/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtQuick 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. 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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 "qsgdefaultglyphnode_p_p.h" #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE #ifndef GL_FRAMEBUFFER_SRGB #define GL_FRAMEBUFFER_SRGB 0x8DB9 #endif static inline QVector4D qsg_premultiply(const QVector4D &c, float globalOpacity) { float o = c.w() * globalOpacity; return QVector4D(c.x() * o, c.y() * o, c.z() * o, o); } class QSGTextMaskShader : public QSGMaterialShader { public: QSGTextMaskShader(QFontEngineGlyphCache::Type cacheType); virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); virtual char const *const *attributeNames() const; protected: virtual void initialize(); int m_matrix_id; int m_color_id; int m_textureScale_id; QFontEngineGlyphCache::Type m_cacheType; }; char const *const *QSGTextMaskShader::attributeNames() const { static char const *const attr[] = { "vCoord", "tCoord", 0 }; return attr; } QSGTextMaskShader::QSGTextMaskShader(QFontEngineGlyphCache::Type cacheType) : QSGMaterialShader(*new QSGMaterialShaderPrivate), m_cacheType(cacheType) { setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/textmask.vert")); setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/textmask.frag")); } static inline qreal fontSmoothingGamma() { static qreal fontSmoothingGamma = QGuiApplicationPrivate::platformIntegration()->styleHint(QPlatformIntegration::FontSmoothingGamma).toReal(); return fontSmoothingGamma; } void QSGTextMaskShader::initialize() { m_matrix_id = program()->uniformLocation("matrix"); m_color_id = program()->uniformLocation("color"); m_textureScale_id = program()->uniformLocation("textureScale"); } void QSGTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { QSGTextMaskMaterial *material = static_cast(newEffect); QSGTextMaskMaterial *oldMaterial = static_cast(oldEffect); Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); bool updated = material->ensureUpToDate(); Q_ASSERT(material->texture()); Q_ASSERT(oldMaterial == 0 || oldMaterial->texture()); if (updated || oldMaterial == 0 || oldMaterial->texture()->textureId() != material->texture()->textureId()) { program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(), 1.0 / material->cacheTextureHeight())); glBindTexture(GL_TEXTURE_2D, material->texture()->textureId()); // Set the mag/min filters to be nearest. We only need to do this when the texture // has been recreated. if (updated) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } if (state.isMatrixDirty()) { QMatrix4x4 transform = state.modelViewMatrix(); qreal xTranslation = transform(0, 3); qreal yTranslation = transform(1, 3); // Remove translation and check identity to see if matrix is only translating. // If it is, we can round the translation to make sure the text is pixel aligned, // which is the only thing that works with GL_NEAREST filtering. Adding rotations // and scales to native rendered text is not a prioritized use case, since the // default rendering type is designed for that. transform(0, 3) = 0.0; transform(1, 3) = 0.0; if (transform.isIdentity()) { transform(0, 3) = qRound(xTranslation); transform(1, 3) = qRound(yTranslation); transform = state.projectionMatrix() * transform; program()->setUniformValue(m_matrix_id, transform); } else { program()->setUniformValue(m_matrix_id, state.combinedMatrix()); } } } class QSG8BitTextMaskShader : public QSGTextMaskShader { public: QSG8BitTextMaskShader(QFontEngineGlyphCache::Type cacheType) : QSGTextMaskShader(cacheType) { setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/8bittextmask.frag")); } virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); }; void QSG8BitTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { QSGTextMaskShader::updateState(state, newEffect, oldEffect); QSGTextMaskMaterial *material = static_cast(newEffect); QSGTextMaskMaterial *oldMaterial = static_cast(oldEffect); if (oldMaterial == 0 || material->color() != oldMaterial->color() || state.isOpacityDirty()) { QVector4D color = qsg_premultiply(material->color(), state.opacity()); program()->setUniformValue(m_color_id, color); } } class QSG24BitTextMaskShader : public QSGTextMaskShader { public: QSG24BitTextMaskShader(QFontEngineGlyphCache::Type cacheType) : QSGTextMaskShader(cacheType) , m_useSRGB(false) { setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/24bittextmask.frag")); } virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); virtual void initialize(); void activate(); void deactivate(); uint m_useSRGB : 1; }; void QSG24BitTextMaskShader::initialize() { QSGTextMaskShader::initialize(); // 0.25 was found to be acceptable error margin by experimentation. On Mac, the gamma is 2.0, // but using sRGB looks okay. if (strstr((const char *) glGetString(GL_EXTENSIONS), "GL_ARB_framebuffer_sRGB") && m_cacheType == QFontEngineGlyphCache::Raster_RGBMask && qAbs(fontSmoothingGamma() - 2.2) < 0.25) { m_useSRGB = true; } } void QSG24BitTextMaskShader::activate() { glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR); if (m_useSRGB) glEnable(GL_FRAMEBUFFER_SRGB); } void QSG24BitTextMaskShader::deactivate() { glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); if (m_useSRGB) glDisable(GL_FRAMEBUFFER_SRGB); } static inline qreal qt_sRGB_to_linear_RGB(qreal f) { return f > 0.04045 ? qPow((f + 0.055) / 1.055, 2.4) : f / 12.92; } static inline QVector4D qt_sRGB_to_linear_RGB(const QVector4D &color) { return QVector4D(qt_sRGB_to_linear_RGB(color.x()), qt_sRGB_to_linear_RGB(color.y()), qt_sRGB_to_linear_RGB(color.z()), color.w()); } void QSG24BitTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { QSGTextMaskShader::updateState(state, newEffect, oldEffect); QSGTextMaskMaterial *material = static_cast(newEffect); QSGTextMaskMaterial *oldMaterial = static_cast(oldEffect); if (oldMaterial == 0 || material->color() != oldMaterial->color() || state.isOpacityDirty()) { QVector4D color = material->color(); if (m_useSRGB) color = qt_sRGB_to_linear_RGB(color); state.context()->functions()->glBlendColor(color.x(), color.y(), color.z(), color.w()); color = qsg_premultiply(color, state.opacity()); program()->setUniformValue(m_color_id, color.w()); } } class QSGStyledTextShader : public QSG8BitTextMaskShader { public: QSGStyledTextShader(QFontEngineGlyphCache::Type cacheType) : QSG8BitTextMaskShader(cacheType) { setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/styledtext.vert")); setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/styledtext.frag")); } virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); private: virtual void initialize(); int m_shift_id; int m_styleColor_id; }; void QSGStyledTextShader::initialize() { QSG8BitTextMaskShader::initialize(); m_shift_id = program()->uniformLocation("shift"); m_styleColor_id = program()->uniformLocation("styleColor"); } void QSGStyledTextShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); QSGStyledTextMaterial *material = static_cast(newEffect); QSGStyledTextMaterial *oldMaterial = static_cast(oldEffect); if (oldMaterial == 0 || oldMaterial->styleShift() != material->styleShift()) program()->setUniformValue(m_shift_id, material->styleShift()); if (oldMaterial == 0 || material->color() != oldMaterial->color() || state.isOpacityDirty()) { QVector4D color = qsg_premultiply(material->color(), state.opacity()); program()->setUniformValue(m_color_id, color); } if (oldMaterial == 0 || material->styleColor() != oldMaterial->styleColor() || state.isOpacityDirty()) { QVector4D styleColor = qsg_premultiply(material->styleColor(), state.opacity()); program()->setUniformValue(m_styleColor_id, styleColor); } bool updated = material->ensureUpToDate(); Q_ASSERT(material->texture()); Q_ASSERT(oldMaterial == 0 || oldMaterial->texture()); if (updated || oldMaterial == 0 || oldMaterial->texture()->textureId() != material->texture()->textureId()) { program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(), 1.0 / material->cacheTextureHeight())); glBindTexture(GL_TEXTURE_2D, material->texture()->textureId()); // Set the mag/min filters to be linear. We only need to do this when the texture // has been recreated. if (updated) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } if (state.isMatrixDirty()) program()->setUniformValue(m_matrix_id, state.combinedMatrix()); } class QSGOutlinedTextShader : public QSGStyledTextShader { public: QSGOutlinedTextShader(QFontEngineGlyphCache::Type cacheType) : QSGStyledTextShader(cacheType) { setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/scenegraph/shaders/outlinedtext.vert")); setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/scenegraph/shaders/outlinedtext.frag")); } }; QSGTextMaskMaterial::QSGTextMaskMaterial(const QRawFont &font, int cacheType) : m_texture(0) , m_glyphCache(0) , m_font(font) { init(cacheType); } QSGTextMaskMaterial::~QSGTextMaskMaterial() { } void QSGTextMaskMaterial::init(int cacheType) { Q_ASSERT(m_font.isValid()); setFlag(Blending, true); QOpenGLContext *ctx = const_cast(QOpenGLContext::currentContext()); Q_ASSERT(ctx != 0); // The following piece of code will read/write to the font engine's caches, // potentially from different threads. However, this is safe because this // code is only called from QQuickItem::updatePaintNode() which is called // only when the GUI is blocked, and multiple threads will call it in // sequence. See also QSGRenderContext::invalidate QRawFontPrivate *fontD = QRawFontPrivate::get(m_font); if (fontD->fontEngine != 0) { if (cacheType < 0) { cacheType = fontD->fontEngine->glyphFormat < 0 ? QFontEngineGlyphCache::Raster_RGBMask : fontD->fontEngine->glyphFormat; } m_glyphCache = fontD->fontEngine->glyphCache(ctx, QFontEngineGlyphCache::Type(cacheType), QTransform()); if (!m_glyphCache || int(m_glyphCache->cacheType()) != cacheType) { m_glyphCache = new QOpenGLTextureGlyphCache(QFontEngineGlyphCache::Type(cacheType), QTransform()); fontD->fontEngine->setGlyphCache(ctx, m_glyphCache.data()); QSGRenderContext *sg = QSGRenderContext::from(ctx); Q_ASSERT(sg); sg->registerFontengineForCleanup(fontD->fontEngine); } } } void QSGTextMaskMaterial::populate(const QPointF &p, const QVector &glyphIndexes, const QVector &glyphPositions, QSGGeometry *geometry, QRectF *boundingRect, QPointF *baseLine, const QMargins &margins) { Q_ASSERT(m_font.isValid()); QVector fixedPointPositions; for (int i=0; ipopulate(fontD->fontEngine, glyphIndexes.size(), glyphIndexes.constData(), fixedPointPositions.data()); cache->fillInPendingGlyphs(); int margin = fontD->fontEngine->glyphMargin(cache->cacheType()); Q_ASSERT(geometry->indexType() == GL_UNSIGNED_SHORT); geometry->allocate(glyphIndexes.size() * 4, glyphIndexes.size() * 6); QVector4D *vp = (QVector4D *)geometry->vertexDataAsTexturedPoint2D(); Q_ASSERT(geometry->sizeOfVertex() == sizeof(QVector4D)); ushort *ip = geometry->indexDataAsUShort(); QPointF position(p.x(), p.y() - m_font.ascent()); bool supportsSubPixelPositions = fontD->fontEngine->supportsSubPixelPositions(); for (int i=0; ifontEngine->subPixelPositionForX(QFixed::fromReal(glyphPositions.at(i).x())); QTextureGlyphCache::GlyphAndSubPixelPosition glyph(glyphIndexes.at(i), subPixelPosition); const QTextureGlyphCache::Coord &c = cache->coords.value(glyph); QPointF glyphPosition = glyphPositions.at(i) + position; int x = qFloor(glyphPosition.x()) + c.baseLineX - margin; int y = qFloor(glyphPosition.y()) - c.baseLineY - margin; *boundingRect |= QRectF(x + margin, y + margin, c.w, c.h); float cx1 = x - margins.left(); float cx2 = x + c.w + margins.right(); float cy1 = y - margins.top(); float cy2 = y + c.h + margins.bottom(); float tx1 = c.x - margins.left(); float tx2 = c.x + c.w + margins.right(); float ty1 = c.y - margins.top(); float ty2 = c.y + c.h + margins.bottom(); if (baseLine->isNull()) *baseLine = glyphPosition; vp[4 * i + 0] = QVector4D(cx1, cy1, tx1, ty1); vp[4 * i + 1] = QVector4D(cx2, cy1, tx2, ty1); vp[4 * i + 2] = QVector4D(cx1, cy2, tx1, ty2); vp[4 * i + 3] = QVector4D(cx2, cy2, tx2, ty2); int o = i * 4; ip[6 * i + 0] = o + 0; ip[6 * i + 1] = o + 2; ip[6 * i + 2] = o + 3; ip[6 * i + 3] = o + 3; ip[6 * i + 4] = o + 1; ip[6 * i + 5] = o + 0; } } QSGMaterialType *QSGTextMaskMaterial::type() const { static QSGMaterialType rgb, gray; return glyphCache()->cacheType() == QFontEngineGlyphCache::Raster_RGBMask ? &rgb : &gray; } QOpenGLTextureGlyphCache *QSGTextMaskMaterial::glyphCache() const { return static_cast(m_glyphCache.data()); } QSGMaterialShader *QSGTextMaskMaterial::createShader() const { QFontEngineGlyphCache::Type type = glyphCache()->cacheType(); return type == QFontEngineGlyphCache::Raster_RGBMask ? (QSGMaterialShader *) new QSG24BitTextMaskShader(type) : (QSGMaterialShader *) new QSG8BitTextMaskShader(type); } static inline int qsg_colorDiff(const QVector4D &a, const QVector4D &b) { if (a.x() != b.x()) return a.x() > b.x() ? 1 : -1; if (a.y() != b.y()) return a.y() > b.y() ? 1 : -1; if (a.z() != b.z()) return a.z() > b.z() ? 1 : -1; if (a.w() != b.w()) return a.w() > b.w() ? 1 : -1; return 0; } int QSGTextMaskMaterial::compare(const QSGMaterial *o) const { Q_ASSERT(o && type() == o->type()); const QSGTextMaskMaterial *other = static_cast(o); if (m_glyphCache != other->m_glyphCache) return m_glyphCache.data() < other->m_glyphCache.data() ? -1 : 1; return qsg_colorDiff(m_color, other->m_color); } bool QSGTextMaskMaterial::ensureUpToDate() { QSize glyphCacheSize(glyphCache()->width(), glyphCache()->height()); if (glyphCacheSize != m_size) { if (m_texture) delete m_texture; m_texture = new QSGPlainTexture(); m_texture->setTextureId(glyphCache()->texture()); m_texture->setTextureSize(QSize(glyphCache()->width(), glyphCache()->height())); m_texture->setOwnsTexture(false); m_size = glyphCacheSize; return true; } else { return false; } } int QSGTextMaskMaterial::cacheTextureWidth() const { return glyphCache()->width(); } int QSGTextMaskMaterial::cacheTextureHeight() const { return glyphCache()->height(); } QSGStyledTextMaterial::QSGStyledTextMaterial(const QRawFont &font) : QSGTextMaskMaterial(font, QFontEngineGlyphCache::Raster_A8) { } QSGMaterialType *QSGStyledTextMaterial::type() const { static QSGMaterialType type; return &type; } QSGMaterialShader *QSGStyledTextMaterial::createShader() const { return new QSGStyledTextShader(glyphCache()->cacheType()); } int QSGStyledTextMaterial::compare(const QSGMaterial *o) const { const QSGStyledTextMaterial *other = static_cast(o); if (m_styleShift != other->m_styleShift) return m_styleShift.y() - other->m_styleShift.y(); int diff = qsg_colorDiff(m_styleColor, other->m_styleColor); if (diff == 0) return QSGTextMaskMaterial::compare(o); return diff; } QSGOutlinedTextMaterial::QSGOutlinedTextMaterial(const QRawFont &font) : QSGStyledTextMaterial(font) { } QSGMaterialType *QSGOutlinedTextMaterial::type() const { static QSGMaterialType type; return &type; } QSGMaterialShader *QSGOutlinedTextMaterial::createShader() const { return new QSGOutlinedTextShader(glyphCache()->cacheType()); } QT_END_NAMESPACE