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+/****************************************************************************
+**
+** 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