diff options
author | Jorgen Lind <jorgen.lind@gmail.com> | 2014-02-02 22:29:38 +0100 |
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committer | The Qt Project <gerrit-noreply@qt-project.org> | 2014-02-10 12:49:06 +0100 |
commit | a80253ae4c2ea52a8ffb77e62648374b6fc650a8 (patch) | |
tree | 0632cbb75a05990ec72cd5622b4fbd845bd2fe68 /src/gui/opengl/qopengltextureblitter.cpp | |
parent | a093204f07f276bc8e7b4fedf4af0e1369f55734 (diff) |
QOpenGLTextureBlitter
private api, but useful for 2d gui code that suddenly finds itself
needing to get a set of textures onto some fbo
I didn't want to include ARB_copy_image since it looks like its from
texture/renderbuffer -> texture/renderbuffer while this class implies
texture -> write fbo. We could wrap ARB_copy_image in QOpenGLTexture or
some other class or we can add it later.
I have not added any QOpenGLTexture functions since this class opperates
on the GLuint identifier. We can add overloads later.
Change-Id: I3e565b33466c1c183a249a33c3e82c6786debd55
Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
Diffstat (limited to 'src/gui/opengl/qopengltextureblitter.cpp')
-rw-r--r-- | src/gui/opengl/qopengltextureblitter.cpp | 394 |
1 files changed, 394 insertions, 0 deletions
diff --git a/src/gui/opengl/qopengltextureblitter.cpp b/src/gui/opengl/qopengltextureblitter.cpp new file mode 100644 index 0000000000..1fbdd20207 --- /dev/null +++ b/src/gui/opengl/qopengltextureblitter.cpp @@ -0,0 +1,394 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/legal +** +** This file is part of the QtGui module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and Digia. For licensing terms and +** conditions see http://qt.digia.com/licensing. For further information +** use the contact form at http://qt.digia.com/contact-us. +** +** 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, Digia gives you certain additional +** rights. These rights are described in the Digia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qopengltextureblitter_p.h" + +#include <QtGui/QOpenGLBuffer> +#include <QtGui/QOpenGLShaderProgram> +#include <QtGui/QOpenGLVertexArrayObject> +#include <QtGui/QOpenGLContext> + +QT_BEGIN_NAMESPACE + +static const char vertex_shader150[] = + "#version 150 core\n" + "in vec3 vertexCoord;" + "in vec2 textureCoord;" + "out vec2 uv;" + "uniform mat4 vertexTransform;" + "uniform mat3 textureTransform;" + "void main() {" + " uv = (textureTransform * vec3(textureCoord,1.0)).xy;" + " gl_Position = vertexTransform * vec4(vertexCoord,1.0);" + "}"; + +static const char fragment_shader150[] = + "#version 150 core\n" + "in vec2 uv;" + "out vec4 fragcolor;" + "uniform sampler2D textureSampler;" + "uniform bool swizzle;" + "void main() {" + " if (swizzle) {" + " fragcolor = texture(textureSampler, uv).bgra;" + " } else {" + " fragcolor = texture(textureSampler,uv);" + " }" + "}"; + +static const char vertex_shader[] = + "attribute highp vec3 vertexCoord;" + "attribute highp vec2 textureCoord;" + "varying highp vec2 uv;" + "uniform highp mat4 vertexTransform;" + "uniform highp mat3 textureTransform;" + "void main() {" + " uv = (textureTransform * vec3(textureCoord,1.0)).xy;" + " gl_Position = vertexTransform * vec4(vertexCoord,1.0);" + "}"; + +static const char fragment_shader[] = + "varying highp vec2 uv;" + "uniform sampler2D textureSampler;" + "uniform bool swizzle;" + "void main() {" + " if (swizzle) {" + " gl_FragColor = texture2D(textureSampler, uv).bgra;" + " } else {" + " gl_FragColor = texture2D(textureSampler,uv);" + " }" + "}"; + +static const GLfloat vertex_buffer_data[] = { + -1,-1, 0, + -1, 1, 0, + 1,-1, 0, + -1, 1, 0, + 1,-1, 0, + 1, 1, 0 +}; + +static const GLfloat texture_buffer_data[] = { + 0, 0, + 0, 1, + 1, 0, + 0, 1, + 1, 0, + 1, 1 +}; + +class TextureBinder +{ +public: + TextureBinder(GLuint textureId) + { + glBindTexture(GL_TEXTURE_2D, textureId); + } + ~TextureBinder() + { + glBindTexture(GL_TEXTURE_2D, 0); + } +}; + +class QOpenGLTextureBlitterPrivate +{ +public: + enum TextureMatrixUniform { + User, + Identity, + IdentityFlipped + }; + + QOpenGLTextureBlitterPrivate() + : program(0) + , vertexCoordAttribPos(0) + , vertexTransformUniformPos(0) + , textureCoordAttribPos(0) + , textureTransformUniformPos(0) + , swizzle(false) + , swizzleOld(false) + , textureMatrixUniformState(User) + , vao(new QOpenGLVertexArrayObject()) + { } + + void blit(GLuint texture, const QMatrix4x4 &vertexTransform, const QMatrix3x3 &textureTransform); + void blit(GLuint texture, const QMatrix4x4 &vertexTransform, QOpenGLTextureBlitter::Origin origin); + + void prepareProgram(const QMatrix4x4 &vertexTransform) + { + vertexBuffer.bind(); + program->setAttributeBuffer(vertexCoordAttribPos, GL_FLOAT, 0, 3, 0); + program->enableAttributeArray(vertexCoordAttribPos); + vertexBuffer.release(); + + program->setUniformValue(vertexTransformUniformPos, vertexTransform); + + textureBuffer.bind(); + program->setAttributeBuffer(textureCoordAttribPos, GL_FLOAT, 0, 2, 0); + program->enableAttributeArray(textureCoordAttribPos); + textureBuffer.release(); + + if (swizzle != swizzleOld) { + program->setUniformValue(swizzleUniformPos, swizzle); + swizzleOld = swizzle; + } + } + + QOpenGLBuffer vertexBuffer; + QOpenGLBuffer textureBuffer; + QScopedPointer<QOpenGLShaderProgram> program; + GLuint vertexCoordAttribPos; + GLuint vertexTransformUniformPos; + GLuint textureCoordAttribPos; + GLuint textureTransformUniformPos; + GLuint swizzleUniformPos; + bool swizzle; + bool swizzleOld; + TextureMatrixUniform textureMatrixUniformState; + QScopedPointer<QOpenGLVertexArrayObject> vao; +}; + +void QOpenGLTextureBlitterPrivate::blit(GLuint texture, + const QMatrix4x4 &vertexTransform, + const QMatrix3x3 &textureTransform) +{ + TextureBinder binder(texture); + prepareProgram(vertexTransform); + + program->setUniformValue(textureTransformUniformPos, textureTransform); + textureMatrixUniformState = User; + + glDrawArrays(GL_TRIANGLES, 0, 6); +} + +void QOpenGLTextureBlitterPrivate::blit(GLuint texture, + const QMatrix4x4 &vertexTransform, + QOpenGLTextureBlitter::Origin origin) +{ + TextureBinder binder(texture); + prepareProgram(vertexTransform); + + if (origin == QOpenGLTextureBlitter::OriginTopLeft) { + if (textureMatrixUniformState != IdentityFlipped) { + QMatrix3x3 flipped; + flipped(1,1) = -1; + program->setUniformValue(textureTransformUniformPos, flipped); + textureMatrixUniformState = IdentityFlipped; + } + } else if (textureMatrixUniformState != Identity) { + program->setUniformValue(textureTransformUniformPos, QMatrix3x3()); + textureMatrixUniformState = Identity; + } + + glDrawArrays(GL_TRIANGLES, 0, 6); +} + +QOpenGLTextureBlitter::QOpenGLTextureBlitter() + : d_ptr(new QOpenGLTextureBlitterPrivate) +{ +} + +QOpenGLTextureBlitter::~QOpenGLTextureBlitter() +{ +} + +bool QOpenGLTextureBlitter::create() +{ + QOpenGLContext *currentContext = QOpenGLContext::currentContext(); + if (!currentContext) + return false; + + Q_D(QOpenGLTextureBlitter); + + d->vao->create(); + d->vao->bind(); + + if (d->program) + return true; + + d->program.reset(new QOpenGLShaderProgram()); + + QSurfaceFormat format = currentContext->format(); + + if (format.profile() == QSurfaceFormat::CoreProfile && format.version() >= qMakePair(3,2)) { + d->program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader150); + d->program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader150); + } else { + d->program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader); + d->program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader); + } + d->program->link(); + if (!d->program->isLinked()) { + qWarning() << Q_FUNC_INFO << "Could not link shader program:\n" << d->program->log(); + return false; + } + + d->program->bind(); + + d->vertexBuffer.create(); + d->vertexBuffer.bind(); + d->vertexBuffer.allocate(vertex_buffer_data, sizeof(vertex_buffer_data) * sizeof(vertex_buffer_data[0])); + d->vertexBuffer.release(); + + d->textureBuffer.create(); + d->textureBuffer.bind(); + d->textureBuffer.allocate(texture_buffer_data, sizeof(texture_buffer_data) * sizeof(texture_buffer_data[0])); + d->textureBuffer.release(); + + d->vertexCoordAttribPos = d->program->attributeLocation("vertexCoord"); + d->vertexTransformUniformPos = d->program->uniformLocation("vertexTransform"); + d->textureCoordAttribPos = d->program->attributeLocation("textureCoord"); + d->textureTransformUniformPos = d->program->uniformLocation("textureTransform"); + d->swizzleUniformPos = d->program->uniformLocation("swizzle"); + + d->program->setUniformValue(d->swizzleUniformPos,false); + + d->vao->release(); + + return true; +} + +void QOpenGLTextureBlitter::destroy() +{ + Q_D(QOpenGLTextureBlitter); + d->program.reset(); + d->vertexBuffer.destroy(); + d->textureBuffer.destroy(); + d->vao.reset(); +} + +void QOpenGLTextureBlitter::bind() +{ + Q_D(QOpenGLTextureBlitter); + + d->vao->bind(); + + d->program->bind(); + + d->vertexBuffer.bind(); + d->program->setAttributeBuffer(d->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0); + d->program->enableAttributeArray(d->vertexCoordAttribPos); + d->vertexBuffer.release(); + + d->textureBuffer.bind(); + d->program->setAttributeBuffer(d->textureCoordAttribPos, GL_FLOAT, 0, 2, 0); + d->program->enableAttributeArray(d->textureCoordAttribPos); + d->textureBuffer.release(); +} + +void QOpenGLTextureBlitter::release() +{ + Q_D(QOpenGLTextureBlitter); + d->program->release(); + d->vao->release(); +} + +void QOpenGLTextureBlitter::setSwizzleRB(bool swizzle) +{ + Q_D(QOpenGLTextureBlitter); + d->swizzle = swizzle; +} + +void QOpenGLTextureBlitter::blit(GLuint texture, + const QMatrix4x4 &targetTransform, + Origin sourceOrigin) +{ + Q_D(QOpenGLTextureBlitter); + d->blit(texture,targetTransform, sourceOrigin); +} + +void QOpenGLTextureBlitter::blit(GLuint texture, + const QMatrix4x4 &targetTransform, + const QMatrix3x3 &sourceTransform) +{ + Q_D(QOpenGLTextureBlitter); + d->blit(texture, targetTransform, sourceTransform); +} + +QMatrix4x4 QOpenGLTextureBlitter::targetTransform(const QRectF &target, + const QRect &viewport, + Origin origin) +{ + qreal x_scale = target.size().width() / viewport.width(); + qreal y_scale = target.size().height() / viewport.height(); + + const QPointF relative_to_viewport = target.topLeft() - viewport.topLeft(); + qreal x_translate = ((relative_to_viewport.x() / viewport.width()) + (x_scale / 2)) * 2 - 1; + qreal y_translate = ((relative_to_viewport.y() / viewport.height()) + (y_scale / 2)) * 2 - 1; + + if (origin == OriginTopLeft) { + y_translate = -y_translate; + } + + QMatrix4x4 vertexMatrix; + + vertexMatrix.translate(x_translate, y_translate); + vertexMatrix.scale(x_scale, y_scale); + return vertexMatrix; +} + +QMatrix3x3 QOpenGLTextureBlitter::sourceTransform(const QRectF &subTexture, + const QSize &textureSize, + Origin origin) +{ + qreal x_scale = subTexture.width() / textureSize.width(); + qreal y_scale = subTexture.height() / textureSize.height(); + + const QPointF topLeft = subTexture.topLeft(); + qreal x_translate = topLeft.x() / textureSize.width(); + qreal y_translate = topLeft.y() / textureSize.height(); + + if (origin == OriginTopLeft) { + y_translate += (y_translate * 2) + y_scale; + y_scale = y_scale - 1; + } + + QMatrix3x3 matrix; + matrix(0,2) = x_translate; + matrix(1,2) = y_translate; + + matrix(0,0) = x_scale; + matrix(1,1) = y_scale; + + return matrix; +} + +QT_END_NAMESPACE |