/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the plugins of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include #include #include #include "qopenglcompositor_p.h" QT_BEGIN_NAMESPACE /*! \class QOpenGLCompositor \brief A generic OpenGL-based compositor \since 5.4 \internal \ingroup qpa This class provides a lightweight compositor that maintains the basic stacking order of windows and composites them by drawing textured quads via OpenGL. It it meant to be used by platform plugins that run without a windowing system. It is up to the platform plugin to manage the lifetime of the compositor (instance(), destroy()), set the correct destination context and window as early as possible (setTargetWindow()), register the composited windows as they are shown, activated, raised and lowered (addWindow(), moveToTop(), etc.), and to schedule repaints (update()). \note To get support for QWidget-based windows, just use QOpenGLCompositorBackingStore. It will automatically create textures from the raster-rendered content and trigger the necessary repaints. */ static QOpenGLCompositor *compositor = 0; QOpenGLCompositor::QOpenGLCompositor() : m_context(0), m_targetWindow(0) { Q_ASSERT(!compositor); m_updateTimer.setSingleShot(true); m_updateTimer.setInterval(0); connect(&m_updateTimer, SIGNAL(timeout()), SLOT(renderAll())); } QOpenGLCompositor::~QOpenGLCompositor() { Q_ASSERT(compositor == this); m_blitter.destroy(); compositor = 0; } void QOpenGLCompositor::setTarget(QOpenGLContext *context, QWindow *targetWindow) { m_context = context; m_targetWindow = targetWindow; } void QOpenGLCompositor::update() { if (!m_updateTimer.isActive()) m_updateTimer.start(); } void QOpenGLCompositor::renderAll() { Q_ASSERT(m_context && m_targetWindow); m_context->makeCurrent(m_targetWindow); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); const QRect targetWindowRect(QPoint(0, 0), m_targetWindow->geometry().size()); glViewport(0, 0, targetWindowRect.width(), targetWindowRect.height()); if (!m_blitter.isCreated()) m_blitter.create(); m_blitter.bind(); for (int i = 0; i < m_windows.size(); ++i) m_windows.at(i)->beginCompositing(); for (int i = 0; i < m_windows.size(); ++i) render(m_windows.at(i)); m_blitter.release(); m_context->swapBuffers(m_targetWindow); for (int i = 0; i < m_windows.size(); ++i) m_windows.at(i)->endCompositing(); } struct BlendStateBinder { BlendStateBinder() : m_blend(false) { glDisable(GL_BLEND); } void set(bool blend) { if (blend != m_blend) { if (blend) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); } m_blend = blend; } } ~BlendStateBinder() { if (m_blend) glDisable(GL_BLEND); } bool m_blend; }; void QOpenGLCompositor::render(QOpenGLCompositorWindow *window) { const QPlatformTextureList *textures = window->textures(); if (!textures) return; const QRect targetWindowRect(QPoint(0, 0), m_targetWindow->geometry().size()); float currentOpacity = 1.0f; BlendStateBinder blend; for (int i = 0; i < textures->count(); ++i) { uint textureId = textures->textureId(i); QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(textures->geometry(i), targetWindowRect); const float opacity = window->sourceWindow()->opacity(); if (opacity != currentOpacity) { currentOpacity = opacity; m_blitter.setOpacity(currentOpacity); } if (textures->count() > 1 && i == textures->count() - 1) { // Backingstore for a widget with QOpenGLWidget subwidgets blend.set(true); m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginTopLeft); } else if (textures->count() == 1) { // A regular QWidget window const bool translucent = window->sourceWindow()->requestedFormat().alphaBufferSize() > 0; blend.set(translucent); m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginTopLeft); } else if (!textures->flags(i).testFlag(QPlatformTextureList::StacksOnTop)) { // Texture from an FBO belonging to a QOpenGLWidget blend.set(false); m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginBottomLeft); } } for (int i = 0; i < textures->count(); ++i) { if (textures->flags(i).testFlag(QPlatformTextureList::StacksOnTop)) { QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(textures->geometry(i), targetWindowRect); blend.set(true); m_blitter.blit(textures->textureId(i), target, QOpenGLTextureBlitter::OriginBottomLeft); } } m_blitter.setOpacity(1.0f); } QOpenGLCompositor *QOpenGLCompositor::instance() { if (!compositor) compositor = new QOpenGLCompositor; return compositor; } void QOpenGLCompositor::destroy() { delete compositor; compositor = 0; } void QOpenGLCompositor::addWindow(QOpenGLCompositorWindow *window) { if (!m_windows.contains(window)) { m_windows.append(window); emit topWindowChanged(window); } } void QOpenGLCompositor::removeWindow(QOpenGLCompositorWindow *window) { m_windows.removeOne(window); if (!m_windows.isEmpty()) emit topWindowChanged(m_windows.last()); } void QOpenGLCompositor::moveToTop(QOpenGLCompositorWindow *window) { m_windows.removeOne(window); m_windows.append(window); emit topWindowChanged(window); } void QOpenGLCompositor::changeWindowIndex(QOpenGLCompositorWindow *window, int newIdx) { int idx = m_windows.indexOf(window); if (idx != -1 && idx != newIdx) { m_windows.move(idx, newIdx); if (newIdx == m_windows.size() - 1) emit topWindowChanged(m_windows.last()); } } QT_END_NAMESPACE