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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** 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 The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/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 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or (at your option) the GNU General
-** Public license version 3 or any later version approved by the KDE Free
-** Qt Foundation. The licenses are as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-2.0.html and
-** https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qopengltextureblitter.h"
-
-#include <QtGui/QOpenGLBuffer>
-#include <QtGui/QOpenGLShaderProgram>
-#include <QtGui/QOpenGLVertexArrayObject>
-#include <QtGui/QOpenGLContext>
-#include <QtGui/QOpenGLFunctions>
-
-#ifndef GL_TEXTURE_EXTERNAL_OES
-#define GL_TEXTURE_EXTERNAL_OES 0x8D65
-#endif
-
-QT_BEGIN_NAMESPACE
-
-/*!
- \class QOpenGLTextureBlitter
- \brief The QOpenGLTextureBlitter class provides a convenient way to draw textured quads via OpenGL.
- \since 5.8
- \ingroup painting-3D
- \inmodule QtGui
-
- Drawing textured quads, in order to get the contents of a texture
- onto the screen, is a common operation when developing 2D user
- interfaces. QOpenGLTextureBlitter provides a convenience class to
- avoid repeating vertex data, shader sources, buffer and program
- management and matrix calculations.
-
- For example, a QOpenGLWidget subclass can do the following to draw
- the contents rendered into a framebuffer at the pixel position \c{(x, y)}:
-
- \code
- void OpenGLWidget::initializeGL()
- {
- m_blitter.create();
- m_fbo = new QOpenGLFramebufferObject(size);
- }
-
- void OpenGLWidget::paintGL()
- {
- m_fbo->bind();
- // update offscreen content
- m_fbo->release();
-
- m_blitter.bind();
- const QRect targetRect(QPoint(x, y), m_fbo->size());
- const QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(targetRect, QRect(QPoint(0, 0), m_fbo->size()));
- m_blitter.blit(m_fbo->texture(), target, QOpenGLTextureBlitter::OriginBottomLeft);
- m_blitter.release();
- }
- \endcode
-
- The blitter implements GLSL shaders both for GLSL 1.00 (suitable
- for OpenGL (ES) 2.x and compatibility profiles of newer OpenGL
- versions) and version 150 (suitable for core profile contexts with
- OpenGL 3.2 and newer).
- */
-
-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;"
- "uniform float opacity;"
- "void main() {"
- " vec4 tmpFragColor = texture(textureSampler, uv);"
- " tmpFragColor.a *= opacity;"
- " fragcolor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
- "}";
-
-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;"
- "uniform highp float opacity;"
- "void main() {"
- " highp vec4 tmpFragColor = texture2D(textureSampler,uv);"
- " tmpFragColor.a *= opacity;"
- " gl_FragColor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
- "}";
-
-static const char fragment_shader_external_oes[] =
- "#extension GL_OES_EGL_image_external : require\n"
- "varying highp vec2 uv;"
- "uniform samplerExternalOES textureSampler;\n"
- "uniform bool swizzle;"
- "uniform highp float opacity;"
- "void main() {"
- " highp vec4 tmpFragColor = texture2D(textureSampler, uv);"
- " tmpFragColor.a *= opacity;"
- " gl_FragColor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
- "}";
-
-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(GLenum target, GLuint textureId) : m_target(target)
- {
- QOpenGLContext::currentContext()->functions()->glBindTexture(m_target, textureId);
- }
- ~TextureBinder()
- {
- QOpenGLContext::currentContext()->functions()->glBindTexture(m_target, 0);
- }
-
-private:
- GLenum m_target;
-};
-
-class QOpenGLTextureBlitterPrivate
-{
-public:
- enum TextureMatrixUniform {
- User,
- Identity,
- IdentityFlipped
- };
-
- enum ProgramIndex {
- TEXTURE_2D,
- TEXTURE_EXTERNAL_OES
- };
-
- QOpenGLTextureBlitterPrivate() :
- swizzle(false),
- opacity(1.0f),
- vao(new QOpenGLVertexArrayObject),
- currentTarget(TEXTURE_2D)
- { }
-
- bool buildProgram(ProgramIndex idx, const char *vs, const char *fs);
-
- 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);
-
- QOpenGLBuffer vertexBuffer;
- QOpenGLBuffer textureBuffer;
- struct Program {
- Program() :
- vertexCoordAttribPos(0),
- vertexTransformUniformPos(0),
- textureCoordAttribPos(0),
- textureTransformUniformPos(0),
- swizzleUniformPos(0),
- opacityUniformPos(0),
- swizzle(false),
- opacity(0.0f),
- textureMatrixUniformState(User)
- { }
- QScopedPointer<QOpenGLShaderProgram> glProgram;
- GLuint vertexCoordAttribPos;
- GLuint vertexTransformUniformPos;
- GLuint textureCoordAttribPos;
- GLuint textureTransformUniformPos;
- GLuint swizzleUniformPos;
- GLuint opacityUniformPos;
- bool swizzle;
- float opacity;
- TextureMatrixUniform textureMatrixUniformState;
- } programs[2];
- bool swizzle;
- float opacity;
- QScopedPointer<QOpenGLVertexArrayObject> vao;
- GLenum currentTarget;
-};
-
-static inline QOpenGLTextureBlitterPrivate::ProgramIndex targetToProgramIndex(GLenum target)
-{
- switch (target) {
- case GL_TEXTURE_2D:
- return QOpenGLTextureBlitterPrivate::TEXTURE_2D;
- case GL_TEXTURE_EXTERNAL_OES:
- return QOpenGLTextureBlitterPrivate::TEXTURE_EXTERNAL_OES;
- default:
- qWarning("Unsupported texture target 0x%x", target);
- return QOpenGLTextureBlitterPrivate::TEXTURE_2D;
- }
-}
-
-void QOpenGLTextureBlitterPrivate::prepareProgram(const QMatrix4x4 &vertexTransform)
-{
- Program *program = &programs[targetToProgramIndex(currentTarget)];
-
- vertexBuffer.bind();
- program->glProgram->setAttributeBuffer(program->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
- program->glProgram->enableAttributeArray(program->vertexCoordAttribPos);
- vertexBuffer.release();
-
- program->glProgram->setUniformValue(program->vertexTransformUniformPos, vertexTransform);
-
- textureBuffer.bind();
- program->glProgram->setAttributeBuffer(program->textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
- program->glProgram->enableAttributeArray(program->textureCoordAttribPos);
- textureBuffer.release();
-
- if (swizzle != program->swizzle) {
- program->glProgram->setUniformValue(program->swizzleUniformPos, swizzle);
- program->swizzle = swizzle;
- }
-
- if (opacity != program->opacity) {
- program->glProgram->setUniformValue(program->opacityUniformPos, opacity);
- program->opacity = opacity;
- }
-}
-
-void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
- const QMatrix4x4 &vertexTransform,
- const QMatrix3x3 &textureTransform)
-{
- TextureBinder binder(currentTarget, texture);
- prepareProgram(vertexTransform);
-
- Program *program = &programs[targetToProgramIndex(currentTarget)];
- program->glProgram->setUniformValue(program->textureTransformUniformPos, textureTransform);
- program->textureMatrixUniformState = User;
-
- QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
-}
-
-void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
- const QMatrix4x4 &vertexTransform,
- QOpenGLTextureBlitter::Origin origin)
-{
- TextureBinder binder(currentTarget, texture);
- prepareProgram(vertexTransform);
-
- Program *program = &programs[targetToProgramIndex(currentTarget)];
- if (origin == QOpenGLTextureBlitter::OriginTopLeft) {
- if (program->textureMatrixUniformState != IdentityFlipped) {
- QMatrix3x3 flipped;
- flipped(1,1) = -1;
- flipped(1,2) = 1;
- program->glProgram->setUniformValue(program->textureTransformUniformPos, flipped);
- program->textureMatrixUniformState = IdentityFlipped;
- }
- } else if (program->textureMatrixUniformState != Identity) {
- program->glProgram->setUniformValue(program->textureTransformUniformPos, QMatrix3x3());
- program->textureMatrixUniformState = Identity;
- }
-
- QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
-}
-
-bool QOpenGLTextureBlitterPrivate::buildProgram(ProgramIndex idx, const char *vs, const char *fs)
-{
- Program *p = &programs[idx];
-
- p->glProgram.reset(new QOpenGLShaderProgram);
-
- p->glProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vs);
- p->glProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fs);
- p->glProgram->link();
- if (!p->glProgram->isLinked()) {
- qWarning() << "Could not link shader program:\n" << p->glProgram->log();
- return false;
- }
-
- p->glProgram->bind();
-
- p->vertexCoordAttribPos = p->glProgram->attributeLocation("vertexCoord");
- p->vertexTransformUniformPos = p->glProgram->uniformLocation("vertexTransform");
- p->textureCoordAttribPos = p->glProgram->attributeLocation("textureCoord");
- p->textureTransformUniformPos = p->glProgram->uniformLocation("textureTransform");
- p->swizzleUniformPos = p->glProgram->uniformLocation("swizzle");
- p->opacityUniformPos = p->glProgram->uniformLocation("opacity");
-
- p->glProgram->setUniformValue(p->swizzleUniformPos, false);
-
- // minmize state left set after a create()
- p->glProgram->release();
-
- return true;
-}
-
-/*!
- Constructs a new QOpenGLTextureBlitter instance.
-
- \note no graphics resources are initialized in the
- constructor. This makes it safe to place plain
- QOpenGLTextureBlitter members into classes because the actual
- initialization that depends on the OpenGL context happens only in
- create().
- */
-QOpenGLTextureBlitter::QOpenGLTextureBlitter()
- : d_ptr(new QOpenGLTextureBlitterPrivate)
-{
-}
-
-/*!
- Destructs the instance.
-
- \note When the OpenGL context - or a context sharing resources
- with it - that was current when calling create() is not current,
- graphics resources will not be released. Therefore, it is
- recommended to call destroy() manually instead of relying on the
- destructor to perform OpenGL resource cleanup.
- */
-QOpenGLTextureBlitter::~QOpenGLTextureBlitter()
-{
- destroy();
-}
-
-/*!
- Initializes the graphics resources used by the blitter.
-
- \return \c true if successful, \c false if there was a
- failure. Failures can occur when there is no OpenGL context
- current on the current thread, or when shader compilation fails
- for some reason.
-
- \sa isCreated(), destroy()
- */
-bool QOpenGLTextureBlitter::create()
-{
- QOpenGLContext *currentContext = QOpenGLContext::currentContext();
- if (!currentContext)
- return false;
-
- Q_D(QOpenGLTextureBlitter);
-
- if (d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_2D].glProgram)
- return true;
-
- QSurfaceFormat format = currentContext->format();
- if (format.profile() == QSurfaceFormat::CoreProfile && format.version() >= qMakePair(3,2)) {
- if (!d->buildProgram(QOpenGLTextureBlitterPrivate::TEXTURE_2D, vertex_shader150, fragment_shader150))
- return false;
- } else {
- if (!d->buildProgram(QOpenGLTextureBlitterPrivate::TEXTURE_2D, vertex_shader, fragment_shader))
- return false;
- if (supportsExternalOESTarget())
- if (!d->buildProgram(QOpenGLTextureBlitterPrivate::TEXTURE_EXTERNAL_OES, vertex_shader, fragment_shader_external_oes))
- return false;
- }
-
- // Create and bind the VAO, if supported.
- QOpenGLVertexArrayObject::Binder vaoBinder(d->vao.data());
-
- d->vertexBuffer.create();
- d->vertexBuffer.bind();
- d->vertexBuffer.allocate(vertex_buffer_data, sizeof(vertex_buffer_data));
- d->vertexBuffer.release();
-
- d->textureBuffer.create();
- d->textureBuffer.bind();
- d->textureBuffer.allocate(texture_buffer_data, sizeof(texture_buffer_data));
- d->textureBuffer.release();
-
- return true;
-}
-
-/*!
- \return \c true if create() was called and succeeded. \c false otherwise.
-
- \sa create(), destroy()
- */
-bool QOpenGLTextureBlitter::isCreated() const
-{
- Q_D(const QOpenGLTextureBlitter);
- return d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_2D].glProgram;
-}
-
-/*!
- Frees all graphics resources held by the blitter. Assumes that
- the OpenGL context, or another context sharing resources with it,
- that was current on the thread when invoking create() is current.
-
- The function has no effect when the blitter is not in created state.
-
- \sa create()
- */
-void QOpenGLTextureBlitter::destroy()
-{
- if (!isCreated())
- return;
- Q_D(QOpenGLTextureBlitter);
- d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_2D].glProgram.reset();
- d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_EXTERNAL_OES].glProgram.reset();
- d->vertexBuffer.destroy();
- d->textureBuffer.destroy();
- d->vao.reset();
-}
-
-/*!
- \return \c true when bind() accepts \c GL_TEXTURE_EXTERNAL_OES as
- its target argument.
-
- \sa bind(), blit()
- */
-bool QOpenGLTextureBlitter::supportsExternalOESTarget() const
-{
- QOpenGLContext *ctx = QOpenGLContext::currentContext();
- return ctx && ctx->isOpenGLES() && ctx->hasExtension("GL_OES_EGL_image_external");
-}
-
-/*!
- Binds the graphics resources used by the blitter. This must be
- called before calling blit(). Code modifying the OpenGL state
- should be avoided between the call to bind() and blit() because
- otherwise conflicts may arise.
-
- \a target is the texture target for the source texture and must be
- either \c GL_TEXTURE_2D or \c GL_OES_EGL_image_external.
-
- \sa release(), blit()
- */
-void QOpenGLTextureBlitter::bind(GLenum target)
-{
- Q_D(QOpenGLTextureBlitter);
-
- if (d->vao->isCreated())
- d->vao->bind();
-
- d->currentTarget = target;
- QOpenGLTextureBlitterPrivate::Program *p = &d->programs[targetToProgramIndex(target)];
- p->glProgram->bind();
-
- d->vertexBuffer.bind();
- p->glProgram->setAttributeBuffer(p->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
- p->glProgram->enableAttributeArray(p->vertexCoordAttribPos);
- d->vertexBuffer.release();
-
- d->textureBuffer.bind();
- p->glProgram->setAttributeBuffer(p->textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
- p->glProgram->enableAttributeArray(p->textureCoordAttribPos);
- d->textureBuffer.release();
-}
-
-/*!
- Unbinds the graphics resources used by the blitter.
-
- \sa bind()
- */
-void QOpenGLTextureBlitter::release()
-{
- Q_D(QOpenGLTextureBlitter);
- d->programs[targetToProgramIndex(d->currentTarget)].glProgram->release();
- if (d->vao->isCreated())
- d->vao->release();
-}
-
-/*!
- Sets whether swizzling is enabled for the red and blue color channels to
- \a swizzle. An BGRA to RGBA conversion (occurring in the shader on
- the GPU, instead of a slow CPU-side transformation) can be useful
- when the source texture contains data from a QImage with a format
- like QImage::Format_ARGB32 which maps to BGRA on little endian
- systems.
-
- By default the red-blue swizzle is disabled since this is what a
- texture attached to an framebuffer object or a texture based on a
- byte ordered QImage format (like QImage::Format_RGBA8888) needs.
- */
-void QOpenGLTextureBlitter::setRedBlueSwizzle(bool swizzle)
-{
- Q_D(QOpenGLTextureBlitter);
- d->swizzle = swizzle;
-}
-
-/*!
- Changes the opacity to \a opacity. The default opacity is 1.0.
-
- \note the blitter does not alter the blend state. It is up to the
- caller of blit() to ensure the correct blend settings are active.
-
- */
-void QOpenGLTextureBlitter::setOpacity(float opacity)
-{
- Q_D(QOpenGLTextureBlitter);
- d->opacity = opacity;
-}
-
-/*!
- \enum QOpenGLTextureBlitter::Origin
-
- \value OriginBottomLeft Indicates that the data in the texture
- follows the OpenGL convention of coordinate systems, meaning Y is
- running from bottom to top.
-
- \value OriginTopLeft Indicates that the data in the texture has Y
- running from top to bottom, which is typical with regular,
- unflipped image data.
-
- \sa blit()
- */
-
-/*!
- Performs the blit with the source texture \a texture.
-
- \a targetTransform specifies the transformation applied. This is
- usually generated by the targetTransform() helper function.
-
- \a sourceOrigin specifies if the image data needs flipping. When
- \a texture corresponds to a texture attached to an FBO pass
- OriginBottomLeft. On the other hand, when \a texture is based on
- unflipped image data, pass OriginTopLeft. This is more efficient
- than using QImage::mirrored().
-
- \sa targetTransform(), Origin, bind()
- */
-void QOpenGLTextureBlitter::blit(GLuint texture,
- const QMatrix4x4 &targetTransform,
- Origin sourceOrigin)
-{
- Q_D(QOpenGLTextureBlitter);
- d->blit(texture,targetTransform, sourceOrigin);
-}
-
-/*!
- Performs the blit with the source texture \a texture.
-
- \a targetTransform specifies the transformation applied. This is
- usually generated by the targetTransform() helper function.
-
- \a sourceTransform specifies the transformation applied to the
- source. This allows using only a sub-rect of the source
- texture. This is usually generated by the sourceTransform() helper
- function.
-
- \sa sourceTransform(), targetTransform(), Origin, bind()
- */
-void QOpenGLTextureBlitter::blit(GLuint texture,
- const QMatrix4x4 &targetTransform,
- const QMatrix3x3 &sourceTransform)
-{
- Q_D(QOpenGLTextureBlitter);
- d->blit(texture, targetTransform, sourceTransform);
-}
-
-/*!
- Calculates a target transform suitable for blit().
-
- \a target is the target rectangle in pixels. \a viewport describes
- the source dimensions and will in most cases be set to (0, 0,
- image width, image height).
-
- For unscaled output the size of \a target and \a viewport should
- match.
-
- \sa blit()
- */
-QMatrix4x4 QOpenGLTextureBlitter::targetTransform(const QRectF &target,
- const QRect &viewport)
-{
- qreal x_scale = target.width() / viewport.width();
- qreal y_scale = target.height() / viewport.height();
-
- const QPointF relative_to_viewport = target.topLeft() - viewport.topLeft();
- qreal x_translate = x_scale - 1 + ((relative_to_viewport.x() / viewport.width()) * 2);
- qreal y_translate = -y_scale + 1 - ((relative_to_viewport.y() / viewport.height()) * 2);
-
- QMatrix4x4 matrix;
- matrix(0,3) = x_translate;
- matrix(1,3) = y_translate;
-
- matrix(0,0) = x_scale;
- matrix(1,1) = y_scale;
-
- return matrix;
-}
-
-/*!
- Calculates a 3x3 matrix suitable as the input to blit(). This is
- used when only a part of the texture is to be used in the blit.
-
- \a subTexture is the desired source rectangle in pixels, \a
- textureSize is the full width and height of the texture data. \a
- origin specifies the orientation of the image data when it comes
- to the Y axis.
-
- \sa blit(), Origin
- */
-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_scale = -y_scale;
- y_translate = 1 - y_translate;
- }
-
- 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