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#include "qtextureglyphcache_gl_p.h"
#include "qpaintengineex_opengl2_p.h"
QT_BEGIN_NAMESPACE
#ifdef Q_WS_WIN
extern Q_GUI_EXPORT bool qt_cleartype_enabled;
#endif
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_RGBA, 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);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glViewport(0, 0, oldWidth, oldHeight);
GLfloat* vertexCoordinateArray = pex->staticVertexCoordinateArray;
vertexCoordinateArray[0] = -1.0f;
vertexCoordinateArray[1] = -1.0f;
vertexCoordinateArray[2] = 1.0f;
vertexCoordinateArray[3] = -1.0f;
vertexCoordinateArray[4] = 1.0f;
vertexCoordinateArray[5] = 1.0f;
vertexCoordinateArray[6] = -1.0f;
vertexCoordinateArray[7] = 1.0f;
GLfloat* textureCoordinateArray = pex->staticTextureCoordinateArray;
textureCoordinateArray[0] = 0.0f;
textureCoordinateArray[1] = 0.0f;
textureCoordinateArray[2] = 1.0f;
textureCoordinateArray[3] = 0.0f;
textureCoordinateArray[4] = 1.0f;
textureCoordinateArray[5] = 1.0f;
textureCoordinateArray[6] = 0.0f;
textureCoordinateArray[7] = 1.0f;
pex->setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, vertexCoordinateArray);
pex->setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, textureCoordinateArray);
pex->shaderManager->useBlitProgram();
pex->shaderManager->blitProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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();
}
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
}
} else if (mask.format() == QImage::Format_RGB32) {
// Make the alpha component equal to the average of the RGB values.
// This is needed when drawing sub-pixel antialiased text on translucent targets.
for (int y = 0; y < maskHeight; ++y) {
quint32 *src = (quint32 *) mask.scanLine(y);
for (int x = 0; x < maskWidth; ++x) {
uchar r = src[x] >> 16;
uchar g = src[x] >> 8;
uchar b = src[x];
quint32 avg = (quint32(r) + quint32(g) + quint32(b) + 1) / 3; // "+1" for rounding.
src[x] = (src[x] & 0x00ffffff) | (avg << 24);
}
}
}
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
}
QT_END_NAMESPACE