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authorLouis-Francis Ratté-Boulianne <lfrb@collabora.com>2014-11-17 09:15:15 -0500
committerMichael Meeks <michael.meeks@collabora.com>2014-11-17 22:39:23 +0000
commit2d12d89632e6939b0d34af3b8830cbb2b0257629 (patch)
tree453f687d68b013dd508147430b9814f213067e27 /vcl/opengl/gdiimpl.cxx
parentbd14a48e414f4f04cc1b08f5ac29c403f161d69d (diff)
vcl: Implement drawing of transformed bitmaps in OpenGL backend
Change-Id: I79717a608f33050b84244e378a6e51bd3be29232
Diffstat (limited to 'vcl/opengl/gdiimpl.cxx')
-rw-r--r--vcl/opengl/gdiimpl.cxx161
1 files changed, 150 insertions, 11 deletions
diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx
index 9ed40b6e643d..339f3c6bb571 100644
--- a/vcl/opengl/gdiimpl.cxx
+++ b/vcl/opengl/gdiimpl.cxx
@@ -33,6 +33,8 @@
#include "salgdi.hxx"
#include "opengl/salbmp.hxx"
+#include <glm/glm.hpp>
+#include <glm/gtc/type_ptr.hpp>
#include <vector>
#define GL_ATTRIB_POS 0
@@ -72,6 +74,15 @@ OpenGLSalGraphicsImpl::OpenGLSalGraphicsImpl()
, mnColorUniform(0)
, mnTextureProgram(0)
, mnSamplerUniform(0)
+ , mnTransformedTextureProgram(0)
+ , mnTransformedViewportUniform(0)
+ , mnTransformedTransformUniform(0)
+ , mnTransformedSamplerUniform(0)
+ , mnTransformedMaskedTextureProgram(0)
+ , mnTransformedMaskedViewportUniform(0)
+ , mnTransformedMaskedTransformUniform(0)
+ , mnTransformedMaskedSamplerUniform(0)
+ , mnTransformedMaskedMaskUniform(0)
, mnMaskedTextureProgram(0)
, mnMaskedSamplerUniform(0)
, mnMaskSamplerUniform(0)
@@ -338,6 +349,22 @@ bool OpenGLSalGraphicsImpl::CreateTextureProgram( void )
return true;
}
+bool OpenGLSalGraphicsImpl::CreateTransformedTextureProgram( void )
+{
+ mnTransformedTextureProgram = OpenGLHelper::LoadShaders( "transformedTextureVertexShader", "textureFragmentShader" );
+ if( mnTransformedTextureProgram == 0 )
+ return false;
+
+ glBindAttribLocation( mnTransformedTextureProgram, GL_ATTRIB_POS, "position" );
+ glBindAttribLocation( mnTransformedTextureProgram, GL_ATTRIB_TEX, "tex_coord_in" );
+ mnTransformedViewportUniform = glGetUniformLocation( mnTransformedTextureProgram, "viewport" );
+ mnTransformedTransformUniform = glGetUniformLocation( mnTransformedTextureProgram, "transform" );
+ mnTransformedSamplerUniform = glGetUniformLocation( mnTransformedTextureProgram, "sampler" );
+
+ CHECK_GL_ERROR();
+ return true;
+}
+
bool OpenGLSalGraphicsImpl::CreateMaskedTextureProgram( void )
{
mnMaskedTextureProgram = OpenGLHelper::LoadShaders( "maskedTextureVertexShader", "maskedTextureFragmentShader" );
@@ -353,14 +380,31 @@ bool OpenGLSalGraphicsImpl::CreateMaskedTextureProgram( void )
return true;
}
+bool OpenGLSalGraphicsImpl::CreateTransformedMaskedTextureProgram( void )
+{
+ mnTransformedMaskedTextureProgram = OpenGLHelper::LoadShaders( "transformedTextureVertexShader", "maskedTextureFragmentShader" );
+ if( mnTransformedMaskedTextureProgram == 0 )
+ return false;
+
+ glBindAttribLocation( mnTransformedMaskedTextureProgram, GL_ATTRIB_POS, "position" );
+ glBindAttribLocation( mnTransformedMaskedTextureProgram, GL_ATTRIB_TEX, "tex_coord_in" );
+ mnTransformedMaskedViewportUniform = glGetUniformLocation( mnTransformedMaskedTextureProgram, "viewport" );
+ mnTransformedMaskedTransformUniform = glGetUniformLocation( mnTransformedMaskedTextureProgram, "transform" );
+ mnTransformedMaskedSamplerUniform = glGetUniformLocation( mnTransformedMaskedTextureProgram, "sampler" );
+ mnTransformedMaskedMaskUniform = glGetUniformLocation( mnTransformedMaskedTextureProgram, "mask" );
+
+ CHECK_GL_ERROR();
+ return true;
+}
+
bool OpenGLSalGraphicsImpl::CreateMaskProgram( void )
{
- mnMaskedTextureProgram = OpenGLHelper::LoadShaders( "maskVertexShader", "maskFragmentShader" );
- if( mnMaskedTextureProgram == 0 )
+ mnMaskProgram = OpenGLHelper::LoadShaders( "maskVertexShader", "maskFragmentShader" );
+ if( mnMaskProgram == 0 )
return false;
- glBindAttribLocation( mnTextureProgram, GL_ATTRIB_POS, "position" );
- glBindAttribLocation( mnTextureProgram, GL_ATTRIB_TEX, "tex_coord_in" );
+ glBindAttribLocation( mnMaskProgram, GL_ATTRIB_POS, "position" );
+ glBindAttribLocation( mnMaskProgram, GL_ATTRIB_TEX, "tex_coord_in" );
mnMaskUniform = glGetUniformLocation( mnMaskProgram, "sampler" );
mnMaskColorUniform = glGetUniformLocation( mnMaskProgram, "mask" );
@@ -675,6 +719,88 @@ void OpenGLSalGraphicsImpl::DrawTexture( OpenGLTexture& rTexture, const SalTwoRe
CHECK_GL_ERROR();
}
+void OpenGLSalGraphicsImpl::DrawTransformedTexture(
+ OpenGLTexture& rTexture,
+ OpenGLTexture& rMask,
+ const basegfx::B2DPoint& rNull,
+ const basegfx::B2DPoint& rX,
+ const basegfx::B2DPoint& rY )
+{
+ const basegfx::B2DVector aXRel = rX - rNull;
+ const basegfx::B2DVector aYRel = rY - rNull;
+ const float aValues[] = {
+ (float) aXRel.getX()/rTexture.GetWidth(), (float) aXRel.getY()/rTexture.GetWidth(), 0, 0,
+ (float) aYRel.getX()/rTexture.GetHeight(), (float) aYRel.getY()/rTexture.GetHeight(), 0, 0,
+ 0, 0, 1, 0,
+ (float) rNull.getX(), (float) rNull.getY(), 0, 1 };
+ glm::mat4 mMatrix = glm::make_mat4( aValues );
+ GLfloat aVertices[8] = {
+ 0, (float) rTexture.GetHeight(), 0, 0,
+ (float) rTexture.GetWidth(), 0, (float) rTexture.GetWidth(), (float) rTexture.GetHeight() };
+ GLfloat aTexCoord[8];
+ SalTwoRect aPosAry;
+
+ if( rMask )
+ {
+ if( mnTransformedMaskedTextureProgram == 0 )
+ {
+ if( !CreateTransformedMaskedTextureProgram() )
+ return;
+ }
+ glUseProgram( mnTransformedMaskedTextureProgram );
+ glUniform2f( mnTransformedMaskedViewportUniform, GetWidth(), GetHeight() );
+ glUniformMatrix4fv( mnTransformedMaskedTransformUniform, 1, GL_FALSE, glm::value_ptr( mMatrix ) );
+ glUniform1i( mnTransformedMaskedSamplerUniform, 0 );
+ glUniform1i( mnTransformedMaskedMaskUniform, 1 );
+ glActiveTexture( GL_TEXTURE1 );
+ rMask.Bind();
+ rMask.SetFilter( GL_LINEAR );
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ }
+ else
+ {
+ if( mnTransformedTextureProgram == 0 )
+ {
+ if( !CreateTransformedTextureProgram() )
+ return;
+ }
+ glUseProgram( mnTransformedTextureProgram );
+ glUniform2f( mnTransformedViewportUniform, GetWidth(), GetHeight() );
+ glUniformMatrix4fv( mnTransformedTransformUniform, 1, GL_FALSE, glm::value_ptr( mMatrix ) );
+ glUniform1i( mnTransformedSamplerUniform, 0 );
+ }
+
+ glActiveTexture( GL_TEXTURE0 );
+ rTexture.Bind();
+ rTexture.SetFilter( GL_LINEAR );
+ CHECK_GL_ERROR();
+
+ aPosAry.mnSrcX = aPosAry.mnSrcY = 0;
+ aPosAry.mnSrcWidth = rTexture.GetWidth();
+ aPosAry.mnSrcHeight = rTexture.GetHeight();
+ rTexture.GetCoord( aTexCoord, aPosAry );
+ glEnableVertexAttribArray( GL_ATTRIB_TEX );
+ glVertexAttribPointer( GL_ATTRIB_TEX, 2, GL_FLOAT, GL_FALSE, 0, aTexCoord );
+ glEnableVertexAttribArray( GL_ATTRIB_POS );
+ glVertexAttribPointer( GL_ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, &aVertices[0] );
+ glDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
+ glDisableVertexAttribArray( GL_ATTRIB_POS );
+ glDisableVertexAttribArray( GL_ATTRIB_TEX );
+
+ if( rMask )
+ {
+ glDisable( GL_BLEND );
+ glActiveTexture( GL_TEXTURE1 );
+ rMask.Unbind();
+ }
+
+ glActiveTexture( GL_TEXTURE0 );
+ rTexture.Unbind();
+ glUseProgram( 0 );
+ CHECK_GL_ERROR();
+}
+
void OpenGLSalGraphicsImpl::DrawAlphaTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted, bool bPremultiplied )
{
glEnable( GL_BLEND );
@@ -1390,13 +1516,26 @@ bool OpenGLSalGraphicsImpl::drawAlphaBitmap(
/** draw transformed bitmap (maybe with alpha) where Null, X, Y define the coordinate system */
bool OpenGLSalGraphicsImpl::drawTransformedBitmap(
- const basegfx::B2DPoint& /*rNull*/,
- const basegfx::B2DPoint& /*rX*/,
- const basegfx::B2DPoint& /*rY*/,
- const SalBitmap& /*rSourceBitmap*/,
- const SalBitmap* /*pAlphaBitmap*/)
-{
- return false;
+ const basegfx::B2DPoint& rNull,
+ const basegfx::B2DPoint& rX,
+ const basegfx::B2DPoint& rY,
+ const SalBitmap& rSrcBitmap,
+ const SalBitmap* pAlphaBitmap)
+{
+ const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSrcBitmap);
+ const OpenGLSalBitmap* pMaskBitmap = static_cast<const OpenGLSalBitmap*>(pAlphaBitmap);
+ OpenGLTexture& rTexture( rBitmap.GetTexture( maContext ) );
+ OpenGLTexture aMask; // no texture
+
+ if( pMaskBitmap != NULL )
+ aMask = pMaskBitmap->GetTexture( maContext );
+
+ SAL_INFO( "vcl.opengl", "::drawTransformedBitmap" );
+ PreDraw();
+ DrawTransformedTexture( rTexture, aMask, rNull, rX, rY );
+ PostDraw();
+
+ return true;
}
/** Render solid rectangle with given transparency