboutToDestroyContext(const QGLContext *)),
SLOT(contextDestroyed(const QGLContext *)));
}
QGLTextureGlyphCache::~QGLTextureGlyphCache()
{
if (ctx) {
QGLShareContextScope scope(ctx);
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 < data.size(); ++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 tmp_texture;
glGenTextures(1, &tmp_texture);
glBindTexture(GL_TEXTURE_2D, tmp_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, tmp_texture, 0);
glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, oldTexture);
pex->transferMode(BrushDrawingMode);
#ifndef QT_OPENGL_ES_2
if (pex->inRenderText)
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_SCISSOR_BIT);
#endif
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
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);
#ifdef QT_OPENGL_ES_2
QDataBuffer<uchar> buffer(4*oldWidth*oldHeight);
buffer.resize(4*oldWidth*oldHeight);
glReadPixels(0, 0, oldWidth, oldHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data());
// do an in-place conversion from GL_RGBA to GL_ALPHA
for (int i=0; i<oldWidth*oldHeight; ++i)
buffer.data()[i] = buffer.at(4*i + 3);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, oldWidth, oldHeight,
GL_ALPHA, GL_UNSIGNED_BYTE, buffer.data());
#else
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight);
#endif
glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, 0);
glDeleteTextures(1, &tmp_texture);
glDeleteTextures(1, &oldTexture);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
glViewport(0, 0, pex->width, pex->height);
pex->updateClipScissorTest();
#ifndef QT_OPENGL_ES_2
if (pex->inRenderText)
glPopAttrib();
#endif
}
void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph)
{
QImage mask = textureMapForGlyph(glyph);
const int maskWidth = mask.width();
const int maskHeight = mask.height();
if (mask.format() == QImage::Format_Mono) {
mask = mask.convertToFormat(QImage::Format_Indexed8);
for (int y = 0; y < maskHeight; ++y) {
uchar *src = (uchar *) mask.scanLine(y);
for (int x = 0; x < maskWidth; ++x)
src[x] = -src[x]; // convert 0 and 1 into 0 and 255
}
}
glBindTexture(GL_TEXTURE_2D, m_texture);
if (mask.format() == QImage::Format_RGB32) {
glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits());
} else {
#ifdef QT_OPENGL_ES2
glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits());
#else
// glTexSubImage2D() might cause some garbage to appear in the texture if the mask width is
// not a multiple of four bytes. The bug appeared on a computer with 32-bit Windows Vista
// and nVidia GeForce 8500GT. GL_UNPACK_ALIGNMENT is set to four bytes, 'mask' has a
// multiple of four bytes per line, and most of the glyph shows up correctly in the
// texture, which makes me think that this is a driver bug.
// One workaround is to make sure the mask width is a multiple of four bytes, for instance
// by converting it to a format with four bytes per pixel. Another is to copy one line at a
// time.
for (int i = 0; i < maskHeight; ++i)
glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, maskWidth, 1, GL_ALPHA, GL_UNSIGNED_BYTE, mask.scanLine(i));
#endif
}
}
int QGLTextureGlyphCache::glyphMargin() const
{
#if defined(Q_WS_MAC)
return 2;
#elif defined (Q_WS_X11)
return 0;
#else
return m_type == QFontEngineGlyphCache::Raster_RGBMask ? 2 : 0;
#endif
}
extern QImage qt_imageForBrush(int brushStyle, bool invert);
////////////////////////////////// Private Methods //////////////////////////////////////////
QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
{
delete shaderManager;
}
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 != GLuint(-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);
}
inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
{
qreal alpha = c.alphaF() * opacity;
c.setAlphaF(alpha);
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());
}
void QGL2PaintEngineExPrivate::useSimpleShader()
{
shaderManager->simpleProgram()->enable();
shaderManager->setDirty();
if (matrixDirty)
updateMatrix();
if (simpleShaderMatrixUniformDirty) {
shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix);
simpleShaderMatrixUniformDirty = false;
}
}
void QGL2PaintEngineExPrivate::updateBrushTexture()
{
Q_Q(QGL2PaintEngineEx);
// 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, QGLContext::InternalBindOption);
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
}
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 = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, texId);
if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
else if (g->spread() == QGradient::ReflectSpread)
updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform);
else
updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
}
else if (style == Qt::TexturePattern) {
const QPixmap& texPixmap = currentBrush->texture();
glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
QGLTexture *tex = ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1;
}
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 = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col);
}
else {
// All other brushes have a transform and thus need the translation point:
QPointF translationPoint;
if (style <= Qt::DiagCrossPattern) {
QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::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(QGLEngineShaderManager::LinearData), linearData);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::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(QGLEngineShaderManager::Angle), angle);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::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(QGLEngineShaderManager::Fmp), fmp);
GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2),
GLfloat(1.0 / (2.0*fmp2_m_radius2)));
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
}
else if (style == Qt::TexturePattern) {
const QPixmap& texPixmap = currentBrush->texture();
if (qHasPixmapTexture(*currentBrush) && currentBrush->texture().isQBitmap()) {
QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
}
QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 * textureInvertedY / texPixmap.height());
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
QVector2D halfViewportSize(width*0.5, height*0.5);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
}
else
qWarning("QGL2PaintEngineEx: Unimplemented fill style");
const QPointF &brushOrigin = q->state()->brushOrigin;
QTransform matrix = q->state()->matrix;
matrix.translate(brushOrigin.x(), brushOrigin.y());
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 * matrix).inverted() * translate;
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::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 set up the 4x4 transformation matrix on the vertex shaders to
// be the equivalent of glOrtho(0, w, h, 0, -1, 1) * transform:
//
// | 2/width 0 0 -1 | | m11 m21 0 dx |
// | 0 -2/height 0 1 | | m12 m22 0 dy |
// | 0 0 -1 0 | * | 0 0 1 0 |
// | 0 0 0 1 | | m13 m23 0 m33 |
//
// We expand out the multiplication to save the cost of a full 4x4
// matrix multiplication as most of the components are trivial.
const QTransform& transform = q->state()->matrix;
if (mode == TextDrawingMode) {
// Text drawing mode is only used for non-scaling transforms
pmvMatrix[0][0] = 2.0 / width;
pmvMatrix[0][1] = 0.0;
pmvMatrix[0][2] = 0.0;
pmvMatrix[0][3] = 0.0;
pmvMatrix[1][0] = 0.0;
pmvMatrix[1][1] = -2.0 / height;
pmvMatrix[1][2] = 0.0;
pmvMatrix[1][3] = 0.0;
pmvMatrix[2][0] = 0.0;
pmvMatrix[2][1] = 0.0;
pmvMatrix[2][2] = -1.0;
pmvMatrix[2][3] = 0.0;
pmvMatrix[3][0] = pmvMatrix[0][0] * qRound(transform.dx()) - 1.0;
pmvMatrix[3][1] = pmvMatrix[1][1] * qRound(transform.dy()) + 1.0;
pmvMatrix[3][2] = 0.0;
pmvMatrix[3][3] = 1.0;
inverseScale = 1;
} else {
qreal wfactor = 2.0 / width;
qreal hfactor = -2.0 / height;
pmvMatrix[0][0] = wfactor * transform.m11() - transform.m13();
pmvMatrix[0][1] = hfactor * transform.m12() + transform.m13();
pmvMatrix[0][2] = 0.0;
pmvMatrix[0][3] = transform.m13();
pmvMatrix[1][0] = wfactor * transform.m21() - transform.m23();
pmvMatrix[1][1] = hfactor * transform.m22() + transform.m23();
pmvMatrix[1][2] = 0.0;
pmvMatrix[1][3] = transform.m23();
pmvMatrix[2][0] = 0.0;
pmvMatrix[2][1] = 0.0;
pmvMatrix[2][2] = -1.0;
pmvMatrix[2][3] = 0.0;
pmvMatrix[3][0] = wfactor * transform.dx() - transform.m33();
pmvMatrix[3][1] = hfactor * transform.dy() + transform.m33();
pmvMatrix[3][2] = 0.0;
pmvMatrix[3][3] = transform.m33();
// 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;
dasher.setInvScale(inverseScale);
stroker.setInvScale(inverseScale);
}
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);
if (prepareForDraw(opaque))
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
if (pattern) {
QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
}
GLfloat dx = 1.0 / textureSize.width();
GLfloat dy = 1.0 / textureSize.height();
QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
setCoords(staticVertexCoordinateArray, dest);
setCoords(staticTextureCoordinateArray, srcTextureRect);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
void QGL2PaintEngineEx::beginNativePainting()
{
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->device->size();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&mv_matrix[0][0]);
#else
Q_UNUSED(ctx);
#endif
d->lastTexture = GLuint(-1);
d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
d->resetGLState();
d->shaderManager->setDirty();
d->needsSync = true;
}
void QGL2PaintEngineExPrivate::resetGLState()
{
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDepthMask(true);
glDepthFunc(GL_LESS);
glClearDepth(1);
}
void QGL2PaintEngineEx::endNativePainting()
{
Q_D(QGL2PaintEngineEx);
d->needsSync = true;
}
const QGLContext *QGL2PaintEngineEx::context()
{
Q_D(QGL2PaintEngineEx);
return d->ctx;
}
void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
{
if (newMode == mode)
return;
if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
glDisableVertexAttribArray(QT_OPACITY_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);
}
if (newMode == ImageArrayDrawingMode) {
glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
glEnableVertexAttribArray(QT_OPACITY_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());
glVertexAttribPointer(QT_OPACITY_ATTR, 1, GL_FLOAT, GL_FALSE, 0, opacityArray.data());
}
// This needs to change when we implement high-quality anti-aliasing...
if (newMode != TextDrawingMode)
shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
mode = newMode;
}
// 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
|| path.shape() == QVectorPath::ConvexPolygonHint)
{
vertexCoordinateArray.clear();
vertexCoordinateArray.addPath(path, inverseScale, false);
prepareForDraw(currentBrush->isOpaque());
drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
} else {
// The path is too complicated & needs the stencil technique
vertexCoordinateArray.clear();
vertexCoordinateArray.addPath(path, inverseScale, false);
fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
glStencilMask(0xff);
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
if (q->state()->clipTestEnabled) {
// Pass when high bit is set, replace stencil value with current clip
glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
} else if (path.hasWindingFill()) {
// Pass when any bit is set, replace stencil value with 0
glStencilFunc(GL_NOTEQUAL, 0, 0xff);
} else {
// Pass when high bit is set, replace stencil value with 0
glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
}
prepareForDraw(currentBrush->isOpaque());
if (inRenderText)
prepareDepthRangeForRenderText();
// Stencil the brush onto the dest buffer
composite(vertexCoordinateArray.boundingRect());
if (inRenderText)
restoreDepthRangeForRenderText();
glStencilMask(0);
updateClipScissorTest();
}
}
void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
int count,
const QVector<int> *stops,
const QGLRect &bounds,
StencilFillMode mode)
{
Q_ASSERT(count || stops);
// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
glStencilMask(0xff); // Enable stencil writes
if (dirtyStencilRegion.intersects(currentScissorBounds)) {
QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
glClearStencil(0); // Clear to zero
for (int i = 0; i < clearRegion.size(); ++i) {
#ifndef QT_GL_NO_SCISSOR_TEST
setScissor(clearRegion.at(i));
#endif
glClear(GL_STENCIL_BUFFER_BIT);
}
dirtyStencilRegion -= currentScissorBounds;
#ifndef QT_GL_NO_SCISSOR_TEST
updateClipScissorTest();
#endif
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
useSimpleShader();
glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
#ifndef QT_OPENGL_ES_2
if (inRenderText) {
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_DEPTH_TEST);
}
#endif
if (mode == WindingFillMode) {
Q_ASSERT(stops && !count);
if (q->state()->clipTestEnabled) {
// Flatten clip values higher than current clip, and set high bit to match current clip
glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
composite(bounds);
glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
} else if (!stencilClean) {
// Clear stencil buffer within bounding rect
glStencilFunc(GL_ALWAYS, 0, 0xff);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
composite(bounds);
}
// Inc. for front-facing triangle
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
// Dec. for back-facing "holes"
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
glStencilMask(~GL_STENCIL_HIGH_BIT);
drawVertexArrays(data, stops, GL_TRIANGLE_FAN);
if (q->state()->clipTestEnabled) {
// Clear high bit of stencil outside of path
glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
glStencilMask(GL_STENCIL_HIGH_BIT);
composite(bounds);
}
} else if (mode == OddEvenFillMode) {
glStencilMask(GL_STENCIL_HIGH_BIT);
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
drawVertexArrays(data, stops, GL_TRIANGLE_FAN);
} else { // TriStripStrokeFillMode
Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
glStencilMask(GL_STENCIL_HIGH_BIT);
#if 0
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data);
glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
#else
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
if (q->state()->clipTestEnabled) {
glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
~GL_STENCIL_HIGH_BIT);
} else {
glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
}
glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data);
glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
#endif
}
// Enable color writes & disable stencil writes
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
#ifndef QT_OPENGL_ES_2
if (inRenderText)
glPopAttrib();
#endif
}
/*
If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
restore the stencil buffer to a pristine state. The current clip region
is set to 1, and the rest to 0.
*/
void QGL2PaintEngineExPrivate::resetClipIfNeeded()
{
if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
return;
Q_Q(QGL2PaintEngineEx);
useSimpleShader();
glEnable(GL_STENCIL_TEST);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
// Set high bit on clip region
glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
glStencilMask(GL_STENCIL_HIGH_BIT);
composite(rect);
// Reset clipping to 1 and everything else to zero
glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
glStencilMask(0xff);
composite(rect);
q->state()->currentClip = 1;
q->state()->canRestoreClip = false;
maxClip = 1;
glStencilMask(0x0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
{
if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
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);
}
QGLEngineShaderManager::OpacityMode opacityMode;
if (mode == ImageArrayDrawingMode) {
opacityMode = QGLEngineShaderManager::AttributeOpacity;
} else {
opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity
: QGLEngineShaderManager::NoOpacity;
if (stateHasOpacity && (mode != ImageDrawingMode)) {
// Using a brush
bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) &&
(currentBrush->style() <= Qt::DiagCrossPattern);
if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern)
opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
}
}
shaderManager->setOpacityMode(opacityMode);
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;
opacityUniformDirty = true;
}
if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
updateBrushUniforms();
if (shaderMatrixUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PmvMatrix), pmvMatrix);
shaderMatrixUniformDirty = false;
}
if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::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(const float *data, const QVector<int> *stops,
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, data);
int previousStop = 0;
foreach(int stop, *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);
}
void QGL2PaintEngineExPrivate::prepareDepthRangeForRenderText()
{
#ifndef QT_OPENGL_ES_2
// Get the z translation value from the model view matrix and
// transform it using the ortogonal projection with z-near = 0,
// and z-far = 1, which is used in QGLWidget::renderText()
GLdouble model[4][4];
glGetDoublev(GL_MODELVIEW_MATRIX, &model[0][0]);
float deviceZ = -2 * model[3][2] - 1;
glGetFloatv(GL_DEPTH_RANGE, depthRange);
float windowZ = depthRange[0] + (deviceZ + 1) * 0.5 * (depthRange[1] - depthRange[0]);
glDepthRange(windowZ, windowZ);
#endif
}
void QGL2PaintEngineExPrivate::restoreDepthRangeForRenderText()
{
#ifndef QT_OPENGL_ES_2
glDepthRange(depthRange[0], depthRange[1]);
#endif
}
/////////////////////////////////// Public Methods //////////////////////////////////////////
QGL2PaintEngineEx::QGL2PaintEngineEx()
: QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
{
}
QGL2PaintEngineEx::~QGL2PaintEngineEx()
{
}
void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
{
Q_D(QGL2PaintEngineEx);
Qt::BrushStyle style = qbrush_style(brush);
if (style == Qt::NoBrush)
return;
if (!d->inRenderText)
ensureActive();
QOpenGL2PaintEngineState *s = state();
bool doOffset = !(s->renderHints & QPainter::Antialiasing) && style == Qt::SolidPattern;
if (doOffset) {
d->temporaryTransform = s->matrix;
QTransform tx = QTransform::fromTranslate(.49, .49);
s->matrix = s->matrix * tx;
d->matrixDirty = true;
}
d->setBrush(&brush);
d->fill(path);
if (doOffset) {
s->matrix = d->temporaryTransform;
d->matrixDirty = true;
}
}
void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
{
Q_D(QGL2PaintEngineEx);
Qt::PenStyle penStyle = qpen_style(pen);
const QBrush &penBrush = qpen_brush(pen);
if (penStyle == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
return;
QOpenGL2PaintEngineState *s = state();
ensureActive();
bool doOffset = !(s->renderHints & QPainter::Antialiasing);
if (doOffset) {
d->temporaryTransform = s->matrix;
QTransform tx = QTransform::fromTranslate(0.49, .49);
s->matrix = s->matrix * tx;
d->matrixDirty = true;
}
bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
d->setBrush(&penBrush);
d->transferMode(BrushDrawingMode);
// updateMatrix() is responsible for setting the inverse scale on
// the strokers, so we need to call it here and not wait for
// prepareForDraw() down below.
d->updateMatrix();
if (penStyle == Qt::SolidLine) {
d->stroker.process(path, pen);
} else { // Some sort of dash
d->dasher.process(path, pen);
QVectorPath dashStroke(d->dasher.points(),
d->dasher.elementCount(),
d->dasher.elementTypes());
d->stroker.process(dashStroke, pen);
}
QGLContext *ctx = d->ctx;
if (opaque) {
d->prepareForDraw(opaque);
glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, false, 0, d->stroker.vertices());
glDrawArrays(GL_TRIANGLE_STRIP, 0, d->stroker.vertexCount() / 2);
// QBrush b(Qt::green);
// d->setBrush(&b);
// d->prepareForDraw(true);
// glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
} else {
qreal width = qpen_widthf(pen) / 2;
if (width == 0)
width = 0.5;
qreal extra = pen.joinStyle() == Qt::MiterJoin
? qMax(pen.miterLimit() * width, width)
: width;
if (pen.isCosmetic())
extra = extra * d->inverseScale;
QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
d->fillStencilWithVertexArray(d->stroker.vertices(), d->stroker.vertexCount() / 2,
0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode);
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
// Pass when any bit is set, replace stencil value with 0
glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
d->prepareForDraw(false);
// Stencil the brush onto the dest buffer
d->composite(bounds);
glStencilMask(0);
d->updateClipScissorTest();
}
if (doOffset) {
s->matrix = d->temporaryTransform;
d->matrixDirty = true;
}
}
void QGL2PaintEngineEx::penChanged() { }
void QGL2PaintEngineEx::brushChanged() { }
void QGL2PaintEngineEx::brushOriginChanged() { }
void QGL2PaintEngineEx::opacityChanged()
{
// qDebug("QGL2PaintEngineEx::opacityChanged()");
Q_D(QGL2PaintEngineEx);
state()->opacityChanged = true;
Q_ASSERT(d->shaderManager);
d->brushUniformsDirty = true;
d->opacityUniformDirty = true;
}
void QGL2PaintEngineEx::compositionModeChanged()
{
// qDebug("QGL2PaintEngineEx::compositionModeChanged()");
Q_D(QGL2PaintEngineEx);
state()->compositionModeChanged = true;
d->compositionModeDirty = true;
}
void QGL2PaintEngineEx::renderHintsChanged()
{
state()->renderHintsChanged = true;
#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);
d->brushTextureDirty = true;
// qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
}
void QGL2PaintEngineEx::transformChanged()
{
Q_D(QGL2PaintEngineEx);
d->matrixDirty = true;
state()->matrixChanged = 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);
QGLTexture *texture =
ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
QGLContext::InternalBindOption
| QGLContext::CanFlipNativePixmapBindOption);
GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top();
GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom();
QGLRect srcRect(src.left(), top, src.right(), bottom);
bool isBitmap = pixmap.isQBitmap();
bool isOpaque = !isBitmap && !pixmap.hasAlphaChannel();
d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
d->drawTexture(dest, srcRect, 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);
QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
GLuint id = texture->id;
d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, id);
d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
}
void QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
{
Q_D(QGL2PaintEngineEx);
ensureActive();
d->transferMode(ImageDrawingMode);
#ifndef QT_OPENGL_ES_2
QGLContext *ctx = d->ctx;
#endif
glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, textureId);
QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
d->drawTexture(dest, srcRect, size, false);
}
void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
{
Q_D(QGL2PaintEngineEx);
if (!d->inRenderText)
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;
QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
: d->glyphCacheType;
if (d->inRenderText)
glyphType = QFontEngineGlyphCache::Raster_A8;
if (glyphType == QFontEngineGlyphCache::Raster_RGBMask
&& state()->composition_mode != QPainter::CompositionMode_Source
&& state()->composition_mode != QPainter::CompositionMode_SourceOver)
{
drawCached = false;
}
if (drawCached) {
d->drawCachedGlyphs(p, glyphType, ti);
return;
}
QPaintEngineEx::drawTextItem(p, ti);
}
void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGlyphCache::Type glyphType,
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);
QGLTextureGlyphCache *cache =
(QGLTextureGlyphCache *) ti.fontEngine->glyphCache(ctx, s->matrix);
if (!cache || cache->cacheType() != glyphType) {
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;
if (inRenderText)
transferMode(BrushDrawingMode);
transferMode(TextDrawingMode);
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));
}
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());
QBrush pensBrush = q->state()->pen.brush();
setBrush(&pensBrush);
if (inRenderText)
prepareDepthRangeForRenderText();
if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
// Subpixel antialiasing without gamma correction
QPainter::CompositionMode compMode = q->state()->composition_mode;
Q_ASSERT(compMode == QPainter::CompositionMode_Source
|| compMode == QPainter::CompositionMode_SourceOver);
shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1);
if (pensBrush.style() == Qt::SolidPattern) {
// Solid patterns can get away with only one pass.
QColor c = pensBrush.color();
qreal oldOpacity = q->state()->opacity;
if (compMode == QPainter::CompositionMode_Source) {
c = qt_premultiplyColor(c, q->state()->opacity);
q->state()->opacity = 1;
opacityUniformDirty = true;
}
compositionModeDirty = false; // I can handle this myself, thank you very much
prepareForDraw(false); // Text always causes src pixels to be transparent
// prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset.
if (compMode == QPainter::CompositionMode_Source) {
q->state()->opacity = oldOpacity;
opacityUniformDirty = true;
}
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
} else {
// Other brush styles need two passes.
qreal oldOpacity = q->state()->opacity;
if (compMode == QPainter::CompositionMode_Source) {
q->state()->opacity = 1;
opacityUniformDirty = true;
pensBrush = Qt::white;
setBrush(&pensBrush);
}
compositionModeDirty = false; // I can handle this myself, thank you very much
prepareForDraw(false); // Text always causes src pixels to be transparent
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, cache->texture());
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT);
glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2);
if (compMode == QPainter::CompositionMode_Source) {
q->state()->opacity = oldOpacity;
opacityUniformDirty = true;
pensBrush = q->state()->pen.brush();
setBrush(&pensBrush);
}
compositionModeDirty = false;
prepareForDraw(false); // Text always causes src pixels to be transparent
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
}
compositionModeDirty = true;
} else {
// Greyscale/mono glyphs
shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
prepareForDraw(false); // Text always causes src pixels to be transparent
}
//### TODO: Gamma correction
glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, cache->texture());
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT);
glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
if (inRenderText)
restoreDepthRangeForRenderText();
}
void QGL2PaintEngineEx::drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints)
{
// Use fallback for extended composition modes.
if (state()->composition_mode > QPainter::CompositionMode_Plus) {
QPaintEngineEx::drawPixmaps(drawingData, dataCount, pixmap, hints);
return;
}
Q_D(QGL2PaintEngineEx);
GLfloat dx = 1.0f / pixmap.size().width();
GLfloat dy = 1.0f / pixmap.size().height();
d->vertexCoordinateArray.clear();
d->textureCoordinateArray.clear();
d->opacityArray.reset();
bool allOpaque = true;
for (int i = 0; i < dataCount; ++i) {
qreal s = 0;
qreal c = 1;
if (drawingData[i].rotation != 0) {
s = qFastSin(drawingData[i].rotation * Q_PI / 180);
c = qFastCos(drawingData[i].rotation * Q_PI / 180);
}
qreal right = 0.5 * drawingData[i].scaleX * drawingData[i].source.width();
qreal bottom = 0.5 * drawingData[i].scaleY * drawingData[i].source.height();
QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y());
d->vertexCoordinateArray.lineToArray(-bottomLeft.x + drawingData[i].point.x(), -bottomLeft.y + drawingData[i].point.y());
d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y());
d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y());
d->vertexCoordinateArray.lineToArray(bottomLeft.x + drawingData[i].point.x(), bottomLeft.y + drawingData[i].point.y());
d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y());
QGLRect src(drawingData[i].source.left() * dx, drawingData[i].source.top() * dy,
drawingData[i].source.right() * dx, drawingData[i].source.bottom() * dy);
d->textureCoordinateArray.lineToArray(src.right, src.bottom);
d->textureCoordinateArray.lineToArray(src.right, src.top);
d->textureCoordinateArray.lineToArray(src.left, src.top);
d->textureCoordinateArray.lineToArray(src.left, src.top);
d->textureCoordinateArray.lineToArray(src.left, src.bottom);
d->textureCoordinateArray.lineToArray(src.right, src.bottom);
qreal opacity = drawingData[i].opacity * state()->opacity;
d->opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
allOpaque &= (opacity >= 0.99f);
}
ensureActive();
QGLContext *ctx = d->ctx;
glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
QGLContext::InternalBindOption
| QGLContext::CanFlipNativePixmapBindOption);
if (texture->options & QGLContext::InvertedYBindOption) {
// Flip texture y-coordinate.
QGLPoint *data = d->textureCoordinateArray.data();
for (int i = 0; i < 6 * dataCount; ++i)
data[i].y = 1 - data[i].y;
}
d->transferMode(ImageArrayDrawingMode);
bool isBitmap = pixmap.isQBitmap();
bool isOpaque = !isBitmap && (!pixmap.hasAlphaChannel() || (hints & QDrawPixmaps::OpaqueHint)) && allOpaque;
d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
// Setup for texture drawing
d->shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
if (d->prepareForDraw(isOpaque))
d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
if (isBitmap) {
QColor col = qt_premultiplyColor(state()->pen.color(), (GLfloat)state()->opacity);
d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::PatternColor), col);
}
glDrawArrays(GL_TRIANGLES, 0, 6 * dataCount);
}
bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
{
Q_D(QGL2PaintEngineEx);
// qDebug("QGL2PaintEngineEx::begin()");
if (pdev->devType() == QInternal::OpenGL)
d->device = static_cast<QGLPaintDevice*>(pdev);
else
d->device = QGLPaintDevice::getDevice(pdev);
if (!d->device)
return false;
d->ctx = d->device->context();
d->ctx->d_ptr->active_engine = this;
const QSize sz = d->device->size();
d->width = sz.width();
d->height = sz.height();
d->mode = BrushDrawingMode;
d->brushTextureDirty = true;
d->brushUniformsDirty = true;
d->matrixDirty = true;
d->compositionModeDirty = true;
d->opacityUniformDirty = true;
d->needsSync = true;
d->use_system_clip = !systemClip().isEmpty();
d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
d->stencilClean = true;
// Calling begin paint should make the correct context current. So, any
// code which calls into GL or otherwise needs a current context *must*
// go after beginPaint:
d->device->beginPaint();
#if !defined(QT_OPENGL_ES_2)
bool success = qt_resolve_version_2_0_functions(d->ctx);
Q_ASSERT(success);
Q_UNUSED(success);
#endif
d->shaderManager = new QGLEngineShaderManager(d->ctx);
if (!d->inRenderText) {
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
}
#if !defined(QT_OPENGL_ES_2)
glDisable(GL_MULTISAMPLE);
#endif
d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
#if !defined(QT_OPENGL_ES_2)
if (!d->device->format().alpha()
#if defined(Q_WS_WIN)
&& qt_cleartype_enabled
#endif
) {
d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
}
#endif
return true;
}
bool QGL2PaintEngineEx::end()
{
Q_D(QGL2PaintEngineEx);
QGLContext *ctx = d->ctx;
glUseProgram(0);
d->transferMode(BrushDrawingMode);
d->device->endPaint();
#if defined(Q_WS_X11)
// On some (probably all) drivers, deleting an X pixmap which has been bound to a texture
// before calling glFinish/swapBuffers renders garbage. Presumably this is because X deletes
// the pixmap behind the driver's back before it's had a chance to use it. To fix this, we
// reference all QPixmaps which have been bound to stop them being deleted and only deref
// them here, after swapBuffers, where they can be safely deleted.
ctx->d_func()->boundPixmaps.clear();
#endif
d->ctx->d_ptr->active_engine = 0;
d->resetGLState();
delete d->shaderManager;
d->shaderManager = 0;
return false;
}
void QGL2PaintEngineEx::ensureActive()
{
Q_D(QGL2PaintEngineEx);
QGLContext *ctx = d->ctx;
if (isActive() && ctx->d_ptr->active_engine != this) {
ctx->d_ptr->active_engine = this;
d->needsSync = true;
}
d->device->ensureActiveTarget();
if (d->needsSync) {
d->transferMode(BrushDrawingMode);
glViewport(0, 0, d->width, d->height);
d->needsSync = false;
d->shaderManager->setDirty();
setState(state());
}
}
void QGL2PaintEngineExPrivate::updateClipScissorTest()
{
Q_Q(QGL2PaintEngineEx);
if (q->state()->clipTestEnabled) {
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
} else {
glDisable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0, 0xff);
}
#ifdef QT_GL_NO_SCISSOR_TEST
currentScissorBounds = QRect(0, 0, width, height);
#else
QRect bounds = q->state()->rectangleClip;
if (!q->state()->clipEnabled) {
if (use_system_clip)
bounds = systemClip.boundingRect();
else
bounds = QRect(0, 0, width, height);
} else {
if (use_system_clip)
bounds = bounds.intersected(systemClip.boundingRect());
else
bounds = bounds.intersected(QRect(0, 0, width, height));
}
currentScissorBounds = bounds;
if (bounds == QRect(0, 0, width, height)) {
glDisable(GL_SCISSOR_TEST);
} else {
glEnable(GL_SCISSOR_TEST);
setScissor(bounds);
}
#endif
}
void QGL2PaintEngineExPrivate::setScissor(const QRect &rect)
{
const int left = rect.left();
const int width = rect.width();
const int bottom = height - (rect.top() + rect.height());
const int height = rect.height();
glScissor(left, bottom, width, height);
}
void QGL2PaintEngineEx::clipEnabledChanged()
{
Q_D(QGL2PaintEngineEx);
state()->clipChanged = true;
if (painter()->hasClipping())
d->regenerateClip();
else
d->systemStateChanged();
}
void QGL2PaintEngineExPrivate::clearClip(uint value)
{
dirtyStencilRegion -= currentScissorBounds;
glStencilMask(0xff);
glClearStencil(value);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilMask(0x0);
q->state()->needsClipBufferClear = false;
}
void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
{
transferMode(BrushDrawingMode);
if (matrixDirty)
updateMatrix();
stencilClean = false;
const bool singlePass = !path.hasWindingFill()
&& (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
|| q->state()->needsClipBufferClear);
const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
if (q->state()->needsClipBufferClear)
clearClip(1);
if (path.isEmpty()) {
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
return;
}
if (q->state()->clipTestEnabled)
glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
else
glStencilFunc(GL_ALWAYS, 0, 0xff);
vertexCoordinateArray.clear();
vertexCoordinateArray.addPath(path, inverseScale, false);
if (!singlePass)
fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
glColorMask(false, false, false, false);
glEnable(GL_STENCIL_TEST);
useSimpleShader();
if (singlePass) {
// Under these conditions we can set the new stencil value in a single
// pass, by using the current value and the "new value" as the toggles
glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
glStencilMask(value ^ referenceClipValue);
drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
} else {
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
glStencilMask(0xff);
if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
// Pass when any clip bit is set, set high bit
glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
composite(vertexCoordinateArray.boundingRect());
}
// Pass when high bit is set, replace stencil value with new clip value
glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
composite(vertexCoordinateArray.boundingRect());
}
glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
glStencilMask(0);
glColorMask(true, true, true, true);
}
void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
{
// qDebug("QGL2PaintEngineEx::clip()");
Q_D(QGL2PaintEngineEx);
state()->clipChanged = true;
ensureActive();
if (op == Qt::ReplaceClip) {
op = Qt::IntersectClip;
if (d->hasClipOperations()) {
d->systemStateChanged();
state()->canRestoreClip = false;
}
}
#ifndef QT_GL_NO_SCISSOR_TEST
if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
QRectF rect(points[0], points[2]);
if (state()->matrix.type() <= QTransform::TxScale) {
state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
d->updateClipScissorTest();
return;
}
}
#endif
const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
switch (op) {
case Qt::NoClip:
if (d->use_system_clip) {
state()->clipTestEnabled = true;
state()->currentClip = 1;
} else {
state()->clipTestEnabled = false;
}
state()->rectangleClip = QRect(0, 0, d->width, d->height);
state()->canRestoreClip = false;
d->updateClipScissorTest();
break;
case Qt::IntersectClip:
state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
d->updateClipScissorTest();
d->resetClipIfNeeded();
++d->maxClip;
d->writeClip(path, d->maxClip);
state()->currentClip = d->maxClip;
state()->clipTestEnabled = true;
break;
case Qt::UniteClip: {
d->resetClipIfNeeded();
++d->maxClip;
if (state()->rectangleClip.isValid()) {
QPainterPath path;
path.addRect(state()->rectangleClip);
// flush the existing clip rectangle to the depth buffer
d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip);
}
state()->clipTestEnabled = false;
#ifndef QT_GL_NO_SCISSOR_TEST
QRect oldRectangleClip = state()->rectangleClip;
state()->rectangleClip = state()->rectangleClip.united(pathRect);
d->updateClipScissorTest();
QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip;
if (!extendRegion.isEmpty()) {
QPainterPath extendPath;
extendPath.addRegion(extendRegion);
// first clear the depth buffer in the extended region
d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0);
}
#endif
// now write the clip path
d->writeClip(path, d->maxClip);
state()->canRestoreClip = false;
state()->currentClip = d->maxClip;
state()->clipTestEnabled = true;
break;
}
default:
break;
}
}
void QGL2PaintEngineExPrivate::regenerateClip()
{
systemStateChanged();
replayClipOperations();
}
void QGL2PaintEngineExPrivate::systemStateChanged()
{
Q_Q(QGL2PaintEngineEx);
q->state()->clipChanged = true;
if (systemClip.isEmpty()) {
use_system_clip = false;
} else {
if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) {
QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window());
use_system_clip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
} else {
use_system_clip = true;
}
}
q->state()->clipTestEnabled = false;
q->state()->needsClipBufferClear = true;
q->state()->currentClip = 1;
maxClip = 1;
q->state()->rectangleClip = use_system_clip ? systemClip.boundingRect() : QRect(0, 0, width, height);
updateClipScissorTest();
if (systemClip.numRects() == 1) {
if (systemClip.boundingRect() == QRect(0, 0, width, height))
use_system_clip = false;
#ifndef QT_GL_NO_SCISSOR_TEST
// scissoring takes care of the system clip
return;
#endif
}
if (use_system_clip) {
clearClip(0);
QPainterPath path;
path.addRegion(systemClip);
q->state()->currentClip = 0;
writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
q->state()->currentClip = 1;
q->state()->clipTestEnabled = 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->isNew) {
// Newly created state object. The call to setState()
// will either be followed by a call to begin(), or we are
// setting the state as part of a save().
s->isNew = false;
return;
}
// Setting the state as part of a restore().
if (old_state == s || old_state->renderHintsChanged)
renderHintsChanged();
if (old_state == s || old_state->matrixChanged) {
d->matrixDirty = true;
d->simpleShaderMatrixUniformDirty = true;
d->shaderMatrixUniformDirty = true;
}
if (old_state == s || old_state->compositionModeChanged)
d->compositionModeDirty = true;
if (old_state == s || old_state->opacityChanged)
d->opacityUniformDirty = true;
if (old_state == s || old_state->clipChanged) {
if (old_state && old_state != s && old_state->canRestoreClip) {
d->updateClipScissorTest();
glDepthFunc(GL_LEQUAL);
} else {
d->regenerateClip();
}
}
}
QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
{
if (orig)
const_cast<QGL2PaintEngineEx *>(this)->ensureActive();
QOpenGL2PaintEngineState *s;
if (!orig)
s = new QOpenGL2PaintEngineState();
else
s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
s->matrixChanged = false;
s->compositionModeChanged = false;
s->opacityChanged = false;
s->renderHintsChanged = false;
s->clipChanged = false;
return s;
}
void QGL2PaintEngineEx::setRenderTextActive(bool active)
{
Q_D(QGL2PaintEngineEx);
d->inRenderText = active;
}
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
: QPainterState(other)
{
isNew = true;
needsClipBufferClear = other.needsClipBufferClear;
clipTestEnabled = other.clipTestEnabled;
currentClip = other.currentClip;
canRestoreClip = other.canRestoreClip;
rectangleClip = other.rectangleClip;
}
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
{
isNew = true;
needsClipBufferClear = true;
clipTestEnabled = false;
canRestoreClip = true;
}
QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
{
}
QT_END_NAMESPACE
#include "qpaintengineex_opengl2.moc"