aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
diff options
context:
space:
mode:
authorKent Hansen <kent.hansen@nokia.com>2011-11-23 15:14:07 +0100
committerQt by Nokia <qt-info@nokia.com>2011-12-02 14:18:20 +0100
commit6c8378eaf1edbbefe6aaa3672b0127816a004fd7 (patch)
tree8ee08fb447e052f7a7a685fbeaaa04f04ea60126 /src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
parente01219b77b1e889e70437635905d7ff820568e23 (diff)
Say hello to QtQuick module
This change moves the QtQuick 2 types and C++ API (including SceneGraph) to a new module (AKA library), QtQuick. 99% of this change is moving files from src/declarative to src/quick, and from tests/auto/declarative to tests/auto/qtquick2. The loading of QtQuick 2 ("import QtQuick 2.0") is now delegated to a plugin, src/imports/qtquick2, just like it's done for QtQuick 1. All tools, examples, and tests that use QtQuick C++ API have gotten "QT += quick" or "QT += quick-private" added to their .pro file. A few additional internal QtDeclarative classes had to be exported (via Q_DECLARATIVE_PRIVATE_EXPORT) since they're needed by the QtQuick 2 implementation. The old header locations (e.g. QtDeclarative/qquickitem.h) will still be supported for some time, but will produce compile-time warnings. (To avoid the QtQuick implementation using the compatibility headers (since QtDeclarative's includepath comes first), a few include statements were modified, e.g. from "#include <qsgnode.h>" to "#include <QtQuick/qsgnode.h>".) There's a change in qtbase that automatically adds QtQuick to the module list if QtDeclarative is used. Together with the compatibility headers, this should help reduce the migration pain for existing projects. In theory, simply getting an existing QtDeclarative-based project to compile and link shouldn't require any changes for now -- but porting to the new scheme is of course recommended, and will eventually become mandatory. Task-number: QTBUG-22889 Reviewed-by: Lars Knoll <lars.knoll@nokia.com> Change-Id: Ia52be9373172ba2f37e7623231ecb060316c96a7 Reviewed-by: Kent Hansen <kent.hansen@nokia.com> Reviewed-by: Sergio Ahumada <sergio.ahumada@nokia.com>
Diffstat (limited to 'src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp')
-rw-r--r--src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp725
1 files changed, 725 insertions, 0 deletions
diff --git a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
new file mode 100644
index 0000000000..3852b01518
--- /dev/null
+++ b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
@@ -0,0 +1,725 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** 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 1.1, 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.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgdistancefieldglyphnode_p_p.h"
+#include <QtQuick/private/qsgdistancefieldutil_p.h>
+#include <QtQuick/private/qsgtexture_p.h>
+#include <QtGui/qopenglfunctions.h>
+#include <qmath.h>
+
+QT_BEGIN_NAMESPACE
+
+class QSGDistanceFieldTextMaterialShader : public QSGMaterialShader
+{
+public:
+ QSGDistanceFieldTextMaterialShader();
+
+ virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
+ virtual char const *const *attributeNames() const;
+
+protected:
+ virtual void initialize();
+ virtual const char *vertexShader() const;
+ virtual const char *fragmentShader() const;
+
+ void updateAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc);
+
+ float m_fontScale;
+ float m_matrixScale;
+
+ int m_matrix_id;
+ int m_textureScale_id;
+ int m_alphaMin_id;
+ int m_alphaMax_id;
+ int m_color_id;
+};
+
+const char *QSGDistanceFieldTextMaterialShader::vertexShader() const {
+ return
+ "uniform highp mat4 matrix; \n"
+ "uniform highp vec2 textureScale; \n"
+ "attribute highp vec4 vCoord; \n"
+ "attribute highp vec2 tCoord; \n"
+ "varying highp vec2 sampleCoord; \n"
+ "void main() { \n"
+ " sampleCoord = tCoord * textureScale; \n"
+ " gl_Position = matrix * vCoord; \n"
+ "}";
+}
+
+const char *QSGDistanceFieldTextMaterialShader::fragmentShader() const {
+ return
+ "varying highp vec2 sampleCoord; \n"
+ "uniform sampler2D texture; \n"
+ "uniform lowp vec4 color; \n"
+ "uniform highp float alphaMin; \n"
+ "uniform highp float alphaMax; \n"
+ "void main() { \n"
+ " gl_FragColor = color * smoothstep(alphaMin, \n"
+ " alphaMax, \n"
+ " texture2D(texture, sampleCoord).a); \n"
+ "}";
+}
+
+char const *const *QSGDistanceFieldTextMaterialShader::attributeNames() const {
+ static char const *const attr[] = { "vCoord", "tCoord", 0 };
+ return attr;
+}
+
+QSGDistanceFieldTextMaterialShader::QSGDistanceFieldTextMaterialShader()
+ : m_fontScale(1.0)
+ , m_matrixScale(1.0)
+{
+}
+
+void QSGDistanceFieldTextMaterialShader::updateAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc)
+{
+ float combinedScale = m_fontScale * m_matrixScale;
+ float base = thresholdFunc(combinedScale);
+ float range = spreadFunc(combinedScale);
+
+ float alphaMin = qMax(0.0f, base - range);
+ float alphaMax = qMin(base + range, 1.0f);
+ program()->setUniformValue(m_alphaMin_id, GLfloat(alphaMin));
+ program()->setUniformValue(m_alphaMax_id, GLfloat(alphaMax));
+}
+
+void QSGDistanceFieldTextMaterialShader::initialize()
+{
+ QSGMaterialShader::initialize();
+ m_matrix_id = program()->uniformLocation("matrix");
+ m_textureScale_id = program()->uniformLocation("textureScale");
+ m_color_id = program()->uniformLocation("color");
+ m_alphaMin_id = program()->uniformLocation("alphaMin");
+ m_alphaMax_id = program()->uniformLocation("alphaMax");
+}
+
+void QSGDistanceFieldTextMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
+{
+ Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
+ QSGDistanceFieldTextMaterial *material = static_cast<QSGDistanceFieldTextMaterial *>(newEffect);
+ QSGDistanceFieldTextMaterial *oldMaterial = static_cast<QSGDistanceFieldTextMaterial *>(oldEffect);
+
+ bool updated = material->updateCache();
+
+ if (oldMaterial == 0
+ || material->color() != oldMaterial->color()
+ || state.isOpacityDirty()) {
+ QVector4D color(material->color().redF(), material->color().greenF(),
+ material->color().blueF(), material->color().alphaF());
+ color *= state.opacity();
+ program()->setUniformValue(m_color_id, color);
+ }
+
+ bool updateRange = false;
+ if (oldMaterial == 0
+ || material->glyphCache()->fontScale() != oldMaterial->glyphCache()->fontScale()) {
+ m_fontScale = material->glyphCache()->fontScale();
+ updateRange = true;
+ }
+ if (state.isMatrixDirty()) {
+ program()->setUniformValue(m_matrix_id, state.combinedMatrix());
+ m_matrixScale = qSqrt(qAbs(state.modelViewMatrix().determinant()));
+ updateRange = true;
+ }
+ if (updateRange) {
+ updateAlphaRange(material->glyphCache()->manager()->thresholdFunc(),
+ material->glyphCache()->manager()->antialiasingSpreadFunc());
+ }
+
+ Q_ASSERT(material->glyphCache());
+
+ if (updated
+ || oldMaterial == 0
+ || oldMaterial->texture()->textureId != material->texture()->textureId) {
+ program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->textureSize().width(),
+ 1.0 / material->textureSize().height()));
+ glBindTexture(GL_TEXTURE_2D, material->texture()->textureId);
+
+ if (updated) {
+ // Set the mag/min filters to be linear. We only need to do this when the texture
+ // has been recreated.
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ }
+}
+
+QSGDistanceFieldTextMaterial::QSGDistanceFieldTextMaterial()
+ : m_glyph_cache(0)
+ , m_texture(0)
+{
+ setFlag(Blending, true);
+}
+
+QSGDistanceFieldTextMaterial::~QSGDistanceFieldTextMaterial()
+{
+}
+
+QSGMaterialType *QSGDistanceFieldTextMaterial::type() const
+{
+ static QSGMaterialType type;
+ return &type;
+}
+
+QSGMaterialShader *QSGDistanceFieldTextMaterial::createShader() const
+{
+ return new QSGDistanceFieldTextMaterialShader;
+}
+
+bool QSGDistanceFieldTextMaterial::updateCache()
+{
+ m_glyph_cache->update();
+ if (!m_texture)
+ m_texture = m_glyph_cache->glyphTexture(-1); // invalid texture
+ QSize glyphCacheSize = m_texture->size;
+ if (glyphCacheSize != m_size) {
+ m_size = glyphCacheSize;
+
+ return true;
+ } else {
+ return false;
+ }
+}
+
+int QSGDistanceFieldTextMaterial::compare(const QSGMaterial *o) const
+{
+ Q_ASSERT(o && type() == o->type());
+ const QSGDistanceFieldTextMaterial *other = static_cast<const QSGDistanceFieldTextMaterial *>(o);
+ if (m_glyph_cache != other->m_glyph_cache)
+ return m_glyph_cache - other->m_glyph_cache;
+ if (m_glyph_cache->fontScale() != other->m_glyph_cache->fontScale()) {
+ qreal s1 = m_glyph_cache->fontScale();
+ qreal s2 = other->m_glyph_cache->fontScale();
+ return int(s2 < s1) - int(s1 < s2);
+ }
+ QRgb c1 = m_color.rgba();
+ QRgb c2 = other->m_color.rgba();
+ return int(c2 < c1) - int(c1 < c2);
+}
+
+
+class DistanceFieldStyledTextMaterialShader : public QSGDistanceFieldTextMaterialShader
+{
+public:
+ DistanceFieldStyledTextMaterialShader();
+
+ virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
+
+protected:
+ virtual void initialize();
+ virtual const char *fragmentShader() const = 0;
+
+ int m_styleColor_id;
+};
+
+DistanceFieldStyledTextMaterialShader::DistanceFieldStyledTextMaterialShader()
+ : QSGDistanceFieldTextMaterialShader()
+{
+}
+
+void DistanceFieldStyledTextMaterialShader::initialize()
+{
+ QSGDistanceFieldTextMaterialShader::initialize();
+ m_styleColor_id = program()->uniformLocation("styleColor");
+}
+
+void DistanceFieldStyledTextMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
+{
+ QSGDistanceFieldTextMaterialShader::updateState(state, newEffect, oldEffect);
+
+ QSGDistanceFieldStyledTextMaterial *material = static_cast<QSGDistanceFieldStyledTextMaterial *>(newEffect);
+ QSGDistanceFieldStyledTextMaterial *oldMaterial = static_cast<QSGDistanceFieldStyledTextMaterial *>(oldEffect);
+
+ if (oldMaterial == 0
+ || material->styleColor() != oldMaterial->styleColor()
+ || (state.isOpacityDirty())) {
+ QVector4D color(material->styleColor().redF(), material->styleColor().greenF(),
+ material->styleColor().blueF(), material->styleColor().alphaF());
+ color *= state.opacity();
+ program()->setUniformValue(m_styleColor_id, color);
+ }
+}
+
+QSGDistanceFieldStyledTextMaterial::QSGDistanceFieldStyledTextMaterial()
+ : QSGDistanceFieldTextMaterial()
+{
+}
+
+QSGDistanceFieldStyledTextMaterial::~QSGDistanceFieldStyledTextMaterial()
+{
+}
+
+int QSGDistanceFieldStyledTextMaterial::compare(const QSGMaterial *o) const
+{
+ Q_ASSERT(o && type() == o->type());
+ const QSGDistanceFieldStyledTextMaterial *other = static_cast<const QSGDistanceFieldStyledTextMaterial *>(o);
+ if (m_styleColor != other->m_styleColor) {
+ QRgb c1 = m_styleColor.rgba();
+ QRgb c2 = other->m_styleColor.rgba();
+ return int(c2 < c1) - int(c1 < c2);
+ }
+ return QSGDistanceFieldTextMaterial::compare(o);
+}
+
+
+class DistanceFieldOutlineTextMaterialShader : public DistanceFieldStyledTextMaterialShader
+{
+public:
+ DistanceFieldOutlineTextMaterialShader();
+
+ virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
+
+protected:
+ virtual void initialize();
+ virtual const char *fragmentShader() const;
+
+ void updateOutlineAlphaRange(int dfRadius);
+
+ int m_outlineAlphaMax0_id;
+ int m_outlineAlphaMax1_id;
+};
+
+const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const {
+ return
+ "varying highp vec2 sampleCoord; \n"
+ "uniform sampler2D texture; \n"
+ "uniform lowp vec4 color; \n"
+ "uniform lowp vec4 styleColor; \n"
+ "uniform highp float alphaMin; \n"
+ "uniform highp float alphaMax; \n"
+ "uniform highp float outlineAlphaMax0; \n"
+ "uniform highp float outlineAlphaMax1; \n"
+ "void main() { \n"
+ " mediump float d = texture2D(texture, sampleCoord).a; \n"
+ " gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n"
+ " * smoothstep(outlineAlphaMax0, outlineAlphaMax1, d); \n"
+ "}";
+}
+
+DistanceFieldOutlineTextMaterialShader::DistanceFieldOutlineTextMaterialShader()
+ : DistanceFieldStyledTextMaterialShader()
+{
+}
+
+void DistanceFieldOutlineTextMaterialShader::initialize()
+{
+ DistanceFieldStyledTextMaterialShader::initialize();
+ m_outlineAlphaMax0_id = program()->uniformLocation("outlineAlphaMax0");
+ m_outlineAlphaMax1_id = program()->uniformLocation("outlineAlphaMax1");
+}
+
+void DistanceFieldOutlineTextMaterialShader::updateOutlineAlphaRange(int dfRadius)
+{
+ qreal outlineLimit = qMax(qreal(0.2), qreal(0.5 - 0.5 / dfRadius / m_fontScale));
+
+ qreal combinedScale = m_fontScale * m_matrixScale;
+ qreal alphaMin = qMax(0.0, 0.5 - 0.07 / combinedScale);
+ qreal styleAlphaMin0 = qMax(0.0, outlineLimit - 0.07 / combinedScale);
+ qreal styleAlphaMin1 = qMin(qreal(outlineLimit + 0.07 / combinedScale), alphaMin);
+ program()->setUniformValue(m_outlineAlphaMax0_id, GLfloat(styleAlphaMin0));
+ program()->setUniformValue(m_outlineAlphaMax1_id, GLfloat(styleAlphaMin1));
+}
+
+void DistanceFieldOutlineTextMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
+{
+ DistanceFieldStyledTextMaterialShader::updateState(state, newEffect, oldEffect);
+
+ QSGDistanceFieldOutlineTextMaterial *material = static_cast<QSGDistanceFieldOutlineTextMaterial *>(newEffect);
+ QSGDistanceFieldOutlineTextMaterial *oldMaterial = static_cast<QSGDistanceFieldOutlineTextMaterial *>(oldEffect);
+
+ if (oldMaterial == 0
+ || material->glyphCache()->fontScale() != oldMaterial->glyphCache()->fontScale()
+ || state.isMatrixDirty())
+ updateOutlineAlphaRange(material->glyphCache()->distanceFieldRadius());
+}
+
+
+QSGDistanceFieldOutlineTextMaterial::QSGDistanceFieldOutlineTextMaterial()
+ : QSGDistanceFieldStyledTextMaterial()
+{
+}
+
+QSGDistanceFieldOutlineTextMaterial::~QSGDistanceFieldOutlineTextMaterial()
+{
+}
+
+QSGMaterialType *QSGDistanceFieldOutlineTextMaterial::type() const
+{
+ static QSGMaterialType type;
+ return &type;
+}
+
+QSGMaterialShader *QSGDistanceFieldOutlineTextMaterial::createShader() const
+{
+ return new DistanceFieldOutlineTextMaterialShader;
+}
+
+
+class DistanceFieldShiftedStyleTextMaterialShader : public DistanceFieldStyledTextMaterialShader
+{
+public:
+ DistanceFieldShiftedStyleTextMaterialShader();
+
+ virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
+
+protected:
+ virtual void initialize();
+ virtual const char *vertexShader() const;
+ virtual const char *fragmentShader() const;
+
+ void updateShift(const QSGDistanceFieldGlyphCache *cache, const QPointF& shift);
+
+ int m_shift_id;
+};
+
+DistanceFieldShiftedStyleTextMaterialShader::DistanceFieldShiftedStyleTextMaterialShader()
+ : DistanceFieldStyledTextMaterialShader()
+{
+}
+
+void DistanceFieldShiftedStyleTextMaterialShader::initialize()
+{
+ DistanceFieldStyledTextMaterialShader::initialize();
+ m_shift_id = program()->uniformLocation("shift");
+}
+
+void DistanceFieldShiftedStyleTextMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
+{
+ DistanceFieldStyledTextMaterialShader::updateState(state, newEffect, oldEffect);
+
+ QSGDistanceFieldShiftedStyleTextMaterial *material = static_cast<QSGDistanceFieldShiftedStyleTextMaterial *>(newEffect);
+ QSGDistanceFieldShiftedStyleTextMaterial *oldMaterial = static_cast<QSGDistanceFieldShiftedStyleTextMaterial *>(oldEffect);
+
+ if (oldMaterial == 0
+ || oldMaterial->glyphCache()->fontScale() != material->glyphCache()->fontScale()
+ || oldMaterial->shift() != material->shift()
+ || oldMaterial->textureSize() != material->textureSize()) {
+ updateShift(material->glyphCache(), material->shift());
+ }
+}
+
+void DistanceFieldShiftedStyleTextMaterialShader::updateShift(const QSGDistanceFieldGlyphCache *cache, const QPointF &shift)
+{
+ QPointF texel(1.0 / cache->fontScale() * shift.x(),
+ 1.0 / cache->fontScale() * shift.y());
+ program()->setUniformValue(m_shift_id, texel);
+}
+
+const char *DistanceFieldShiftedStyleTextMaterialShader::vertexShader() const
+{
+ return
+ "uniform highp mat4 matrix; \n"
+ "uniform highp vec2 textureScale; \n"
+ "attribute highp vec4 vCoord; \n"
+ "attribute highp vec2 tCoord; \n"
+ "uniform highp vec2 shift; \n"
+ "varying highp vec2 sampleCoord; \n"
+ "varying highp vec2 shiftedSampleCoord; \n"
+ "void main() { \n"
+ " sampleCoord = tCoord * textureScale; \n"
+ " shiftedSampleCoord = (tCoord - shift) * textureScale; \n"
+ " gl_Position = matrix * vCoord; \n"
+ "}";
+}
+
+const char *DistanceFieldShiftedStyleTextMaterialShader::fragmentShader() const {
+ return
+ "varying highp vec2 sampleCoord; \n"
+ "varying highp vec2 shiftedSampleCoord; \n"
+ "uniform sampler2D texture; \n"
+ "uniform lowp vec4 color; \n"
+ "uniform lowp vec4 styleColor; \n"
+ "uniform highp float alphaMin; \n"
+ "uniform highp float alphaMax; \n"
+ "void main() { \n"
+ " highp float a = smoothstep(alphaMin, alphaMax, texture2D(texture, sampleCoord).a);\n"
+ " highp vec4 shifted = styleColor * smoothstep(alphaMin, \n"
+ " alphaMax, \n"
+ " texture2D(texture, shiftedSampleCoord).a); \n"
+ " gl_FragColor = mix(shifted, color, a); \n"
+ "}";
+}
+
+QSGDistanceFieldShiftedStyleTextMaterial::QSGDistanceFieldShiftedStyleTextMaterial()
+ : QSGDistanceFieldStyledTextMaterial()
+{
+}
+
+QSGDistanceFieldShiftedStyleTextMaterial::~QSGDistanceFieldShiftedStyleTextMaterial()
+{
+}
+
+QSGMaterialType *QSGDistanceFieldShiftedStyleTextMaterial::type() const
+{
+ static QSGMaterialType type;
+ return &type;
+}
+
+QSGMaterialShader *QSGDistanceFieldShiftedStyleTextMaterial::createShader() const
+{
+ return new DistanceFieldShiftedStyleTextMaterialShader;
+}
+
+
+class QSGHiQSubPixelDistanceFieldTextMaterialShader : public QSGDistanceFieldTextMaterialShader
+{
+public:
+ virtual void initialize();
+ virtual void activate();
+ virtual void deactivate();
+ virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
+
+protected:
+ virtual const char *vertexShader() const;
+ virtual const char *fragmentShader() const;
+
+private:
+ int m_fontScale_id;
+ int m_vecDelta_id;
+};
+
+const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::vertexShader() const {
+ return
+ "uniform highp mat4 matrix; \n"
+ "uniform highp vec2 textureScale; \n"
+ "uniform highp float fontScale; \n"
+ "uniform highp vec4 vecDelta; \n"
+ "attribute highp vec4 vCoord; \n"
+ "attribute highp vec2 tCoord; \n"
+ "varying highp vec2 sampleCoord; \n"
+ "varying highp vec3 sampleFarLeft; \n"
+ "varying highp vec3 sampleNearLeft; \n"
+ "varying highp vec3 sampleNearRight; \n"
+ "varying highp vec3 sampleFarRight; \n"
+ "void main() { \n"
+ " sampleCoord = tCoord * textureScale; \n"
+ " gl_Position = matrix * vCoord; \n"
+ // Calculate neighbour pixel position in item space.
+ " highp vec3 wDelta = gl_Position.w * vecDelta.xyw; \n"
+ " highp vec3 farLeft = vCoord.xyw - 0.667 * wDelta; \n"
+ " highp vec3 nearLeft = vCoord.xyw - 0.333 * wDelta; \n"
+ " highp vec3 nearRight = vCoord.xyw + 0.333 * wDelta; \n"
+ " highp vec3 farRight = vCoord.xyw + 0.667 * wDelta; \n"
+ // Calculate neighbour texture coordinate.
+ " highp vec2 scale = textureScale / fontScale; \n"
+ " highp vec2 base = sampleCoord - scale * vCoord.xy; \n"
+ " sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z); \n"
+ " sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z); \n"
+ " sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z); \n"
+ " sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z); \n"
+ "}";
+}
+
+const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() const {
+ return
+ "varying highp vec2 sampleCoord; \n"
+ "varying highp vec3 sampleFarLeft; \n"
+ "varying highp vec3 sampleNearLeft; \n"
+ "varying highp vec3 sampleNearRight; \n"
+ "varying highp vec3 sampleFarRight; \n"
+ "uniform sampler2D texture; \n"
+ "uniform lowp vec4 color; \n"
+ "uniform highp float alphaMin; \n"
+ "uniform highp float alphaMax; \n"
+ "void main() { \n"
+ " highp vec4 n; \n"
+ " n.x = texture2DProj(texture, sampleFarLeft).a; \n"
+ " n.y = texture2DProj(texture, sampleNearLeft).a; \n"
+ " highp float c = texture2D(texture, sampleCoord).a; \n"
+ " n.z = texture2DProj(texture, sampleNearRight).a; \n"
+ " n.w = texture2DProj(texture, sampleFarRight).a; \n"
+#if 0
+ // Blurrier, faster.
+ " n = smoothstep(alphaMin, alphaMax, n); \n"
+ " c = smoothstep(alphaMin, alphaMax, c); \n"
+#else
+ // Sharper, slower.
+ " highp vec2 d = min(abs(n.yw - n.xz) * 2., 0.67); \n"
+ " highp vec2 lo = mix(vec2(alphaMin), vec2(0.5), d); \n"
+ " highp vec2 hi = mix(vec2(alphaMax), vec2(0.5), d); \n"
+ " n = smoothstep(lo.xxyy, hi.xxyy, n); \n"
+ " c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c); \n"
+#endif
+ " gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; \n"
+ "}";
+}
+
+//const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() const {
+// return
+// "#extension GL_OES_standard_derivatives: enable \n"
+// "varying highp vec2 sampleCoord; \n"
+// "uniform sampler2D texture; \n"
+// "uniform lowp vec4 color; \n"
+// "uniform highp float alphaMin; \n"
+// "uniform highp float alphaMax; \n"
+// "void main() { \n"
+// " highp vec2 delta = dFdx(sampleCoord); \n"
+// " highp vec4 n; \n"
+// " n.x = texture2D(texture, sampleCoord - 0.667 * delta).a; \n"
+// " n.y = texture2D(texture, sampleCoord - 0.333 * delta).a; \n"
+// " highp float c = texture2D(texture, sampleCoord).a; \n"
+// " n.z = texture2D(texture, sampleCoord + 0.333 * delta).a; \n"
+// " n.w = texture2D(texture, sampleCoord + 0.667 * delta).a; \n"
+// " n = smoothstep(alphaMin, alphaMax, n); \n"
+// " c = smoothstep(alphaMin, alphaMax, c); \n"
+// " gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; \n"
+// "}";
+//}
+
+void QSGHiQSubPixelDistanceFieldTextMaterialShader::initialize()
+{
+ QSGDistanceFieldTextMaterialShader::initialize();
+ m_fontScale_id = program()->uniformLocation("fontScale");
+ m_vecDelta_id = program()->uniformLocation("vecDelta");
+}
+
+void QSGHiQSubPixelDistanceFieldTextMaterialShader::activate()
+{
+ QSGDistanceFieldTextMaterialShader::activate();
+ glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
+}
+
+void QSGHiQSubPixelDistanceFieldTextMaterialShader::deactivate()
+{
+ QSGDistanceFieldTextMaterialShader::deactivate();
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+}
+
+void QSGHiQSubPixelDistanceFieldTextMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
+{
+ Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
+ QSGDistanceFieldTextMaterial *material = static_cast<QSGDistanceFieldTextMaterial *>(newEffect);
+ QSGDistanceFieldTextMaterial *oldMaterial = static_cast<QSGDistanceFieldTextMaterial *>(oldEffect);
+
+ if (oldMaterial == 0 || material->color() != oldMaterial->color()) {
+ QColor c = material->color();
+ state.context()->functions()->glBlendColor(c.redF(), c.greenF(), c.blueF(), 1.0f);
+ }
+
+ if (oldMaterial == 0 || material->glyphCache()->fontScale() != oldMaterial->glyphCache()->fontScale())
+ program()->setUniformValue(m_fontScale_id, GLfloat(material->glyphCache()->fontScale()));
+
+ if (oldMaterial == 0 || state.isMatrixDirty()) {
+ int viewportWidth = state.viewportRect().width();
+ QMatrix4x4 mat = state.combinedMatrix().inverted();
+ program()->setUniformValue(m_vecDelta_id, mat.column(0) * (qreal(2) / viewportWidth));
+ }
+
+ QSGDistanceFieldTextMaterialShader::updateState(state, newEffect, oldEffect);
+}
+
+QSGMaterialType *QSGHiQSubPixelDistanceFieldTextMaterial::type() const
+{
+ static QSGMaterialType type;
+ return &type;
+}
+
+QSGMaterialShader *QSGHiQSubPixelDistanceFieldTextMaterial::createShader() const
+{
+ return new QSGHiQSubPixelDistanceFieldTextMaterialShader;
+}
+
+
+class QSGLoQSubPixelDistanceFieldTextMaterialShader : public QSGHiQSubPixelDistanceFieldTextMaterialShader
+{
+protected:
+ virtual const char *vertexShader() const;
+ virtual const char *fragmentShader() const;
+};
+
+const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::vertexShader() const {
+ return
+ "uniform highp mat4 matrix; \n"
+ "uniform highp vec2 textureScale; \n"
+ "uniform highp float fontScale; \n"
+ "uniform highp vec4 vecDelta; \n"
+ "attribute highp vec4 vCoord; \n"
+ "attribute highp vec2 tCoord; \n"
+ "varying highp vec3 sampleNearLeft; \n"
+ "varying highp vec3 sampleNearRight; \n"
+ "void main() { \n"
+ " highp vec2 sampleCoord = tCoord * textureScale; \n"
+ " gl_Position = matrix * vCoord; \n"
+ // Calculate neighbour pixel position in item space.
+ " highp vec3 wDelta = gl_Position.w * vecDelta.xyw; \n"
+ " highp vec3 nearLeft = vCoord.xyw - 0.25 * wDelta; \n"
+ " highp vec3 nearRight = vCoord.xyw + 0.25 * wDelta; \n"
+ // Calculate neighbour texture coordinate.
+ " highp vec2 scale = textureScale / fontScale; \n"
+ " highp vec2 base = sampleCoord - scale * vCoord.xy; \n"
+ " sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z); \n"
+ " sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z); \n"
+ "}";
+}
+
+const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::fragmentShader() const {
+ return
+ "varying highp vec3 sampleNearLeft; \n"
+ "varying highp vec3 sampleNearRight; \n"
+ "uniform sampler2D texture; \n"
+ "uniform lowp vec4 color; \n"
+ "uniform highp float alphaMin; \n"
+ "uniform highp float alphaMax; \n"
+ "void main() { \n"
+ " highp vec2 n; \n"
+ " n.x = texture2DProj(texture, sampleNearLeft).a; \n"
+ " n.y = texture2DProj(texture, sampleNearRight).a; \n"
+ " n = smoothstep(alphaMin, alphaMax, n); \n"
+ " highp float c = 0.5 * (n.x + n.y); \n"
+ " gl_FragColor = vec4(n.x, c, n.y, c) * color.w; \n"
+ "}";
+}
+
+QSGMaterialType *QSGLoQSubPixelDistanceFieldTextMaterial::type() const
+{
+ static QSGMaterialType type;
+ return &type;
+}
+
+QSGMaterialShader *QSGLoQSubPixelDistanceFieldTextMaterial::createShader() const
+{
+ return new QSGLoQSubPixelDistanceFieldTextMaterialShader;
+}
+
+QT_END_NAMESPACE