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path: root/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
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Diffstat (limited to 'src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp')
-rw-r--r--src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp250
1 files changed, 29 insertions, 221 deletions
diff --git a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
index 125243847a..12a431246c 100644
--- a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
@@ -59,8 +59,6 @@ public:
protected:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
void updateAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc);
void updateColor(const QVector4D &c);
@@ -81,44 +79,20 @@ protected:
float m_lastAlphaMax;
};
-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 mediump sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " gl_FragColor = color * smoothstep(alphaMin, \n"
- " alphaMax, \n"
- " texture2D(_qt_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)
+ : QSGMaterialShader(),
+ m_fontScale(1.0)
, m_matrixScale(1.0)
, m_lastAlphaMin(-1)
, m_lastAlphaMax(-1)
{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/distancefieldtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/distancefieldtext.frag"));
}
void QSGDistanceFieldTextMaterialShader::updateAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc)
@@ -287,7 +261,6 @@ public:
protected:
virtual void initialize();
- virtual const char *fragmentShader() const = 0;
int m_styleColor_id;
};
@@ -355,7 +328,6 @@ public:
protected:
virtual void initialize();
- virtual const char *fragmentShader() const;
void updateOutlineAlphaRange(ThresholdFunc thresholdFunc, AntialiasingSpreadFunc spreadFunc, int dfRadius);
@@ -363,26 +335,10 @@ protected:
int m_outlineAlphaMax1_id;
};
-const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const {
- return
- "varying highp vec2 sampleCoord; \n"
- "uniform sampler2D _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform lowp vec4 styleColor; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "uniform mediump float outlineAlphaMax0; \n"
- "uniform mediump float outlineAlphaMax1; \n"
- "void main() { \n"
- " mediump float d = texture2D(_qt_texture, sampleCoord).a; \n"
- " gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n"
- " * smoothstep(outlineAlphaMax0, outlineAlphaMax1, d); \n"
- "}";
-}
-
DistanceFieldOutlineTextMaterialShader::DistanceFieldOutlineTextMaterialShader()
: DistanceFieldStyledTextMaterialShader()
{
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/distancefieldoutlinetext.frag"));
}
void DistanceFieldOutlineTextMaterialShader::initialize()
@@ -454,8 +410,6 @@ public:
protected:
virtual void initialize();
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
void updateShift(qreal fontScale, const QPointF& shift);
@@ -465,6 +419,8 @@ protected:
DistanceFieldShiftedStyleTextMaterialShader::DistanceFieldShiftedStyleTextMaterialShader()
: DistanceFieldStyledTextMaterialShader()
{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/distancefieldshiftedtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/distancefieldshiftedtext.frag"));
}
void DistanceFieldShiftedStyleTextMaterialShader::initialize()
@@ -495,41 +451,6 @@ void DistanceFieldShiftedStyleTextMaterialShader::updateShift(qreal fontScale, c
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 _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform lowp vec4 styleColor; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " highp float a = smoothstep(alphaMin, alphaMax, texture2D(_qt_texture, sampleCoord).a); \n"
- " highp vec4 shifted = styleColor * smoothstep(alphaMin, \n"
- " alphaMax, \n"
- " texture2D(_qt_texture, shiftedSampleCoord).a); \n"
- " gl_FragColor = mix(shifted, color, a); \n"
- "}";
-}
-
QSGDistanceFieldShiftedStyleTextMaterial::QSGDistanceFieldShiftedStyleTextMaterial()
: QSGDistanceFieldStyledTextMaterial()
{
@@ -550,111 +471,35 @@ QSGMaterialShader *QSGDistanceFieldShiftedStyleTextMaterial::createShader() cons
return new DistanceFieldShiftedStyleTextMaterialShader;
}
+int QSGDistanceFieldShiftedStyleTextMaterial::compare(const QSGMaterial *o) const
+{
+ const QSGDistanceFieldShiftedStyleTextMaterial *other = static_cast<const QSGDistanceFieldShiftedStyleTextMaterial *>(o);
+ if (m_shift != other->m_shift)
+ return &m_shift < &other->m_shift ? -1 : 1;
+ return QSGDistanceFieldStyledTextMaterial::compare(o);
+}
class QSGHiQSubPixelDistanceFieldTextMaterialShader : public QSGDistanceFieldTextMaterialShader
{
public:
+ QSGHiQSubPixelDistanceFieldTextMaterialShader();
+
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 _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " highp vec4 n; \n"
- " n.x = texture2DProj(_qt_texture, sampleFarLeft).a; \n"
- " n.y = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
- " highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
- " n.z = texture2DProj(_qt_texture, sampleNearRight).a; \n"
- " n.w = texture2DProj(_qt_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 _qt_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(_qt_texture, sampleCoord - 0.667 * delta).a; \n"
-// " n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a; \n"
-// " highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
-// " n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a; \n"
-// " n.w = texture2D(_qt_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"
-// "}";
-//}
+QSGHiQSubPixelDistanceFieldTextMaterialShader::QSGHiQSubPixelDistanceFieldTextMaterialShader()
+ : QSGDistanceFieldTextMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/hiqsubpixeldistancefieldtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/hiqsubpixeldistancefieldtext.frag"));
+}
void QSGHiQSubPixelDistanceFieldTextMaterialShader::initialize()
{
@@ -712,52 +557,15 @@ QSGMaterialShader *QSGHiQSubPixelDistanceFieldTextMaterial::createShader() const
class QSGLoQSubPixelDistanceFieldTextMaterialShader : public QSGHiQSubPixelDistanceFieldTextMaterialShader
{
-protected:
- virtual const char *vertexShader() const;
- virtual const char *fragmentShader() const;
+public:
+ QSGLoQSubPixelDistanceFieldTextMaterialShader();
};
-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 _qt_texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " highp vec2 n; \n"
- " n.x = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
- " n.y = texture2DProj(_qt_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"
- "}";
+QSGLoQSubPixelDistanceFieldTextMaterialShader::QSGLoQSubPixelDistanceFieldTextMaterialShader()
+ : QSGHiQSubPixelDistanceFieldTextMaterialShader()
+{
+ setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/loqsubpixeldistancefieldtext.vert"));
+ setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/loqsubpixeldistancefieldtext.frag"));
}
QSGMaterialType *QSGLoQSubPixelDistanceFieldTextMaterial::type() const