/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** 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 "qsgdefaultglyphnode_p_p.h" #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QSGTextMaskMaterialData : public QSGMaterialShader { public: QSGTextMaskMaterialData(); virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); virtual char const *const *attributeNames() const; private: virtual void initialize(); virtual const char *vertexShader() const; virtual const char *fragmentShader() const; int m_matrix_id; int m_color_id; int m_textureScale_id; }; const char *QSGTextMaskMaterialData::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 *QSGTextMaskMaterialData::fragmentShader() const { return "varying highp vec2 sampleCoord; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "void main() { \n" " gl_FragColor = color * texture2D(texture, sampleCoord).a; \n" "}"; } char const *const *QSGTextMaskMaterialData::attributeNames() const { static char const *const attr[] = { "vCoord", "tCoord", 0 }; return attr; } QSGTextMaskMaterialData::QSGTextMaskMaterialData() { } void QSGTextMaskMaterialData::initialize() { m_matrix_id = program()->uniformLocation("matrix"); m_color_id = program()->uniformLocation("color"); m_textureScale_id = program()->uniformLocation("textureScale"); } void QSGTextMaskMaterialData::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); QSGTextMaskMaterial *material = static_cast(newEffect); QSGTextMaskMaterial *oldMaterial = static_cast(oldEffect); 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 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_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } } if (state.isMatrixDirty()) program()->setUniformValue(m_matrix_id, state.combinedMatrix()); } QSGTextMaskMaterial::QSGTextMaskMaterial(const QRawFont &font) : m_texture(0), m_glyphCache(), m_font(font) { init(); } QSGTextMaskMaterial::~QSGTextMaskMaterial() { } void QSGTextMaskMaterial::init() { Q_ASSERT(m_font.isValid()); QFontEngineGlyphCache::Type type = QFontEngineGlyphCache::Raster_A8; setFlag(Blending, true); QOpenGLContext *ctx = const_cast(QOpenGLContext::currentContext()); Q_ASSERT(ctx != 0); QRawFontPrivate *fontD = QRawFontPrivate::get(m_font); if (fontD->fontEngine != 0) { m_glyphCache = fontD->fontEngine->glyphCache(ctx, type, QTransform()); if (!m_glyphCache || m_glyphCache->cacheType() != type) { m_glyphCache = new QOpenGLTextureGlyphCache(type, QTransform()); fontD->fontEngine->setGlyphCache(ctx, m_glyphCache.data()); } } } void QSGTextMaskMaterial::populate(const QPointF &p, const QVector &glyphIndexes, const QVector &glyphPositions, QSGGeometry *geometry, QRectF *boundingRect, QPointF *baseLine) { 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 = qRound(glyphPosition.x()) + c.baseLineX - margin; int y = qRound(glyphPosition.y()) - c.baseLineY - margin; *boundingRect |= QRectF(x + margin, y + margin, c.w, c.h); float cx1 = x; float cx2 = x + c.w; float cy1 = y; float cy2 = y + c.h; float tx1 = c.x; float tx2 = (c.x + c.w); float ty1 = c.y; float ty2 = (c.y + c.h); 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 type; return &type; } QOpenGLTextureGlyphCache *QSGTextMaskMaterial::glyphCache() const { return static_cast(m_glyphCache.data()); } QSGMaterialShader *QSGTextMaskMaterial::createShader() const { return new QSGTextMaskMaterialData; } 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 - other->m_glyphCache; QRgb c1 = m_color.rgba(); QRgb c2 = other->m_color.rgba(); return int(c2 < c1) - int(c1 < c2); } 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(); } QT_END_NAMESPACE