mirror of https://github.com/qt/qtbase.git
395 lines
12 KiB
C++
395 lines
12 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the QtGui module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qopengltextureblitter_p.h"
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#include <QtGui/QOpenGLBuffer>
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#include <QtGui/QOpenGLShaderProgram>
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#include <QtGui/QOpenGLVertexArrayObject>
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QOpenGLFunctions>
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QT_BEGIN_NAMESPACE
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static const char vertex_shader150[] =
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"#version 150 core\n"
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"in vec3 vertexCoord;"
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"in vec2 textureCoord;"
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"out vec2 uv;"
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"uniform mat4 vertexTransform;"
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"uniform mat3 textureTransform;"
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"void main() {"
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" uv = (textureTransform * vec3(textureCoord,1.0)).xy;"
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" gl_Position = vertexTransform * vec4(vertexCoord,1.0);"
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"}";
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static const char fragment_shader150[] =
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"#version 150 core\n"
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"in vec2 uv;"
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"out vec4 fragcolor;"
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"uniform sampler2D textureSampler;"
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"uniform bool swizzle;"
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"void main() {"
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" vec4 tmpFragColor = texture(textureSampler, uv);"
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" fragcolor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
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"}";
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static const char vertex_shader[] =
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"attribute highp vec3 vertexCoord;"
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"attribute highp vec2 textureCoord;"
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"varying highp vec2 uv;"
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"uniform highp mat4 vertexTransform;"
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"uniform highp mat3 textureTransform;"
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"void main() {"
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" uv = (textureTransform * vec3(textureCoord,1.0)).xy;"
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" gl_Position = vertexTransform * vec4(vertexCoord,1.0);"
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"}";
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static const char fragment_shader[] =
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"varying highp vec2 uv;"
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"uniform sampler2D textureSampler;"
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"uniform bool swizzle;"
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"void main() {"
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" highp vec4 tmpFragColor = texture2D(textureSampler,uv);"
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" gl_FragColor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
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"}";
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static const GLfloat vertex_buffer_data[] = {
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-1,-1, 0,
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-1, 1, 0,
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1,-1, 0,
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-1, 1, 0,
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1,-1, 0,
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1, 1, 0
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};
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static const GLfloat texture_buffer_data[] = {
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0, 0,
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0, 1,
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1, 0,
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0, 1,
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1, 0,
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1, 1
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};
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class TextureBinder
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{
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public:
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TextureBinder(GLuint textureId)
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{
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QOpenGLContext::currentContext()->functions()->glBindTexture(GL_TEXTURE_2D, textureId);
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}
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~TextureBinder()
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{
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QOpenGLContext::currentContext()->functions()->glBindTexture(GL_TEXTURE_2D, 0);
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}
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};
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class QOpenGLTextureBlitterPrivate
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{
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public:
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enum TextureMatrixUniform {
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User,
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Identity,
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IdentityFlipped
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};
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QOpenGLTextureBlitterPrivate()
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: program(0)
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, vertexCoordAttribPos(0)
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, vertexTransformUniformPos(0)
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, textureCoordAttribPos(0)
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, textureTransformUniformPos(0)
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, swizzle(false)
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, swizzleOld(false)
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, textureMatrixUniformState(User)
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, vao(new QOpenGLVertexArrayObject())
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{ }
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void blit(GLuint texture, const QMatrix4x4 &vertexTransform, const QMatrix3x3 &textureTransform);
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void blit(GLuint texture, const QMatrix4x4 &vertexTransform, QOpenGLTextureBlitter::Origin origin);
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void prepareProgram(const QMatrix4x4 &vertexTransform)
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{
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vertexBuffer.bind();
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program->setAttributeBuffer(vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
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program->enableAttributeArray(vertexCoordAttribPos);
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vertexBuffer.release();
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program->setUniformValue(vertexTransformUniformPos, vertexTransform);
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textureBuffer.bind();
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program->setAttributeBuffer(textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
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program->enableAttributeArray(textureCoordAttribPos);
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textureBuffer.release();
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if (swizzle != swizzleOld) {
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program->setUniformValue(swizzleUniformPos, swizzle);
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swizzleOld = swizzle;
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}
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}
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QOpenGLBuffer vertexBuffer;
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QOpenGLBuffer textureBuffer;
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QScopedPointer<QOpenGLShaderProgram> program;
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GLuint vertexCoordAttribPos;
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GLuint vertexTransformUniformPos;
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GLuint textureCoordAttribPos;
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GLuint textureTransformUniformPos;
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GLuint swizzleUniformPos;
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bool swizzle;
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bool swizzleOld;
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TextureMatrixUniform textureMatrixUniformState;
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QScopedPointer<QOpenGLVertexArrayObject> vao;
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};
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void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
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const QMatrix4x4 &vertexTransform,
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const QMatrix3x3 &textureTransform)
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{
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TextureBinder binder(texture);
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prepareProgram(vertexTransform);
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program->setUniformValue(textureTransformUniformPos, textureTransform);
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textureMatrixUniformState = User;
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QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
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const QMatrix4x4 &vertexTransform,
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QOpenGLTextureBlitter::Origin origin)
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{
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TextureBinder binder(texture);
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prepareProgram(vertexTransform);
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if (origin == QOpenGLTextureBlitter::OriginTopLeft) {
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if (textureMatrixUniformState != IdentityFlipped) {
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QMatrix3x3 flipped;
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flipped(1,1) = -1;
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flipped(1,2) = 1;
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program->setUniformValue(textureTransformUniformPos, flipped);
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textureMatrixUniformState = IdentityFlipped;
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}
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} else if (textureMatrixUniformState != Identity) {
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program->setUniformValue(textureTransformUniformPos, QMatrix3x3());
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textureMatrixUniformState = Identity;
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}
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QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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QOpenGLTextureBlitter::QOpenGLTextureBlitter()
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: d_ptr(new QOpenGLTextureBlitterPrivate)
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{
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}
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QOpenGLTextureBlitter::~QOpenGLTextureBlitter()
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{
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}
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bool QOpenGLTextureBlitter::create()
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{
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QOpenGLContext *currentContext = QOpenGLContext::currentContext();
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if (!currentContext)
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return false;
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Q_D(QOpenGLTextureBlitter);
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d->vao->create();
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d->vao->bind();
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if (d->program)
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return true;
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d->program.reset(new QOpenGLShaderProgram());
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QSurfaceFormat format = currentContext->format();
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if (format.profile() == QSurfaceFormat::CoreProfile && format.version() >= qMakePair(3,2)) {
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d->program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader150);
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d->program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader150);
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} else {
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d->program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader);
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d->program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader);
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}
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d->program->link();
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if (!d->program->isLinked()) {
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qWarning() << Q_FUNC_INFO << "Could not link shader program:\n" << d->program->log();
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return false;
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}
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d->program->bind();
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d->vertexBuffer.create();
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d->vertexBuffer.bind();
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d->vertexBuffer.allocate(vertex_buffer_data, sizeof(vertex_buffer_data));
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d->vertexBuffer.release();
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d->textureBuffer.create();
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d->textureBuffer.bind();
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d->textureBuffer.allocate(texture_buffer_data, sizeof(texture_buffer_data));
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d->textureBuffer.release();
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d->vertexCoordAttribPos = d->program->attributeLocation("vertexCoord");
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d->vertexTransformUniformPos = d->program->uniformLocation("vertexTransform");
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d->textureCoordAttribPos = d->program->attributeLocation("textureCoord");
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d->textureTransformUniformPos = d->program->uniformLocation("textureTransform");
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d->swizzleUniformPos = d->program->uniformLocation("swizzle");
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d->program->setUniformValue(d->swizzleUniformPos,false);
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d->vao->release();
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return true;
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}
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bool QOpenGLTextureBlitter::isCreated() const
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{
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Q_D(const QOpenGLTextureBlitter);
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return d->program;
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}
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void QOpenGLTextureBlitter::destroy()
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{
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Q_D(QOpenGLTextureBlitter);
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d->program.reset();
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d->vertexBuffer.destroy();
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d->textureBuffer.destroy();
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d->vao.reset();
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}
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void QOpenGLTextureBlitter::bind()
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{
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Q_D(QOpenGLTextureBlitter);
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d->vao->bind();
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d->program->bind();
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d->vertexBuffer.bind();
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d->program->setAttributeBuffer(d->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
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d->program->enableAttributeArray(d->vertexCoordAttribPos);
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d->vertexBuffer.release();
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d->textureBuffer.bind();
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d->program->setAttributeBuffer(d->textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
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d->program->enableAttributeArray(d->textureCoordAttribPos);
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d->textureBuffer.release();
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}
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void QOpenGLTextureBlitter::release()
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{
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Q_D(QOpenGLTextureBlitter);
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d->program->release();
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d->vao->release();
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}
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void QOpenGLTextureBlitter::setSwizzleRB(bool swizzle)
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{
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Q_D(QOpenGLTextureBlitter);
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d->swizzle = swizzle;
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}
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void QOpenGLTextureBlitter::blit(GLuint texture,
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const QMatrix4x4 &targetTransform,
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Origin sourceOrigin)
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{
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Q_D(QOpenGLTextureBlitter);
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d->blit(texture,targetTransform, sourceOrigin);
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}
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void QOpenGLTextureBlitter::blit(GLuint texture,
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const QMatrix4x4 &targetTransform,
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const QMatrix3x3 &sourceTransform)
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{
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Q_D(QOpenGLTextureBlitter);
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d->blit(texture, targetTransform, sourceTransform);
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}
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QMatrix4x4 QOpenGLTextureBlitter::targetTransform(const QRectF &target,
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const QRect &viewport)
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{
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qreal x_scale = target.width() / viewport.width();
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qreal y_scale = target.height() / viewport.height();
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const QPointF relative_to_viewport = target.topLeft() - viewport.topLeft();
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qreal x_translate = x_scale - 1 + ((relative_to_viewport.x() / viewport.width()) * 2);
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qreal y_translate = -y_scale + 1 - ((relative_to_viewport.y() / viewport.height()) * 2);
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QMatrix4x4 matrix;
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matrix(0,3) = x_translate;
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matrix(1,3) = y_translate;
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matrix(0,0) = x_scale;
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matrix(1,1) = y_scale;
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return matrix;
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}
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QMatrix3x3 QOpenGLTextureBlitter::sourceTransform(const QRectF &subTexture,
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const QSize &textureSize,
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Origin origin)
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{
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qreal x_scale = subTexture.width() / textureSize.width();
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qreal y_scale = subTexture.height() / textureSize.height();
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const QPointF topLeft = subTexture.topLeft();
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qreal x_translate = topLeft.x() / textureSize.width();
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qreal y_translate = topLeft.y() / textureSize.height();
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if (origin == OriginTopLeft) {
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y_scale = -y_scale;
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y_translate = 1 - y_translate;
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}
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QMatrix3x3 matrix;
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matrix(0,2) = x_translate;
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matrix(1,2) = y_translate;
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matrix(0,0) = x_scale;
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matrix(1,1) = y_scale;
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return matrix;
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}
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QT_END_NAMESPACE
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