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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, 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.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*
+ 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.
+*/
+
+
+#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/qtextureglyphcache_p.h>
+
+#include "qglgradientcache_p.h"
+#include "qglpexshadermanager_p.h"
+#include "qgl2pexvertexarray_p.h"
+
+
+extern QImage qt_imageForBrush(int brushStyle, bool invert); //in qbrush.cpp
+
+
+#include <QDebug>
+
+
+static const GLuint QT_VERTEX_COORDS_ATTR = 0;
+static const GLuint QT_TEXTURE_COORDS_ATTR = 1;
+static const GLuint QT_BRUSH_TEXTURE_UNIT = 0;
+
+class QGL2PaintEngineExPrivate : public QPaintEngineExPrivate
+{
+ Q_DECLARE_PUBLIC(QGL2PaintEngineEx)
+public:
+ QGL2PaintEngineExPrivate(QGL2PaintEngineEx *q_ptr) :
+ q(q_ptr),
+ width(0), height(0),
+ ctx(0),
+ currentBrush( &(q->state()->brush) ),
+ inverseScale(1),
+ shaderManager(0)
+ { }
+
+ ~QGL2PaintEngineExPrivate();
+
+ void updateBrushTexture();
+ void updateBrushUniforms();
+ void updateMatrix();
+ void updateCompositionMode();
+ void updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform);
+
+ void setBrush(const QBrush* brush);
+
+ void drawTexture(const QGLRect& dest, const QGLRect& src, int txtWidth, int txtHeight);
+
+ void fill(const QVectorPath &path);
+ void drawOutline(const QVectorPath& path);
+
+ void drawVertexArrays(QGL2PEXVertexArray& vertexArray, GLenum primitive);
+ // ^ draws whatever is in the vertex array
+ void composite(const QGLRect& boundingRect);
+ // ^ Composites the bounding rect onto dest buffer
+ void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill);
+ // ^ Calls drawVertexArrays to render into stencil buffer
+ void cleanStencilBuffer(const QGLRect& area);
+
+ void prepareForDraw();
+
+ inline void useSimpleShader();
+ inline QColor premultiplyColor(QColor c, GLfloat opacity);
+
+ QGL2PaintEngineEx* q;
+
+ //### Move into QGLDrawable
+ int width, height;
+ QGLContext* ctx;
+
+ // Dirty flags
+ bool matrixDirty; // Implies matrix uniforms are also dirty
+ bool compositionModeDirty;
+ bool brushTextureDirty;
+ bool brushUniformsDirty;
+ bool simpleShaderMatrixUniformDirty;
+ bool brushShaderMatrixUniformDirty;
+ bool imageShaderMatrixUniformDirty;
+ bool textShaderMatrixUniformDirty;
+ bool stencilBuferDirty;
+
+ const QBrush* currentBrush; // May not be the state's brush!
+
+ GLfloat inverseScale;
+
+ QGL2PEXVertexArray pathVertexArray;
+
+ GLfloat pmvMatrix[4][4];
+
+ QGLPEXShaderManager* shaderManager;
+
+ // Clipping & state stuff stolen from QOpenGLPaintEngine:
+ void updateDepthClip();
+ uint use_system_clip : 1;
+};
+
+
+////////////////////////////////// Private Methods //////////////////////////////////////////
+
+QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
+{
+ if (shaderManager) {
+ delete shaderManager;
+ shaderManager = 0;
+ }
+}
+
+void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform)
+{
+ glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+
+ 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);
+}
+
+
+QColor QGL2PaintEngineExPrivate::premultiplyColor(QColor c, GLfloat opacity)
+{
+ uint alpha = qRound(c.alpha() * opacity);
+ return QColor ( ((c.red() * alpha + 128) >> 8),
+ ((c.green() * alpha + 128) >> 8),
+ ((c.blue() * alpha + 128) >> 8),
+ alpha);
+}
+
+
+void QGL2PaintEngineExPrivate::setBrush(const QBrush* brush)
+{
+ currentBrush = brush;
+ brushTextureDirty = true;
+ brushUniformsDirty = true;
+ shaderManager->setBrushStyle(currentBrush->style());
+ shaderManager->setAffineOnlyBrushTransform(currentBrush->transform().isAffine());
+}
+
+
+// Unless this gets used elsewhere, it's probably best to merge it into fillStencilWithVertexArray
+void QGL2PaintEngineExPrivate::useSimpleShader()
+{
+ shaderManager->simpleShader()->use();
+
+ if (matrixDirty)
+ updateMatrix();
+
+ if (simpleShaderMatrixUniformDirty) {
+ shaderManager->simpleShader()->uniforms()[QLatin1String("pmvMatrix")] = pmvMatrix;
+ simpleShaderMatrixUniformDirty = false;
+ }
+}
+
+
+Q_GLOBAL_STATIC(QGLGradientCache, qt_opengl_gradient_cache)
+
+void QGL2PaintEngineExPrivate::updateBrushTexture()
+{
+// 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, true);
+
+ glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+ ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, true);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true);
+ }
+ 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 = qt_opengl_gradient_cache()->getBuffer(*g, 1.0, ctx);
+
+ if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true);
+ else if (g->spread() == QGradient::ReflectSpread)
+ updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, true);
+ else
+ updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, true);
+
+ glBindTexture(GL_TEXTURE_2D, texId);
+ }
+ else if (style == Qt::TexturePattern) {
+ const QPixmap& texPixmap = currentBrush->texture();
+
+ glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+ ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, true);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true);
+ }
+ brushTextureDirty = false;
+}
+
+
+void QGL2PaintEngineExPrivate::updateBrushUniforms()
+{
+// qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()");
+ Qt::BrushStyle style = currentBrush->style();
+
+ if (style == Qt::NoBrush)
+ return;
+
+ GLfloat opacity = 1.0;
+ if (q->state()->opacity < 0.99f)
+ opacity = (GLfloat)q->state()->opacity;
+ bool setOpacity = true;
+
+ QTransform brushQTransform = currentBrush->transform();
+
+ if (style == Qt::SolidPattern) {
+ QColor col = premultiplyColor(currentBrush->color(), opacity);
+ shaderManager->brushShader()->uniforms()[QLatin1String("fragmentColor")] = col;
+ setOpacity = false;
+ }
+ else {
+ // All other brushes have a transform and thus need the translation point:
+ QPointF translationPoint;
+
+ if (style <= Qt::DiagCrossPattern) {
+ translationPoint = q->state()->brushOrigin;
+
+ QColor col = premultiplyColor(currentBrush->color(), opacity);
+
+ shaderManager->brushShader()->uniforms()[QLatin1String("patternColor")] = col;
+ setOpacity = false; //So code below doesn't try to set the opacity uniform
+
+ QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
+ shaderManager->brushShader()->uniforms()[QLatin1String("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;
+
+ // ###
+ QGLVec3 linearData = {
+ l.x(),
+ l.y(),
+ 1.0f / (l.x() * l.x() + l.y() * l.y())
+ };
+
+ shaderManager->brushShader()->uniforms()[QLatin1String("linearData")] = linearData;
+
+ QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
+ shaderManager->brushShader()->uniforms()[QLatin1String("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->brushShader()->uniforms()[QLatin1String("angle")] = angle;
+
+ QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
+ shaderManager->brushShader()->uniforms()[QLatin1String("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->brushShader()->uniforms()[QLatin1String("fmp")] = fmp;
+
+ GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
+ shaderManager->brushShader()->uniforms()[QLatin1String("fmp2_m_radius2")] = fmp2_m_radius2;
+
+ shaderManager->brushShader()->uniforms()[QLatin1String("inverse_2_fmp2_m_radius2")] =
+ GLfloat(1.0 / (2.0*fmp2_m_radius2));
+
+ QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
+ shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize;
+ }
+ else if (style == Qt::TexturePattern) {
+ translationPoint = q->state()->brushOrigin;
+
+ const QPixmap& texPixmap = currentBrush->texture();
+
+ QSizeF invertedTextureSize( 1.0 / texPixmap.width(), 1.0 / texPixmap.height() );
+ shaderManager->brushShader()->uniforms()[QLatin1String("invertedTextureSize")] = invertedTextureSize;
+
+ QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
+ shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize;
+ }
+ else
+ qWarning("QGL2PaintEngineEx: Unimplemented fill style");
+
+ QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
+ QTransform gl_to_qt(1, 0, 0, -1, 0, height);
+ QTransform inv_matrix = gl_to_qt * (brushQTransform * q->state()->matrix).inverted() * translate;
+
+ shaderManager->brushShader()->uniforms()[QLatin1String("brushTransform")] = inv_matrix;
+ shaderManager->brushShader()->uniforms()[QLatin1String("brushTexture")] = QT_BRUSH_TEXTURE_UNIT;
+
+ if (setOpacity)
+ shaderManager->brushShader()->uniforms()[QLatin1String("opacity")] = opacity;
+ }
+ brushUniformsDirty = false;
+}
+
+
+// This assumes the shader manager has already setup the correct shader program
+void QGL2PaintEngineExPrivate::updateMatrix()
+{
+// qDebug("QGL2PaintEngineExPrivate::updateMatrix()");
+
+ // We setup the Projection matrix to be the equivilant of glOrtho(0, w, h, 0, -1, 1):
+ GLfloat P[4][4] = {
+ {2.0/width, 0.0, 0.0, -1.0},
+ {0.0, -2.0/height, 0.0, 1.0},
+ {0.0, 0.0, -1.0, 0.0},
+ {0.0, 0.0, 0.0, 1.0}
+ };
+
+ // Use the (3x3) transform for the Model~View matrix:
+ const QTransform& transform = q->state()->matrix;
+ GLfloat MV[4][4] = {
+ {transform.m11(), transform.m21(), 0.0, transform.dx() + 0.5},
+ {transform.m12(), transform.m22(), 0.0, transform.dy() + 0.5},
+ {0.0, 0.0, 1.0, 0.0},
+ {transform.m13(), transform.m23(), 0.0, transform.m33()}
+ };
+
+ // NOTE: OpenGL ES works with column-major matrices, so when we multiply the matrices,
+ // we also transpose them ready for GL.
+ for (int row = 0; row < 4; ++row) {
+ for (int col = 0; col < 4; ++col) {
+ pmvMatrix[col][row] = 0.0;
+ for (int n = 0; n < 4; ++n)
+ pmvMatrix[col][row] += P[row][n] * MV[n][col];
+ }
+ }
+
+ // 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;
+
+ // The actual data has been updated so both shader program's uniforms need updating
+ simpleShaderMatrixUniformDirty = true;
+ brushShaderMatrixUniformDirty = true;
+ imageShaderMatrixUniformDirty = true;
+ textShaderMatrixUniformDirty = true;
+}
+
+
+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;
+}
+
+
+void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, int txtWidth, int txtHeight)
+{
+// qDebug("QGL2PaintEngineExPrivate::drawImage()");
+
+ // We have a shader specifically for drawPixmap/drawImage...
+ shaderManager->imageShader()->use();
+
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
+
+ if (compositionModeDirty)
+ updateCompositionMode();
+
+ if (matrixDirty)
+ updateMatrix();
+
+ if (imageShaderMatrixUniformDirty) {
+ shaderManager->imageShader()->uniforms()[QLatin1String("pmvMatrix")] = pmvMatrix;
+ imageShaderMatrixUniformDirty = false;
+ }
+
+ shaderManager->imageShader()->uniforms()[QLatin1String("textureSampler")] = QT_BRUSH_TEXTURE_UNIT;
+
+// if (q->state()->opacity < 0.99f)
+ shaderManager->imageShader()->uniforms()[QLatin1String("opacity")] = (GLfloat)q->state()->opacity;
+
+ GLfloat vertexCoords[] = {
+ dest.left, dest.top,
+ dest.left, dest.bottom,
+ dest.right, dest.bottom,
+ dest.right, dest.top
+ };
+
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoords);
+
+ GLfloat dx = 1.0 / txtWidth;
+ GLfloat dy = 1.0 / txtHeight;
+
+ QGLRect srcTextureRect(src.left*dx, 1.0 - src.top*dy, src.right*dx, 1.0 - src.bottom*dy);
+
+ GLfloat textureCoords[] = {
+ srcTextureRect.left, srcTextureRect.top,
+ srcTextureRect.left, srcTextureRect.bottom,
+ srcTextureRect.right, srcTextureRect.bottom,
+ srcTextureRect.right, srcTextureRect.top
+ };
+
+ glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+ glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+}
+
+
+void QGL2PaintEngineExPrivate::drawOutline(const QVectorPath& path)
+{
+// qDebug("QGL2PaintEngineExPrivate::drawOutline()");
+ if (matrixDirty)
+ updateMatrix();
+
+ pathVertexArray.clear();
+ pathVertexArray.addPath(path, inverseScale);
+
+ if (path.hasImplicitClose()) {
+ // Close the path's outline
+ pathVertexArray.lineToArray(path.points()[0], path.points()[1]);
+ pathVertexArray.stops().last() += 1;
+ }
+
+ prepareForDraw();
+ drawVertexArrays(pathVertexArray, GL_LINE_STRIP);
+}
+
+
+// Assumes everything is configured for the brush you want to use
+void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
+{
+ 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();
+ composite(rect);
+ }
+ else if (path.shape() == QVectorPath::EllipseHint) {
+ pathVertexArray.clear();
+ pathVertexArray.addPath(path, inverseScale);
+ prepareForDraw();
+ drawVertexArrays(pathVertexArray, GL_TRIANGLE_FAN);
+ }
+ else {
+ // The path is too complicated & needs the stencil technique
+ pathVertexArray.clear();
+ pathVertexArray.addPath(path, inverseScale);
+
+ fillStencilWithVertexArray(pathVertexArray, path.hasWindingFill());
+
+ // Stencil the brush onto the dest buffer
+ glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0
+ glEnable(GL_STENCIL_TEST);
+ prepareForDraw();
+ composite(pathVertexArray.boundingRect());
+ glDisable(GL_STENCIL_TEST);
+
+ cleanStencilBuffer(pathVertexArray.boundingRect());
+ }
+}
+
+
+void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill)
+{
+// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
+ if (stencilBuferDirty) {
+ // Clear the stencil buffer to zeros
+ glDisable(GL_STENCIL_TEST);
+ glStencilMask(0xFFFF); // Enable writing to stencil buffer, otherwise glClear wont do anything.
+ glClearStencil(0); // Clear to zero
+ glClear(GL_STENCIL_BUFFER_BIT);
+ stencilBuferDirty = false;
+ }
+
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
+ glStencilMask(0xFFFF); // Enable stencil writes
+ glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test
+
+ // Setup the stencil op:
+ if (useWindingFill) {
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); // Inc. for front-facing triangle
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); //Dec. for back-facing "holes"
+ } else
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+
+ // No point in using a fancy gradiant shader for writing into the stencil buffer!
+ useSimpleShader();
+
+ glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
+ glDisable(GL_BLEND);
+
+ // Draw the vertecies into the stencil buffer:
+ drawVertexArrays(vertexArray, GL_TRIANGLE_FAN);
+
+ // Enable color writes & disable stencil writes
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glStencilMask(0);
+}
+
+void QGL2PaintEngineExPrivate::cleanStencilBuffer(const QGLRect& area)
+{
+// qDebug("QGL2PaintEngineExPrivate::cleanStencilBuffer()");
+ useSimpleShader();
+
+ GLfloat rectVerts[] = {
+ area.left, area.top,
+ area.left, area.bottom,
+ area.right, area.bottom,
+ area.right, area.top
+ };
+
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts);
+
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test
+
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
+ glStencilMask(0xFFFF); // Enable writing to stencil buffer
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // Write 0's to stencil buffer
+
+ glDisable(GL_BLEND);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+
+ // Enable color writes & disable stencil writes
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glStencilMask(0);
+ glDisable(GL_STENCIL_TEST);
+}
+
+void QGL2PaintEngineExPrivate::prepareForDraw()
+{
+ if (brushTextureDirty)
+ updateBrushTexture();
+
+ if (compositionModeDirty)
+ updateCompositionMode();
+
+ if (shaderManager->useCorrectShaderProg()) {
+ // The shader program has changed so mark all uniforms as dirty:
+ brushUniformsDirty = true;
+ brushShaderMatrixUniformDirty = true;
+ }
+
+ if (brushUniformsDirty)
+ updateBrushUniforms();
+
+ if (brushShaderMatrixUniformDirty) {
+ shaderManager->brushShader()->uniforms()[QLatin1String("pmvMatrix")] = pmvMatrix;
+ brushShaderMatrixUniformDirty = false;
+ }
+
+ if ((q->state()->opacity < 0.99f) || !currentBrush->isOpaque())
+ glEnable(GL_BLEND);
+ else
+ glDisable(GL_BLEND);
+}
+
+void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect)
+{
+ // Setup a vertex array for the bounding rect:
+ GLfloat rectVerts[] = {
+ boundingRect.left, boundingRect.top,
+ boundingRect.left, boundingRect.bottom,
+ boundingRect.right, boundingRect.bottom,
+ boundingRect.right, boundingRect.top
+ };
+
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+}
+
+// Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
+void QGL2PaintEngineExPrivate::drawVertexArrays(QGL2PEXVertexArray& vertexArray, GLenum primitive)
+{
+ // Now setup the pointer to the vertex array:
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexArray.data());
+
+ int previousStop = 0;
+ foreach(int stop, vertexArray.stops()) {
+/*
+ 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;
+ }
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+}
+
+
+
+
+
+/////////////////////////////////// Public Methods //////////////////////////////////////////
+
+QGL2PaintEngineEx::QGL2PaintEngineEx()
+ : QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
+{
+ qDebug("QGL2PaintEngineEx::QGL2PaintEngineEx()");
+
+}
+
+QGL2PaintEngineEx::~QGL2PaintEngineEx()
+{
+}
+
+void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
+{
+ Q_D(QGL2PaintEngineEx);
+
+ QTime startTime = QTime::currentTime();
+
+ d->setBrush(&brush);
+ d->fill(path);
+ d->setBrush(&(state()->brush)); // reset back to the state's brush
+}
+
+void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
+{
+ Q_D(QGL2PaintEngineEx);
+
+ if (pen.style() == Qt::NoPen)
+ return;
+
+ if ( (pen.isCosmetic() && (pen.style() == Qt::SolidLine)) && (pen.widthF() < 2.5f) )
+ {
+ // We only handle solid, cosmetic pens with a width of 1 pixel
+ const QBrush& brush = pen.brush();
+ d->setBrush(&brush);
+
+ if (pen.widthF() < 0.01f)
+ glLineWidth(1.0);
+ else
+ glLineWidth(pen.widthF());
+
+ d->drawOutline(path);
+ d->setBrush(&(state()->brush));
+ } else
+ return QPaintEngineEx::stroke(path, pen);
+
+}
+
+void QGL2PaintEngineEx::penChanged()
+{
+// qDebug("QGL2PaintEngineEx::penChanged() not implemented!");
+}
+
+
+void QGL2PaintEngineEx::brushChanged()
+{
+// qDebug("QGL2PaintEngineEx::brushChanged()");
+ Q_D(QGL2PaintEngineEx);
+ d->setBrush(&(state()->brush));
+}
+
+void QGL2PaintEngineEx::brushOriginChanged()
+{
+// qDebug("QGL2PaintEngineEx::brushOriginChanged()");
+ Q_D(QGL2PaintEngineEx);
+ d->brushUniformsDirty = true;
+}
+
+void QGL2PaintEngineEx::opacityChanged()
+{
+// qDebug("QGL2PaintEngineEx::opacityChanged()");
+ Q_D(QGL2PaintEngineEx);
+
+ Q_ASSERT(d->shaderManager);
+ d->shaderManager->setUseGlobalOpacity(state()->opacity > 0.999);
+ d->brushUniformsDirty = true;
+}
+
+void QGL2PaintEngineEx::compositionModeChanged()
+{
+// qDebug("QGL2PaintEngineEx::compositionModeChanged()");
+ Q_D(QGL2PaintEngineEx);
+ d->compositionModeDirty = true;
+}
+
+void QGL2PaintEngineEx::renderHintsChanged()
+{
+// qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
+}
+
+void QGL2PaintEngineEx::transformChanged()
+{
+ Q_D(QGL2PaintEngineEx);
+ d->matrixDirty = true;
+}
+
+
+void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
+{
+ Q_D(QGL2PaintEngineEx);
+ glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+
+ d->ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, true);
+
+ //FIXME: we should use hasAlpha() instead, but that's SLOW at the moment
+ if ((state()->opacity < 0.99f) || pixmap.hasAlphaChannel())
+ glEnable(GL_BLEND);
+ else
+ glDisable(GL_BLEND);
+
+ d->drawTexture(dest, src, pixmap.width(), pixmap.height());
+}
+
+void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
+ Qt::ImageConversionFlags)
+{
+ Q_D(QGL2PaintEngineEx);
+ glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+ d->ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true);
+
+ if ((state()->opacity < 0.99f) || image.hasAlphaChannel())
+ glEnable(GL_BLEND);
+ else
+ glDisable(GL_BLEND);
+
+ d->drawTexture(dest, src, image.width(), image.height());
+}
+
+void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
+{
+ QOpenGLPaintEngineState *s = state();
+
+ const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
+
+ bool drawCached = true;
+
+ if (state()->pen.brush().style() != Qt::SolidPattern)
+ drawCached = false;
+
+ if (s->matrix.type() > QTransform::TxTranslate)
+ drawCached = false;
+
+ // don't try to cache huge fonts
+ if (ti.fontEngine->fontDef.pixelSize * qSqrt(s->matrix.determinant()) >= 64)
+ drawCached = false;
+
+ if (drawCached) {
+ drawCachedGlyphs(p, ti);
+ return;
+ }
+
+ QPaintEngineEx::drawTextItem(p, ti);
+}
+
+void QGL2PaintEngineEx::drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti)
+{
+ Q_D(QGL2PaintEngineEx);
+ QOpenGLPaintEngineState *s = state();
+
+ QVarLengthArray<QFixedPoint> positions;
+ QVarLengthArray<glyph_t> glyphs;
+ QTransform matrix;
+ matrix.translate(p.x(), p.y());
+ ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
+
+ QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
+ ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
+ : QFontEngineGlyphCache::Raster_A8;
+
+ QImageTextureGlyphCache *cache =
+ (QImageTextureGlyphCache *) ti.fontEngine->glyphCache(glyphType, s->matrix);
+ if (!cache) {
+ cache = new QImageTextureGlyphCache(glyphType, s->matrix);
+ ti.fontEngine->setGlyphCache(glyphType, cache);
+ }
+
+ cache->populate(ti, glyphs, positions);
+
+ const QImage &image = cache->image();
+ int margin = cache->glyphMargin();
+
+ glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+ d->ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true);
+
+ glEnable(GL_BLEND);
+
+ d->shaderManager->textShader()->use();
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
+
+ if (d->compositionModeDirty)
+ d->updateCompositionMode();
+
+ if (d->matrixDirty)
+ d->updateMatrix();
+
+ if (d->textShaderMatrixUniformDirty) {
+ d->shaderManager->textShader()->uniforms()[QLatin1String("pmvMatrix")] = d->pmvMatrix;
+ d->textShaderMatrixUniformDirty = false;
+ }
+
+ d->shaderManager->textShader()->uniforms()[QLatin1String("textureSampler")] = QT_BRUSH_TEXTURE_UNIT;
+ QColor col = d->premultiplyColor(state()->pen.color(), (GLfloat)state()->opacity);
+ d->shaderManager->textShader()->uniforms()[QLatin1String("fragmentColor")] = col;
+
+ GLfloat dx = 1.0 / image.width();
+ GLfloat dy = 1.0 / image.height();
+
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+ for (int i=0; i<glyphs.size(); ++i) {
+ const QTextureGlyphCache::Coord &c = cache->coords.value(glyphs[i]);
+ int x = positions[i].x.toInt() + c.baseLineX - margin;
+ int y = positions[i].y.toInt() - c.baseLineY - margin;
+
+ QGLRect dest = QRectF(x, y, c.w, c.h);
+ QGLRect src = QRectF(c.x, c.y, c.w, c.h);
+
+ GLfloat vertexCoords[] = {
+ dest.left, dest.top,
+ dest.left, dest.bottom,
+ dest.right, dest.bottom,
+ dest.right, dest.top
+ };
+
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoords);
+
+ QGLRect srcTextureRect(src.left*dx, 1.0 - src.top*dy, src.right*dx, 1.0 - src.bottom*dy);
+
+ GLfloat textureCoords[] = {
+ srcTextureRect.left, srcTextureRect.top,
+ srcTextureRect.left, srcTextureRect.bottom,
+ srcTextureRect.right, srcTextureRect.bottom,
+ srcTextureRect.right, srcTextureRect.top
+ };
+
+ glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+ glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+}
+
+bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
+{
+ Q_D(QGL2PaintEngineEx);
+
+// qDebug("QGL2PaintEngineEx::begin()");
+
+ QGLWidget* widget = static_cast<QGLWidget*>(pdev);
+ d->ctx = const_cast<QGLContext*>(widget->context());
+ d->ctx->makeCurrent();
+ d->width = widget->width();
+ d->height = widget->height();
+
+ if (!d->shaderManager)
+ d->shaderManager = new QGLPEXShaderManager(d->ctx);
+
+ glViewport(0, 0, d->width, d->height);
+
+// glClearColor(0.0, 1.0, 0.0, 1.0);
+// glClear(GL_COLOR_BUFFER_BIT);
+// d->ctx->swapBuffers();
+// qDebug("You should see green now");
+// sleep(5);
+
+ d->brushTextureDirty = true;
+ d->brushUniformsDirty = true;
+ d->matrixDirty = true;
+ d->compositionModeDirty = true;
+ d->stencilBuferDirty = true;
+
+ d->use_system_clip = !systemClip().isEmpty();
+
+ glDisable(GL_DEPTH_TEST);
+
+ return true;
+}
+
+bool QGL2PaintEngineEx::end()
+{
+ Q_D(QGL2PaintEngineEx);
+ d->ctx->swapBuffers();
+ return false;
+}
+
+
+/////////////////////////////////// State/Clipping stolen from QOpenGLPaintEngine //////////////////////////////////////////
+
+void QGL2PaintEngineEx::clipEnabledChanged()
+{
+ Q_D(QGL2PaintEngineEx);
+
+ d->updateDepthClip();
+}
+
+void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
+{
+// qDebug("QGL2PaintEngineEx::clip()");
+ const qreal *points = path.points();
+ const QPainterPath::ElementType *types = path.elements();
+ if (!types && path.shape() == QVectorPath::RectangleHint) {
+ QRectF r(points[0], points[1], points[4]-points[0], points[5]-points[1]);
+ updateClipRegion(QRegion(r.toRect()), op);
+ return;
+ }
+
+ QPainterPath p;
+ if (types) {
+ int id = 0;
+ for (int i=0; i<path.elementCount(); ++i) {
+ switch(types[i]) {
+ case QPainterPath::MoveToElement:
+ p.moveTo(QPointF(points[id], points[id+1]));
+ id+=2;
+ break;
+ case QPainterPath::LineToElement:
+ p.lineTo(QPointF(points[id], points[id+1]));
+ id+=2;
+ break;
+ case QPainterPath::CurveToElement: {
+ QPointF p1(points[id], points[id+1]);
+ QPointF p2(points[id+2], points[id+3]);
+ QPointF p3(points[id+4], points[id+5]);
+ p.cubicTo(p1, p2, p3);
+ id+=6;
+ break;
+ }
+ case QPainterPath::CurveToDataElement:
+ ;
+ break;
+ }
+ }
+ } else if (!path.isEmpty()) {
+ p.moveTo(QPointF(points[0], points[1]));
+ int id = 2;
+ for (int i=1; i<path.elementCount(); ++i) {
+ p.lineTo(QPointF(points[id], points[id+1]));
+ id+=2;
+ }
+ }
+ if (path.hints() & QVectorPath::WindingFill)
+ p.setFillRule(Qt::WindingFill);
+
+ updateClipRegion(QRegion(p.toFillPolygon().toPolygon(), p.fillRule()), op);
+ return;
+}
+
+void QGL2PaintEngineEx::updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op)
+{
+// qDebug("QGL2PaintEngineEx::updateClipRegion()");
+ Q_D(QGL2PaintEngineEx);
+
+ QRegion sysClip = systemClip();
+ if (op == Qt::NoClip && !d->use_system_clip) {
+ state()->hasClipping = false;
+ state()->clipRegion = QRegion();
+ d->updateDepthClip();
+ return;
+ }
+
+ bool isScreenClip = false;
+ if (!d->use_system_clip) {
+ QVector<QRect> untransformedRects = clipRegion.rects();
+
+ if (untransformedRects.size() == 1) {
+ QPainterPath path;
+ path.addRect(untransformedRects[0]);
+ //path = d->matrix.map(path);
+ path = state()->matrix.map(path);
+
+// if (path.contains(QRectF(QPointF(), d->drawable.size())))
+// isScreenClip = true;
+ if (path.contains(QRectF(0.0, 0.0, d->width, d->height)))
+ isScreenClip = true;
+ }
+ }
+
+// QRegion region = isScreenClip ? QRegion() : clipRegion * d->matrix;
+ QRegion region = isScreenClip ? QRegion() : clipRegion * state()->matrix;
+ switch (op) {
+ case Qt::NoClip:
+ if (!d->use_system_clip)
+ break;
+ state()->clipRegion = sysClip;
+ break;
+ case Qt::IntersectClip:
+ if (isScreenClip)
+ return;
+ if (state()->hasClipping) {
+ state()->clipRegion &= region;
+ break;
+ }
+ // fall through
+ case Qt::ReplaceClip:
+ if (d->use_system_clip && !sysClip.isEmpty())
+ state()->clipRegion = region & sysClip;
+ else
+ state()->clipRegion = region;
+ break;
+ case Qt::UniteClip:
+ state()->clipRegion |= region;
+ if (d->use_system_clip && !sysClip.isEmpty())
+ state()->clipRegion &= sysClip;
+ break;
+ default:
+ break;
+ }
+
+ if (isScreenClip) {
+ state()->hasClipping = false;
+ state()->clipRegion = QRegion();
+ } else {
+ state()->hasClipping = op != Qt::NoClip || d->use_system_clip;
+ }
+
+ if (state()->hasClipping && state()->clipRegion.rects().size() == 1)
+ state()->fastClip = state()->clipRegion.rects().at(0);
+ else
+ state()->fastClip = QRect();
+
+ d->updateDepthClip();
+}
+
+
+void QGL2PaintEngineExPrivate::updateDepthClip()
+{
+// qDebug("QGL2PaintEngineExPrivate::updateDepthClip()");
+
+ Q_Q(QGL2PaintEngineEx);
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+
+ if (!q->state()->hasClipping)
+ return;
+
+ QRect fastClip;
+ if (q->state()->clipEnabled) {
+ fastClip = q->state()->fastClip;
+ } else if (use_system_clip && q->systemClip().rects().count() == 1) {
+ fastClip = q->systemClip().rects().at(0);
+ }
+
+ if (!fastClip.isEmpty()) {
+ glEnable(GL_SCISSOR_TEST);
+
+ const int left = fastClip.left();
+ const int width = fastClip.width();
+ const int bottom = height - (fastClip.bottom() + 1);
+ const int height = fastClip.height();
+
+ glScissor(left, bottom, width, height);
+ return;
+ }
+
+ glClearDepthf(0x0);
+ glDepthMask(true);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glClearDepthf(0x1);
+
+ const QVector<QRect> rects = q->state()->clipEnabled ? q->state()->clipRegion.rects() : q->systemClip().rects();
+ glEnable(GL_SCISSOR_TEST);
+ for (int i = 0; i < rects.size(); ++i) {
+ QRect rect = rects.at(i);
+
+ const int left = rect.left();
+ const int width = rect.width();
+ const int bottom = height - (rect.bottom() + 1);
+ const int height = rect.height();
+
+ glScissor(left, bottom, width, height);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+ glDisable(GL_SCISSOR_TEST);
+
+ glDepthMask(false);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+}
+
+
+
+void QGL2PaintEngineEx::setState(QPainterState *s)
+{
+// qDebug("QGL2PaintEngineEx::setState()");
+
+ Q_D(QGL2PaintEngineEx);
+ QPaintEngineEx::setState(s);
+
+ d->updateDepthClip();
+
+ d->matrixDirty = true;
+ d->compositionModeDirty = true;
+ d->brushTextureDirty = true;
+ d->brushUniformsDirty = true;
+ d->simpleShaderMatrixUniformDirty = true;
+ d->brushShaderMatrixUniformDirty = true;
+ d->imageShaderMatrixUniformDirty = true;
+ d->textShaderMatrixUniformDirty = true;
+}
+
+QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
+{
+ QOpenGLPaintEngineState *s;
+ if (!orig)
+ s = new QOpenGLPaintEngineState();
+ else
+ s = new QOpenGLPaintEngineState(*static_cast<QOpenGLPaintEngineState *>(orig));
+
+ return s;
+}
+
+QOpenGLPaintEngineState::QOpenGLPaintEngineState(QOpenGLPaintEngineState &other)
+ : QPainterState(other)
+{
+ clipRegion = other.clipRegion;
+ hasClipping = other.hasClipping;
+ fastClip = other.fastClip;
+}
+
+QOpenGLPaintEngineState::QOpenGLPaintEngineState()
+{
+ hasClipping = false;
+}
+
+QOpenGLPaintEngineState::~QOpenGLPaintEngineState()
+{
+}
+