/**************************************************************************** | |
** | |
** Copyright (C) 2011 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. | |
** | |
** $QT_BEGIN_LICENSE:LGPL$ | |
** GNU Lesser General Public License Usage | |
** 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. | |
** | |
** GNU General Public License Usage | |
** Alternatively, this file may be used under the terms of the GNU General | |
** Public License version 3.0 as published by the Free Software Foundation | |
** and appearing in the file LICENSE.GPL included in the packaging of this | |
** file. Please review the following information to ensure the GNU General | |
** Public License version 3.0 requirements will be met: | |
** http://www.gnu.org/copyleft/gpl.html. | |
** | |
** Other Usage | |
** Alternatively, this file may be used in accordance with the terms and | |
** conditions contained in a signed written agreement between you and Nokia. | |
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** $QT_END_LICENSE$ | |
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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. | |
*/ | |
// #define QT_OPENGL_CACHE_AS_VBOS | |
#include "qglgradientcache_p.h" | |
#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/qpixmapdata_gl_p.h> | |
#include <private/qdatabuffer_p.h> | |
#include <private/qstatictext_p.h> | |
#include <private/qtriangulator_p.h> | |
#include "qglengineshadermanager_p.h" | |
#include "qgl2pexvertexarray_p.h" | |
#include "qtriangulatingstroker_p.h" | |
#include "qtextureglyphcache_gl_p.h" | |
#include <QDebug> | |
QT_BEGIN_NAMESPACE | |
inline static bool isPowerOfTwo(uint x) | |
{ | |
return x && !(x & (x - 1)); | |
} | |
#if defined(Q_WS_WIN) | |
extern Q_GUI_EXPORT bool qt_cleartype_enabled; | |
#endif | |
#ifdef Q_WS_MAC | |
extern bool qt_applefontsmoothing_enabled; | |
#endif | |
Q_GUI_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert); | |
////////////////////////////////// Private Methods ////////////////////////////////////////// | |
QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate() | |
{ | |
delete shaderManager; | |
while (pathCaches.size()) { | |
QVectorPath::CacheEntry *e = *(pathCaches.constBegin()); | |
e->cleanup(e->engine, e->data); | |
e->data = 0; | |
e->engine = 0; | |
} | |
if (elementIndicesVBOId != 0) { | |
glDeleteBuffers(1, &elementIndicesVBOId); | |
elementIndicesVBOId = 0; | |
} | |
} | |
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 == lastTextureUsed) | |
return; | |
lastTextureUsed = 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) | |
{ | |
if (qbrush_fast_equals(currentBrush, brush)) | |
return; | |
const Qt::BrushStyle newStyle = qbrush_style(brush); | |
Q_ASSERT(newStyle != Qt::NoBrush); | |
currentBrush = brush; | |
if (!currentBrushPixmap.isNull()) | |
currentBrushPixmap = QPixmap(); | |
brushUniformsDirty = true; // All brushes have at least one uniform | |
if (newStyle > Qt::SolidPattern) | |
brushTextureDirty = true; | |
if (currentBrush.style() == Qt::TexturePattern | |
&& qHasPixmapTexture(brush) && brush.texture().isQBitmap()) | |
{ | |
shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern); | |
} else { | |
shaderManager->setSrcPixelType(newStyle); | |
} | |
shaderManager->optimiseForBrushTransform(currentBrush.transform().type()); | |
} | |
void QGL2PaintEngineExPrivate::useSimpleShader() | |
{ | |
shaderManager->useSimpleProgram(); | |
if (matrixDirty) | |
updateMatrix(); | |
} | |
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, 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) { | |
currentBrushPixmap = currentBrush.texture(); | |
int max_texture_size = ctx->d_func()->maxTextureSize(); | |
if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size) | |
currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); | |
glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); | |
QGLTexture *tex = ctx->d_func()->bindTexture(currentBrushPixmap, GL_TEXTURE_2D, GL_RGBA, | |
QGLContext::InternalBindOption | | |
QGLContext::CanFlipNativePixmapBindOption); | |
GLenum wrapMode = GL_REPEAT; | |
#ifdef QT_OPENGL_ES_2 | |
// should check for GL_OES_texture_npot or GL_IMG_texture_npot extension | |
if (!isPowerOfTwo(currentBrushPixmap.width()) || !isPowerOfTwo(currentBrushPixmap.height())) | |
wrapMode = GL_CLAMP_TO_EDGE; | |
#endif | |
updateTextureFilter(GL_TEXTURE_2D, wrapMode, 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 / 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; | |
if (style == Qt::TexturePattern && textureInvertedY == -1) | |
inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate; | |
else | |
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()"); | |
const QTransform& transform = q->state()->matrix; | |
// The projection matrix converts from Qt's coordinate system to GL's coordinate system | |
// * GL's viewport is 2x2, Qt's is width x height | |
// * GL has +y -> -y going from bottom -> top, Qt is the other way round | |
// * GL has [0,0] in the center, Qt has it in the top-left | |
// | |
// This results in the Projection matrix below, which is multiplied by the painter's | |
// transformation matrix, as shown below: | |
// | |
// Projection Matrix Painter Transform | |
// ------------------------------------------------ ------------------------ | |
// | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx | | |
// | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy | | |
// | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 | | |
// ------------------------------------------------ ------------------------ | |
// | |
// NOTE: The resultant matrix is also transposed, as GL expects column-major matracies | |
const GLfloat wfactor = 2.0f / width; | |
const GLfloat hfactor = -2.0f / height; | |
GLfloat dx = transform.dx(); | |
GLfloat dy = transform.dy(); | |
// Non-integer translates can have strange effects for some rendering operations such as | |
// anti-aliased text rendering. In such cases, we snap the translate to the pixel grid. | |
if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) { | |
// 0.50 needs to rounded down to 0.0 for consistency with raster engine: | |
dx = ceilf(dx - 0.5f); | |
dy = ceilf(dy - 0.5f); | |
} | |
#ifndef Q_OS_SYMBIAN | |
if (addOffset) { | |
dx += 0.49f; | |
dy += 0.49f; | |
} | |
#endif | |
pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13(); | |
pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23(); | |
pmvMatrix[2][0] = (wfactor * dx) - transform.m33(); | |
pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13(); | |
pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23(); | |
pmvMatrix[2][1] = (hfactor * dy) + transform.m33(); | |
pmvMatrix[0][2] = transform.m13(); | |
pmvMatrix[1][2] = transform.m23(); | |
pmvMatrix[2][2] = 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; | |
matrixUniformDirty = true; | |
// Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only | |
// need to do this once for every matrix change and persists across all shader programs. | |
glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]); | |
glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]); | |
glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]); | |
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 | |
currentBrush = noBrush; | |
shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc); | |
if (addOffset) { | |
addOffset = false; | |
matrixDirty = true; | |
} | |
if (snapToPixelGrid) { | |
snapToPixelGrid = false; | |
matrixDirty = true; | |
} | |
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); | |
d->nativePaintingActive = true; | |
QGLContext *ctx = d->ctx; | |
glUseProgram(0); | |
// Disable all the vertex attribute arrays: | |
for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) | |
glDisableVertexAttribArray(i); | |
#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] = | |
{ | |
{ float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) }, | |
{ float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) }, | |
{ 0, 0, 1, 0 }, | |
{ float(mtx.dx()), float(mtx.dy()), 0, float(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->lastTextureUsed = 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); | |
glStencilMask(0xff); | |
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); | |
glStencilFunc(GL_ALWAYS, 0, 0xff); | |
ctx->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false); | |
ctx->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false); | |
ctx->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false); | |
#ifndef QT_OPENGL_ES_2 | |
glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // color may have been changed by glVertexAttrib() | |
#endif | |
} | |
void QGL2PaintEngineEx::endNativePainting() | |
{ | |
Q_D(QGL2PaintEngineEx); | |
d->needsSync = true; | |
d->nativePaintingActive = false; | |
} | |
void QGL2PaintEngineEx::invalidateState() | |
{ | |
Q_D(QGL2PaintEngineEx); | |
d->needsSync = true; | |
} | |
bool QGL2PaintEngineEx::isNativePaintingActive() const { | |
Q_D(const QGL2PaintEngineEx); | |
return d->nativePaintingActive; | |
} | |
void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode) | |
{ | |
if (newMode == mode) | |
return; | |
if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) { | |
lastTextureUsed = GLuint(-1); | |
} | |
if (newMode == TextDrawingMode) { | |
shaderManager->setHasComplexGeometry(true); | |
} else { | |
shaderManager->setHasComplexGeometry(false); | |
} | |
if (newMode == ImageDrawingMode) { | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray); | |
setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray); | |
} | |
if (newMode == ImageArrayDrawingMode) { | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data()); | |
setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data()); | |
setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data()); | |
} | |
// This needs to change when we implement high-quality anti-aliasing... | |
if (newMode != TextDrawingMode) | |
shaderManager->setMaskType(QGLEngineShaderManager::NoMask); | |
mode = newMode; | |
} | |
struct QGL2PEVectorPathCache | |
{ | |
#ifdef QT_OPENGL_CACHE_AS_VBOS | |
GLuint vbo; | |
GLuint ibo; | |
#else | |
float *vertices; | |
void *indices; | |
#endif | |
int vertexCount; | |
int indexCount; | |
GLenum primitiveType; | |
qreal iscale; | |
}; | |
void QGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data) | |
{ | |
QGL2PEVectorPathCache *c = (QGL2PEVectorPathCache *) data; | |
#ifdef QT_OPENGL_CACHE_AS_VBOS | |
Q_ASSERT(engine->type() == QPaintEngine::OpenGL2); | |
static_cast<QGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo; | |
if (c->ibo) | |
d->unusedIBOSToClean << c->ibo; | |
#else | |
Q_UNUSED(engine); | |
qFree(c->vertices); | |
qFree(c->indices); | |
#endif | |
delete c; | |
} | |
// Assumes everything is configured for the brush you want to use | |
void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) | |
{ | |
transferMode(BrushDrawingMode); | |
const QOpenGL2PaintEngineState *s = q->state(); | |
const bool newAddOffset = !(s->renderHints & QPainter::Antialiasing) && | |
(qbrush_style(currentBrush) == Qt::SolidPattern) && | |
!multisamplingAlwaysEnabled; | |
if (addOffset != newAddOffset) { | |
addOffset = newAddOffset; | |
matrixDirty = true; | |
} | |
if (snapToPixelGrid) { | |
snapToPixelGrid = false; | |
matrixDirty = true; | |
} | |
// 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.isConvex()) { | |
if (path.isCacheable()) { | |
QVectorPath::CacheEntry *data = path.lookupCacheData(q); | |
QGL2PEVectorPathCache *cache; | |
bool updateCache = false; | |
if (data) { | |
cache = (QGL2PEVectorPathCache *) data->data; | |
// Check if scale factor is exceeded for curved paths and generate curves if so... | |
if (path.isCurved()) { | |
qreal scaleFactor = cache->iscale / inverseScale; | |
if (scaleFactor < 0.5 || scaleFactor > 2.0) { | |
#ifdef QT_OPENGL_CACHE_AS_VBOS | |
glDeleteBuffers(1, &cache->vbo); | |
cache->vbo = 0; | |
Q_ASSERT(cache->ibo == 0); | |
#else | |
qFree(cache->vertices); | |
Q_ASSERT(cache->indices == 0); | |
#endif | |
updateCache = true; | |
} | |
} | |
} else { | |
cache = new QGL2PEVectorPathCache; | |
data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath); | |
updateCache = true; | |
} | |
// Flatten the path at the current scale factor and fill it into the cache struct. | |
if (updateCache) { | |
vertexCoordinateArray.clear(); | |
vertexCoordinateArray.addPath(path, inverseScale, false); | |
int vertexCount = vertexCoordinateArray.vertexCount(); | |
int floatSizeInBytes = vertexCount * 2 * sizeof(float); | |
cache->vertexCount = vertexCount; | |
cache->indexCount = 0; | |
cache->primitiveType = GL_TRIANGLE_FAN; | |
cache->iscale = inverseScale; | |
#ifdef QT_OPENGL_CACHE_AS_VBOS | |
glGenBuffers(1, &cache->vbo); | |
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); | |
glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW); | |
cache->ibo = 0; | |
#else | |
cache->vertices = (float *) qMalloc(floatSizeInBytes); | |
memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes); | |
cache->indices = 0; | |
#endif | |
} | |
prepareForDraw(currentBrush.isOpaque()); | |
#ifdef QT_OPENGL_CACHE_AS_VBOS | |
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0); | |
#else | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices); | |
#endif | |
glDrawArrays(cache->primitiveType, 0, cache->vertexCount); | |
} else { | |
// printf(" - Marking path as cachable...\n"); | |
// Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable | |
path.makeCacheable(); | |
vertexCoordinateArray.clear(); | |
vertexCoordinateArray.addPath(path, inverseScale, false); | |
prepareForDraw(currentBrush.isOpaque()); | |
drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); | |
} | |
} else { | |
bool useCache = path.isCacheable(); | |
if (useCache) { | |
QRectF bbox = path.controlPointRect(); | |
// If the path doesn't fit within these limits, it is possible that the triangulation will fail. | |
useCache &= (bbox.left() > -0x8000 * inverseScale) | |
&& (bbox.right() < 0x8000 * inverseScale) | |
&& (bbox.top() > -0x8000 * inverseScale) | |
&& (bbox.bottom() < 0x8000 * inverseScale); | |
} | |
if (useCache) { | |
QVectorPath::CacheEntry *data = path.lookupCacheData(q); | |
QGL2PEVectorPathCache *cache; | |
bool updateCache = false; | |
if (data) { | |
cache = (QGL2PEVectorPathCache *) data->data; | |
// Check if scale factor is exceeded for curved paths and generate curves if so... | |
if (path.isCurved()) { | |
qreal scaleFactor = cache->iscale / inverseScale; | |
if (scaleFactor < 0.5 || scaleFactor > 2.0) { | |
#ifdef QT_OPENGL_CACHE_AS_VBOS | |
glDeleteBuffers(1, &cache->vbo); | |
glDeleteBuffers(1, &cache->ibo); | |
#else | |
qFree(cache->vertices); | |
qFree(cache->indices); | |
#endif | |
updateCache = true; | |
} | |
} | |
} else { | |
cache = new QGL2PEVectorPathCache; | |
data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath); | |
updateCache = true; | |
} | |
// Flatten the path at the current scale factor and fill it into the cache struct. | |
if (updateCache) { | |
QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale)); | |
cache->vertexCount = polys.vertices.size() / 2; | |
cache->indexCount = polys.indices.size(); | |
cache->primitiveType = GL_TRIANGLES; | |
cache->iscale = inverseScale; | |
#ifdef QT_OPENGL_CACHE_AS_VBOS | |
glGenBuffers(1, &cache->vbo); | |
glGenBuffers(1, &cache->ibo); | |
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo); | |
if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW); | |
else | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW); | |
QVarLengthArray<float> vertices(polys.vertices.size()); | |
for (int i = 0; i < polys.vertices.size(); ++i) | |
vertices[i] = float(inverseScale * polys.vertices.at(i)); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW); | |
#else | |
cache->vertices = (float *) qMalloc(sizeof(float) * polys.vertices.size()); | |
if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) { | |
cache->indices = (quint32 *) qMalloc(sizeof(quint32) * polys.indices.size()); | |
memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size()); | |
} else { | |
cache->indices = (quint16 *) qMalloc(sizeof(quint16) * polys.indices.size()); | |
memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size()); | |
} | |
for (int i = 0; i < polys.vertices.size(); ++i) | |
cache->vertices[i] = float(inverseScale * polys.vertices.at(i)); | |
#endif | |
} | |
prepareForDraw(currentBrush.isOpaque()); | |
#ifdef QT_OPENGL_CACHE_AS_VBOS | |
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo); | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0); | |
if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) | |
glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0); | |
else | |
glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
glBindBuffer(GL_ARRAY_BUFFER, 0); | |
#else | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices); | |
if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) | |
glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, (qint32 *)cache->indices); | |
else | |
glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)cache->indices); | |
#endif | |
} else { | |
// printf(" - Marking path as cachable...\n"); | |
// Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable | |
path.makeCacheable(); | |
// 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()); | |
// Stencil the brush onto the dest buffer | |
composite(vertexCoordinateArray.boundingRect()); | |
glStencilMask(0); | |
updateClipScissorTest(); | |
} | |
} | |
} | |
void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data, | |
int count, | |
int *stops, | |
int stopCount, | |
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 | |
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, stopCount, 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, stopCount, 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 | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data); | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, count); | |
#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); | |
} | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data); | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, count); | |
#endif | |
} | |
// Enable color writes & disable stencil writes | |
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | |
} | |
/* | |
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; | |
opacityUniformDirty = true; | |
matrixUniformDirty = true; | |
} | |
if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode) | |
updateBrushUniforms(); | |
if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) { | |
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity); | |
opacityUniformDirty = false; | |
} | |
if (matrixUniformDirty && shaderManager->hasComplexGeometry()) { | |
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Matrix), | |
pmvMatrix); | |
matrixUniformDirty = false; | |
} | |
return changed; | |
} | |
void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect) | |
{ | |
setCoords(staticVertexCoordinateArray, boundingRect); | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray); | |
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); | |
} | |
// Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans. | |
void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount, | |
GLenum primitive) | |
{ | |
// Now setup the pointer to the vertex array: | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data); | |
int previousStop = 0; | |
for (int i=0; i<stopCount; ++i) { | |
int stop = stops[i]; | |
/* | |
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; | |
} | |
} | |
/////////////////////////////////// Public Methods ////////////////////////////////////////// | |
QGL2PaintEngineEx::QGL2PaintEngineEx() | |
: QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this))) | |
{ | |
} | |
QGL2PaintEngineEx::~QGL2PaintEngineEx() | |
{ | |
} | |
void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush) | |
{ | |
Q_D(QGL2PaintEngineEx); | |
if (qbrush_style(brush) == Qt::NoBrush) | |
return; | |
ensureActive(); | |
d->setBrush(brush); | |
d->fill(path); | |
} | |
Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp | |
void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) | |
{ | |
Q_D(QGL2PaintEngineEx); | |
const QBrush &penBrush = qpen_brush(pen); | |
if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush) | |
return; | |
QOpenGL2PaintEngineState *s = state(); | |
if (pen.isCosmetic() && !qt_scaleForTransform(s->transform(), 0)) { | |
// QTriangulatingStroker class is not meant to support cosmetically sheared strokes. | |
QPaintEngineEx::stroke(path, pen); | |
return; | |
} | |
ensureActive(); | |
d->setBrush(penBrush); | |
d->stroke(path, pen); | |
} | |
void QGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen) | |
{ | |
const QOpenGL2PaintEngineState *s = q->state(); | |
const bool newAddOffset = !(s->renderHints & QPainter::Antialiasing) && !multisamplingAlwaysEnabled; | |
if (addOffset != newAddOffset) { | |
addOffset = newAddOffset; | |
matrixDirty = true; | |
} | |
if (snapToPixelGrid) { | |
snapToPixelGrid = false; | |
matrixDirty = true; | |
} | |
const Qt::PenStyle penStyle = qpen_style(pen); | |
const QBrush &penBrush = qpen_brush(pen); | |
const bool opaque = penBrush.isOpaque() && s->opacity > 0.99; | |
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. | |
updateMatrix(); | |
QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled | |
? q->state()->rectangleClip | |
: QRectF(0, 0, width, height)); | |
if (penStyle == Qt::SolidLine) { | |
stroker.process(path, pen, clip); | |
} else { // Some sort of dash | |
dasher.process(path, pen, clip); | |
QVectorPath dashStroke(dasher.points(), | |
dasher.elementCount(), | |
dasher.elementTypes()); | |
stroker.process(dashStroke, pen, clip); | |
} | |
if (!stroker.vertexCount()) | |
return; | |
if (opaque) { | |
prepareForDraw(opaque); | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices()); | |
glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2); | |
// QBrush b(Qt::green); | |
// d->setBrush(&b); | |
// d->prepareForDraw(true); | |
// glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2); | |
} 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 * inverseScale; | |
QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra); | |
fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2, | |
0, 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); | |
prepareForDraw(false); | |
// Stencil the brush onto the dest buffer | |
composite(bounds); | |
glStencilMask(0); | |
updateClipScissorTest(); | |
} | |
} | |
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->lastTextureUsed = GLuint(-1); | |
d->brushTextureDirty = true; | |
// qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!"); | |
} | |
void QGL2PaintEngineEx::transformChanged() | |
{ | |
Q_D(QGL2PaintEngineEx); | |
d->matrixDirty = true; | |
state()->matrixChanged = true; | |
} | |
static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy) | |
{ | |
return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy); | |
} | |
void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src) | |
{ | |
Q_D(QGL2PaintEngineEx); | |
QGLContext *ctx = d->ctx; | |
int max_texture_size = ctx->d_func()->maxTextureSize(); | |
if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) { | |
QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); | |
const qreal sx = scaled.width() / qreal(pixmap.width()); | |
const qreal sy = scaled.height() / qreal(pixmap.height()); | |
drawPixmap(dest, scaled, scaleRect(src, sx, sy)); | |
return; | |
} | |
ensureActive(); | |
d->transferMode(ImageDrawingMode); | |
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.hasAlpha(); | |
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); | |
QGLContext *ctx = d->ctx; | |
int max_texture_size = ctx->d_func()->maxTextureSize(); | |
if (image.width() > max_texture_size || image.height() > max_texture_size) { | |
QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); | |
const qreal sx = scaled.width() / qreal(image.width()); | |
const qreal sy = scaled.height() / qreal(image.height()); | |
drawImage(dest, scaled, scaleRect(src, sx, sy)); | |
return; | |
} | |
ensureActive(); | |
d->transferMode(ImageDrawingMode); | |
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::drawStaticTextItem(QStaticTextItem *textItem) | |
{ | |
Q_D(QGL2PaintEngineEx); | |
ensureActive(); | |
QFontEngineGlyphCache::Type glyphType = textItem->fontEngine()->glyphFormat >= 0 | |
? QFontEngineGlyphCache::Type(textItem->fontEngine()->glyphFormat) | |
: d->glyphCacheType; | |
if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { | |
if (d->device->alphaRequested() || state()->matrix.type() > QTransform::TxTranslate | |
|| (state()->composition_mode != QPainter::CompositionMode_Source | |
&& state()->composition_mode != QPainter::CompositionMode_SourceOver)) | |
{ | |
glyphType = QFontEngineGlyphCache::Raster_A8; | |
} | |
} | |
d->drawCachedGlyphs(glyphType, textItem); | |
} | |
bool QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src) | |
{ | |
Q_D(QGL2PaintEngineEx); | |
if (!d->shaderManager) | |
return false; | |
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); | |
return true; | |
} | |
void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem) | |
{ | |
Q_D(QGL2PaintEngineEx); | |
ensureActive(); | |
QOpenGL2PaintEngineState *s = state(); | |
const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem); | |
QTransform::TransformationType txtype = s->matrix.type(); | |
float det = s->matrix.determinant(); | |
bool drawCached = txtype < QTransform::TxProject; | |
// don't try to cache huge fonts or vastly transformed fonts | |
const qreal pixelSize = ti.fontEngine->fontDef.pixelSize; | |
if (pixelSize * pixelSize * qAbs(det) >= 64 * 64 || det < 0.25f || det > 4.f) | |
drawCached = false; | |
QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0 | |
? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat) | |
: d->glyphCacheType; | |
if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { | |
if (d->device->alphaRequested() || txtype > QTransform::TxTranslate | |
|| (state()->composition_mode != QPainter::CompositionMode_Source | |
&& state()->composition_mode != QPainter::CompositionMode_SourceOver)) | |
{ | |
glyphType = QFontEngineGlyphCache::Raster_A8; | |
} | |
} | |
if (drawCached) { | |
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); | |
{ | |
QStaticTextItem staticTextItem; | |
staticTextItem.chars = const_cast<QChar *>(ti.chars); | |
staticTextItem.setFontEngine(ti.fontEngine); | |
staticTextItem.glyphs = glyphs.data(); | |
staticTextItem.numChars = ti.num_chars; | |
staticTextItem.numGlyphs = glyphs.size(); | |
staticTextItem.glyphPositions = positions.data(); | |
d->drawCachedGlyphs(glyphType, &staticTextItem); | |
} | |
return; | |
} | |
QPaintEngineEx::drawTextItem(p, ti); | |
} | |
namespace { | |
class QOpenGLStaticTextUserData: public QStaticTextUserData | |
{ | |
public: | |
QOpenGLStaticTextUserData() | |
: QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0) | |
{ | |
} | |
~QOpenGLStaticTextUserData() | |
{ | |
} | |
QSize cacheSize; | |
QGL2PEXVertexArray vertexCoordinateArray; | |
QGL2PEXVertexArray textureCoordinateArray; | |
QFontEngineGlyphCache::Type glyphType; | |
int cacheSerialNumber; | |
}; | |
} | |
// #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO | |
void QGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType, | |
QStaticTextItem *staticTextItem) | |
{ | |
Q_Q(QGL2PaintEngineEx); | |
QOpenGL2PaintEngineState *s = q->state(); | |
bool recreateVertexArrays = false; | |
QGLTextureGlyphCache *cache = | |
(QGLTextureGlyphCache *) staticTextItem->fontEngine()->glyphCache(ctx, glyphType, QTransform()); | |
if (!cache || cache->cacheType() != glyphType || cache->context() == 0) { | |
cache = new QGLTextureGlyphCache(ctx, glyphType, QTransform()); | |
staticTextItem->fontEngine()->setGlyphCache(ctx, cache); | |
recreateVertexArrays = true; | |
} | |
if (staticTextItem->userDataNeedsUpdate) { | |
recreateVertexArrays = true; | |
} else if (staticTextItem->userData() == 0) { | |
recreateVertexArrays = true; | |
} else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) { | |
recreateVertexArrays = true; | |
} else { | |
QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData()); | |
if (userData->glyphType != glyphType) { | |
recreateVertexArrays = true; | |
} else if (userData->cacheSerialNumber != cache->serialNumber()) { | |
recreateVertexArrays = true; | |
} | |
} | |
// We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays. | |
// If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the | |
// cache so this text is performed before we test if the cache size has changed. | |
if (recreateVertexArrays) { | |
cache->setPaintEnginePrivate(this); | |
if (!cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs, | |
staticTextItem->glyphs, staticTextItem->glyphPositions)) { | |
// No space in cache. We need to clear the cache and try again | |
cache->clear(); | |
cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs, | |
staticTextItem->glyphs, staticTextItem->glyphPositions); | |
} | |
} | |
if (cache->width() == 0 || cache->height() == 0) | |
return; | |
transferMode(TextDrawingMode); | |
int margin = cache->glyphMargin(); | |
GLfloat dx = 1.0 / cache->width(); | |
GLfloat dy = 1.0 / cache->height(); | |
// Use global arrays by default | |
QGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray; | |
QGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray; | |
if (staticTextItem->useBackendOptimizations) { | |
QOpenGLStaticTextUserData *userData = 0; | |
if (staticTextItem->userData() == 0 | |
|| staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) { | |
userData = new QOpenGLStaticTextUserData(); | |
staticTextItem->setUserData(userData); | |
} else { | |
userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData()); | |
} | |
userData->glyphType = glyphType; | |
userData->cacheSerialNumber = cache->serialNumber(); | |
// Use cache if backend optimizations is turned on | |
vertexCoordinates = &userData->vertexCoordinateArray; | |
textureCoordinates = &userData->textureCoordinateArray; | |
QSize size(cache->width(), cache->height()); | |
if (userData->cacheSize != size) { | |
recreateVertexArrays = true; | |
userData->cacheSize = size; | |
} | |
} | |
if (recreateVertexArrays) { | |
vertexCoordinates->clear(); | |
textureCoordinates->clear(); | |
for (int i=0; i<staticTextItem->numGlyphs; ++i) { | |
const QTextureGlyphCache::Coord &c = cache->coords.value(staticTextItem->glyphs[i]); | |
int x = staticTextItem->glyphPositions[i].x.toInt() + c.baseLineX - margin; | |
int y = staticTextItem->glyphPositions[i].y.toInt() - c.baseLineY - margin; | |
vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h)); | |
textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy)); | |
} | |
staticTextItem->userDataNeedsUpdate = false; | |
} | |
if (elementIndices.size() < staticTextItem->numGlyphs*6) { | |
Q_ASSERT(elementIndices.size() % 6 == 0); | |
int j = elementIndices.size() / 6 * 4; | |
while (j < staticTextItem->numGlyphs*4) { | |
elementIndices.append(j + 0); | |
elementIndices.append(j + 0); | |
elementIndices.append(j + 1); | |
elementIndices.append(j + 2); | |
elementIndices.append(j + 3); | |
elementIndices.append(j + 3); | |
j += 4; | |
} | |
#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) | |
if (elementIndicesVBOId == 0) | |
glGenBuffers(1, &elementIndicesVBOId); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId); | |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort), | |
elementIndices.constData(), GL_STATIC_DRAW); | |
#endif | |
} else { | |
#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId); | |
#endif | |
} | |
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data()); | |
setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data()); | |
if (addOffset) { | |
addOffset = false; | |
matrixDirty = true; | |
} | |
if (!snapToPixelGrid) { | |
snapToPixelGrid = true; | |
matrixDirty = true; | |
} | |
QBrush pensBrush = q->state()->pen.brush(); | |
setBrush(pensBrush); | |
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); | |
#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) | |
glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, 0); | |
#else | |
glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data()); | |
#endif | |
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 | |
QGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QGLTextureGlyphCache::Linear:QGLTextureGlyphCache::Nearest; | |
if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) { | |
glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT); | |
if (lastMaskTextureUsed != cache->texture()) { | |
glBindTexture(GL_TEXTURE_2D, cache->texture()); | |
lastMaskTextureUsed = cache->texture(); | |
} | |
if (cache->filterMode() != filterMode) { | |
if (filterMode == QGLTextureGlyphCache::Linear) { | |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
} else { | |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
} | |
cache->setFilterMode(filterMode); | |
} | |
} | |
#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) | |
glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, 0); | |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
#else | |
glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data()); | |
#endif | |
} | |
void QGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap, | |
QPainter::PixmapFragmentHints hints) | |
{ | |
Q_D(QGL2PaintEngineEx); | |
// Use fallback for extended composition modes. | |
if (state()->composition_mode > QPainter::CompositionMode_Plus) { | |
QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints); | |
return; | |
} | |
ensureActive(); | |
int max_texture_size = d->ctx->d_func()->maxTextureSize(); | |
if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) { | |
QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); | |
d->drawPixmapFragments(fragments, fragmentCount, scaled, hints); | |
} else { | |
d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints); | |
} | |
} | |
void QGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments, | |
int fragmentCount, const QPixmap &pixmap, | |
QPainter::PixmapFragmentHints hints) | |
{ | |
GLfloat dx = 1.0f / pixmap.size().width(); | |
GLfloat dy = 1.0f / pixmap.size().height(); | |
vertexCoordinateArray.clear(); | |
textureCoordinateArray.clear(); | |
opacityArray.reset(); | |
if (addOffset) { | |
addOffset = false; | |
matrixDirty = true; | |
} | |
if (snapToPixelGrid) { | |
snapToPixelGrid = false; | |
matrixDirty = true; | |
} | |
bool allOpaque = true; | |
for (int i = 0; i < fragmentCount; ++i) { | |
qreal s = 0; | |
qreal c = 1; | |
if (fragments[i].rotation != 0) { | |
s = qFastSin(fragments[i].rotation * Q_PI / 180); | |
c = qFastCos(fragments[i].rotation * Q_PI / 180); | |
} | |
qreal right = 0.5 * fragments[i].scaleX * fragments[i].width; | |
qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height; | |
QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c); | |
QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c); | |
vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y); | |
vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y); | |
vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y); | |
vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y); | |
vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y); | |
vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y); | |
QGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy, | |
(fragments[i].sourceLeft + fragments[i].width) * dx, | |
(fragments[i].sourceTop + fragments[i].height) * dy); | |
textureCoordinateArray.addVertex(src.right, src.bottom); | |
textureCoordinateArray.addVertex(src.right, src.top); | |
textureCoordinateArray.addVertex(src.left, src.top); | |
textureCoordinateArray.addVertex(src.left, src.top); | |
textureCoordinateArray.addVertex(src.left, src.bottom); | |
textureCoordinateArray.addVertex(src.right, src.bottom); | |
qreal opacity = fragments[i].opacity * q->state()->opacity; | |
opacityArray << opacity << opacity << opacity << opacity << opacity << opacity; | |
allOpaque &= (opacity >= 0.99f); | |
} | |
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 = textureCoordinateArray.data(); | |
for (int i = 0; i < 6 * fragmentCount; ++i) | |
data[i].y = 1 - data[i].y; | |
} | |
transferMode(ImageArrayDrawingMode); | |
bool isBitmap = pixmap.isQBitmap(); | |
bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque; | |
updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, | |
q->state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); | |
// Setup for texture drawing | |
currentBrush = noBrush; | |
shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc | |
: QGLEngineShaderManager::ImageSrc); | |
if (prepareForDraw(isOpaque)) | |
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); | |
if (isBitmap) { | |
QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity); | |
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); | |
} | |
glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount); | |
} | |
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->matrixUniformDirty = true; | |
d->matrixDirty = true; | |
d->compositionModeDirty = true; | |
d->opacityUniformDirty = true; | |
d->needsSync = true; | |
d->useSystemClip = !systemClip().isEmpty(); | |
d->currentBrush = QBrush(); | |
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) | |
&& qt_resolve_buffer_extensions(d->ctx); | |
Q_ASSERT(success); | |
Q_UNUSED(success); | |
#endif | |
d->shaderManager = new QGLEngineShaderManager(d->ctx); | |
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 defined(Q_WS_WIN) | |
if (qt_cleartype_enabled) | |
#endif | |
#if defined(Q_WS_MAC) | |
if (qt_applefontsmoothing_enabled) | |
#endif | |
d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask; | |
#endif | |
#if defined(QT_OPENGL_ES_2) | |
// OpenGL ES can't switch MSAA off, so if the gl paint device is | |
// multisampled, it's always multisampled. | |
d->multisamplingAlwaysEnabled = d->device->format().sampleBuffers(); | |
#else | |
d->multisamplingAlwaysEnabled = false; | |
#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; | |
d->currentBrush = QBrush(); | |
#ifdef QT_OPENGL_CACHE_AS_VBOS | |
if (!d->unusedVBOSToClean.isEmpty()) { | |
glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData()); | |
d->unusedVBOSToClean.clear(); | |
} | |
if (!d->unusedIBOSToClean.isEmpty()) { | |
glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData()); | |
d->unusedIBOSToClean.clear(); | |
} | |
#endif | |
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->lastMaskTextureUsed = 0; | |
d->shaderManager->setDirty(); | |
d->ctx->d_func()->syncGlState(); | |
for (int i = 0; i < 3; ++i) | |
d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered | |
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 (useSystemClip) | |
bounds = systemClip.boundingRect(); | |
else | |
bounds = QRect(0, 0, width, height); | |
} else { | |
if (useSystemClip) | |
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 (addOffset) { | |
addOffset = false; | |
matrixDirty = true; | |
} | |
if (snapToPixelGrid) { | |
snapToPixelGrid = false; | |
matrixDirty = true; | |
} | |
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()->matrix.type() == QTransform::TxRotate | |
&& qFuzzyIsNull(state()->matrix.m11()) | |
&& qFuzzyIsNull(state()->matrix.m22()))) | |
{ | |
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->useSystemClip) { | |
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()) { | |
useSystemClip = false; | |
} else { | |
if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) { | |
QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window()); | |
useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter; | |
} else { | |
useSystemClip = true; | |
} | |
} | |
q->state()->clipTestEnabled = false; | |
q->state()->needsClipBufferClear = true; | |
q->state()->currentClip = 1; | |
maxClip = 1; | |
q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height); | |
updateClipScissorTest(); | |
if (systemClip.rectCount() == 1) { | |
if (systemClip.boundingRect() == QRect(0, 0, width, height)) | |
useSystemClip = false; | |
#ifndef QT_GL_NO_SCISSOR_TEST | |
// scissoring takes care of the system clip | |
return; | |
#endif | |
} | |
if (useSystemClip) { | |
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; | |
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; | |
} | |
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 |