diff options
author | Tomaž Vajngerl <tomaz.vajngerl@collabora.co.uk> | 2015-07-08 18:43:32 +0900 |
---|---|---|
committer | Tomaž Vajngerl <tomaz.vajngerl@collabora.co.uk> | 2015-07-09 10:09:17 +0900 |
commit | 2e99e4e11d33679aed674eea0d6054d16d39d6df (patch) | |
tree | 219bebe169c7322758df36770e3fdc3206c6aa5d /vcl | |
parent | a1385d37e9ffc84b82e9ee11e505bba6273823dc (diff) |
opengl: use MVP matrix in vertex shaders, pixel offsets
ChangChange all vertex shaders to accept model, view, projection
matrix to calculate the vertex position. So now we don't need to
convert the coordinates to OpenGL coordinate space [-1.0, 1.0]
anymore.
Additionally make it possible to offset vertex coordinates so
we can apply 0.5 px offset (to hit the pixel center) at some
operations.
Change-Id: I8e0a61d5fd4ab6aaa1c0c94439061725918577a0
Diffstat (limited to 'vcl')
-rw-r--r-- | vcl/inc/opengl/program.hxx | 2 | ||||
-rw-r--r-- | vcl/inc/openglgdiimpl.hxx | 2 | ||||
-rw-r--r-- | vcl/opengl/blendedTextureVertexShader.glsl | 3 | ||||
-rw-r--r-- | vcl/opengl/dumbVertexShader.glsl | 4 | ||||
-rw-r--r-- | vcl/opengl/gdiimpl.cxx | 81 | ||||
-rw-r--r-- | vcl/opengl/program.cxx | 30 | ||||
-rw-r--r-- | vcl/opengl/scale.cxx | 1 | ||||
-rw-r--r-- | vcl/opengl/textureVertexShader.glsl | 3 | ||||
-rw-r--r-- | vcl/opengl/transformedTextureVertexShader.glsl | 5 |
9 files changed, 81 insertions, 50 deletions
diff --git a/vcl/inc/opengl/program.hxx b/vcl/inc/opengl/program.hxx index 3ac0ff45f3db..5ca9afff47d6 100644 --- a/vcl/inc/opengl/program.hxx +++ b/vcl/inc/opengl/program.hxx @@ -67,6 +67,8 @@ public: const basegfx::B2DPoint& rY ); void SetBlendMode( GLenum nSFactor, GLenum nDFactor ); + void ApplyMatrix(float fWidth, float fHeight, float fPixelOffset = 0.0f); + bool DrawTexture( OpenGLTexture& rTexture ); protected: diff --git a/vcl/inc/openglgdiimpl.hxx b/vcl/inc/openglgdiimpl.hxx index 444c9f232fef..b05638298e69 100644 --- a/vcl/inc/openglgdiimpl.hxx +++ b/vcl/inc/openglgdiimpl.hxx @@ -72,6 +72,8 @@ protected: void ImplDrawLineAA( double nX1, double nY1, double nX2, double nY2, bool edge = false ); bool CheckOffscreenTexture(); + void ApplyProgramMatrices(float fPixelOffset = 0.0); + public: bool UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" ); bool UseSolid( SalColor nColor, sal_uInt8 nTransparency ); diff --git a/vcl/opengl/blendedTextureVertexShader.glsl b/vcl/opengl/blendedTextureVertexShader.glsl index bc8972c271d0..3a9b827d1e19 100644 --- a/vcl/opengl/blendedTextureVertexShader.glsl +++ b/vcl/opengl/blendedTextureVertexShader.glsl @@ -12,9 +12,10 @@ attribute vec2 tex_coord_in; attribute vec2 alpha_coord_in; varying vec2 tex_coord; varying vec2 alpha_coord; +uniform mat4 mvp; void main() { - gl_Position = position; + gl_Position = mvp * position; tex_coord = tex_coord_in; alpha_coord = alpha_coord_in; } diff --git a/vcl/opengl/dumbVertexShader.glsl b/vcl/opengl/dumbVertexShader.glsl index 47061f6e4223..deaa35bc1114 100644 --- a/vcl/opengl/dumbVertexShader.glsl +++ b/vcl/opengl/dumbVertexShader.glsl @@ -8,8 +8,10 @@ */ attribute vec4 position; +uniform mat4 mvp; + void main() { - gl_Position = position; + gl_Position = mvp * position; } diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx index e9ad376aa426..97f1c14d70ad 100644 --- a/vcl/opengl/gdiimpl.cxx +++ b/vcl/opengl/gdiimpl.cxx @@ -36,9 +36,6 @@ #include <vector> -#define OPENGL_COORD_X(x) GLfloat((2.0 * double(x)) / GetWidth() - 1.0) -#define OPENGL_COORD_Y(y) GLfloat(1.0 - (2.0 * double(y)) / GetHeight()) - OpenGLSalGraphicsImpl::OpenGLSalGraphicsImpl(SalGraphics& rParent, SalGeometryProvider *pProvider) : mpContext(0) , mrParent(rParent) @@ -194,6 +191,11 @@ void OpenGLSalGraphicsImpl::PostDraw() CHECK_GL_ERROR(); } +void OpenGLSalGraphicsImpl::ApplyProgramMatrices(float fPixelOffset) +{ + mpProgram->ApplyMatrix(GetWidth(), GetHeight(), fPixelOffset); +} + void OpenGLSalGraphicsImpl::freeResources() { // TODO Delete shaders, programs and textures if not shared @@ -453,9 +455,10 @@ void OpenGLSalGraphicsImpl::DrawPoint( long nX, long nY ) { GLfloat pPoint[2]; - pPoint[0] = OPENGL_COORD_X(nX); - pPoint[1] = OPENGL_COORD_Y(nY); + pPoint[0] = GLfloat(nX); + pPoint[1] = GLfloat(nY); + ApplyProgramMatrices(0.5f); mpProgram->SetVertices( pPoint ); glDrawArrays( GL_POINTS, 0, 1 ); @@ -466,11 +469,12 @@ void OpenGLSalGraphicsImpl::DrawLine( double nX1, double nY1, double nX2, double { GLfloat pPoints[4]; - pPoints[0] = OPENGL_COORD_X(nX1); - pPoints[1] = OPENGL_COORD_Y(nY1); - pPoints[2] = OPENGL_COORD_X(nX2); - pPoints[3] = OPENGL_COORD_Y(nY2); + pPoints[0] = GLfloat(nX1); + pPoints[1] = GLfloat(nY1); + pPoints[2] = GLfloat(nX2); + pPoints[3] = GLfloat(nY2); + ApplyProgramMatrices(0.5f); mpProgram->SetVertices( pPoints ); glDrawArrays( GL_LINES, 0, 2 ); @@ -484,19 +488,12 @@ void OpenGLSalGraphicsImpl::DrawLineAA( double nX1, double nY1, double nX2, doub if( nX1 == nX2 || nY1 == nY2 ) { // Horizontal/vertical, no need for AA, both points have normal color. - GLfloat pPoints[4]; - - pPoints[0] = OPENGL_COORD_X(nX1); - pPoints[1] = OPENGL_COORD_Y(nY1); - pPoints[2] = OPENGL_COORD_X(nX2); - pPoints[3] = OPENGL_COORD_Y(nY2); - mpProgram->SetVertices( pPoints ); // Still set up for the trivial "gradients", because presumably UseSolidAA() has been called. GLfloat aTexCoord[4] = { 0, 1, 1, 1 }; mpProgram->SetTextureCoord( aTexCoord ); + DrawLine(nX1, nY1, nX2, nY2); - glDrawArrays( GL_LINES, 0, 2 ); return; } ImplDrawLineAA( nX1, nY1, nX2, nY2 ); @@ -623,16 +620,17 @@ void OpenGLSalGraphicsImpl::ImplDrawLineAA( double nX1, double nY1, double nX2, GLfloat vertices[]= { - OPENGL_COORD_X(x1-tx-Rx), OPENGL_COORD_Y(y1-ty-Ry), //fading edge1 - OPENGL_COORD_X(x2-tx-Rx), OPENGL_COORD_Y(y2-ty-Ry), - OPENGL_COORD_X(x1-tx), OPENGL_COORD_Y(y1-ty), //core - OPENGL_COORD_X(x2-tx), OPENGL_COORD_Y(y2-ty), - OPENGL_COORD_X(x1+tx), OPENGL_COORD_Y(y1+ty), - OPENGL_COORD_X(x2+tx), OPENGL_COORD_Y(y2+ty), - OPENGL_COORD_X(x1+tx+Rx), OPENGL_COORD_Y(y1+ty+Ry), //fading edge2 - OPENGL_COORD_X(x2+tx+Rx), OPENGL_COORD_Y(y2+ty+Ry) + GLfloat(x1-tx-Rx), GLfloat(y1-ty-Ry), //fading edge1 + GLfloat(x2-tx-Rx), GLfloat(y2-ty-Ry), + GLfloat(x1-tx), GLfloat(y1-ty), //core + GLfloat(x2-tx), GLfloat(y2-ty), + GLfloat(x1+tx), GLfloat(y1+ty), + GLfloat(x2+tx), GLfloat(y2+ty), + GLfloat(x1+tx+Rx), GLfloat(y1+ty+Ry), //fading edge2 + GLfloat(x2+tx+Rx), GLfloat(y2+ty+Ry) }; + ApplyProgramMatrices(0.0f); GLfloat aTexCoord[16] = { 0, 0, 1, 0, 2, 1, 3, 1, 4, 1, 5, 1, 6, 0, 7, 0 }; mpProgram->SetTextureCoord( aTexCoord ); mpProgram->SetVertices( vertices ); @@ -665,10 +663,11 @@ void OpenGLSalGraphicsImpl::DrawConvexPolygon( sal_uInt32 nPoints, const SalPoin for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { - aVertices[j] = OPENGL_COORD_X(pPtAry[i].mnX); - aVertices[j+1] = OPENGL_COORD_Y(pPtAry[i].mnY); + aVertices[j] = GLfloat(pPtAry[i].mnX); + aVertices[j+1] = GLfloat(pPtAry[i].mnY); } + ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, nPoints ); @@ -707,10 +706,11 @@ void OpenGLSalGraphicsImpl::DrawConvexPolygon( const Polygon& rPolygon, bool blo for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { const Point& rPt = rPolygon.GetPoint( i ); - aVertices[j] = OPENGL_COORD_X(rPt.X()); - aVertices[j+1] = OPENGL_COORD_Y(rPt.Y()); + aVertices[j] = GLfloat(rPt.X()); + aVertices[j+1] = GLfloat(rPt.Y()); } + ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, nPoints ); @@ -750,10 +750,11 @@ void OpenGLSalGraphicsImpl::DrawTrapezoid( const basegfx::B2DTrapezoid& trapezoi for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { const basegfx::B2DPoint& rPt = rPolygon.getB2DPoint( i ); - aVertices[j] = OPENGL_COORD_X(rPt.getX()); - aVertices[j+1] = OPENGL_COORD_Y(rPt.getY()); + aVertices[j] = GLfloat(rPt.getX()); + aVertices[j+1] = GLfloat(rPt.getY()); } + ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, nPoints ); @@ -850,8 +851,8 @@ void OpenGLSalGraphicsImpl::DrawRegionBand( const RegionBand& rRegion ) return; #define ADD_VERTICE(pt) \ - aVertices.push_back(OPENGL_COORD_X(pt.X())); \ - aVertices.push_back(OPENGL_COORD_Y(pt.Y())); + aVertices.push_back(GLfloat(pt.X())); \ + aVertices.push_back(GLfloat(pt.Y())); for( size_t i = 0; i < aRects.size(); ++i ) { @@ -866,6 +867,7 @@ void OpenGLSalGraphicsImpl::DrawRegionBand( const RegionBand& rRegion ) } #undef ADD_VERTICE + ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLES, 0, aVertices.size() / 2 ); @@ -968,6 +970,7 @@ void OpenGLSalGraphicsImpl::DrawTransformedTexture( } } + ApplyProgramMatrices(); mpProgram->SetUniform2f( "viewport", GetWidth(), GetHeight() ); mpProgram->SetTransform( "transform", rTexture, rNull, rX, rY ); rTexture.GetWholeCoord( aTexCoord ); @@ -1188,10 +1191,10 @@ void OpenGLSalGraphicsImpl::drawRect( long nX, long nY, long nWidth, long nHeigh if( UseSolid( mnLineColor ) ) { - GLfloat fX1 = OPENGL_COORD_X(nX); - GLfloat fY1 = OPENGL_COORD_Y(nY); - GLfloat fX2 = OPENGL_COORD_X(nX + nWidth - 1); - GLfloat fY2 = OPENGL_COORD_Y(nY + nHeight - 1); + GLfloat fX1(nX); + GLfloat fY1(nY); + GLfloat fX2(nX + nWidth - 1); + GLfloat fY2(nY + nHeight - 1); GLfloat pPoints[16]; @@ -1204,6 +1207,7 @@ void OpenGLSalGraphicsImpl::drawRect( long nX, long nY, long nWidth, long nHeigh pPoints[6] = fX1; pPoints[7] = fY2; + ApplyProgramMatrices(0.5f); mpProgram->SetVertices(pPoints); glDrawArrays(GL_LINE_LOOP, 0, 4); } @@ -1824,7 +1828,4 @@ void OpenGLSalGraphicsImpl::endPaint() CHECK_GL_ERROR(); } -#undef OPENGL_COORD_X -#undef OPENGL_COORD_Y - /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/program.cxx b/vcl/opengl/program.cxx index d40aa30695f9..157243b746bc 100644 --- a/vcl/opengl/program.cxx +++ b/vcl/opengl/program.cxx @@ -13,6 +13,7 @@ #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> +#include <glm/gtc/matrix_transform.hpp> OpenGLProgram::OpenGLProgram() : mnId( 0 ), @@ -238,6 +239,19 @@ void OpenGLProgram::SetTransform( glUniformMatrix4fv( nUniform, 1, GL_FALSE, glm::value_ptr( mMatrix ) ); } +void OpenGLProgram::ApplyMatrix(float fWidth, float fHeight, float fPixelOffset) +{ + OString sProjectionMatrix("mvp"); + GLuint nUniform = GetUniformLocation(sProjectionMatrix); + + glm::mat4 mMVP = glm::ortho(0.0f, fWidth, fHeight, 0.0f, 0.0f, 1.0f); + + if (fPixelOffset != 0.0f) + mMVP = glm::translate(mMVP, glm::vec3(fPixelOffset, fPixelOffset, 0.0f)); + + glUniformMatrix4fv(nUniform, 1, GL_FALSE, glm::value_ptr(mMVP)); +} + void OpenGLProgram::SetBlendMode( GLenum nSFactor, GLenum nDFactor ) { glEnable( GL_BLEND ); @@ -247,12 +261,20 @@ void OpenGLProgram::SetBlendMode( GLenum nSFactor, GLenum nDFactor ) bool OpenGLProgram::DrawTexture( OpenGLTexture& rTexture ) { - GLfloat aPosition[8] = { -1, -1, -1, 1, 1, 1, 1, -1 }; - GLfloat aTexCoord[8]; - - if( !rTexture ) + if (!rTexture) return false; + float fWidth = rTexture.GetWidth(); + float fHeight = rTexture.GetHeight(); + + float fMinX = 0.0f; + float fMaxX = fWidth; + float fMinY = 0.0f; + float fMaxY = fHeight; + + GLfloat aPosition[8] = { fMinX, fMaxY, fMinX, fMinY, fMaxX, fMinY, fMaxX, fMaxY }; + GLfloat aTexCoord[8]; + rTexture.GetWholeCoord( aTexCoord ); SetVertices( aPosition ); SetTextureCoord( aTexCoord ); diff --git a/vcl/opengl/scale.cxx b/vcl/opengl/scale.cxx index 852592b5788b..7b8691226e81 100644 --- a/vcl/opengl/scale.cxx +++ b/vcl/opengl/scale.cxx @@ -65,6 +65,7 @@ bool OpenGLSalBitmap::ImplScaleFilter( pProgram->SetTexture( "sampler", maTexture ); nOldFilter = maTexture.GetFilter(); maTexture.SetFilter( nFilter ); + pProgram->ApplyMatrix(mnWidth, mnHeight); pProgram->DrawTexture( maTexture ); maTexture.SetFilter( nOldFilter ); pProgram->Clean(); diff --git a/vcl/opengl/textureVertexShader.glsl b/vcl/opengl/textureVertexShader.glsl index 99d7f37eb05f..bb852f99f24a 100644 --- a/vcl/opengl/textureVertexShader.glsl +++ b/vcl/opengl/textureVertexShader.glsl @@ -10,9 +10,10 @@ attribute vec4 position; attribute vec2 tex_coord_in; varying vec2 tex_coord; +uniform mat4 mvp; void main() { - gl_Position = position; + gl_Position = mvp * position; tex_coord = tex_coord_in; } diff --git a/vcl/opengl/transformedTextureVertexShader.glsl b/vcl/opengl/transformedTextureVertexShader.glsl index 51485a068871..3a64fd0a75e6 100644 --- a/vcl/opengl/transformedTextureVertexShader.glsl +++ b/vcl/opengl/transformedTextureVertexShader.glsl @@ -11,12 +11,11 @@ attribute vec4 position; attribute vec2 tex_coord_in; uniform vec2 viewport; uniform mat4 transform; +uniform mat4 mvp; varying vec2 tex_coord; void main() { - vec4 pos = transform * position; - pos.x = (2.0 * pos.x) / viewport.x - 1.0; - pos.y = 1.0 - (2.0 * pos.y / viewport.y); + vec4 pos = mvp * transform * position; gl_Position = pos; tex_coord = tex_coord_in; } |