diff -r 000000000000 -r 1918ee327afb src/opengl/gl2paintengineex/qglengineshadersource_p.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h Mon Jan 11 14:00:40 2010 +0000 @@ -0,0 +1,478 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** 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. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +// +// 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. +// + + +#ifndef QGL_ENGINE_SHADER_SOURCE_H +#define QGL_ENGINE_SHADER_SOURCE_H + +#include "qglengineshadermanager_p.h" + +QT_BEGIN_HEADER + +QT_BEGIN_NAMESPACE + +QT_MODULE(OpenGL) + + +static const char* const qglslMainVertexShader = "\ + uniform highp float depth;\ + void setPosition();\ + void main(void)\ + {\ + setPosition();\ + gl_Position.z = depth * gl_Position.w;\ + }"; + +static const char* const qglslMainWithTexCoordsVertexShader = "\ + attribute highp vec2 textureCoordArray; \ + varying highp vec2 textureCoords; \ + uniform highp float depth;\ + void setPosition();\ + void main(void) \ + {\ + setPosition();\ + gl_Position.z = depth * gl_Position.w;\ + textureCoords = textureCoordArray; \ + }"; + +static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\ + attribute highp vec2 textureCoordArray; \ + attribute lowp float opacityArray; \ + varying highp vec2 textureCoords; \ + varying lowp float opacity; \ + uniform highp float depth; \ + void setPosition(); \ + void main(void) \ + { \ + setPosition(); \ + gl_Position.z = depth * gl_Position.w; \ + textureCoords = textureCoordArray; \ + opacity = opacityArray; \ + }"; + +static const char* const qglslPositionOnlyVertexShader = "\ + attribute highp vec4 vertexCoordsArray;\ + uniform highp mat4 pmvMatrix;\ + void setPosition(void)\ + {\ + gl_Position = pmvMatrix * vertexCoordsArray;\ + }"; + +static const char* const qglslUntransformedPositionVertexShader = "\ + attribute highp vec4 vertexCoordsArray;\ + void setPosition(void)\ + {\ + gl_Position = vertexCoordsArray;\ + }"; + +// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 +static const char* const qglslPositionWithPatternBrushVertexShader = "\ + attribute highp vec4 vertexCoordsArray; \ + uniform highp mat4 pmvMatrix; \ + uniform mediump vec2 halfViewportSize; \ + uniform highp vec2 invertedTextureSize; \ + uniform highp mat3 brushTransform; \ + varying highp vec2 patternTexCoords; \ + void setPosition(void) { \ + gl_Position = pmvMatrix * vertexCoordsArray;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ + gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \ + }"; + +static const char* const qglslAffinePositionWithPatternBrushVertexShader + = qglslPositionWithPatternBrushVertexShader; + +static const char* const qglslPatternBrushSrcFragmentShader = "\ + uniform lowp sampler2D brushTexture;\ + uniform lowp vec4 patternColor; \ + varying highp vec2 patternTexCoords;\ + lowp vec4 srcPixel() { \ + return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \ + }\n"; + + +// Linear Gradient Brush +static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\ + attribute highp vec4 vertexCoordsArray; \ + uniform highp mat4 pmvMatrix; \ + uniform mediump vec2 halfViewportSize; \ + uniform highp vec3 linearData; \ + uniform highp mat3 brushTransform; \ + varying mediump float index; \ + void setPosition() { \ + gl_Position = pmvMatrix * vertexCoordsArray;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ + gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \ + }"; + +static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader + = qglslPositionWithLinearGradientBrushVertexShader; + +static const char* const qglslLinearGradientBrushSrcFragmentShader = "\ + uniform lowp sampler2D brushTexture; \ + varying mediump float index; \ + lowp vec4 srcPixel() { \ + mediump vec2 val = vec2(index, 0.5); \ + return texture2D(brushTexture, val); \ + }\n"; + + +// Conical Gradient Brush +static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\ + attribute highp vec4 vertexCoordsArray;\ + uniform highp mat4 pmvMatrix;\ + uniform mediump vec2 halfViewportSize; \ + uniform highp mat3 brushTransform; \ + varying highp vec2 A; \ + void setPosition(void)\ + {\ + gl_Position = pmvMatrix * vertexCoordsArray;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ + gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + A = hTexCoords.xy * invertedHTexCoordsZ; \ + }"; + +static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader + = qglslPositionWithConicalGradientBrushVertexShader; + +static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ + #define INVERSE_2PI 0.1591549430918953358 \n\ + uniform lowp sampler2D brushTexture; \n\ + uniform mediump float angle; \ + varying highp vec2 A; \ + lowp vec4 srcPixel() { \ + highp float t; \ + if (abs(A.y) == abs(A.x)) \ + t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \ + else \ + t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \ + return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \ + }"; + + +// Radial Gradient Brush +static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\ + attribute highp vec4 vertexCoordsArray;\ + uniform highp mat4 pmvMatrix;\ + uniform mediump vec2 halfViewportSize; \ + uniform highp mat3 brushTransform; \ + uniform highp vec2 fmp; \ + varying highp float b; \ + varying highp vec2 A; \ + void setPosition(void) \ + {\ + gl_Position = pmvMatrix * vertexCoordsArray;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ + gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + A = hTexCoords.xy * invertedHTexCoordsZ; \ + b = 2.0 * dot(A, fmp); \ + }"; + +static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader + = qglslPositionWithRadialGradientBrushVertexShader; + +static const char* const qglslRadialGradientBrushSrcFragmentShader = "\ + uniform lowp sampler2D brushTexture; \ + uniform highp float fmp2_m_radius2; \ + uniform highp float inverse_2_fmp2_m_radius2; \ + varying highp float b; \ + varying highp vec2 A; \ + lowp vec4 srcPixel() { \ + highp float c = -dot(A, A); \ + highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \ + return texture2D(brushTexture, val); \ + }"; + + +// Texture Brush +static const char* const qglslPositionWithTextureBrushVertexShader = "\ + attribute highp vec4 vertexCoordsArray; \ + uniform highp mat4 pmvMatrix; \ + uniform mediump vec2 halfViewportSize; \ + uniform highp vec2 invertedTextureSize; \ + uniform highp mat3 brushTransform; \ + varying highp vec2 brushTextureCoords; \ + void setPosition(void) { \ + gl_Position = pmvMatrix * vertexCoordsArray;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ + gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ + }"; + +static const char* const qglslAffinePositionWithTextureBrushVertexShader + = qglslPositionWithTextureBrushVertexShader; + +#if defined(QT_OPENGL_ES_2) +// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead, +// we emulate GL_REPEAT by only taking the fractional part of the texture coords. +// TODO: Special case POT textures which don't need this emulation +static const char* const qglslTextureBrushSrcFragmentShader = "\ + varying highp vec2 brushTextureCoords; \ + uniform lowp sampler2D brushTexture; \ + lowp vec4 srcPixel() { \ + return texture2D(brushTexture, fract(brushTextureCoords)); \ + }"; +#else +static const char* const qglslTextureBrushSrcFragmentShader = "\ + varying highp vec2 brushTextureCoords; \ + uniform lowp sampler2D brushTexture; \ + lowp vec4 srcPixel() { \ + return texture2D(brushTexture, brushTextureCoords); \ + }"; +#endif + +static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\ + varying highp vec2 brushTextureCoords; \ + uniform lowp vec4 patternColor; \ + uniform lowp sampler2D brushTexture; \ + lowp vec4 srcPixel() { \ + return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \ + }"; + +// Solid Fill Brush +static const char* const qglslSolidBrushSrcFragmentShader = "\ + uniform lowp vec4 fragmentColor; \ + lowp vec4 srcPixel() { \ + return fragmentColor; \ + }"; + +static const char* const qglslImageSrcFragmentShader = "\ + varying highp vec2 textureCoords; \ + uniform lowp sampler2D imageTexture; \ + lowp vec4 srcPixel() { \ + return texture2D(imageTexture, textureCoords); \ + }"; + +static const char* const qglslCustomSrcFragmentShader = "\ + varying highp vec2 textureCoords; \ + uniform lowp sampler2D imageTexture; \ + lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \ + lowp vec4 srcPixel() { \ + return customShader(imageTexture, textureCoords); \ + }"; + +static const char* const qglslImageSrcWithPatternFragmentShader = "\ + varying highp vec2 textureCoords; \ + uniform lowp vec4 patternColor; \ + uniform lowp sampler2D imageTexture; \ + lowp vec4 srcPixel() { \ + return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \ + }\n"; + +static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\ + varying highp vec2 textureCoords; \ + uniform lowp sampler2D imageTexture; \ + lowp vec4 srcPixel() { \ + lowp vec4 sample = texture2D(imageTexture, textureCoords); \ + sample.rgb = sample.rgb * sample.a; \ + return sample; \ + }"; + +static const char* const qglslShockingPinkSrcFragmentShader = "\ + lowp vec4 srcPixel() { \ + return vec4(0.98, 0.06, 0.75, 1.0); \ + }"; + +static const char* const qglslMainFragmentShader_ImageArrays = "\ + varying lowp float opacity; \ + lowp vec4 srcPixel(); \ + void main() { \ + gl_FragColor = srcPixel() * opacity; \ + }"; + +static const char* const qglslMainFragmentShader_CMO = "\ + uniform lowp float globalOpacity; \ + lowp vec4 srcPixel(); \ + lowp vec4 applyMask(lowp vec4); \ + lowp vec4 compose(lowp vec4); \ + void main() { \ + gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \ + }"; + +static const char* const qglslMainFragmentShader_CM = "\ + lowp vec4 srcPixel(); \ + lowp vec4 applyMask(lowp vec4); \ + lowp vec4 compose(lowp vec4); \ + void main() { \ + gl_FragColor = applyMask(compose(srcPixel())); \ + }"; + +static const char* const qglslMainFragmentShader_MO = "\ + uniform lowp float globalOpacity; \ + lowp vec4 srcPixel(); \ + lowp vec4 applyMask(lowp vec4); \ + void main() { \ + gl_FragColor = applyMask(srcPixel()*globalOpacity); \ + }"; + +static const char* const qglslMainFragmentShader_M = "\ + lowp vec4 srcPixel(); \ + lowp vec4 applyMask(lowp vec4); \ + void main() { \ + gl_FragColor = applyMask(srcPixel()); \ + }"; + +static const char* const qglslMainFragmentShader_CO = "\ + uniform lowp float globalOpacity; \ + lowp vec4 srcPixel(); \ + lowp vec4 compose(lowp vec4); \ + void main() { \ + gl_FragColor = compose(srcPixel()*globalOpacity); \ + }"; + +static const char* const qglslMainFragmentShader_C = "\ + lowp vec4 srcPixel(); \ + lowp vec4 compose(lowp vec4); \ + void main() { \ + gl_FragColor = compose(srcPixel()); \ + }"; + +static const char* const qglslMainFragmentShader_O = "\ + uniform lowp float globalOpacity; \ + lowp vec4 srcPixel(); \ + void main() { \ + gl_FragColor = srcPixel()*globalOpacity; \ + }"; + +static const char* const qglslMainFragmentShader = "\ + lowp vec4 srcPixel(); \ + void main() { \ + gl_FragColor = srcPixel(); \ + }"; + +static const char* const qglslMaskFragmentShader = "\ + varying highp vec2 textureCoords;\ + uniform lowp sampler2D maskTexture;\ + lowp vec4 applyMask(lowp vec4 src) \ + {\ + lowp vec4 mask = texture2D(maskTexture, textureCoords); \ + return src * mask.a; \ + }"; + +// For source over with subpixel antialiasing, the final color is calculated per component as follows +// (.a is alpha component, .c is red, green or blue component): +// alpha = src.a * mask.c * opacity +// dest.c = dest.c * (1 - alpha) + src.c * alpha +// +// In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color +// In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one +// +// If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color + +// For source composition with subpixel antialiasing, the final color is calculated per component as follows: +// alpha = src.a * mask.c * opacity +// dest.c = dest.c * (1 - mask.c) + src.c * alpha +// + +static const char* const qglslRgbMaskFragmentShaderPass1 = "\ + varying highp vec2 textureCoords;\ + uniform lowp sampler2D maskTexture;\ + lowp vec4 applyMask(lowp vec4 src) \ + {\ + lowp vec4 mask = texture2D(maskTexture, textureCoords); \ + return src.a * mask; \ + }"; + +static const char* const qglslRgbMaskFragmentShaderPass2 = "\ + varying highp vec2 textureCoords;\ + uniform lowp sampler2D maskTexture;\ + lowp vec4 applyMask(lowp vec4 src) \ + {\ + lowp vec4 mask = texture2D(maskTexture, textureCoords); \ + return src * mask; \ + }"; + +/* + Left to implement: + RgbMaskFragmentShader, + RgbMaskWithGammaFragmentShader, + + MultiplyCompositionModeFragmentShader, + ScreenCompositionModeFragmentShader, + OverlayCompositionModeFragmentShader, + DarkenCompositionModeFragmentShader, + LightenCompositionModeFragmentShader, + ColorDodgeCompositionModeFragmentShader, + ColorBurnCompositionModeFragmentShader, + HardLightCompositionModeFragmentShader, + SoftLightCompositionModeFragmentShader, + DifferenceCompositionModeFragmentShader, + ExclusionCompositionModeFragmentShader, +*/ + +QT_END_NAMESPACE + +QT_END_HEADER + +#endif // GLGC_SHADER_SOURCE_H