office-gobmx/vcl/opengl/gdiimpl.cxx
Miklos Vajna 777a26b180 tdf#107966 vcl opengl: fix not drawn 1px wide polypolygons
Visible at e.g. in Calc: Format Cells/Borders/Line Styles.

The problem was that first commit
2e99e4e11d (opengl: use MVP matrix in
vertex shaders, pixel offsets, 2015-07-08) introduced the concept of
pixel offsets, setting the value (implicitly) to 0 in
OpenGLSalGraphicsImpl::DrawTrapezoid(), but using 0.5 in
OpenGLSalGraphicsImpl::FlushLinesOrTriangles().

This is fine, but then later commit
2003076c43 (opengl: batch draw
polypolygons, 2016-05-29) changed
OpenGLSalGraphicsImpl::drawPolyPolygon() to use deferred drawing instead
of DrawTrapezoid(), without doing any translation of the input
polypolygon. This resulted in loss of those polygons when used in the
above mentioned dialog, which has a listbox of bitmaps, where each line
style preview is drawn on a virtual device with a height of 1px. So at
the end the 1px offset meant the previews were simply missing.

('make CppunitTest_vcl_gen SAL_USE_VCLPLUGIN=gen SAL_FORCEGL=1' is
needed on Linux to see the test failing without the fix.)

(cherry picked from commit 75e152a7e8)

Change-Id: Ia9f3d6e7cb38a43fe2f8a41746b538af68add43c
Reviewed-on: https://gerrit.libreoffice.org/69931
Tested-by: Jenkins
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
2019-03-30 04:06:58 +01:00

2254 lines
70 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#include <openglgdiimpl.hxx>
#include <vcl/gradient.hxx>
#include <vcl/idle.hxx>
#include <salframe.hxx>
#include <salvd.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>
#include <basegfx/polygon/b2dlinegeometry.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/polygon/b2dpolygontriangulator.hxx>
#include <basegfx/polygon/b2dpolypolygoncutter.hxx>
#include <basegfx/polygon/b2dtrapezoid.hxx>
#include <sal/log.hxx>
#include <vcl/opengl/OpenGLHelper.hxx>
#include <salgdi.hxx>
#include <svdata.hxx>
#include <opengl/zone.hxx>
#include <opengl/salbmp.hxx>
#include <opengl/RenderState.hxx>
#include <opengl/VertexUtils.hxx>
#include <opengl/BufferObject.hxx>
#include <cmath>
#include <vector>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/norm.hpp>
#include <stdlib.h>
class OpenGLFlushIdle : public Idle
{
OpenGLSalGraphicsImpl *m_pImpl;
public:
explicit OpenGLFlushIdle( OpenGLSalGraphicsImpl *pImpl )
: Idle( "gl idle swap" )
, m_pImpl( pImpl )
{
// We don't want to be swapping before we've painted.
SetPriority( TaskPriority::POST_PAINT );
}
virtual void Invoke() override
{
m_pImpl->doFlush();
SetPriority( TaskPriority::HIGHEST );
Stop();
}
};
OpenGLSalGraphicsImpl::OpenGLSalGraphicsImpl(SalGraphics& rParent, SalGeometryProvider *pProvider)
: mrParent(rParent)
, mpProvider(pProvider)
, mpProgram(nullptr)
, mpFlush(new OpenGLFlushIdle(this))
, mbUseScissor(false)
, mbUseStencil(false)
, mbXORMode(false)
, mbAcquiringOpenGLContext(false)
, mnLineColor(SALCOLOR_NONE)
, mnFillColor(SALCOLOR_NONE)
#ifdef DBG_UTIL
, mProgramIsSolidColor(false)
#endif
, mnDrawCount(0)
, mnDrawCountAtFlush(0)
, mProgramSolidColor(SALCOLOR_NONE)
, mProgramSolidTransparency(0.0)
, mpRenderList(new RenderList)
{
}
OpenGLSalGraphicsImpl::~OpenGLSalGraphicsImpl()
{
if( !IsOffscreen() && mnDrawCountAtFlush != mnDrawCount )
VCL_GL_INFO( "Destroying un-flushed on-screen graphics" );
mpFlush.reset();
ReleaseContext();
}
rtl::Reference<OpenGLContext> OpenGLSalGraphicsImpl::GetOpenGLContext()
{
if (mbAcquiringOpenGLContext)
return nullptr;
mbAcquiringOpenGLContext = true;
bool bSuccess = AcquireContext(true);
mbAcquiringOpenGLContext = false;
if (!bSuccess)
return nullptr;
return mpContext;
}
bool OpenGLSalGraphicsImpl::AcquireContext( bool bForceCreate )
{
mpContext = OpenGLContext::getVCLContext( false );
if( !mpContext.is() && mpWindowContext.is() )
{
mpContext = mpWindowContext;
}
else if( bForceCreate && !IsOffscreen() )
{
mpWindowContext = CreateWinContext();
mpContext = mpWindowContext;
}
if( !mpContext.is() )
mpContext = OpenGLContext::getVCLContext();
return mpContext.is();
}
void OpenGLSalGraphicsImpl::ReleaseContext()
{
mpContext.clear();
}
void OpenGLSalGraphicsImpl::Init()
{
// Our init phase is strange ::Init is called twice for vdevs.
// the first time around with a NULL geometry provider.
if( !mpProvider )
return;
// check if we can simply re-use the same context
if( mpContext.is() )
{
if( !UseContext( mpContext ) )
ReleaseContext();
}
// Always create the offscreen texture
if( maOffscreenTex.GetWidth() != GetWidth() ||
maOffscreenTex.GetHeight() != GetHeight() )
{
// We don't want to be swapping before we've painted.
mpFlush->SetPriority( TaskPriority::POST_PAINT );
if( maOffscreenTex && // don't work to release empty textures
mpContext.is() ) // valid context
{
mpContext->makeCurrent();
mpContext->ReleaseFramebuffer( maOffscreenTex );
}
maOffscreenTex = OpenGLTexture();
VCL_GL_INFO("::Init - re-size offscreen texture");
}
if( mpWindowContext.is() )
{
mpWindowContext->reset();
mpWindowContext.clear();
}
}
// Currently only used to get windows ordering right.
void OpenGLSalGraphicsImpl::DeInit()
{
VCL_GL_INFO("::DeInit");
FlushDeferredDrawing();
// tdf#93839:
// Our window handles and resources are being free underneath us.
// These can be bound into a context, which relies on them. So
// let it know. Other eg. VirtualDevice contexts which have
// references on and rely on this context continuing to work will
// get a shiny new context in AcquireContext:: next PreDraw.
if( mpWindowContext.is() )
{
mpWindowContext->reset();
mpWindowContext.clear();
}
mpContext.clear();
}
void OpenGLSalGraphicsImpl::PreDraw(XOROption eOpt)
{
FlushDeferredDrawing();
InitializePreDrawState(eOpt);
}
void OpenGLSalGraphicsImpl::InitializePreDrawState(XOROption eOpt)
{
OpenGLZone::enter();
mnDrawCount++;
if( !AcquireContext() )
{
SAL_WARN( "vcl.opengl", "Couldn't acquire context" );
return;
}
mpContext->makeCurrent();
CHECK_GL_ERROR();
CheckOffscreenTexture();
CHECK_GL_ERROR();
mpContext->state().viewport(tools::Rectangle(Point(0, 0), Size(GetWidth(), GetHeight())));
ImplInitClipRegion();
CHECK_GL_ERROR();
if (eOpt == IMPLEMENT_XOR && mbXORMode)
{
glEnable(GL_COLOR_LOGIC_OP);
CHECK_GL_ERROR();
glLogicOp(GL_XOR);
CHECK_GL_ERROR();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
CHECK_GL_ERROR();
}
}
void OpenGLSalGraphicsImpl::PostDraw()
{
if (mbXORMode)
{
glDisable(GL_COLOR_LOGIC_OP);
CHECK_GL_ERROR();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
CHECK_GL_ERROR();
}
if( mpProgram )
{
mpProgram->Clean();
mpProgram = nullptr;
#ifdef DBG_UTIL
mProgramIsSolidColor = false;
#endif
}
assert (maOffscreenTex);
// Always queue the flush.
if( !IsOffscreen() )
flush();
OpenGLZone::leave();
}
void OpenGLSalGraphicsImpl::PostBatchDraw()
{
if (IsOffscreen())
return;
if (!mpFlush->IsActive())
mpFlush->Start();
}
void OpenGLSalGraphicsImpl::ApplyProgramMatrices(float fPixelOffset)
{
mpProgram->ApplyMatrix(GetWidth(), GetHeight(), fPixelOffset);
}
void OpenGLSalGraphicsImpl::freeResources()
{
// TODO Delete shaders, programs and textures if not shared
if( mpContext.is() && mpContext->isInitialized() )
{
VCL_GL_INFO( "freeResources" );
mpContext->makeCurrent();
FlushDeferredDrawing();
mpContext->ReleaseFramebuffer( maOffscreenTex );
}
ReleaseContext();
}
void OpenGLSalGraphicsImpl::ImplSetClipBit( const vcl::Region& rClip, GLuint nMask )
{
mpContext->state().scissor().disable();
mpContext->state().stencil().enable();
VCL_GL_INFO( "Adding complex clip / stencil" );
GLuint nStencil = maOffscreenTex.StencilId();
if( nStencil == 0 )
{
nStencil = maOffscreenTex.AddStencil();
glFramebufferRenderbuffer(
GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, nStencil );
CHECK_GL_ERROR();
}
// else - we associated the stencil in
// AcquireFrameBuffer / AttachTexture
CHECK_GL_ERROR();
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
CHECK_GL_ERROR();
glStencilMask( nMask );
CHECK_GL_ERROR();
glStencilFunc( GL_NEVER, nMask, 0xFF );
CHECK_GL_ERROR();
glStencilOp( GL_REPLACE, GL_KEEP, GL_KEEP );
CHECK_GL_ERROR();
glClear( GL_STENCIL_BUFFER_BIT );
CHECK_GL_ERROR();
if( UseSolid( Color( 0xFF, 0xFF, 0xFF ) ) )
{
if( rClip.getRegionBand() )
DrawRegionBand( *rClip.getRegionBand() );
else
DrawPolyPolygon( rClip.GetAsB2DPolyPolygon(), true );
}
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
CHECK_GL_ERROR();
glStencilMask( 0x00 );
CHECK_GL_ERROR();
mpContext->state().stencil().disable();
}
void OpenGLSalGraphicsImpl::ImplInitClipRegion()
{
// make sure the context has the right clipping set
if (maClipRegion != mpContext->maClipRegion)
{
mpContext->maClipRegion = maClipRegion;
if (mbUseStencil)
{
ImplSetClipBit(maClipRegion, 0x01);
}
}
if (mbUseScissor)
{
tools::Rectangle aRect(maClipRegion.GetBoundRect());
mpContext->state().scissor().set(aRect.Left(), GetHeight() - aRect.Bottom() - 1, aRect.GetWidth(), aRect.GetHeight());
mpContext->state().scissor().enable();
}
else
{
mpContext->state().scissor().disable();
}
if (mbUseStencil)
{
glStencilFunc( GL_EQUAL, 1, 0x1 );
CHECK_GL_ERROR();
mpContext->state().stencil().enable();
}
else
{
mpContext->state().stencil().disable();
}
}
const vcl::Region& OpenGLSalGraphicsImpl::getClipRegion() const
{
return maClipRegion;
}
bool OpenGLSalGraphicsImpl::setClipRegion( const vcl::Region& rClip )
{
if (maClipRegion == rClip)
{
VCL_GL_INFO("::setClipRegion (no change) " << rClip);
return true;
}
FlushDeferredDrawing();
VCL_GL_INFO("::setClipRegion " << rClip);
maClipRegion = rClip;
mbUseStencil = false;
mbUseScissor = false;
if (maClipRegion.IsRectangle())
mbUseScissor = true;
else if (!maClipRegion.IsEmpty())
mbUseStencil = true;
return true;
}
// set the clip region to empty
void OpenGLSalGraphicsImpl::ResetClipRegion()
{
if (maClipRegion.IsEmpty())
{
VCL_GL_INFO("::ResetClipRegion (no change) ");
return;
}
FlushDeferredDrawing();
VCL_GL_INFO("::ResetClipRegion");
maClipRegion.SetEmpty();
mbUseScissor = false;
mbUseStencil = false;
}
// get the depth of the device
sal_uInt16 OpenGLSalGraphicsImpl::GetBitCount() const
{
return 32;
}
// get the width of the device
long OpenGLSalGraphicsImpl::GetGraphicsWidth() const
{
return GetWidth();
}
// set the line color to transparent (= don't draw lines)
void OpenGLSalGraphicsImpl::SetLineColor()
{
if( mnLineColor != SALCOLOR_NONE )
{
mnLineColor = SALCOLOR_NONE;
}
}
// set the line color to a specific color
void OpenGLSalGraphicsImpl::SetLineColor( Color nColor )
{
if( mnLineColor != nColor )
{
mnLineColor = nColor;
}
}
// set the fill color to transparent (= don't fill)
void OpenGLSalGraphicsImpl::SetFillColor()
{
if( mnFillColor != SALCOLOR_NONE )
{
mnFillColor = SALCOLOR_NONE;
}
}
// set the fill color to a specific color, shapes will be
// filled accordingly
void OpenGLSalGraphicsImpl::SetFillColor( Color nColor )
{
if( mnFillColor != nColor )
{
mnFillColor = nColor;
}
}
// enable/disable XOR drawing
void OpenGLSalGraphicsImpl::SetXORMode( bool bSet, bool )
{
if (mbXORMode != bSet)
{
FlushDeferredDrawing();
mbXORMode = bSet;
}
}
void OpenGLSalGraphicsImpl::SetROPLineColor(SalROPColor nROPColor)
{
switch (nROPColor)
{
case SalROPColor::N0:
mnLineColor = Color(0, 0, 0);
break;
case SalROPColor::N1:
mnLineColor = Color(0xff, 0xff, 0xff);
break;
case SalROPColor::Invert:
mnLineColor = Color(0xff, 0xff, 0xff);
break;
}
}
void OpenGLSalGraphicsImpl::SetROPFillColor(SalROPColor nROPColor)
{
switch (nROPColor)
{
case SalROPColor::N0:
mnFillColor = Color(0, 0, 0);
break;
case SalROPColor::N1:
mnFillColor = Color(0xff, 0xff, 0xff);
break;
case SalROPColor::Invert:
mnFillColor = Color(0xff, 0xff, 0xff);
break;
}
}
void OpenGLSalGraphicsImpl::CheckOffscreenTexture()
{
bool bClearTexture = false;
VCL_GL_INFO( "Check Offscreen texture" );
// Always create the offscreen texture
if( maOffscreenTex )
{
if( maOffscreenTex.GetWidth() != GetWidth() ||
maOffscreenTex.GetHeight() != GetHeight() )
{
VCL_GL_INFO( "re-size offscreen texture " << maOffscreenTex.Id() );
mpFlush->SetPriority( TaskPriority::POST_PAINT );
mpContext->ReleaseFramebuffer( maOffscreenTex );
maOffscreenTex = OpenGLTexture();
}
}
if( !maOffscreenTex )
{
VCL_GL_INFO( "create texture of size "
<< GetWidth() << " x " << GetHeight() );
maOffscreenTex = OpenGLTexture( GetWidth(), GetHeight() );
bClearTexture = true;
}
if( !maOffscreenTex.IsUnique() )
{
GLfloat fWidth = GetWidth();
GLfloat fHeight = GetHeight();
SalTwoRect aPosAry(0, 0, fWidth, fHeight, 0,0, fWidth, fHeight);
// TODO: lfrb: User GL_ARB_copy_image?
OpenGLTexture aNewTex = OpenGLTexture( GetWidth(), GetHeight() );
mpContext->state().scissor().disable();
mpContext->state().stencil().disable();
mpContext->AcquireFramebuffer( aNewTex );
DrawTexture( maOffscreenTex, aPosAry );
maOffscreenTex = aNewTex;
}
else
{
mpContext->AcquireFramebuffer( maOffscreenTex );
CHECK_GL_ERROR();
if( bClearTexture )
{
glDrawBuffer( GL_COLOR_ATTACHMENT0 );
#if OSL_DEBUG_LEVEL > 0 // lets have some red debugging background.
GLfloat const clearColor[4] = { 1.0, 0, 0, 0 };
#else
GLfloat const clearColor[4] = { 1.0, 1.0, 1.0, 0 };
#endif
glClearBufferfv( GL_COLOR, 0, clearColor );
// FIXME: use glClearTexImage if we have it ?
}
}
assert( maOffscreenTex );
CHECK_GL_ERROR();
}
bool OpenGLSalGraphicsImpl::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble )
{
if( mpProgram != nullptr )
mpProgram->Clean();
mpProgram = mpContext->UseProgram( rVertexShader, rFragmentShader, preamble );
#ifdef DBG_UTIL
mProgramIsSolidColor = false; // UseSolid() will set to true if needed
#endif
return ( mpProgram != nullptr );
}
bool OpenGLSalGraphicsImpl::UseSolid( Color nColor, sal_uInt8 nTransparency )
{
if( nColor == SALCOLOR_NONE )
return false;
UseSolid();
mpProgram->SetColor( "color", nColor, nTransparency );
#ifdef DBG_UTIL
mProgramIsSolidColor = true;
#endif
mProgramSolidColor = nColor;
mProgramSolidTransparency = nTransparency / 100.0;
return true;
}
bool OpenGLSalGraphicsImpl::UseSolid( Color nColor, double fTransparency )
{
if( nColor == SALCOLOR_NONE )
return false;
UseSolid();
mpProgram->SetColorf( "color", nColor, fTransparency );
#ifdef DBG_UTIL
mProgramIsSolidColor = true;
#endif
mProgramSolidColor = nColor;
mProgramSolidTransparency = fTransparency;
return true;
}
void OpenGLSalGraphicsImpl::UseSolid()
{
if (!UseProgram("combinedVertexShader", "combinedFragmentShader"))
return;
mpProgram->SetShaderType(DrawShaderType::Normal);
}
bool OpenGLSalGraphicsImpl::UseInvert50()
{
return UseProgram( "dumbVertexShader", "invert50FragmentShader" );
}
bool OpenGLSalGraphicsImpl::UseSolid( Color nColor )
{
return UseSolid( nColor, 0.0f );
}
bool OpenGLSalGraphicsImpl::UseInvert( SalInvert nFlags )
{
OpenGLZone aZone;
if( ( nFlags & SalInvert::N50 ) ||
( nFlags & SalInvert::TrackFrame ) )
{
// FIXME: Trackframe really should be 2 pix. on/off stipple.
if( !UseInvert50() )
return false;
mpProgram->SetBlendMode( GL_ONE_MINUS_DST_COLOR,
GL_ONE_MINUS_SRC_COLOR );
}
else
{
if( !UseSolid( Color( 255, 255, 255 ) ) )
return false;
mpProgram->SetBlendMode( GL_ONE_MINUS_DST_COLOR, GL_ZERO );
}
return true;
}
void OpenGLSalGraphicsImpl::DrawLineSegment(float x1, float y1, float x2, float y2)
{
std::vector<GLfloat> aVertices;
std::vector<GLfloat> aExtrusionVectors;
OpenGLZone aZone;
glm::vec2 aPoint1(x1, y1);
glm::vec2 aPoint2(x2, y2);
glm::vec2 aLineVector = vcl::vertex::normalize(aPoint2 - aPoint1);
glm::vec2 aNormal = glm::vec2(-aLineVector.y, aLineVector.x);
vcl::vertex::addLineSegmentVertices(aVertices, aExtrusionVectors,
aPoint1, aNormal, 1.0f,
aPoint2, aNormal, 1.0f);
ApplyProgramMatrices(0.5f);
mpProgram->SetExtrusionVectors(aExtrusionVectors.data());
mpProgram->DrawArrays(GL_TRIANGLES, aVertices);
CHECK_GL_ERROR();
}
bool OpenGLSalGraphicsImpl::UseLine(Color nColor, double fTransparency, GLfloat fLineWidth, bool bUseAA)
{
if( nColor == SALCOLOR_NONE )
return false;
UseLine(fLineWidth, bUseAA);
mpProgram->SetColorf("color", nColor, fTransparency);
#ifdef DBG_UTIL
mProgramIsSolidColor = true;
#endif
mProgramSolidColor = nColor;
mProgramSolidTransparency = fTransparency;
return true;
}
void OpenGLSalGraphicsImpl::UseLine(GLfloat fLineWidth, bool bUseAA)
{
if (!UseProgram("combinedVertexShader", "combinedFragmentShader"))
return;
mpProgram->SetShaderType(DrawShaderType::Line);
mpProgram->SetUniform1f("line_width", fLineWidth);
// The width of the feather - area we make lineary transparent in VS.
// Good AA value is 0.5f, no AA if feather 0.0f
mpProgram->SetUniform1f("feather", bUseAA ? 0.5f : 0.0f);
// We need blending or AA won't work correctly
mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void OpenGLSalGraphicsImpl::DrawConvexPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry, bool blockAA )
{
OpenGLZone aZone;
std::vector<GLfloat> aVertices(nPoints * 2);
sal_uInt32 i, j;
for( i = 0, j = 0; i < nPoints; i++, j += 2 )
{
aVertices[j] = GLfloat(pPtAry[i].mnX);
aVertices[j+1] = GLfloat(pPtAry[i].mnY);
}
ApplyProgramMatrices();
std::vector<GLfloat> aExtrusion(nPoints * 3, 0);
mpProgram->SetExtrusionVectors(aExtrusion.data());
mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);
CHECK_GL_ERROR();
if( !blockAA && mrParent.getAntiAliasB2DDraw())
{
// Make the edges antialiased by drawing the edge lines again with AA.
// TODO: If transparent drawing is set up, drawing the lines themselves twice
// may be a problem, if that is a real problem, the polygon areas itself needs to be
// masked out for this or something.
#ifdef DBG_UTIL
assert( mProgramIsSolidColor );
#endif
Color lastSolidColor = mProgramSolidColor;
double lastSolidTransparency = mProgramSolidTransparency;
if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true))
{
for( i = 0; i < nPoints; ++i )
{
const SalPoint& rPt1 = pPtAry[ i ];
const SalPoint& rPt2 = pPtAry[ ( i + 1 ) % nPoints ];
DrawLineSegment(rPt1.mnX, rPt1.mnY, rPt2.mnX, rPt2.mnY);
}
UseSolid( lastSolidColor, lastSolidTransparency );
}
}
}
void OpenGLSalGraphicsImpl::DrawConvexPolygon( const tools::Polygon& rPolygon, bool blockAA )
{
OpenGLZone aZone;
sal_uInt16 nPoints = rPolygon.GetSize() - 1;
std::vector<GLfloat> aVertices(nPoints * 2);
sal_uInt32 i, j;
for( i = 0, j = 0; i < nPoints; i++, j += 2 )
{
const Point& rPt = rPolygon.GetPoint( i );
aVertices[j] = GLfloat(rPt.X());
aVertices[j+1] = GLfloat(rPt.Y());
}
ApplyProgramMatrices();
std::vector<GLfloat> aExtrusion(nPoints * 3, 0);
mpProgram->SetExtrusionVectors(aExtrusion.data());
mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);
CHECK_GL_ERROR();
if( !blockAA && mrParent.getAntiAliasB2DDraw())
{
// Make the edges antialiased by drawing the edge lines again with AA.
// TODO: If transparent drawing is set up, drawing the lines themselves twice
// may be a problem, if that is a real problem, the polygon areas itself needs to be
// masked out for this or something.
#ifdef DBG_UTIL
assert( mProgramIsSolidColor );
#endif
Color lastSolidColor = mProgramSolidColor;
double lastSolidTransparency = mProgramSolidTransparency;
if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true))
{
for( i = 0; i < nPoints; ++i )
{
const Point& rPt1 = rPolygon.GetPoint( i );
const Point& rPt2 = rPolygon.GetPoint(( i + 1 ) % nPoints );
DrawLineSegment(rPt1.getX(), rPt1.getY(), rPt2.getX(), rPt2.getY());
}
UseSolid( lastSolidColor, lastSolidTransparency );
}
}
}
void OpenGLSalGraphicsImpl::DrawTrapezoid( const basegfx::B2DTrapezoid& trapezoid, bool blockAA )
{
OpenGLZone aZone;
const basegfx::B2DPolygon& rPolygon = trapezoid.getB2DPolygon();
sal_uInt16 nPoints = rPolygon.count();
std::vector<GLfloat> aVertices(nPoints * 2);
sal_uInt32 i, j;
for( i = 0, j = 0; i < nPoints; i++, j += 2 )
{
const basegfx::B2DPoint& rPt = rPolygon.getB2DPoint( i );
aVertices[j] = GLfloat(rPt.getX());
aVertices[j+1] = GLfloat(rPt.getY());
}
if (!mpProgram)
{
SAL_WARN("vcl.opengl", "OpenGLSalGraphicsImpl::DrawTrapezoid: mpProgram is 0");
return;
}
ApplyProgramMatrices();
std::vector<GLfloat> aExtrusion(nPoints * 3, 0);
mpProgram->SetExtrusionVectors(aExtrusion.data());
mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);
CHECK_GL_ERROR();
if( !blockAA && mrParent.getAntiAliasB2DDraw())
{
// Make the edges antialiased by drawing the edge lines again with AA.
// TODO: If transparent drawing is set up, drawing the lines themselves twice
// may be a problem, if that is a real problem, the polygon areas itself needs to be
// masked out for this or something.
#ifdef DBG_UTIL
assert( mProgramIsSolidColor );
#endif
Color lastSolidColor = mProgramSolidColor;
double lastSolidTransparency = mProgramSolidTransparency;
if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true))
{
for( i = 0; i < nPoints; ++i )
{
const basegfx::B2DPoint& rPt1 = rPolygon.getB2DPoint( i );
const basegfx::B2DPoint& rPt2 = rPolygon.getB2DPoint(( i + 1 ) % nPoints );
DrawLineSegment(rPt1.getX(), rPt1.getY(), rPt2.getX(), rPt2.getY());
}
UseSolid( lastSolidColor, lastSolidTransparency );
}
}
}
void OpenGLSalGraphicsImpl::DrawRect( long nX, long nY, long nWidth, long nHeight )
{
long nX1( nX );
long nY1( nY );
long nX2( nX + nWidth );
long nY2( nY + nHeight );
const SalPoint aPoints[] = { { nX1, nY2 }, { nX1, nY1 },
{ nX2, nY1 }, { nX2, nY2 }};
DrawConvexPolygon( 4, aPoints, true );
}
void OpenGLSalGraphicsImpl::DrawRect( const tools::Rectangle& rRect )
{
long nX1( rRect.Left() );
long nY1( rRect.Top() );
long nX2( rRect.Right() );
long nY2( rRect.Bottom() );
const SalPoint aPoints[] = { { nX1, nY2 }, { nX1, nY1 },
{ nX2, nY1 }, { nX2, nY2 }};
DrawConvexPolygon( 4, aPoints, true );
}
void OpenGLSalGraphicsImpl::DrawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry )
{
basegfx::B2DPolygon aPolygon;
for( sal_uInt32 i = 0; i < nPoints; i++ )
aPolygon.append( basegfx::B2DPoint( pPtAry[i].mnX, pPtAry[i].mnY ) );
aPolygon.setClosed( true );
if( basegfx::utils::isConvex( aPolygon ) )
{
if( nPoints > 2 )
DrawConvexPolygon( nPoints, pPtAry );
}
else
{
const basegfx::B2DPolyPolygon aPolyPolygon( aPolygon );
DrawPolyPolygon( aPolyPolygon );
}
}
void OpenGLSalGraphicsImpl::DrawPolyPolygon( const basegfx::B2DPolyPolygon& rPolyPolygon, bool blockAA )
{
const basegfx::B2DPolyPolygon& aSimplePolyPolygon = ::basegfx::utils::solveCrossovers( rPolyPolygon );
basegfx::B2DTrapezoidVector aB2DTrapVector;
basegfx::utils::trapezoidSubdivide( aB2DTrapVector, aSimplePolyPolygon );
// draw tessellation result
if( !aB2DTrapVector.empty())
{
for(basegfx::B2DTrapezoid & i : aB2DTrapVector)
DrawTrapezoid( i, blockAA );
}
}
void OpenGLSalGraphicsImpl::DrawRegionBand( const RegionBand& rRegion )
{
OpenGLZone aZone;
RectangleVector aRects;
std::vector<GLfloat> aVertices;
rRegion.GetRegionRectangles( aRects );
if( aRects.empty() )
return;
#define ADD_VERTICE(pt) \
aVertices.push_back(GLfloat(pt.X())); \
aVertices.push_back(GLfloat(pt.Y()));
for(tools::Rectangle & rRect : aRects)
{
rRect.AdjustBottom(1 );
rRect.AdjustRight(1 );
ADD_VERTICE( rRect.TopLeft() );
ADD_VERTICE( rRect.TopRight() );
ADD_VERTICE( rRect.BottomLeft() );
ADD_VERTICE( rRect.BottomLeft() );
ADD_VERTICE( rRect.TopRight() );
ADD_VERTICE( rRect.BottomRight() );
}
#undef ADD_VERTICE
std::vector<GLfloat> aExtrusion(aRects.size() * 6 * 3, 0);
mpProgram->SetExtrusionVectors(aExtrusion.data());
ApplyProgramMatrices();
mpProgram->DrawArrays(GL_TRIANGLES, aVertices);
CHECK_GL_ERROR();
}
void OpenGLSalGraphicsImpl::DrawTextureRect( const SalTwoRect& rPosAry )
{
OpenGLZone aZone;
SAL_INFO("vcl.opengl", "draw texture rect");
long nX = rPosAry.mnDestX;
long nY = rPosAry.mnDestY;
long nWidth = rPosAry.mnDestWidth;
long nHeight = rPosAry.mnDestHeight;
std::vector<GLfloat> aVertices;
aVertices.reserve(8);
vcl::vertex::addRectangle<GL_TRIANGLE_FAN>(aVertices, nX, nY, nX + nWidth, nY + nHeight);
ApplyProgramMatrices();
mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);
CHECK_GL_ERROR();
}
void OpenGLSalGraphicsImpl::DrawTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted )
{
OpenGLZone aZone;
SAL_INFO("vcl.opengl", "draw texture");
if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
return;
mpProgram->SetShaderType(TextureShaderType::Normal);
mpProgram->SetIdentityTransform("transform");
mpProgram->SetTexture("texture", rTexture);
GLfloat aTexCoord[8];
rTexture.GetCoord(aTexCoord, rPosAry, bInverted);
mpProgram->SetTextureCoord(aTexCoord);
mpProgram->SetMaskCoord(aTexCoord);
mpProgram->SetAlphaCoord(aTexCoord);
DrawTextureRect( rPosAry );
mpProgram->Clean();
}
namespace {
bool scaleTexture(const rtl::Reference< OpenGLContext > &xContext,
OpenGLTexture& rOutTexture, const double& ixscale, const double& iyscale, OpenGLTexture& rTexture)
{
int nWidth = rTexture.GetWidth();
int nHeight = rTexture.GetHeight();
int nNewWidth = nWidth / ixscale;
int nNewHeight = nHeight / iyscale;
OString sUseReducedRegisterVariantDefine;
if (xContext->getOpenGLCapabilitySwitch().mbLimitedShaderRegisters)
sUseReducedRegisterVariantDefine = OString("#define USE_REDUCED_REGISTER_VARIANT\n");
OpenGLProgram* pProgram = xContext->UseProgram("textureVertexShader", "areaScaleFragmentShader", sUseReducedRegisterVariantDefine);
if (pProgram == nullptr)
return false;
OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer(aScratchTex);
pProgram->SetUniform1f("xscale", ixscale);
pProgram->SetUniform1f("yscale", iyscale);
pProgram->SetUniform1i("swidth", nWidth);
pProgram->SetUniform1i("sheight", nHeight);
// For converting between <0,nWidth-1> and <0.0,1.0> coordinate systems.
pProgram->SetUniform1f("xsrcconvert", 1.0 / (nWidth - 1));
pProgram->SetUniform1f("ysrcconvert", 1.0 / (nHeight - 1));
pProgram->SetUniform1f("xdestconvert", 1.0 * (nNewWidth - 1));
pProgram->SetUniform1f("ydestconvert", 1.0 * (nNewHeight - 1));
pProgram->SetTexture("sampler", rTexture);
pProgram->DrawTexture(rTexture);
pProgram->Clean();
OpenGLContext::ReleaseFramebuffer(pFramebuffer);
CHECK_GL_ERROR();
rOutTexture = aScratchTex;
return true;
}
}
void OpenGLSalGraphicsImpl::DrawTransformedTexture(
OpenGLTexture& rTexture,
OpenGLTexture& rMask,
const basegfx::B2DPoint& rNull,
const basegfx::B2DPoint& rX,
const basegfx::B2DPoint& rY )
{
OpenGLZone aZone;
std::vector<GLfloat> aVertices = {
0, GLfloat(rTexture.GetHeight()),
0, 0,
GLfloat(rTexture.GetWidth()), 0,
GLfloat(rTexture.GetWidth()), GLfloat(rTexture.GetHeight())
};
GLfloat aTexCoord[8];
const long nDestWidth = basegfx::fround(basegfx::B2DVector(rX - rNull).getLength());
const long nDestHeight = basegfx::fround(basegfx::B2DVector(rY - rNull).getLength());
// Invisibly small images shouldn't divide by zero.
if( nDestHeight == 0 || nDestWidth == 0 )
return;
// inverted scale ratios
double ixscale = rTexture.GetWidth() / double(nDestWidth);
double iyscale = rTexture.GetHeight() / double(nDestHeight);
// If downscaling at a higher scale ratio, use the area scaling algorithm rather
// than plain OpenGL's scaling (texture mapping), for better results.
// See OpenGLSalBitmap::ImplScaleArea().
bool areaScaling = false;
bool fastAreaScaling = false;
OString sUseReducedRegisterVariantDefine;
if (mpContext->getOpenGLCapabilitySwitch().mbLimitedShaderRegisters)
sUseReducedRegisterVariantDefine = OString("#define USE_REDUCED_REGISTER_VARIANT\n");
OUString textureFragmentShader;
if( ixscale >= 2 && iyscale >= 2 ) // scale ratio less than 50%
{
areaScaling = true;
fastAreaScaling = ( ixscale == std::trunc( ixscale ) && iyscale == std::trunc( iyscale ));
// The generic case has arrays only up to 16 ratio downscaling and is performed in 2 passes,
// when the ratio is in the 16-100 range, which is hopefully enough in practice, but protect
// against buffer overflows in case such an extreme case happens (and in such case the precision
// of the generic algorithm probably doesn't matter anyway).
if( ixscale > 100 || iyscale > 100 )
fastAreaScaling = true;
if( fastAreaScaling )
textureFragmentShader = "areaScaleFastFragmentShader";
else
textureFragmentShader = "areaScaleFragmentShader";
}
OpenGLTexture aInTexture = rTexture;
OpenGLTexture aInMask = rMask;
// When using the area scaling algorithm we need to reduce the texture size in 2 passes
// in order to not use a big array inside the fragment shader.
if (areaScaling && !fastAreaScaling)
{
// Perform a first texture downscaling by an inverted scale ratio equal to
// the square root of the whole inverted scale ratio.
if (ixscale > 16 || iyscale > 16)
{
// The scissor area is set to the current window size in PreDraw,
// so if we do not disable the scissor test, the texture produced
// by the first downscaling is clipped to the current window size.
mpContext->state().scissor().disable();
mpContext->state().stencil().disable();
// the square root of the whole inverted scale ratio
double ixscalesqrt = std::floor(std::sqrt(ixscale));
double iyscalesqrt = std::floor(std::sqrt(iyscale));
ixscale /= ixscalesqrt; // second pass inverted x-scale factor
iyscale /= iyscalesqrt; // second pass inverted y-scale factor
scaleTexture(mpContext, aInTexture, ixscalesqrt, iyscalesqrt, rTexture);
if (rMask) // we need to downscale the mask too
{
scaleTexture(mpContext, aInMask, ixscalesqrt, iyscalesqrt, rMask);
}
// We need to re-acquire the off-screen texture.
CheckOffscreenTexture();
CHECK_GL_ERROR();
// Re-enable scissor and stencil tests if needed.
if (mbUseScissor)
mpContext->state().scissor().enable();
if (mbUseStencil)
mpContext->state().stencil().enable();
}
}
if( aInMask )
{
if( !UseProgram( "transformedTextureVertexShader",
textureFragmentShader.isEmpty() ? "maskedTextureFragmentShader" : textureFragmentShader,
"#define MASKED\n" + sUseReducedRegisterVariantDefine))
return;
mpProgram->SetTexture( "mask", aInMask );
GLfloat aMaskCoord[8];
aInMask.GetWholeCoord(aMaskCoord);
mpProgram->SetMaskCoord(aMaskCoord);
aInMask.SetFilter( GL_LINEAR );
mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
else
{
if( !UseProgram( "transformedTextureVertexShader",
textureFragmentShader.isEmpty() ? "textureFragmentShader" : textureFragmentShader,
sUseReducedRegisterVariantDefine))
return;
}
if(areaScaling)
{
int nWidth = aInTexture.GetWidth();
int nHeight = aInTexture.GetHeight();
// From OpenGLSalBitmap::ImplScaleArea().
if (fastAreaScaling && nWidth && nHeight)
{
mpProgram->SetUniform1i( "xscale", ixscale );
mpProgram->SetUniform1i( "yscale", iyscale );
mpProgram->SetUniform1f( "xstep", 1.0 / nWidth );
mpProgram->SetUniform1f( "ystep", 1.0 / nHeight );
mpProgram->SetUniform1f( "ratio", 1.0 / ( ixscale * iyscale ));
}
else if (nHeight > 1 && nWidth > 1)
{
mpProgram->SetUniform1f( "xscale", ixscale );
mpProgram->SetUniform1f( "yscale", iyscale );
mpProgram->SetUniform1i( "swidth", nWidth );
mpProgram->SetUniform1i( "sheight", nHeight );
// For converting between <0,nWidth-1> and <0.0,1.0> coordinate systems.
mpProgram->SetUniform1f( "xsrcconvert", 1.0 / ( nWidth - 1 ));
mpProgram->SetUniform1f( "ysrcconvert", 1.0 / ( nHeight - 1 ));
mpProgram->SetUniform1f( "xdestconvert", 1.0 * (( nWidth / ixscale ) - 1 ));
mpProgram->SetUniform1f( "ydestconvert", 1.0 * (( nHeight / iyscale ) - 1 ));
}
}
ApplyProgramMatrices();
mpProgram->SetUniform2f( "viewport", GetWidth(), GetHeight() );
// Here, in order to get the correct transformation we need to pass the original texture,
// since it has been used for initializing the rectangle vertices.
mpProgram->SetTransform( "transform", rTexture, rNull, rX, rY );
aInTexture.GetWholeCoord(aTexCoord);
mpProgram->SetTexture("sampler", aInTexture);
aInTexture.SetFilter(GL_LINEAR);
mpProgram->SetTextureCoord( aTexCoord );
mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);
CHECK_GL_ERROR();
mpProgram->Clean();
}
void OpenGLSalGraphicsImpl::DrawAlphaTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted, bool bPremultiplied )
{
OpenGLZone aZone;
if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
return;
mpProgram->SetShaderType(TextureShaderType::Normal);
mpProgram->SetIdentityTransform("transform");
mpProgram->SetTexture("texture", rTexture);
mpProgram->SetBlendMode( bPremultiplied ? GL_ONE : GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA );
GLfloat aTexCoord[8];
rTexture.GetCoord(aTexCoord, rPosAry, bInverted);
mpProgram->SetTextureCoord(aTexCoord);
mpProgram->SetMaskCoord(aTexCoord);
mpProgram->SetAlphaCoord(aTexCoord);
DrawTextureRect( rPosAry );
mpProgram->Clean();
}
void OpenGLSalGraphicsImpl::DrawTextureDiff( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry, bool bInverted )
{
OpenGLZone aZone;
if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
return;
mpProgram->SetShaderType(TextureShaderType::Diff);
mpProgram->SetIdentityTransform("transform");
mpProgram->SetTexture( "texture", rTexture );
mpProgram->SetTexture( "mask", rMask );
mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
GLfloat aTexCoord[8];
rTexture.GetCoord(aTexCoord, rPosAry, bInverted);
mpProgram->SetTextureCoord(aTexCoord);
mpProgram->SetAlphaCoord(aTexCoord);
GLfloat aMaskCoord[8];
rMask.GetCoord(aMaskCoord, rPosAry, bInverted);
mpProgram->SetMaskCoord(aMaskCoord);
DrawTextureRect( rPosAry );
mpProgram->Clean();
}
void OpenGLSalGraphicsImpl::DrawTextureWithMask( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry )
{
OpenGLZone aZone;
if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
return;
mpProgram->SetShaderType(TextureShaderType::Masked);
mpProgram->SetIdentityTransform("transform");
mpProgram->SetTexture( "texture", rTexture );
mpProgram->SetTexture( "mask", rMask );
mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
GLfloat aTexCoord[8];
rTexture.GetCoord(aTexCoord, rPosAry);
mpProgram->SetTextureCoord(aTexCoord);
mpProgram->SetAlphaCoord(aTexCoord);
GLfloat aMaskCoord[8];
rMask.GetCoord(aMaskCoord, rPosAry);
mpProgram->SetMaskCoord(aMaskCoord);
DrawTextureRect(rPosAry);
mpProgram->Clean();
}
void OpenGLSalGraphicsImpl::DrawBlendedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, OpenGLTexture& rAlpha, const SalTwoRect& rPosAry )
{
OpenGLZone aZone;
if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
return;
mpProgram->SetShaderType(TextureShaderType::Blend);
mpProgram->SetTexture( "texture", rTexture );
mpProgram->SetTexture( "mask", rMask );
mpProgram->SetTexture( "alpha", rAlpha );
GLfloat aTexCoord[8];
rTexture.GetCoord(aTexCoord, rPosAry);
mpProgram->SetTextureCoord(aTexCoord);
GLfloat aAlphaCoord[8];
rAlpha.GetCoord(aAlphaCoord, rPosAry);
mpProgram->SetAlphaCoord(aAlphaCoord);
GLfloat aMaskCoord[8];
rMask.GetCoord(aMaskCoord, rPosAry);
mpProgram->SetMaskCoord(aMaskCoord);
mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
DrawTextureRect( rPosAry );
mpProgram->Clean();
}
void OpenGLSalGraphicsImpl::DrawMask( OpenGLTexture& rMask, Color nMaskColor, const SalTwoRect& rPosAry )
{
OpenGLZone aZone;
if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
return;
mpProgram->SetShaderType(TextureShaderType::MaskedColor);
mpProgram->SetIdentityTransform("transform");
mpProgram->SetColor( "color", nMaskColor, 0 );
mpProgram->SetTexture("texture", rMask);
GLfloat aTexCoord[8];
rMask.GetCoord(aTexCoord, rPosAry);
mpProgram->SetTextureCoord(aTexCoord);
mpProgram->SetMaskCoord(aTexCoord);
mpProgram->SetAlphaCoord(aTexCoord);
mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
DrawTextureRect(rPosAry);
mpProgram->Clean();
}
void OpenGLSalGraphicsImpl::DeferredTextDraw(OpenGLTexture const & rTexture, Color aMaskColor, const SalTwoRect& rPosAry)
{
mpRenderList->addDrawTextureWithMaskColor(rTexture, aMaskColor, rPosAry);
PostBatchDraw();
}
void OpenGLSalGraphicsImpl::FlushLinesOrTriangles(DrawShaderType eType, RenderParameters const & rParameters)
{
if (!UseProgram("combinedVertexShader", "combinedFragmentShader", "#define USE_VERTEX_COLORS"))
return;
mpProgram->SetShaderType(eType);
mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ApplyProgramMatrices(0.5f);
vcl::VertexBufferObject<Vertex> vbo;
vbo.upload(rParameters.maVertices);
GLuint positionAttrib = SAL_MAX_UINT32;
GLuint colorAttrib = SAL_MAX_UINT32;
GLuint lineDataAttrib = SAL_MAX_UINT32;
mpProgram->SetVertexAttrib(positionAttrib, "position", 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, position)));
mpProgram->SetVertexAttrib(colorAttrib, "vertex_color_in", 4, GL_FLOAT, GL_FALSE,
sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, color)));
mpProgram->SetVertexAttrib(lineDataAttrib, "extrusion_vectors", 4, GL_FLOAT, GL_FALSE,
sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, lineData)));
vcl::IndexBufferObject ibo;
ibo.upload(rParameters.maIndices);
ibo.bind();
mpProgram->DrawElements(GL_TRIANGLES, rParameters.maIndices.size());
CHECK_GL_ERROR();
mpProgram->Clean();
}
void OpenGLSalGraphicsImpl::FlushDeferredDrawing()
{
if (mpRenderList->empty())
return;
VCL_GL_INFO("FlushDeferredDrawing: " << mpRenderList->getEntries().size());
InitializePreDrawState(XOROption::IMPLEMENT_XOR);
OpenGLZone aZone;
for (RenderEntry& rRenderEntry : mpRenderList->getEntries())
{
if (rRenderEntry.hasTriangles())
{
RenderParameters& rParameters = rRenderEntry.maTriangleParameters;
VCL_GL_INFO("Flush Triangles: " << rParameters.maVertices.size());
FlushLinesOrTriangles(DrawShaderType::Normal, rParameters);
}
if (rRenderEntry.hasLines())
{
RenderParameters& rParameters = rRenderEntry.maLineParameters;
VCL_GL_INFO("Flush Lines: " << rParameters.maVertices.size());
FlushLinesOrTriangles(DrawShaderType::Line, rParameters);
}
if (rRenderEntry.hasTextures() && UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader", "#define USE_VERTEX_COLORS"))
{
mpProgram->SetShaderType(TextureShaderType::MaskedColor);
mpProgram->SetIdentityTransform("transform");
mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (auto& rPair : rRenderEntry.maTextureParametersMap)
{
RenderTextureParameters& rParameters = rPair.second;
mpProgram->SetTexture("texture", rParameters.maTexture);
ApplyProgramMatrices();
mpProgram->SetTextureCoord(rParameters.maTextureCoords.data());
mpProgram->SetMaskCoord(rParameters.maTextureCoords.data());
mpProgram->SetAlphaCoord(rParameters.maTextureCoords.data());
mpProgram->SetVertexColors(rParameters.maColors);
mpProgram->DrawArrays(GL_TRIANGLES, rParameters.maVertices);
CHECK_GL_ERROR();
}
mpProgram->Clean();
}
}
mpRenderList->clear();
PostDraw();
VCL_GL_INFO("End FlushDeferredDrawing");
}
void OpenGLSalGraphicsImpl::DrawLinearGradient( const Gradient& rGradient, const tools::Rectangle& rRect )
{
OpenGLZone aZone;
if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) )
return;
Color aStartCol = rGradient.GetStartColor();
Color aEndCol = rGradient.GetEndColor();
long nFactor = rGradient.GetStartIntensity();
mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor );
nFactor = rGradient.GetEndIntensity();
mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor );
tools::Rectangle aBoundRect;
Point aCenter;
rGradient.GetBoundRect( rRect, aBoundRect, aCenter );
tools::Polygon aPoly( aBoundRect );
aPoly.Rotate( aCenter, rGradient.GetAngle() % 3600 );
GLfloat aTexCoord[8] = { 0, 1, 1, 1, 1, 0, 0, 0 };
GLfloat fMin = 1.0 - 100.0 / (100.0 - rGradient.GetBorder());
aTexCoord[5] = aTexCoord[7] = fMin;
mpProgram->SetTextureCoord( aTexCoord );
DrawConvexPolygon( aPoly, true );
}
void OpenGLSalGraphicsImpl::DrawAxialGradient( const Gradient& rGradient, const tools::Rectangle& rRect )
{
OpenGLZone aZone;
if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) )
return;
Color aStartCol = rGradient.GetStartColor();
Color aEndCol = rGradient.GetEndColor();
long nFactor = rGradient.GetStartIntensity();
mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor );
nFactor = rGradient.GetEndIntensity();
mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor );
/**
* Draw two rectangles with linear gradient.
*
* 1 *---* 2
* | /|
* | / | Points 0 and 3 have start color
* 0 |/__| 3 Points 1, 2, 4 and 5 have end color
* |\ |
* | \ |
* | \|
* 5 *---* 4
*
*/
tools::Rectangle aRect;
Point aCenter;
rGradient.GetBoundRect( rRect, aRect, aCenter );
// determine points 0 and 3
Point aPt0( aRect.Left(), (aRect.Top() + aRect.Bottom() + 1) / 2 );
Point aPt3( aRect.Right(), (aRect.Top() + aRect.Bottom() + 1) / 2 );
tools::Polygon aPoly( 7 );
aPoly.SetPoint( aPt0, 0 );
aPoly.SetPoint( aRect.TopLeft(), 1 );
aPoly.SetPoint( aRect.TopRight(), 2 );
aPoly.SetPoint( aPt3, 3 );
aPoly.SetPoint( aRect.BottomRight(), 4 );
aPoly.SetPoint( aRect.BottomLeft(), 5 );
aPoly.SetPoint( aPt0, 6 );
aPoly.Rotate( aCenter, rGradient.GetAngle() % 3600 );
GLfloat aTexCoord[12] = { 0, 1, 1, 0, 2, 0, 3, 1, 4, 0, 5, 0 };
GLfloat fMin = 1.0 - 100.0 / (100.0 - rGradient.GetBorder());
aTexCoord[3] = aTexCoord[5] = aTexCoord[9] = aTexCoord[11] = fMin;
mpProgram->SetTextureCoord( aTexCoord );
DrawConvexPolygon( aPoly, true );
}
void OpenGLSalGraphicsImpl::DrawRadialGradient( const Gradient& rGradient, const tools::Rectangle& rRect )
{
OpenGLZone aZone;
if( !UseProgram( "textureVertexShader", "radialGradientFragmentShader" ) )
return;
Color aStartCol = rGradient.GetStartColor();
Color aEndCol = rGradient.GetEndColor();
long nFactor = rGradient.GetStartIntensity();
mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor );
nFactor = rGradient.GetEndIntensity();
mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor );
tools::Rectangle aRect;
Point aCenter;
rGradient.GetBoundRect( rRect, aRect, aCenter );
// adjust coordinates so that radius has distance equals to 1.0
double fRadius = aRect.GetWidth() / 2.0f;
GLfloat fWidth = rRect.GetWidth() / fRadius;
GLfloat fHeight = rRect.GetHeight() / fRadius;
GLfloat aTexCoord[8] = { 0, 0, 0, fHeight, fWidth, fHeight, fWidth, 0 };
mpProgram->SetTextureCoord( aTexCoord );
mpProgram->SetUniform2f( "center", (aCenter.X() - rRect.Left()) / fRadius,
(aCenter.Y() - rRect.Top()) / fRadius );
DrawRect( rRect );
}
void OpenGLSalGraphicsImpl::drawPixel(long nX, long nY)
{
VCL_GL_INFO("::drawPixel: (" << nX << ", " << nY << ")");
mpRenderList->addDrawPixel(nX, nY, mnLineColor);
PostBatchDraw();
}
void OpenGLSalGraphicsImpl::drawPixel(long nX, long nY, Color nColor)
{
VCL_GL_INFO("::drawPixel: (" << nX << ", " << nY << ")");
mpRenderList->addDrawPixel(nX, nY, nColor);
PostBatchDraw();
}
void OpenGLSalGraphicsImpl::drawLine(long nX1, long nY1, long nX2, long nY2)
{
VCL_GL_INFO("::drawLine (" << nX1 << ", " << nY1 << ") (" << nX2 << ", " << nY2 << ")");
mpRenderList->addDrawLine(nX1, nY1, nX2, nY2, mnLineColor, mrParent.getAntiAliasB2DDraw());
PostBatchDraw();
}
void OpenGLSalGraphicsImpl::drawRect( long nX, long nY, long nWidth, long nHeight )
{
VCL_GL_INFO("::drawRect (" << nX << ", " << nY << ") [" << nWidth << ", " << nHeight << "]");
mpRenderList->addDrawRectangle(nX, nY, nWidth, nHeight, 0.0, mnLineColor, mnFillColor);
PostBatchDraw();
}
void OpenGLSalGraphicsImpl::drawPolyLine( sal_uInt32 nPoints, const SalPoint* pPtAry )
{
VCL_GL_INFO("::drawPolyLine legacy -> redirecting to drawPolyLine");
basegfx::B2DPolygon aPoly;
aPoly.append(basegfx::B2DPoint(pPtAry->mnX, pPtAry->mnY), nPoints);
for (sal_uInt32 i = 1; i < nPoints; ++i)
aPoly.setB2DPoint(i, basegfx::B2DPoint(pPtAry[i].mnX, pPtAry[i].mnY));
aPoly.setClosed(false);
drawPolyLine(
basegfx::B2DHomMatrix(),
aPoly,
0.0,
basegfx::B2DVector(1.0, 1.0),
basegfx::B2DLineJoin::Miter,
css::drawing::LineCap_BUTT,
basegfx::deg2rad(15.0) /*default*/,
false);
}
void OpenGLSalGraphicsImpl::drawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry )
{
VCL_GL_INFO("::drawPolygon legacy -> redirecting to drawPolyPolygon with transparency");
basegfx::B2DPolygon aPoly;
aPoly.append(basegfx::B2DPoint(pPtAry->mnX, pPtAry->mnY), nPoints);
for (sal_uInt32 i = 1; i < nPoints; ++i)
aPoly.setB2DPoint(i, basegfx::B2DPoint(pPtAry[i].mnX, pPtAry[i].mnY));
drawPolyPolygon(
basegfx::B2DHomMatrix(),
basegfx::B2DPolyPolygon(aPoly),
0.0);
}
void OpenGLSalGraphicsImpl::drawPolyPolygon( sal_uInt32 nPoly, const sal_uInt32* pPointCounts, PCONSTSALPOINT* pPtAry )
{
VCL_GL_INFO("::drawPolyPolygon legacy -> redirecting to drawPolyPolygon with transparency");
basegfx::B2DPolyPolygon aPolyPoly;
for(sal_uInt32 nPolygon = 0; nPolygon < nPoly; ++nPolygon)
{
sal_uInt32 nPoints = pPointCounts[nPolygon];
if (nPoints)
{
PCONSTSALPOINT pPoints = pPtAry[nPolygon];
basegfx::B2DPolygon aPoly;
aPoly.append( basegfx::B2DPoint(pPoints->mnX, pPoints->mnY), nPoints);
for (sal_uInt32 i = 1; i < nPoints; ++i)
aPoly.setB2DPoint(i, basegfx::B2DPoint( pPoints[i].mnX, pPoints[i].mnY));
aPolyPoly.append(aPoly);
}
}
drawPolyPolygon(
basegfx::B2DHomMatrix(),
aPolyPoly,
0.0);
}
bool OpenGLSalGraphicsImpl::drawPolyPolygon(
const basegfx::B2DHomMatrix& rObjectToDevice,
const basegfx::B2DPolyPolygon& rPolyPolygon,
double fTransparency)
{
VCL_GL_INFO("::drawPolyPolygon " << rPolyPolygon.getB2DRange());
// Fallback: Transform to DeviceCoordinates
basegfx::B2DPolyPolygon aPolyPolygon(rPolyPolygon);
aPolyPolygon.transform(rObjectToDevice);
// FlushLinesOrTriangles() works with a 0.5 pixel offset, compensate for that here.
basegfx::B2DHomMatrix aMatrix;
aMatrix.translate(-0.5f, -0.5f);
aPolyPolygon.transform(aMatrix);
mpRenderList->addDrawPolyPolygon(
aPolyPolygon,
fTransparency,
mnLineColor,
mnFillColor,
mrParent.getAntiAliasB2DDraw());
PostBatchDraw();
return true;
}
bool OpenGLSalGraphicsImpl::drawPolyLine(
const basegfx::B2DHomMatrix& rObjectToDevice,
const basegfx::B2DPolygon& rPolygon,
double fTransparency,
const basegfx::B2DVector& rLineWidth,
basegfx::B2DLineJoin eLineJoin,
css::drawing::LineCap eLineCap,
double fMiterMinimumAngle,
bool bPixelSnapHairline)
{
VCL_GL_INFO("::drawPolyLine " << rPolygon.getB2DRange());
// Transform to DeviceCoordinates, get DeviceLineWidth, execute PixelSnapHairline
basegfx::B2DPolygon aPolyLine(rPolygon);
aPolyLine.transform(rObjectToDevice);
if(bPixelSnapHairline) { aPolyLine = basegfx::utils::snapPointsOfHorizontalOrVerticalEdges(aPolyLine); }
const basegfx::B2DVector aLineWidth(rObjectToDevice * rLineWidth);
// addDrawPolyLine() assumes that there are no duplicate points in the
// polygon.
// basegfx::B2DPolygon aPolygon(rPolygon);
aPolyLine.removeDoublePoints();
mpRenderList->addDrawPolyLine(
aPolyLine,
fTransparency,
aLineWidth,
eLineJoin,
eLineCap,
fMiterMinimumAngle,
mnLineColor,
mrParent.getAntiAliasB2DDraw());
PostBatchDraw();
return true;
}
bool OpenGLSalGraphicsImpl::drawPolyLineBezier(
sal_uInt32 /*nPoints*/,
const SalPoint* /*pPtAry*/,
const PolyFlags* /*pFlgAry*/ )
{
return false;
}
bool OpenGLSalGraphicsImpl::drawPolygonBezier(
sal_uInt32 /*nPoints*/,
const SalPoint* /*pPtAry*/,
const PolyFlags* /*pFlgAry*/ )
{
return false;
}
bool OpenGLSalGraphicsImpl::drawPolyPolygonBezier(
sal_uInt32 /*nPoly*/,
const sal_uInt32* /*pPoints*/,
const SalPoint* const* /*pPtAry*/,
const PolyFlags* const* /*pFlgAry*/ )
{
return false;
}
// CopyArea --> No RasterOp, but ClipRegion
void OpenGLSalGraphicsImpl::copyArea(
long nDestX, long nDestY,
long nSrcX, long nSrcY,
long nSrcWidth, long nSrcHeight, bool /*bWindowInvalidate*/ )
{
VCL_GL_INFO( "::copyArea " << nSrcX << "," << nSrcY << " >> " << nDestX << "," << nDestY << " (" << nSrcWidth << "," << nSrcHeight << ")" );
OpenGLTexture aTexture;
SalTwoRect aPosAry(0, 0, nSrcWidth, nSrcHeight, nDestX, nDestY, nSrcWidth, nSrcHeight);
PreDraw();
// TODO offscreen case
aTexture = OpenGLTexture( nSrcX, GetHeight() - nSrcY - nSrcHeight,
nSrcWidth, nSrcHeight );
DrawTexture( aTexture, aPosAry );
PostDraw();
}
// CopyBits and DrawBitmap --> RasterOp and ClipRegion
// CopyBits() --> pSrcGraphics == NULL, then CopyBits on same Graphics
void OpenGLSalGraphicsImpl::DoCopyBits( const SalTwoRect& rPosAry, OpenGLSalGraphicsImpl& rImpl )
{
VCL_GL_INFO( "::copyBits" );
rImpl.FlushDeferredDrawing();
if( !rImpl.maOffscreenTex )
{
VCL_GL_INFO( "::copyBits - skipping copy of un-initialized framebuffer contents of size "
<< rImpl.GetWidth() << "x" << rImpl.GetHeight() );
return;
}
if( &rImpl == this &&
(rPosAry.mnSrcWidth == rPosAry.mnDestWidth) &&
(rPosAry.mnSrcHeight == rPosAry.mnDestHeight))
{
// short circuit if there is nothing to do
if( (rPosAry.mnSrcX == rPosAry.mnDestX) &&
(rPosAry.mnSrcY == rPosAry.mnDestY))
return;
// use copyArea() if source and destination context are identical
copyArea( rPosAry.mnDestX, rPosAry.mnDestY, rPosAry.mnSrcX, rPosAry.mnSrcY,
rPosAry.mnSrcWidth, rPosAry.mnSrcHeight, false/*bWindowInvalidate*/ );
return;
}
PreDraw();
DrawTexture( rImpl.maOffscreenTex, rPosAry );
PostDraw();
}
void OpenGLSalGraphicsImpl::drawBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap )
{
// check that carefully only in the debug mode
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBitmap));
OpenGLZone aZone;
const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSalBitmap);
OpenGLTexture& rTexture = rBitmap.GetTexture();
VCL_GL_INFO( "::drawBitmap" );
PreDraw();
if (rPosAry.mnSrcWidth != rPosAry.mnDestWidth ||
rPosAry.mnSrcHeight != rPosAry.mnDestHeight)
{
basegfx::B2DPoint aNull(rPosAry.mnDestX,rPosAry.mnDestY);
basegfx::B2DPoint aX(rPosAry.mnDestX + rPosAry.mnDestWidth, rPosAry.mnDestY);
basegfx::B2DPoint aY(rPosAry.mnDestX, rPosAry.mnDestY + rPosAry.mnDestHeight);
OpenGLTexture mask; // no mask set
DrawTransformedTexture(rTexture, mask, aNull, aX, aY);
}
else
{
DrawTexture( rTexture, rPosAry );
}
PostDraw();
}
void OpenGLSalGraphicsImpl::drawBitmap(
const SalTwoRect& rPosAry,
const SalBitmap& rSalBitmap,
const SalBitmap& rMaskBitmap )
{
VCL_GL_INFO("::drawBitmap with MASK -> redirect to ::drawAlphaBitmap");
drawAlphaBitmap(rPosAry, rSalBitmap, rMaskBitmap);
}
void OpenGLSalGraphicsImpl::drawMask(
const SalTwoRect& rPosAry,
const SalBitmap& rSalBitmap,
Color nMaskColor )
{
VCL_GL_INFO("::drawMask");
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBitmap));
const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSalBitmap);
mpRenderList->addDrawTextureWithMaskColor(rBitmap.GetTexture(), nMaskColor, rPosAry);
PostBatchDraw();
}
std::shared_ptr<SalBitmap> OpenGLSalGraphicsImpl::getBitmap( long nX, long nY, long nWidth, long nHeight )
{
FlushDeferredDrawing();
OpenGLZone aZone;
std::shared_ptr<OpenGLSalBitmap> pBitmap(std::make_shared<OpenGLSalBitmap>());
VCL_GL_INFO( "::getBitmap " << nX << "," << nY <<
" " << nWidth << "x" << nHeight );
//TODO really needed?
PreDraw();
pBitmap->Create( maOffscreenTex, nX, nY, nWidth, nHeight );
PostDraw();
return pBitmap;
}
Color OpenGLSalGraphicsImpl::getPixel( long nX, long nY )
{
FlushDeferredDrawing();
char pixel[3] = { 0, 0, 0 };
PreDraw( XOROption::IMPLEMENT_XOR );
nY = GetHeight() - nY - 1;
glReadPixels( nX, nY, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pixel);
CHECK_GL_ERROR();
PostDraw();
return Color( pixel[0], pixel[1], pixel[2] );
}
// invert --> ClipRegion (only Windows or VirDevs)
void OpenGLSalGraphicsImpl::invert(
long nX, long nY,
long nWidth, long nHeight,
SalInvert nFlags)
{
PreDraw();
if( UseInvert( nFlags ) )
{
if( nFlags & SalInvert::TrackFrame )
{ // FIXME: could be more efficient.
DrawRect( nX, nY, nWidth, 1 );
DrawRect( nX, nY + nHeight, nWidth, 1 );
DrawRect( nX, nY, 1, nHeight );
DrawRect( nX + nWidth, nY, 1, nHeight );
}
else
DrawRect( nX, nY, nWidth, nHeight );
}
PostDraw();
}
void OpenGLSalGraphicsImpl::invert( sal_uInt32 nPoints, const SalPoint* pPtAry, SalInvert nFlags )
{
PreDraw();
if( UseInvert( nFlags ) )
{
if (nFlags & SalInvert::TrackFrame)
{
// Track frame means the invert50FragmentShader must remain active
// (to draw what looks like a dashed line), so DrawLineSegment()
// can't be used. Draw the edge of the polygon as polygons instead.
for (size_t nPoint = 0; nPoint < nPoints; ++nPoint)
{
const SalPoint& rFrom = pPtAry[nPoint];
const SalPoint& rTo = pPtAry[(nPoint + 1) % nPoints];
if (rFrom.mnX == rTo.mnX)
{
// Extend to the right, comments assuming "to" is above
// "from":
const SalPoint aPoints[] = { { rFrom.mnX + 1, rFrom.mnY }, // bottom right
{ rFrom.mnX, rFrom.mnY }, // bottom left
{ rTo.mnX, rTo.mnY }, // top left
{ rTo.mnX + 1, rTo.mnY } }; // top right
DrawConvexPolygon(4, aPoints, true);
}
else
{
// Otherwise can extend downwards, comments assuming "to"
// is above and on the right of "from":
const SalPoint aPoints[] = { { rFrom.mnX, rFrom.mnY + 1 }, // bottom left
{ rFrom.mnX, rFrom.mnY }, // top left
{ rTo.mnX, rTo.mnY }, // top right
{ rTo.mnX, rTo.mnY + 1 } }; // bottom right
DrawConvexPolygon(4, aPoints, true);
}
}
}
else
DrawPolygon(nPoints, pPtAry);
}
PostDraw();
}
bool OpenGLSalGraphicsImpl::drawEPS(
long /*nX*/, long /*nY*/,
long /*nWidth*/, long /*nHeight*/,
void* /*pPtr*/,
sal_uLong /*nSize*/ )
{
return false;
}
bool OpenGLSalGraphicsImpl::blendBitmap(
const SalTwoRect& rPosAry,
const SalBitmap& rSalBitmap )
{
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBitmap));
OpenGLZone aZone;
const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSalBitmap);
OpenGLTexture& rTexture( rBitmap.GetTexture() );
VCL_GL_INFO( "::blendBitmap" );
PreDraw();
if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
return true;
mpProgram->SetShaderType(TextureShaderType::Normal);
mpProgram->SetIdentityTransform("transform");
mpProgram->SetTexture("texture", rTexture);
GLfloat aTexCoord[8];
rTexture.GetCoord(aTexCoord, rPosAry);
mpProgram->SetTextureCoord(aTexCoord);
mpProgram->SetMaskCoord(aTexCoord);
mpProgram->SetAlphaCoord(aTexCoord);
mpProgram->SetBlendMode(GL_ZERO, GL_SRC_COLOR);
DrawTextureRect(rPosAry);
mpProgram->Clean();
PostDraw();
return true;
}
bool OpenGLSalGraphicsImpl::blendAlphaBitmap(
const SalTwoRect& rPosAry,
const SalBitmap& rSalSrcBitmap,
const SalBitmap& rSalMaskBitmap,
const SalBitmap& rSalAlphaBitmap )
{
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalSrcBitmap));
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalMaskBitmap));
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalAlphaBitmap));
OpenGLZone aZone;
const OpenGLSalBitmap& rSrcBitmap = static_cast<const OpenGLSalBitmap&>(rSalSrcBitmap);
const OpenGLSalBitmap& rMaskBitmap = static_cast<const OpenGLSalBitmap&>(rSalMaskBitmap);
const OpenGLSalBitmap& rAlphaBitmap = static_cast<const OpenGLSalBitmap&>(rSalAlphaBitmap);
OpenGLTexture& rTexture( rSrcBitmap.GetTexture() );
OpenGLTexture& rMask( rMaskBitmap.GetTexture() );
OpenGLTexture& rAlpha( rAlphaBitmap.GetTexture() );
VCL_GL_INFO( "::blendAlphaBitmap" );
PreDraw();
DrawBlendedTexture( rTexture, rMask, rAlpha, rPosAry );
PostDraw();
return true;
}
/** Render bitmap with alpha channel
@param rSourceBitmap
Source bitmap to blit
@param rAlphaBitmap
Alpha channel to use for blitting
@return true, if the operation succeeded, and false
otherwise. In this case, clients should try to emulate alpha
compositing themselves
*/
bool OpenGLSalGraphicsImpl::drawAlphaBitmap(
const SalTwoRect& rPosAry,
const SalBitmap& rSalBitmap,
const SalBitmap& rAlphaBitmap )
{
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBitmap));
assert(dynamic_cast<const OpenGLSalBitmap*>(&rAlphaBitmap));
OpenGLZone aZone;
const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSalBitmap);
const OpenGLSalBitmap& rAlpha = static_cast<const OpenGLSalBitmap&>(rAlphaBitmap);
OpenGLTexture& rTexture(rBitmap.GetTexture());
OpenGLTexture& rAlphaTexture(rAlpha.GetTexture());
VCL_GL_INFO( "::drawAlphaBitmap" );
PreDraw();
if (rPosAry.mnSrcWidth != rPosAry.mnDestWidth ||
rPosAry.mnSrcHeight != rPosAry.mnDestHeight)
{
basegfx::B2DPoint aNull(rPosAry.mnDestX,rPosAry.mnDestY);
basegfx::B2DPoint aX(rPosAry.mnDestX + rPosAry.mnDestWidth, rPosAry.mnDestY);
basegfx::B2DPoint aY(rPosAry.mnDestX, rPosAry.mnDestY + rPosAry.mnDestHeight);
DrawTransformedTexture(rTexture, rAlphaTexture, aNull, aX, aY);
}
else
{
DrawTextureWithMask( rTexture, rAlphaTexture, rPosAry );
}
PostDraw();
return true;
}
/** draw transformed bitmap (maybe with alpha) where Null, X, Y define the coordinate system */
bool OpenGLSalGraphicsImpl::drawTransformedBitmap(
const basegfx::B2DPoint& rNull,
const basegfx::B2DPoint& rX,
const basegfx::B2DPoint& rY,
const SalBitmap& rSrcBitmap,
const SalBitmap* pAlphaBitmap)
{
assert(dynamic_cast<const OpenGLSalBitmap*>(&rSrcBitmap));
assert(!pAlphaBitmap || dynamic_cast<const OpenGLSalBitmap*>(pAlphaBitmap));
OpenGLZone aZone;
const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSrcBitmap);
const OpenGLSalBitmap* pMaskBitmap = static_cast<const OpenGLSalBitmap*>(pAlphaBitmap);
OpenGLTexture& rTexture( rBitmap.GetTexture() );
OpenGLTexture aMask; // no texture
if( pMaskBitmap != nullptr )
aMask = pMaskBitmap->GetTexture();
VCL_GL_INFO( "::drawTransformedBitmap" );
PreDraw();
DrawTransformedTexture( rTexture, aMask, rNull, rX, rY );
PostDraw();
return true;
}
/** Render solid rectangle with given transparency
@param nTransparency
Transparency value (0-255) to use. 0 blits and opaque, 255 a
fully transparent rectangle
*/
bool OpenGLSalGraphicsImpl::drawAlphaRect(
long nX, long nY,
long nWidth, long nHeight,
sal_uInt8 nTransparency )
{
VCL_GL_INFO("::drawAlphaRect (" << nX << ", " << nY << ") [" << nWidth << ", " << nHeight << "]");
mpRenderList->addDrawRectangle(nX, nY, nWidth, nHeight, double(nTransparency / 100.0), mnLineColor, mnFillColor);
PostBatchDraw();
return true;
}
bool OpenGLSalGraphicsImpl::drawGradient(const tools::PolyPolygon& rPolyPoly,
const Gradient& rGradient)
{
tools::Rectangle aBoundRect( rPolyPoly.GetBoundRect() );
VCL_GL_INFO("::drawGradient " << rPolyPoly.GetBoundRect());
if (aBoundRect.IsEmpty())
{
VCL_GL_INFO("::drawGradient nothing to draw");
return true;
}
if (rGradient.GetStyle() != GradientStyle::Linear &&
rGradient.GetStyle() != GradientStyle::Axial &&
rGradient.GetStyle() != GradientStyle::Radial )
{
VCL_GL_INFO("::drawGradient unsupported gradient type");
return false;
}
aBoundRect.AdjustLeft( -1 );
aBoundRect.AdjustTop( -1 );
aBoundRect.AdjustRight( 1 );
aBoundRect.AdjustBottom( 1 );
PreDraw( XOROption::IMPLEMENT_XOR );
#define FIXME_BROKEN_STENCIL_FOR_GRADIENTS 0
#if FIXME_BROKEN_STENCIL_FOR_GRADIENTS
ImplSetClipBit( vcl::Region( rPolyPoly ), 0x02 );
if( mbUseStencil )
{
mpContext->state().stencil().enable();
CHECK_GL_ERROR();
glStencilFunc( GL_EQUAL, 3, 0xFF );
CHECK_GL_ERROR();
}
else
{
mpContext->state().stencil().enable();
CHECK_GL_ERROR();
glStencilFunc( GL_EQUAL, 2, 0xFF );
CHECK_GL_ERROR();
}
#endif
// if border >= 100%, draw solid rectangle with start color
if (rGradient.GetBorder() >= 100.0)
{
VCL_GL_INFO("::drawGradient -> DrawRect (no gradient)");
Color aColor = rGradient.GetStartColor();
long nIntensity = rGradient.GetStartIntensity();
if (UseSolid(Color(aColor.GetRed() * nIntensity / 100.0,
aColor.GetGreen()* nIntensity / 100.0,
aColor.GetBlue() * nIntensity / 100.0)))
{
DrawRect(aBoundRect);
}
}
else if (rGradient.GetStyle() == GradientStyle::Linear)
{
VCL_GL_INFO("::drawGradient -> DrawLinearGradient");
DrawLinearGradient(rGradient, aBoundRect);
}
else if (rGradient.GetStyle() == GradientStyle::Axial)
{
VCL_GL_INFO("::drawGradient -> DrawAxialGradient");
DrawAxialGradient(rGradient, aBoundRect);
}
else if (rGradient.GetStyle() == GradientStyle::Radial)
{
VCL_GL_INFO("::drawGradient -> DrawRadialGradient");
DrawRadialGradient(rGradient, aBoundRect);
}
#if FIXME_BROKEN_STENCIL_FOR_GRADIENTS
if( !mbUseStencil )
{
mpContext->state().stencil().disable();
CHECK_GL_ERROR();
}
#endif
PostDraw();
return true;
}
void OpenGLSalGraphicsImpl::flush()
{
FlushDeferredDrawing();
if( IsOffscreen() )
return;
if( !Application::IsInExecute() )
{
// otherwise nothing would trigger idle rendering
doFlush();
}
else if( !mpFlush->IsActive() )
mpFlush->Start();
}
void OpenGLSalGraphicsImpl::doFlush()
{
FlushDeferredDrawing();
if (OpenGLContext::hasCurrent())
{
mpContext->state().scissor().disable();
mpContext->state().stencil().disable();
}
if( IsOffscreen() )
return;
if( !maOffscreenTex )
{
VCL_GL_INFO( "doFlush - odd no texture !" );
return;
}
if( mnDrawCountAtFlush == mnDrawCount )
{
VCL_GL_INFO( "eliding redundant doFlush, no drawing since last!" );
return;
}
mnDrawCountAtFlush = mnDrawCount;
OpenGLZone aZone;
VCL_GL_INFO( "doFlush" );
if( !mpWindowContext.is() )
{
// ensure everything is released from the old context.
OpenGLContext::clearCurrent();
mpWindowContext = CreateWinContext();
VCL_GL_INFO( "late creation of window context" );
}
assert( mpWindowContext.is() );
if( !mpWindowContext.is() )
{
// failed to create a GL context for this window:
// eg. mis-matching pixel formats, underlying window
// resource lifecycle, etc.
VCL_GL_INFO( "Failed to create window context" );
return;
}
// Interesting ! -> this destroys a context [ somehow ] ...
mpWindowContext->makeCurrent();
CHECK_GL_ERROR();
VCL_GL_INFO( "doFlush - acquire default framebuffer" );
mpWindowContext->AcquireDefaultFramebuffer();
CHECK_GL_ERROR();
mpWindowContext->state().sync();
mpWindowContext->state().viewport(tools::Rectangle(Point(0, 0), Size(GetWidth(), GetHeight())));
mpWindowContext->state().scissor().disable();
mpWindowContext->state().stencil().disable();
#if OSL_DEBUG_LEVEL > 0 // random background glClear
glClearColor(static_cast<float>(rand())/RAND_MAX, static_cast<float>(rand())/RAND_MAX,
static_cast<float>(rand())/RAND_MAX, 1.0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
CHECK_GL_ERROR();
#endif
VCL_GL_INFO( "Texture height " << maOffscreenTex.GetHeight() << " vs. window height " << GetHeight() );
OpenGLFramebuffer* pFrameBuffer = mpWindowContext->AcquireFramebuffer(maOffscreenTex);
CHECK_GL_ERROR();
if (pFrameBuffer)
{
OpenGLFramebuffer::Unbind(GL_DRAW_FRAMEBUFFER);
pFrameBuffer->Bind(GL_READ_FRAMEBUFFER);
glBlitFramebuffer(0, 0, GetWidth(), GetHeight(),
0, 0, GetWidth(), GetHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
CHECK_GL_ERROR();
pFrameBuffer->Bind();
}
static bool bNoSwap = getenv("SAL_GL_NO_SWAP");
if (!bNoSwap)
mpWindowContext->swapBuffers();
VCL_GL_INFO( "doFlush - end." );
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */