/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt Compositor. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names ** of its contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "textureblitter.h" #include #include #include QT_BEGIN_NAMESPACE TextureBlitter::TextureBlitter() : m_shaderProgram(new QOpenGLShaderProgram) { static const char *textureVertexProgram = "uniform highp mat4 matrix;\n" "attribute highp vec3 vertexCoordEntry;\n" "attribute highp vec2 textureCoordEntry;\n" "varying highp vec2 textureCoord;\n" "void main() {\n" " textureCoord = textureCoordEntry;\n" " gl_Position = matrix * vec4(vertexCoordEntry, 1);\n" "}\n"; static const char *textureFragmentProgram = "uniform sampler2D texture;\n" "varying highp vec2 textureCoord;\n" "void main() {\n" " gl_FragColor = texture2D(texture, textureCoord);\n" "}\n"; //Enable transparent windows glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); m_shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, textureVertexProgram); m_shaderProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, textureFragmentProgram); m_shaderProgram->link(); } TextureBlitter::~TextureBlitter() { delete m_shaderProgram; } void TextureBlitter::bind() { m_shaderProgram->bind(); m_vertexCoordEntry = m_shaderProgram->attributeLocation("vertexCoordEntry"); m_textureCoordEntry = m_shaderProgram->attributeLocation("textureCoordEntry"); m_matrixLocation = m_shaderProgram->uniformLocation("matrix"); } void TextureBlitter::release() { m_shaderProgram->release(); } void TextureBlitter::drawTexture(int textureId, const QRectF &targetRect, const QSize &targetSize, int depth, bool targethasInvertedY, bool sourceHasInvertedY) { glViewport(0,0,targetSize.width(),targetSize.height()); GLfloat zValue = depth / 1000.0f; //Set Texture and Vertex coordinates const GLfloat textureCoordinates[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; GLfloat x1 = targetRect.left(); GLfloat x2 = targetRect.right(); GLfloat y1, y2; if (targethasInvertedY) { if (sourceHasInvertedY) { y1 = targetRect.top(); y2 = targetRect.bottom(); } else { y1 = targetRect.bottom(); y2 = targetRect.top(); } } else { if (sourceHasInvertedY) { y1 = targetSize.height() - targetRect.top(); y2 = targetSize.height() - targetRect.bottom(); } else { y1 = targetSize.height() - targetRect.bottom(); y2 = targetSize.height() - targetRect.top(); } } const GLfloat vertexCoordinates[] = { GLfloat(x1), GLfloat(y1), zValue, GLfloat(x2), GLfloat(y1), zValue, GLfloat(x2), GLfloat(y2), zValue, GLfloat(x1), GLfloat(y2), zValue }; //Set matrix to transfrom geometry values into gl coordinate space. m_transformMatrix.setToIdentity(); m_transformMatrix.scale( 2.0f / targetSize.width(), 2.0f / targetSize.height() ); m_transformMatrix.translate(-targetSize.width() / 2.0f, -targetSize.height() / 2.0f); //attach the data! QOpenGLContext *currentContext = QOpenGLContext::currentContext(); currentContext->functions()->glEnableVertexAttribArray(m_vertexCoordEntry); currentContext->functions()->glEnableVertexAttribArray(m_textureCoordEntry); currentContext->functions()->glVertexAttribPointer(m_vertexCoordEntry, 3, GL_FLOAT, GL_FALSE, 0, vertexCoordinates); currentContext->functions()->glVertexAttribPointer(m_textureCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates); m_shaderProgram->setUniformValue(m_matrixLocation, m_transformMatrix); glBindTexture(GL_TEXTURE_2D, textureId); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindTexture(GL_TEXTURE_2D, 0); currentContext->functions()->glDisableVertexAttribArray(m_vertexCoordEntry); currentContext->functions()->glDisableVertexAttribArray(m_textureCoordEntry); } QT_END_NAMESPACE