/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 . */ #include "openglgdiimpl.hxx" #include #include #include "salvd.hxx" #include #include #include #include #include #include #include #include "salgdi.hxx" #include "svdata.hxx" #include "opengl/zone.hxx" #include "opengl/salbmp.hxx" #include #include #include #include class OpenGLFlushIdle : public Idle { OpenGLSalGraphicsImpl *m_pImpl; public: explicit OpenGLFlushIdle( OpenGLSalGraphicsImpl *pImpl ) : Idle( "gl idle swap" ) , m_pImpl( pImpl ) { // We don't want to be swapping before we've painted. SetPriority( SchedulerPriority::POST_PAINT ); } virtual ~OpenGLFlushIdle() { } virtual void Invoke() override { m_pImpl->doFlush(); SetPriority( SchedulerPriority::HIGHEST ); Stop(); } }; OpenGLSalGraphicsImpl::OpenGLSalGraphicsImpl(SalGraphics& rParent, SalGeometryProvider *pProvider) : mpContext(nullptr) , mrParent(rParent) , mpProvider(pProvider) , mpProgram(nullptr) , mpFlush(new OpenGLFlushIdle(this)) , mbUseScissor(false) , mbUseStencil(false) , mbXORMode(false) , mnLineColor(SALCOLOR_NONE) , mnFillColor(SALCOLOR_NONE) #ifdef DBG_UTIL , mProgramIsSolidColor(false) #endif , mnDrawCount(0) , mnDrawCountAtFlush(0) , mProgramSolidColor(SALCOLOR_NONE) , mProgramSolidTransparency(0.0) { } OpenGLSalGraphicsImpl::~OpenGLSalGraphicsImpl() { if( !IsOffscreen() && mnDrawCountAtFlush != mnDrawCount ) VCL_GL_INFO( "Destroying un-flushed on-screen graphics" ); delete mpFlush; ReleaseContext(); } rtl::Reference OpenGLSalGraphicsImpl::GetOpenGLContext() { if( !AcquireContext(true) ) return nullptr; return mpContext; } bool OpenGLSalGraphicsImpl::AcquireContext( bool bForceCreate ) { mpContext = OpenGLContext::getVCLContext( false ); if( !mpContext.is() && mpWindowContext.is() ) { mpContext = mpWindowContext; } else if( bForceCreate && !IsOffscreen() ) { mpWindowContext = CreateWinContext(); mpContext = mpWindowContext; } if( !mpContext.is() ) mpContext = OpenGLContext::getVCLContext(); return mpContext.is(); } bool OpenGLSalGraphicsImpl::ReleaseContext() { mpContext.clear(); return true; } void OpenGLSalGraphicsImpl::Init() { // Our init phase is strange ::Init is called twice for vdevs. // the first time around with a NULL geometry provider. if( !mpProvider ) return; // check if we can simply re-use the same context if( mpContext.is() ) { if( !UseContext( mpContext ) ) ReleaseContext(); } // Always create the offscreen texture if( maOffscreenTex.GetWidth() != GetWidth() || maOffscreenTex.GetHeight() != GetHeight() ) { if( maOffscreenTex && // don't work to release empty textures mpContext.is() ) // valid context { mpContext->makeCurrent(); mpContext->ReleaseFramebuffer( maOffscreenTex ); } maOffscreenTex = OpenGLTexture(); VCL_GL_INFO("::Init - re-size offscreen texture"); } if( mpWindowContext.is() ) { mpWindowContext->reset(); mpWindowContext.clear(); } } // Currently only used to get windows ordering right. void OpenGLSalGraphicsImpl::DeInit() { // tdf#93839: // Our window handles and resources are being free underneath us. // These can be bound into a context, which relies on them. So // let it know. Other eg. VirtualDevice contexts which have // references on and rely on this context continuing to work will // get a shiny new context in AcquireContext:: next PreDraw. if( mpWindowContext.is() ) { mpWindowContext->reset(); mpWindowContext.clear(); } mpContext.clear(); } void OpenGLSalGraphicsImpl::PreDraw(XOROption eOpt) { OpenGLZone::enter(); mnDrawCount++; if( !AcquireContext() ) { SAL_WARN( "vcl.opengl", "Couldn't acquire context" ); return; } mpContext->makeCurrent(); CHECK_GL_ERROR(); CheckOffscreenTexture(); CHECK_GL_ERROR(); glViewport( 0, 0, GetWidth(), GetHeight() ); CHECK_GL_ERROR(); ImplInitClipRegion(); CHECK_GL_ERROR(); if (eOpt == IMPLEMENT_XOR && mbXORMode) { glEnable(GL_COLOR_LOGIC_OP); CHECK_GL_ERROR(); glLogicOp(GL_XOR); } } void OpenGLSalGraphicsImpl::PostDraw() { if (mbXORMode) { glDisable(GL_COLOR_LOGIC_OP); CHECK_GL_ERROR(); } if( mbUseScissor ) { glDisable( GL_SCISSOR_TEST ); CHECK_GL_ERROR(); } if( mbUseStencil ) { glDisable( GL_STENCIL_TEST ); CHECK_GL_ERROR(); } if( mpProgram ) { mpProgram->Clean(); mpProgram = nullptr; #ifdef DBG_UTIL mProgramIsSolidColor = false; #endif } assert (maOffscreenTex); // Always queue the flush. if( !IsOffscreen() ) flush(); OpenGLZone::leave(); } void OpenGLSalGraphicsImpl::ApplyProgramMatrices(float fPixelOffset) { mpProgram->ApplyMatrix(GetWidth(), GetHeight(), fPixelOffset); } void OpenGLSalGraphicsImpl::freeResources() { // TODO Delete shaders, programs and textures if not shared if( mpContext.is() && mpContext->isInitialized() ) { VCL_GL_INFO( "freeResources" ); mpContext->makeCurrent(); mpContext->ReleaseFramebuffer( maOffscreenTex ); } ReleaseContext(); } void OpenGLSalGraphicsImpl::ImplSetClipBit( const vcl::Region& rClip, GLuint nMask ) { glEnable( GL_STENCIL_TEST ); VCL_GL_INFO( "Adding complex clip / stencil" ); GLuint nStencil = maOffscreenTex.StencilId(); if( nStencil == 0 ) { nStencil = maOffscreenTex.AddStencil(); glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, nStencil ); CHECK_GL_ERROR(); } // else - we associated the stencil in // AcquireFrameBuffer / AttachTexture CHECK_GL_ERROR(); glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); CHECK_GL_ERROR(); glStencilMask( nMask ); CHECK_GL_ERROR(); glStencilFunc( GL_NEVER, nMask, 0xFF ); CHECK_GL_ERROR(); glStencilOp( GL_REPLACE, GL_KEEP, GL_KEEP ); CHECK_GL_ERROR(); glClear( GL_STENCIL_BUFFER_BIT ); CHECK_GL_ERROR(); if( UseSolid( MAKE_SALCOLOR( 0xFF, 0xFF, 0xFF ) ) ) { if( rClip.getRegionBand() ) DrawRegionBand( *rClip.getRegionBand() ); else DrawPolyPolygon( rClip.GetAsB2DPolyPolygon(), true ); } glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); CHECK_GL_ERROR(); glStencilMask( 0x00 ); CHECK_GL_ERROR(); glDisable( GL_STENCIL_TEST ); CHECK_GL_ERROR(); } void OpenGLSalGraphicsImpl::ImplInitClipRegion() { // make sure the context has the right clipping set if( maClipRegion != mpContext->maClipRegion ) { mpContext->maClipRegion = maClipRegion; if( mbUseScissor ) { Rectangle aRect( maClipRegion.GetBoundRect() ); glScissor( aRect.Left(), GetHeight() - aRect.Bottom() - 1, aRect.GetWidth(), aRect.GetHeight() ); CHECK_GL_ERROR(); } else if( !maClipRegion.IsEmpty() ) { ImplSetClipBit( maClipRegion, 0x01 ); } } if( mbUseScissor ) { glEnable( GL_SCISSOR_TEST ); CHECK_GL_ERROR(); } if( mbUseStencil ) { glStencilFunc( GL_EQUAL, 1, 0x1 ); CHECK_GL_ERROR(); glEnable( GL_STENCIL_TEST ); CHECK_GL_ERROR(); } } const vcl::Region& OpenGLSalGraphicsImpl::getClipRegion() const { return maClipRegion; } bool OpenGLSalGraphicsImpl::setClipRegion( const vcl::Region& rClip ) { VCL_GL_INFO( "::setClipRegion " << rClip ); maClipRegion = rClip; mbUseStencil = false; mbUseScissor = false; if( maClipRegion.IsRectangle() ) mbUseScissor = true; else if ( !maClipRegion.IsEmpty() ) mbUseStencil = true; return true; } // set the clip region to empty void OpenGLSalGraphicsImpl::ResetClipRegion() { VCL_GL_INFO( "::ResetClipRegion" ); maClipRegion.SetEmpty(); mbUseScissor = false; mbUseStencil = false; } // get the depth of the device sal_uInt16 OpenGLSalGraphicsImpl::GetBitCount() const { return 32; } // get the width of the device long OpenGLSalGraphicsImpl::GetGraphicsWidth() const { return GetWidth(); } // set the line color to transparent (= don't draw lines) void OpenGLSalGraphicsImpl::SetLineColor() { if( mnLineColor != SALCOLOR_NONE ) { mnLineColor = SALCOLOR_NONE; } } // set the line color to a specific color void OpenGLSalGraphicsImpl::SetLineColor( SalColor nSalColor ) { if( mnLineColor != nSalColor ) { mnLineColor = nSalColor; } } // set the fill color to transparent (= don't fill) void OpenGLSalGraphicsImpl::SetFillColor() { if( mnFillColor != SALCOLOR_NONE ) { mnFillColor = SALCOLOR_NONE; } } // set the fill color to a specific color, shapes will be // filled accordingly void OpenGLSalGraphicsImpl::SetFillColor( SalColor nSalColor ) { if( mnFillColor != nSalColor ) { mnFillColor = nSalColor; } } // enable/disable XOR drawing void OpenGLSalGraphicsImpl::SetXORMode( bool bSet, bool ) { mbXORMode = bSet; } // set line color for raster operations void OpenGLSalGraphicsImpl::SetROPLineColor( SalROPColor /*nROPColor*/ ) { } // set fill color for raster operations void OpenGLSalGraphicsImpl::SetROPFillColor( SalROPColor /*nROPColor*/ ) { } bool OpenGLSalGraphicsImpl::CheckOffscreenTexture() { bool bClearTexture = false; VCL_GL_INFO( "Check Offscreen texture" ); // Always create the offscreen texture if( maOffscreenTex ) { if( maOffscreenTex.GetWidth() != GetWidth() || maOffscreenTex.GetHeight() != GetHeight() ) { VCL_GL_INFO( "re-size offscreen texture " << maOffscreenTex.Id() ); mpContext->ReleaseFramebuffer( maOffscreenTex ); maOffscreenTex = OpenGLTexture(); } } if( !maOffscreenTex ) { VCL_GL_INFO( "create texture of size " << GetWidth() << " x " << GetHeight() ); maOffscreenTex = OpenGLTexture( GetWidth(), GetHeight() ); bClearTexture = true; } if( !maOffscreenTex.IsUnique() ) { GLfloat fWidth = GetWidth(); GLfloat fHeight = GetHeight(); SalTwoRect aPosAry(0, 0, fWidth, fHeight, 0,0, fWidth, fHeight); // TODO: lfrb: User GL_ARB_copy_image? OpenGLTexture aNewTex = OpenGLTexture( GetWidth(), GetHeight() ); mpContext->AcquireFramebuffer( aNewTex ); DrawTexture( maOffscreenTex, aPosAry ); maOffscreenTex = aNewTex; } else { mpContext->AcquireFramebuffer( maOffscreenTex ); CHECK_GL_ERROR(); if( bClearTexture ) { glDrawBuffer( GL_COLOR_ATTACHMENT0 ); #if OSL_DEBUG_LEVEL > 0 // lets have some red debugging background. GLfloat clearColor[4] = { 1.0, 0, 0, 0 }; #else GLfloat clearColor[4] = { 1.0, 1.0, 1.0, 0 }; #endif glClearBufferfv( GL_COLOR, 0, clearColor ); // FIXME: use glClearTexImage if we have it ? } } assert( maOffscreenTex ); CHECK_GL_ERROR(); return true; } bool OpenGLSalGraphicsImpl::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble ) { if( mpProgram != nullptr ) mpProgram->Clean(); mpProgram = mpContext->UseProgram( rVertexShader, rFragmentShader, preamble ); #ifdef DBG_UTIL mProgramIsSolidColor = false; // UseSolid() will set to true if needed #endif return ( mpProgram != nullptr ); } bool OpenGLSalGraphicsImpl::UseSolid( SalColor nColor, sal_uInt8 nTransparency ) { if( nColor == SALCOLOR_NONE ) return false; if( !UseProgram( "dumbVertexShader", "solidFragmentShader" ) ) return false; mpProgram->SetColor( "color", nColor, nTransparency ); #ifdef DBG_UTIL mProgramIsSolidColor = true; #endif mProgramSolidColor = nColor; mProgramSolidTransparency = nTransparency / 100.0; return true; } bool OpenGLSalGraphicsImpl::UseSolid( SalColor nColor, double fTransparency ) { if( nColor == SALCOLOR_NONE ) return false; if( !UseProgram( "dumbVertexShader", "solidFragmentShader" ) ) return false; mpProgram->SetColorf( "color", nColor, fTransparency ); #ifdef DBG_UTIL mProgramIsSolidColor = true; #endif mProgramSolidColor = nColor; mProgramSolidTransparency = fTransparency; return true; } bool OpenGLSalGraphicsImpl::UseInvert50() { if( !UseProgram( "dumbVertexShader", "invert50FragmentShader" ) ) return false; return true; } bool OpenGLSalGraphicsImpl::UseSolid( SalColor nColor ) { return UseSolid( nColor, 0.0f ); } // Like UseSolid(), but sets up for AA drawing, which uses gradients to create the AA. bool OpenGLSalGraphicsImpl::UseSolidAA( SalColor nColor, double fTransparency ) { if( nColor == SALCOLOR_NONE ) return false; if( !mrParent.getAntiAliasB2DDraw()) return UseSolid( nColor ); if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) ) return false; mpProgram->SetColorf( "start_color", nColor, fTransparency ); mpProgram->SetColorf( "end_color", nColor, 1.0f ); return true; } bool OpenGLSalGraphicsImpl::UseSolidAA( SalColor nColor ) { return UseSolidAA( nColor, 0.0 ); } bool OpenGLSalGraphicsImpl::UseInvert( SalInvert nFlags ) { OpenGLZone aZone; if( ( nFlags & SAL_INVERT_50 ) || ( nFlags & SAL_INVERT_TRACKFRAME ) ) { // FIXME: Trackframe really should be 2 pix. on/off stipple. if( !UseInvert50() ) return false; mpProgram->SetBlendMode( GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR ); } else { if( !UseSolid( MAKE_SALCOLOR( 255, 255, 255 ) ) ) return false; mpProgram->SetBlendMode( GL_ONE_MINUS_DST_COLOR, GL_ZERO ); } return true; } void OpenGLSalGraphicsImpl::DrawPoint( long nX, long nY ) { OpenGLZone aZone; GLfloat pPoint[2]; pPoint[0] = GLfloat(nX); pPoint[1] = GLfloat(nY); ApplyProgramMatrices(0.5f); mpProgram->SetVertices( pPoint ); glDrawArrays( GL_POINTS, 0, 1 ); CHECK_GL_ERROR(); } void OpenGLSalGraphicsImpl::DrawLine( double nX1, double nY1, double nX2, double nY2 ) { OpenGLZone aZone; GLfloat pPoints[4]; 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 ); CHECK_GL_ERROR(); } namespace { inline void addVertex(std::vector& rVertices, std::vector& rExtrusionVectors, glm::vec2 point, glm::vec2 extrusionVector, float length) { rVertices.push_back(point.x); rVertices.push_back(point.y); rExtrusionVectors.push_back(extrusionVector.x); rExtrusionVectors.push_back(extrusionVector.y); rExtrusionVectors.push_back(length); } inline void addVertexPair(std::vector& rVertices, std::vector& rExtrusionVectors, glm::vec2 point, glm::vec2 extrusionVector, float length) { addVertex(rVertices, rExtrusionVectors, point, -extrusionVector, -length); addVertex(rVertices, rExtrusionVectors, point, extrusionVector, length); } inline glm::vec2 normalize(const glm::vec2& vector) { if (glm::length(vector) > 0.0) return glm::normalize(vector); return vector; } } // end anonymous namespace void OpenGLSalGraphicsImpl::DrawLineCap(float x1, float y1, float x2, float y2, css::drawing::LineCap eLineCap, float fLineWidth) { if (eLineCap != css::drawing::LineCap_ROUND && eLineCap != css::drawing::LineCap_SQUARE) return; OpenGLZone aZone; const int nRoundCapIteration = 12; std::vector aVertices; std::vector aExtrusionVectors; glm::vec2 p1(x1, y1); glm::vec2 p2(x2, y2); glm::vec2 lineVector = normalize(p2 - p1); glm::vec2 normal = glm::vec2(-lineVector.y, lineVector.x); if (eLineCap == css::drawing::LineCap_ROUND) { for (int nFactor = 0; nFactor <= nRoundCapIteration; nFactor++) { float angle = float(nFactor) * (M_PI / float(nRoundCapIteration)); glm::vec2 roundNormal(normal.x * glm::cos(angle) - normal.y * glm::sin(angle), normal.x * glm::sin(angle) + normal.y * glm::cos(angle)); addVertexPair(aVertices, aExtrusionVectors, p1, roundNormal, 1.0f); } } else if (eLineCap == css::drawing::LineCap_SQUARE) { glm::vec2 extrudedPoint = p1 + -lineVector * (fLineWidth / 2.0f); addVertexPair(aVertices, aExtrusionVectors, extrudedPoint, normal, 1.0f); addVertexPair(aVertices, aExtrusionVectors, p1, normal, 1.0f); } ApplyProgramMatrices(0.0f); mpProgram->SetExtrusionVectors(aExtrusionVectors.data()); mpProgram->SetVertices(aVertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, aVertices.size() / 2); CHECK_GL_ERROR(); } void OpenGLSalGraphicsImpl::DrawLineSegment(float x1, float y1, float x2, float y2) { glm::vec2 p1(x1, y1); glm::vec2 p2(x2, y2); if (p1.x == p2.x && p1.y == p2.y) return; std::vector aPoints; std::vector aExtrusionVectors; OpenGLZone aZone; glm::vec2 lineVector = normalize(p2 - p1); glm::vec2 normal = glm::vec2(-lineVector.y, lineVector.x); addVertexPair(aPoints, aExtrusionVectors, p1, normal, 1.0f); addVertexPair(aPoints, aExtrusionVectors, p2, normal, 1.0f); ApplyProgramMatrices(0.0f); mpProgram->SetExtrusionVectors(aExtrusionVectors.data()); mpProgram->SetVertices(aPoints.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, aPoints.size() / 2); CHECK_GL_ERROR(); } /** Draw a simple (non bezier) polyline * * OpenGL polyline drawing algorithm inspired by: * - http://mattdesl.svbtle.com/drawing-lines-is-hard * - https://www.mapbox.com/blog/drawing-antialiased-lines/ * - https://cesiumjs.org/2013/04/22/Robust-Polyline-Rendering-with-WebGL/ * - http://artgrammer.blogspot.si/2011/05/drawing-nearly-perfect-2d-line-segments.html * - http://artgrammer.blogspot.si/2011/07/drawing-polylines-by-tessellation.html * */ void OpenGLSalGraphicsImpl::DrawPolyLine(const basegfx::B2DPolygon& rPolygon, float fLineWidth, basegfx::B2DLineJoin eLineJoin, css::drawing::LineCap eLineCap) { sal_uInt32 nPoints = rPolygon.count(); bool bClosed = rPolygon.isClosed(); if (!bClosed && nPoints >= 2) { // draw begin cap { glm::vec2 p1(rPolygon.getB2DPoint(0).getX(), rPolygon.getB2DPoint(0).getY()); glm::vec2 p2(rPolygon.getB2DPoint(1).getX(), rPolygon.getB2DPoint(1).getY()); DrawLineCap(p1.x, p1.y, p2.x, p2.y, eLineCap, fLineWidth); } // draw end cap { glm::vec2 p1(rPolygon.getB2DPoint(nPoints - 1).getX(), rPolygon.getB2DPoint(nPoints - 1).getY()); glm::vec2 p2(rPolygon.getB2DPoint(nPoints - 2).getX(), rPolygon.getB2DPoint(nPoints - 2).getY()); DrawLineCap(p1.x, p1.y, p2.x, p2.y, eLineCap, fLineWidth); } } if (nPoints == 2 || eLineJoin == basegfx::B2DLineJoin::NONE) { // If line joint is NONE or a simple line with 2 points, draw the polyline // each line segment separatly. for (int i = 0; i < int(nPoints) - 1; ++i) { glm::vec2 p1(rPolygon.getB2DPoint(i+0).getX(), rPolygon.getB2DPoint(i+0).getY()); glm::vec2 p2(rPolygon.getB2DPoint(i+1).getX(), rPolygon.getB2DPoint(i+1).getY()); DrawLineSegment(p1.x, p1.y, p2.x, p2.y); } if (bClosed) { glm::vec2 p1(rPolygon.getB2DPoint(nPoints - 1).getX(), rPolygon.getB2DPoint(nPoints - 1).getY()); glm::vec2 p2(rPolygon.getB2DPoint(0).getX(), rPolygon.getB2DPoint(0).getY()); DrawLineSegment(p1.x, p1.y, p2.x, p2.y); } } else if (nPoints > 2) { OpenGLZone aZone; int i = 0; int lastPoint = int(nPoints); std::vector aVertices; std::vector aExtrusionVectors; // First guess on the size, but we could know relatively exactly // how much vertices we need. aVertices.reserve(nPoints * 4); aExtrusionVectors.reserve(nPoints * 6); // Handle first point glm::vec2 nextLineVector; glm::vec2 previousLineVector; glm::vec2 normal; // perpendicular to the line vector glm::vec2 p0(rPolygon.getB2DPoint(nPoints - 1).getX(), rPolygon.getB2DPoint(nPoints - 1).getY()); glm::vec2 p1(rPolygon.getB2DPoint(0).getX(), rPolygon.getB2DPoint(0).getY()); glm::vec2 p2(rPolygon.getB2DPoint(1).getX(), rPolygon.getB2DPoint(1).getY()); nextLineVector = normalize(p2 - p1); if (!bClosed) { normal = glm::vec2(-nextLineVector.y, nextLineVector.x); // make perpendicular addVertexPair(aVertices, aExtrusionVectors, p1, normal, 1.0f); i++; // first point done already lastPoint--; // last point will be calculated separatly from the loop p0 = p1; previousLineVector = nextLineVector; } else { lastPoint++; // we need to connect last point to first point so one more line segment to calculate previousLineVector = normalize(p1 - p0); } for (; i < lastPoint; ++i) { int index1 = (i + 0) % nPoints; // loop indices - important when polyline is closed int index2 = (i + 1) % nPoints; p1 = glm::vec2(rPolygon.getB2DPoint(index1).getX(), rPolygon.getB2DPoint(index1).getY()); p2 = glm::vec2(rPolygon.getB2DPoint(index2).getX(), rPolygon.getB2DPoint(index2).getY()); if (p1 == p2) // skip equal points, normals could div-by-0 continue; nextLineVector = normalize(p2 - p1); if (eLineJoin == basegfx::B2DLineJoin::Miter) { // With miter join we calculate the extrusion vector by adding normals of // previous and next line segment. The vector shows the way but we also // need the length (otherwise the line will be deformed). Length factor is // calculated as dot product of extrusion vector and one of the normals. // The value we get is the inverse length (used in the shader): // length = line_width / dot(extrusionVector, normal) normal = glm::vec2(-previousLineVector.y, previousLineVector.x); glm::vec2 tangent = normalize(nextLineVector + previousLineVector); glm::vec2 extrusionVector(-tangent.y, tangent.x); GLfloat length = glm::dot(extrusionVector, normal); addVertexPair(aVertices, aExtrusionVectors, p1, extrusionVector, length); } else if (eLineJoin == basegfx::B2DLineJoin::Bevel) { // For bevel join we just add 2 additional vertices and use previous // line segment normal and next line segment normal as extrusion vector. // All the magic is done by the fact that we draw triangle strips, so we // cover the joins correctly. glm::vec2 previousNormal = glm::vec2(-previousLineVector.y, previousLineVector.x); glm::vec2 nextNormal = glm::vec2(-nextLineVector.y, nextLineVector.x); addVertexPair(aVertices, aExtrusionVectors, p1, previousNormal, 1.0f); addVertexPair(aVertices, aExtrusionVectors, p1, nextNormal, 1.0f); } else if (eLineJoin == basegfx::B2DLineJoin::Round) { // For round join we do a similar thing as in bevel, we add more intermediate // vertices and add normals to get extrusion vectors in the between the // both normals. // 3 additional extrusion vectors + normals are enough to make most // line joins look round. Ideally the number of vectors could be // calculated. glm::vec2 previousNormal = glm::vec2(-previousLineVector.y, previousLineVector.x); glm::vec2 nextNormal = glm::vec2(-nextLineVector.y, nextLineVector.x); glm::vec2 middle = normalize(previousNormal + nextNormal); glm::vec2 middleLeft = normalize(previousNormal + middle); glm::vec2 middleRight = normalize(middle + nextNormal); addVertexPair(aVertices, aExtrusionVectors, p1, previousNormal, 1.0f); addVertexPair(aVertices, aExtrusionVectors, p1, middleLeft, 1.0f); addVertexPair(aVertices, aExtrusionVectors, p1, middle, 1.0f); addVertexPair(aVertices, aExtrusionVectors, p1, middleRight, 1.0f); addVertexPair(aVertices, aExtrusionVectors, p1, nextNormal, 1.0f); } p0 = p1; previousLineVector = nextLineVector; } if (!bClosed) { // Create vertices for the last point. There is no line join so just // use the last line segment normal as the extrusion vector. p1 = glm::vec2(rPolygon.getB2DPoint(nPoints - 1).getX(), rPolygon.getB2DPoint(nPoints - 1).getY()); normal = glm::vec2(-previousLineVector.y, previousLineVector.x); addVertexPair(aVertices, aExtrusionVectors, p1, normal, 1.0f); } ApplyProgramMatrices(0.0f); mpProgram->SetExtrusionVectors(aExtrusionVectors.data()); mpProgram->SetVertices(aVertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, aVertices.size() / 2); CHECK_GL_ERROR(); } } bool OpenGLSalGraphicsImpl::UseLine(SalColor nColor, double fTransparency, GLfloat fLineWidth, bool bUseAA) { if( nColor == SALCOLOR_NONE ) return false; if( !UseProgram( "lineVertexShader", "lineFragmentShader" ) ) return false; mpProgram->SetColorf("color", nColor, fTransparency); mpProgram->SetUniform1f("line_width", fLineWidth); // The width of the feather - area we make lineary transparent in VS. // Good AA value is 0.5, 0.0 means the no AA will be done. mpProgram->SetUniform1f("feather", bUseAA ? 0.5f : 0.0f); // We need blending or AA won't work correctly mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); #ifdef DBG_UTIL mProgramIsSolidColor = true; #endif mProgramSolidColor = nColor; mProgramSolidTransparency = fTransparency; return true; } void OpenGLSalGraphicsImpl::DrawLineAA( double nX1, double nY1, double nX2, double nY2 ) { OpenGLZone aZone; if( !mrParent.getAntiAliasB2DDraw()) return DrawLine( nX1, nY1, nX2, nY2 ); if( nX1 == nX2 || nY1 == nY2 ) { // Horizontal/vertical, no need for AA, both points have normal color. // 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); return; } ImplDrawLineAA( nX1, nY1, nX2, nY2 ); } void OpenGLSalGraphicsImpl::ImplDrawLineAA( double nX1, double nY1, double nX2, double nY2, bool edge ) { // Draw the line anti-aliased. Based on code with the following notice: /* Drawing nearly perfect 2D line segments in OpenGL * You can use this code however you want. * I just hope you to cite my name and the page of this technique: * http://artgrammer.blogspot.com/2011/05/drawing-nearly-perfect-2d-line-segments.html * http://www.codeproject.com/KB/openGL/gllinedraw.aspx * * Enjoy. Chris Tsang.*/ double x1 = nX1; double y1 = nY1; double x2 = nX2; double y2 = nY2; // A special hack for drawing lines that are in fact AA edges of a shape. Make the line somewhat // wider, but (done further below) draw the entire width as a gradient. This would be wrong for a line // (too wide and seemingly less straight), but it makes the edges look smoother and the width difference // is almost unnoticeable. const double w = edge ? 1.4 : 1.0; double t(0.0); double R(0.0); double f = w - static_cast(w); //determine parameters t,R if ( w>=0.0 && w<1.0 ) { t=0.05; R=0.48+0.32*f; } else if ( w>=1.0 && w<2.0 ) { t=0.05+f*0.33; R=0.768+0.312*f; } else if ( w>=2.0 && w<3.0 ) { t=0.38+f*0.58; R=1.08; } else if ( w>=3.0 && w<4.0 ) { t=0.96+f*0.48; R=1.08; } else if ( w>=4.0 && w<5.0 ) { t=1.44+f*0.46; R=1.08; } else if ( w>=5.0 && w<6.0 ) { t=1.9+f*0.6; R=1.08; } else if ( w>=6.0 ) { double ff=w-6.0; t=2.5+ff*0.50; R=1.08; } //determine angle of the line to horizontal double tx=0,ty=0; //core thinkness of a line double Rx=0,Ry=0; //fading edge of a line double dx=x2-x1; double dy=y2-y1; if ( w < 3 ) { //approximate to make things even faster double m=dy/dx; //and calculate tx,ty,Rx,Ry if ( m>-0.4142 && m<=0.4142) { // -22.5< angle <= 22.5, approximate to 0 (degree) tx=t*0.1; ty=t; Rx=R*0.6; Ry=R; } else if ( m>0.4142 && m<=2.4142) { // 22.5< angle <= 67.5, approximate to 45 (degree) tx=t*-0.7071; ty=t*0.7071; Rx=R*-0.7071; Ry=R*0.7071; } else if ( m>2.4142 || m<=-2.4142) { // 67.5 < angle <=112.5, approximate to 90 (degree) tx=t; ty=t*0.1; Rx=R; Ry=R*0.6; } else if ( m>-2.4142 && m<-0.4142) { // 112.5 < angle < 157.5, approximate to 135 (degree) tx=t*0.7071; ty=t*0.7071; Rx=R*0.7071; Ry=R*0.7071; } else assert( false ); } else { //calculate to exact dx=y1-y2; dy=x2-x1; double L=sqrt(dx*dx+dy*dy); dx/=L; dy/=L; tx=t*dx; ty=t*dy; Rx=R*dx; Ry=R*dy; } if( edge ) { // See above. Rx += tx; Ry += ty; tx = ty = 0; } GLfloat vertices[]= { 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 ); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); CHECK_GL_ERROR(); } void OpenGLSalGraphicsImpl::DrawLinesAA( sal_uInt32 nPoints, const SalPoint* pPtAry, bool bClose ) { for( int i = 0; i < int(nPoints) - 1; ++i ) DrawLineAA( pPtAry[ i ].mnX, pPtAry[ i ].mnY, pPtAry[ i + 1 ].mnX, pPtAry[ i + 1 ].mnY ); if( bClose ) DrawLineAA( pPtAry[ nPoints - 1 ].mnX, pPtAry[ nPoints - 1 ].mnY, pPtAry[ 0 ].mnX, pPtAry[ 0 ].mnY ); } void OpenGLSalGraphicsImpl::DrawEdgeAA( double nX1, double nY1, double nX2, double nY2 ) { assert( mrParent.getAntiAliasB2DDraw()); if( nX1 == nX2 || nY1 == nY2 ) return; //horizontal/vertical, no need for AA ImplDrawLineAA( nX1, nY1, nX2, nY2, true ); } void OpenGLSalGraphicsImpl::DrawConvexPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry, bool blockAA ) { OpenGLZone aZone; std::vector aVertices(nPoints * 2); sal_uInt32 i, j; for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { aVertices[j] = GLfloat(pPtAry[i].mnX); aVertices[j+1] = GLfloat(pPtAry[i].mnY); } ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, nPoints ); CHECK_GL_ERROR(); if( !blockAA && mrParent.getAntiAliasB2DDraw()) { // Make the edges antialiased by drawing the edge lines again with AA. // TODO: If transparent drawing is set up, drawing the lines themselves twice // may be a problem, if that is a real problem, the polygon areas itself needs to be // masked out for this or something. #ifdef DBG_UTIL assert( mProgramIsSolidColor ); #endif SalColor lastSolidColor = mProgramSolidColor; double lastSolidTransparency = mProgramSolidTransparency; if( UseSolidAA( lastSolidColor, lastSolidTransparency )) { for( i = 0; i < nPoints; ++i ) { const SalPoint& rPt1 = pPtAry[ i ]; const SalPoint& rPt2 = pPtAry[ ( i + 1 ) % nPoints ]; DrawEdgeAA( rPt1.mnX, rPt1.mnY, rPt2.mnX, rPt2.mnY ); } UseSolid( lastSolidColor, lastSolidTransparency ); } } } void OpenGLSalGraphicsImpl::DrawConvexPolygon( const tools::Polygon& rPolygon, bool blockAA ) { OpenGLZone aZone; sal_uInt16 nPoints = rPolygon.GetSize() - 1; std::vector aVertices(nPoints * 2); sal_uInt32 i, j; for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { const Point& rPt = rPolygon.GetPoint( i ); aVertices[j] = GLfloat(rPt.X()); aVertices[j+1] = GLfloat(rPt.Y()); } ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, nPoints ); CHECK_GL_ERROR(); if( !blockAA && mrParent.getAntiAliasB2DDraw()) { // Make the edges antialiased by drawing the edge lines again with AA. // TODO: If transparent drawing is set up, drawing the lines themselves twice // may be a problem, if that is a real problem, the polygon areas itself needs to be // masked out for this or something. #ifdef DBG_UTIL assert( mProgramIsSolidColor ); #endif SalColor lastSolidColor = mProgramSolidColor; double lastSolidTransparency = mProgramSolidTransparency; if( UseSolidAA( lastSolidColor, lastSolidTransparency )) { for( i = 0; i < nPoints; ++i ) { const Point& rPt1 = rPolygon.GetPoint( i ); const Point& rPt2 = rPolygon.GetPoint(( i + 1 ) % nPoints ); DrawEdgeAA( rPt1.getX(), rPt1.getY(), rPt2.getX(), rPt2.getY()); } UseSolid( lastSolidColor, lastSolidTransparency ); } } } void OpenGLSalGraphicsImpl::DrawTrapezoid( const basegfx::B2DTrapezoid& trapezoid, bool blockAA ) { OpenGLZone aZone; const basegfx::B2DPolygon& rPolygon = trapezoid.getB2DPolygon(); sal_uInt16 nPoints = rPolygon.count(); std::vector aVertices(nPoints * 2); sal_uInt32 i, j; for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { const basegfx::B2DPoint& rPt = rPolygon.getB2DPoint( i ); aVertices[j] = GLfloat(rPt.getX()); aVertices[j+1] = GLfloat(rPt.getY()); } if (!mpProgram) { SAL_WARN("vcl.opengl", "OpenGLSalGraphicsImpl::DrawTrapezoid: mpProgram is 0"); return; } ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, nPoints ); CHECK_GL_ERROR(); if( !blockAA && mrParent.getAntiAliasB2DDraw()) { // Make the edges antialiased by drawing the edge lines again with AA. // TODO: If transparent drawing is set up, drawing the lines themselves twice // may be a problem, if that is a real problem, the polygon areas itself needs to be // masked out for this or something. #ifdef DBG_UTIL assert( mProgramIsSolidColor ); #endif SalColor lastSolidColor = mProgramSolidColor; double lastSolidTransparency = mProgramSolidTransparency; if( UseSolidAA( lastSolidColor, lastSolidTransparency )) { for( i = 0; i < nPoints; ++i ) { const basegfx::B2DPoint& rPt1 = rPolygon.getB2DPoint( i ); const basegfx::B2DPoint& rPt2 = rPolygon.getB2DPoint(( i + 1 ) % nPoints ); DrawEdgeAA( rPt1.getX(), rPt1.getY(), rPt2.getX(), rPt2.getY()); } UseSolid( lastSolidColor, lastSolidTransparency ); } } } void OpenGLSalGraphicsImpl::DrawRect( long nX, long nY, long nWidth, long nHeight ) { long nX1( nX ); long nY1( nY ); long nX2( nX + nWidth ); long nY2( nY + nHeight ); const SalPoint aPoints[] = { { nX1, nY2 }, { nX1, nY1 }, { nX2, nY1 }, { nX2, nY2 }}; DrawConvexPolygon( 4, aPoints, true ); } void OpenGLSalGraphicsImpl::DrawRect( const Rectangle& rRect ) { long nX1( rRect.Left() ); long nY1( rRect.Top() ); long nX2( rRect.Right() ); long nY2( rRect.Bottom() ); const SalPoint aPoints[] = { { nX1, nY2 }, { nX1, nY1 }, { nX2, nY1 }, { nX2, nY2 }}; DrawConvexPolygon( 4, aPoints, true ); } void OpenGLSalGraphicsImpl::DrawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry ) { basegfx::B2DPolygon aPolygon; for( sal_uInt32 i = 0; i < nPoints; i++ ) aPolygon.append( basegfx::B2DPoint( pPtAry[i].mnX, pPtAry[i].mnY ) ); aPolygon.setClosed( true ); if( basegfx::tools::isConvex( aPolygon ) ) { if( nPoints > 2L ) DrawConvexPolygon( nPoints, pPtAry ); } else { const basegfx::B2DPolyPolygon aPolyPolygon( aPolygon ); DrawPolyPolygon( aPolyPolygon ); } } void OpenGLSalGraphicsImpl::DrawPolyPolygon( const basegfx::B2DPolyPolygon& rPolyPolygon, bool blockAA ) { const basegfx::B2DPolyPolygon& aSimplePolyPolygon = ::basegfx::tools::solveCrossovers( rPolyPolygon ); basegfx::B2DTrapezoidVector aB2DTrapVector; basegfx::tools::trapezoidSubdivide( aB2DTrapVector, aSimplePolyPolygon ); // draw tesselation result if( aB2DTrapVector.size()) { for( size_t i = 0; i < aB2DTrapVector.size(); ++i ) DrawTrapezoid( aB2DTrapVector[ i ], blockAA ); } } void OpenGLSalGraphicsImpl::DrawRegionBand( const RegionBand& rRegion ) { OpenGLZone aZone; RectangleVector aRects; std::vector aVertices; rRegion.GetRegionRectangles( aRects ); if( aRects.empty() ) return; #define ADD_VERTICE(pt) \ aVertices.push_back(GLfloat(pt.X())); \ aVertices.push_back(GLfloat(pt.Y())); for( size_t i = 0; i < aRects.size(); ++i ) { aRects[i].Bottom() += 1; aRects[i].Right() += 1; ADD_VERTICE( aRects[i].TopLeft() ); ADD_VERTICE( aRects[i].TopRight() ); ADD_VERTICE( aRects[i].BottomLeft() ); ADD_VERTICE( aRects[i].BottomLeft() ); ADD_VERTICE( aRects[i].TopRight() ); ADD_VERTICE( aRects[i].BottomRight() ); } #undef ADD_VERTICE ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLES, 0, aVertices.size() / 2 ); CHECK_GL_ERROR(); } void OpenGLSalGraphicsImpl::DrawTextureRect( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted ) { OpenGLZone aZone; SAL_INFO("vcl.opengl", "draw texture rect"); GLfloat aTexCoord[8]; rTexture.GetCoord( aTexCoord, rPosAry, bInverted ); mpProgram->SetTextureCoord( aTexCoord ); DrawRect( rPosAry.mnDestX, rPosAry.mnDestY, rPosAry.mnDestWidth, rPosAry.mnDestHeight ); } void OpenGLSalGraphicsImpl::DrawTexture( OpenGLTexture& rTexture, const SalTwoRect& pPosAry, bool bInverted ) { OpenGLZone aZone; SAL_INFO("vcl.opengl", "draw texture"); if( !UseProgram( "textureVertexShader", "textureFragmentShader" ) ) return; mpProgram->SetTexture( "sampler", rTexture ); DrawTextureRect( rTexture, pPosAry, bInverted ); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawTransformedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, const basegfx::B2DPoint& rNull, const basegfx::B2DPoint& rX, const basegfx::B2DPoint& rY ) { OpenGLZone aZone; GLfloat aVertices[8] = { 0, (float) rTexture.GetHeight(), 0, 0, (float) rTexture.GetWidth(), 0, (float) rTexture.GetWidth(), (float) rTexture.GetHeight() }; GLfloat aTexCoord[8]; // If downscaling at a higher scale ratio, use the area scaling algorithm rather // than plain OpenGL's scaling, for better results. // See OpenGLSalBitmap::ImplScaleArea(). const long nDestWidth = basegfx::fround(basegfx::B2DVector(rX - rNull).getLength()); const long nDestHeight = basegfx::fround(basegfx::B2DVector(rY - rNull).getLength()); // Invisibly small images shouldn't divide by zero. if( nDestHeight == 0 || nDestWidth == 0 ) return; const double ixscale = rTexture.GetWidth() / nDestWidth; const double iyscale = rTexture.GetHeight() / nDestHeight; bool areaScaling = false; bool fastAreaScaling = false; OUString textureFragmentShader; if( ixscale >= 2 && iyscale >= 2 ) // Downscaling to 50% or less? (inverted scale ratios) { areaScaling = true; fastAreaScaling = ( ixscale == int( ixscale ) && iyscale == int( iyscale )); // The generic case has arrays only up to 100 ratio downscaling, which is hopefully enough // in practice, but protect against buffer overflows in case such an extreme case happens // (and in such case the precision of the generic algorithm probably doesn't matter anyway). if( ixscale > 100 || iyscale > 100 ) fastAreaScaling = true; if( fastAreaScaling ) textureFragmentShader = "areaScaleFastFragmentShader"; else textureFragmentShader = "areaScaleFragmentShader"; } if( rMask ) { if( !UseProgram( "transformedTextureVertexShader", textureFragmentShader.isEmpty() ? "maskedTextureFragmentShader" : textureFragmentShader, "#define MASKED" ) ) return; mpProgram->SetTexture( "mask", rMask ); GLfloat aMaskCoord[8]; rMask.GetWholeCoord(aMaskCoord); mpProgram->SetMaskCoord(aMaskCoord); rMask.SetFilter( GL_LINEAR ); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } else { if( !UseProgram( "transformedTextureVertexShader", textureFragmentShader.isEmpty() ? "textureFragmentShader" : textureFragmentShader ) ) return; } int mnWidth = rTexture.GetWidth(); int mnHeight = rTexture.GetHeight(); if(areaScaling ) { // From OpenGLSalBitmap::ImplScaleArea(). if (fastAreaScaling && mnWidth && mnHeight) { mpProgram->SetUniform1i( "xscale", ixscale ); mpProgram->SetUniform1i( "yscale", iyscale ); mpProgram->SetUniform1f( "xstep", 1.0 / mnWidth ); mpProgram->SetUniform1f( "ystep", 1.0 / mnHeight ); mpProgram->SetUniform1f( "ratio", 1.0 / ( ixscale * iyscale )); } else if (mnHeight > 1 && mnWidth > 1) { mpProgram->SetUniform1f( "xscale", ixscale ); mpProgram->SetUniform1f( "yscale", iyscale ); mpProgram->SetUniform1i( "swidth", mnWidth ); mpProgram->SetUniform1i( "sheight", mnHeight ); // For converting between <0,mnWidth-1> and <0.0,1.0> coordinate systems. mpProgram->SetUniform1f( "xsrcconvert", 1.0 / ( mnWidth - 1 )); mpProgram->SetUniform1f( "ysrcconvert", 1.0 / ( mnHeight - 1 )); mpProgram->SetUniform1f( "xdestconvert", 1.0 * (( mnWidth / ixscale ) - 1 )); mpProgram->SetUniform1f( "ydestconvert", 1.0 * (( mnHeight / iyscale ) - 1 )); } } ApplyProgramMatrices(); mpProgram->SetUniform2f( "viewport", GetWidth(), GetHeight() ); mpProgram->SetTransform( "transform", rTexture, rNull, rX, rY ); rTexture.GetWholeCoord( aTexCoord ); mpProgram->SetTexture( "sampler", rTexture ); rTexture.SetFilter( GL_LINEAR ); mpProgram->SetTextureCoord( aTexCoord ); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, 4 ); CHECK_GL_ERROR(); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawAlphaTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted, bool bPremultiplied ) { OpenGLZone aZone; if( !UseProgram( "textureVertexShader", "textureFragmentShader" ) ) return; mpProgram->SetTexture( "sampler", rTexture ); mpProgram->SetBlendMode( bPremultiplied ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); DrawTextureRect( rTexture, rPosAry, bInverted ); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawTextureDiff( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry, bool bInverted ) { OpenGLZone aZone; if( !UseProgram( "maskedTextureVertexShader", "diffTextureFragmentShader" ) ) return; mpProgram->SetTexture( "texture", rTexture ); mpProgram->SetTexture( "mask", rMask ); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); GLfloat aMaskCoord[8]; rMask.GetCoord(aMaskCoord, rPosAry, bInverted); mpProgram->SetMaskCoord(aMaskCoord); DrawTextureRect( rTexture, rPosAry, bInverted ); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawTextureWithMask( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry ) { OpenGLZone aZone; if( !UseProgram( "maskedTextureVertexShader", "maskedTextureFragmentShader" ) ) return; mpProgram->SetTexture( "sampler", rTexture ); mpProgram->SetTexture( "mask", rMask ); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); GLfloat aTexCoord[8]; rTexture.GetCoord(aTexCoord, rPosAry); mpProgram->SetTextureCoord(aTexCoord); GLfloat aMaskCoord[8]; rMask.GetCoord(aMaskCoord, rPosAry); mpProgram->SetMaskCoord(aMaskCoord); DrawRect(rPosAry.mnDestX, rPosAry.mnDestY, rPosAry.mnDestWidth, rPosAry.mnDestHeight); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawBlendedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, OpenGLTexture& rAlpha, const SalTwoRect& rPosAry ) { OpenGLZone aZone; if( !UseProgram( "blendedTextureVertexShader", "blendedTextureFragmentShader" ) ) return; mpProgram->SetTexture( "sampler", rTexture ); mpProgram->SetTexture( "mask", rMask ); mpProgram->SetTexture( "alpha", rAlpha ); GLfloat aAlphaCoord[8]; rAlpha.GetCoord(aAlphaCoord, rPosAry); mpProgram->SetAlphaCoord(aAlphaCoord); GLfloat aMaskCoord[8]; rMask.GetCoord(aMaskCoord, rPosAry); mpProgram->SetMaskCoord(aMaskCoord); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); DrawTextureRect( rTexture, rPosAry ); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawMask( OpenGLTexture& rMask, SalColor nMaskColor, const SalTwoRect& pPosAry ) { OpenGLZone aZone; if( !UseProgram( "textureVertexShader", "maskFragmentShader" ) ) return; mpProgram->SetColor( "color", nMaskColor, 0 ); mpProgram->SetTexture( "sampler", rMask ); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); DrawTextureRect( rMask, pPosAry ); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawLinearGradient( const Gradient& rGradient, const Rectangle& rRect ) { OpenGLZone aZone; if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) ) return; Color aStartCol = rGradient.GetStartColor(); Color aEndCol = rGradient.GetEndColor(); long nFactor = rGradient.GetStartIntensity(); mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor ); nFactor = rGradient.GetEndIntensity(); mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor ); Rectangle aBoundRect; Point aCenter; rGradient.GetBoundRect( rRect, aBoundRect, aCenter ); tools::Polygon aPoly( aBoundRect ); aPoly.Rotate( aCenter, rGradient.GetAngle() % 3600 ); GLfloat aTexCoord[8] = { 0, 1, 1, 1, 1, 0, 0, 0 }; GLfloat fMin = 1.0 - 100.0 / (100.0 - rGradient.GetBorder()); aTexCoord[5] = aTexCoord[7] = fMin; mpProgram->SetTextureCoord( aTexCoord ); DrawConvexPolygon( aPoly, true ); } void OpenGLSalGraphicsImpl::DrawAxialGradient( const Gradient& rGradient, const Rectangle& rRect ) { OpenGLZone aZone; if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) ) return; Color aStartCol = rGradient.GetStartColor(); Color aEndCol = rGradient.GetEndColor(); long nFactor = rGradient.GetStartIntensity(); mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor ); nFactor = rGradient.GetEndIntensity(); mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor ); /** * Draw two rectangles with linear gradient. * * 1 *---* 2 * | /| * | / | Points 0 and 3 have start color * 0 |/__| 3 Points 1, 2, 4 and 5 have end color * |\ | * | \ | * | \| * 5 *---* 4 * */ Rectangle aRect; Point aCenter; rGradient.GetBoundRect( rRect, aRect, aCenter ); // determine points 0 and 3 Point aPt0( aRect.Left(), (aRect.Top() + aRect.Bottom() + 1) / 2 ); Point aPt3( aRect.Right(), (aRect.Top() + aRect.Bottom() + 1) / 2 ); tools::Polygon aPoly( 7 ); aPoly.SetPoint( aPt0, 0 ); aPoly.SetPoint( aRect.TopLeft(), 1 ); aPoly.SetPoint( aRect.TopRight(), 2 ); aPoly.SetPoint( aPt3, 3 ); aPoly.SetPoint( aRect.BottomRight(), 4 ); aPoly.SetPoint( aRect.BottomLeft(), 5 ); aPoly.SetPoint( aPt0, 6 ); aPoly.Rotate( aCenter, rGradient.GetAngle() % 3600 ); GLfloat aTexCoord[12] = { 0, 1, 1, 0, 2, 0, 3, 1, 4, 0, 5, 0 }; GLfloat fMin = 1.0 - 100.0 / (100.0 - rGradient.GetBorder()); aTexCoord[3] = aTexCoord[5] = aTexCoord[9] = aTexCoord[11] = fMin; mpProgram->SetTextureCoord( aTexCoord ); DrawConvexPolygon( aPoly, true ); } void OpenGLSalGraphicsImpl::DrawRadialGradient( const Gradient& rGradient, const Rectangle& rRect ) { OpenGLZone aZone; if( !UseProgram( "textureVertexShader", "radialGradientFragmentShader" ) ) return; Color aStartCol = rGradient.GetStartColor(); Color aEndCol = rGradient.GetEndColor(); long nFactor = rGradient.GetStartIntensity(); mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor ); nFactor = rGradient.GetEndIntensity(); mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor ); Rectangle aRect; Point aCenter; rGradient.GetBoundRect( rRect, aRect, aCenter ); // adjust coordinates so that radius has distance equals to 1.0 double fRadius = aRect.GetWidth() / 2.0f; GLfloat fWidth = rRect.GetWidth() / fRadius; GLfloat fHeight = rRect.GetHeight() / fRadius; GLfloat aTexCoord[8] = { 0, 0, 0, fHeight, fWidth, fHeight, fWidth, 0 }; mpProgram->SetTextureCoord( aTexCoord ); mpProgram->SetUniform2f( "center", (aCenter.X() - rRect.Left()) / fRadius, (aCenter.Y() - rRect.Top()) / fRadius ); DrawRect( rRect ); } // draw --> LineColor and FillColor and RasterOp and ClipRegion void OpenGLSalGraphicsImpl::drawPixel( long nX, long nY ) { VCL_GL_INFO( "::drawPixel" ); if( mnLineColor != SALCOLOR_NONE ) { PreDraw( XOROption::IMPLEMENT_XOR ); if( UseSolid( mnLineColor ) ) DrawPoint( nX, nY ); PostDraw(); } } void OpenGLSalGraphicsImpl::drawPixel( long nX, long nY, SalColor nSalColor ) { VCL_GL_INFO( "::drawPixel" ); if( nSalColor != SALCOLOR_NONE ) { PreDraw( XOROption::IMPLEMENT_XOR ); if( UseSolid( nSalColor ) ) DrawPoint( nX, nY ); PostDraw(); } } void OpenGLSalGraphicsImpl::drawLine( long nX1, long nY1, long nX2, long nY2 ) { VCL_GL_INFO( "::drawLine" ); if( mnLineColor != SALCOLOR_NONE ) { PreDraw( XOROption::IMPLEMENT_XOR ); if( UseSolidAA( mnLineColor ) ) DrawLineAA( nX1, nY1, nX2, nY2 ); PostDraw(); } } void OpenGLSalGraphicsImpl::drawRect( long nX, long nY, long nWidth, long nHeight ) { VCL_GL_INFO( "::drawRect" ); PreDraw( XOROption::IMPLEMENT_XOR ); if( UseSolid( mnFillColor ) ) DrawRect( nX, nY, nWidth, nHeight ); if( UseSolid( mnLineColor ) ) { GLfloat fX1(nX); GLfloat fY1(nY); GLfloat fX2(nX + nWidth - 1); GLfloat fY2(nY + nHeight - 1); GLfloat pPoints[8]; pPoints[0] = fX1; pPoints[1] = fY1; pPoints[2] = fX2; pPoints[3] = fY1; pPoints[4] = fX2; pPoints[5] = fY2; pPoints[6] = fX1; pPoints[7] = fY2; ApplyProgramMatrices(0.5f); mpProgram->SetVertices(pPoints); glDrawArrays(GL_LINE_LOOP, 0, 4); CHECK_GL_ERROR(); } PostDraw(); } void OpenGLSalGraphicsImpl::drawPolyLine( sal_uInt32 nPoints, const SalPoint* pPtAry ) { VCL_GL_INFO( "::drawPolyLine" ); if( mnLineColor != SALCOLOR_NONE && nPoints > 1 ) { PreDraw( XOROption::IMPLEMENT_XOR ); if( UseSolidAA( mnLineColor ) ) DrawLinesAA( nPoints, pPtAry, false ); PostDraw(); } } void OpenGLSalGraphicsImpl::drawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry ) { VCL_GL_INFO( "::drawPolygon" ); if( nPoints == 0 ) return; if( nPoints == 1 ) { drawPixel( pPtAry[0].mnX, pPtAry[0].mnY ); return; } if( nPoints == 2 ) { drawLine( pPtAry[0].mnX, pPtAry[0].mnY, pPtAry[1].mnX, pPtAry[1].mnY ); return; } PreDraw( XOROption::IMPLEMENT_XOR ); if( UseSolid( mnFillColor ) ) DrawPolygon( nPoints, pPtAry ); if( UseSolidAA( mnLineColor ) ) DrawLinesAA( nPoints, pPtAry, true ); PostDraw(); } void OpenGLSalGraphicsImpl::drawPolyPolygon( sal_uInt32 nPoly, const sal_uInt32* pPoints, PCONSTSALPOINT* pPtAry ) { VCL_GL_INFO( "::drawPolyPolygon" ); if( nPoly <= 0 ) return; PreDraw( XOROption::IMPLEMENT_XOR ); if( UseSolid( mnFillColor ) ) { if( nPoly == 1 ) DrawPolygon( pPoints[ 0 ], pPtAry[ 0 ] ); else { basegfx::B2DPolyPolygon polyPolygon; for( sal_uInt32 i = 0; i < nPoly; ++i ) { basegfx::B2DPolygon polygon; for( sal_uInt32 j = 0; j < pPoints[ i ]; ++j ) polygon.append( basegfx::B2DPoint( pPtAry[i][j].mnX, pPtAry[i][j].mnY ) ); polygon.setClosed( true ); polyPolygon.append( polygon ); } DrawPolyPolygon( polyPolygon ); } } if( mnLineColor != mnFillColor && UseSolidAA( mnLineColor ) ) { // TODO Use glMultiDrawElements or primitive restart for( sal_uInt32 i = 0; i < nPoly; i++ ) DrawLinesAA( pPoints[i], pPtAry[i], true ); } PostDraw(); } bool OpenGLSalGraphicsImpl::drawPolyPolygon( const basegfx::B2DPolyPolygon& rPolyPolygon, double fTransparency ) { VCL_GL_INFO( "::drawPolyPolygon trans " << fTransparency ); if( rPolyPolygon.count() <= 0 ) return true; PreDraw( XOROption::IMPLEMENT_XOR ); if( UseSolid( mnFillColor, fTransparency ) ) DrawPolyPolygon( rPolyPolygon ); if( mnLineColor != mnFillColor && UseSolid( mnLineColor, fTransparency )) { basegfx::B2DTrapezoidVector aB2DTrapVector; basegfx::tools::createLineTrapezoidFromB2DPolyPolygon( aB2DTrapVector, rPolyPolygon ); for( size_t i = 0; i < aB2DTrapVector.size(); ++i ) DrawTrapezoid( aB2DTrapVector[ i ] ); } PostDraw(); return true; } bool OpenGLSalGraphicsImpl::drawPolyLine( const basegfx::B2DPolygon& rPolygon, double fTransparency, const basegfx::B2DVector& rLineWidth, basegfx::B2DLineJoin eLineJoin, css::drawing::LineCap eLineCap) { VCL_GL_INFO( "::drawPolyLine trans " << fTransparency ); if( mnLineColor == SALCOLOR_NONE ) return true; const bool bIsHairline = (rLineWidth.getX() == rLineWidth.getY()) && (rLineWidth.getX() <= 1.2); const float fLineWidth = bIsHairline ? 1.0f : rLineWidth.getX(); PreDraw(XOROption::IMPLEMENT_XOR); if (UseLine(mnLineColor, 0.0f, fLineWidth, true)) { basegfx::B2DPolygon aPolygon(rPolygon); if (aPolygon.areControlPointsUsed()) aPolygon = basegfx::tools::polygonSubdivide(aPolygon, 5 * F_PI180); else aPolygon.removeDoublePoints(); DrawPolyLine(aPolygon, fLineWidth, eLineJoin, eLineCap); } PostDraw(); return true; } bool OpenGLSalGraphicsImpl::drawPolyLineBezier( sal_uInt32 /*nPoints*/, const SalPoint* /*pPtAry*/, const sal_uInt8* /*pFlgAry*/ ) { return false; } bool OpenGLSalGraphicsImpl::drawPolygonBezier( sal_uInt32 /*nPoints*/, const SalPoint* /*pPtAry*/, const sal_uInt8* /*pFlgAry*/ ) { return false; } bool OpenGLSalGraphicsImpl::drawPolyPolygonBezier( sal_uInt32 /*nPoly*/, const sal_uInt32* /*pPoints*/, const SalPoint* const* /*pPtAry*/, const sal_uInt8* const* /*pFlgAry*/ ) { return false; } // CopyArea --> No RasterOp, but ClipRegion void OpenGLSalGraphicsImpl::copyArea( long nDestX, long nDestY, long nSrcX, long nSrcY, long nSrcWidth, long nSrcHeight, sal_uInt16 /*nFlags*/ ) { VCL_GL_INFO( "::copyArea " << nSrcX << "," << nSrcY << " >> " << nDestX << "," << nDestY << " (" << nSrcWidth << "," << nSrcHeight << ")" ); OpenGLTexture aTexture; SalTwoRect aPosAry(0, 0, nSrcWidth, nSrcHeight, nDestX, nDestY, nSrcWidth, nSrcHeight); PreDraw(); // TODO offscreen case aTexture = OpenGLTexture( nSrcX, GetHeight() - nSrcY - nSrcHeight, nSrcWidth, nSrcHeight ); DrawTexture( aTexture, aPosAry ); PostDraw(); } // CopyBits and DrawBitmap --> RasterOp and ClipRegion // CopyBits() --> pSrcGraphics == NULL, then CopyBits on same Graphics void OpenGLSalGraphicsImpl::DoCopyBits( const SalTwoRect& rPosAry, OpenGLSalGraphicsImpl& rImpl ) { VCL_GL_INFO( "::copyBits" ); if( !rImpl.maOffscreenTex ) { VCL_GL_INFO( "::copyBits - skipping copy of un-initialized framebuffer contents of size " << rImpl.GetWidth() << "x" << rImpl.GetHeight() ); return; } if( &rImpl == this && (rPosAry.mnSrcWidth == rPosAry.mnDestWidth) && (rPosAry.mnSrcHeight == rPosAry.mnDestHeight)) { // short circuit if there is nothing to do if( (rPosAry.mnSrcX == rPosAry.mnDestX) && (rPosAry.mnSrcY == rPosAry.mnDestY)) return; // use copyArea() if source and destination context are identical copyArea( rPosAry.mnDestX, rPosAry.mnDestY, rPosAry.mnSrcX, rPosAry.mnSrcY, rPosAry.mnSrcWidth, rPosAry.mnSrcHeight, 0 ); return; } PreDraw(); DrawTexture( rImpl.maOffscreenTex, rPosAry ); PostDraw(); } void OpenGLSalGraphicsImpl::drawBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap ) { // check that carefully only in the debug mode assert(dynamic_cast(&rSalBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); OpenGLTexture& rTexture = rBitmap.GetTexture(); VCL_GL_INFO( "::drawBitmap" ); PreDraw(); DrawTexture( rTexture, rPosAry ); PostDraw(); } void OpenGLSalGraphicsImpl::drawBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap, const SalBitmap& rMaskBitmap ) { assert(dynamic_cast(&rSalBitmap)); assert(dynamic_cast(&rMaskBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); const OpenGLSalBitmap& rMask = static_cast(rMaskBitmap); OpenGLTexture& rTexture( rBitmap.GetTexture() ); OpenGLTexture& rMaskTex( rMask.GetTexture() ); VCL_GL_INFO( "::drawBitmap with MASK" ); PreDraw(); DrawTextureWithMask( rTexture, rMaskTex, rPosAry ); PostDraw(); } void OpenGLSalGraphicsImpl::drawMask( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap, SalColor nMaskColor ) { assert(dynamic_cast(&rSalBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); OpenGLTexture& rTexture( rBitmap.GetTexture() ); VCL_GL_INFO( "::drawMask" ); PreDraw(); DrawMask( rTexture, nMaskColor, rPosAry ); PostDraw(); } SalBitmap* OpenGLSalGraphicsImpl::getBitmap( long nX, long nY, long nWidth, long nHeight ) { OpenGLZone aZone; OpenGLSalBitmap* pBitmap = new OpenGLSalBitmap; VCL_GL_INFO( "::getBitmap " << nX << "," << nY << " " << nWidth << "x" << nHeight ); //TODO really needed? PreDraw(); if( !pBitmap->Create( maOffscreenTex, nX, nY, nWidth, nHeight ) ) { delete pBitmap; pBitmap = nullptr; } PostDraw(); return pBitmap; } SalColor OpenGLSalGraphicsImpl::getPixel( long nX, long nY ) { char pixel[3] = { 0, 0, 0 }; PreDraw( XOROption::IMPLEMENT_XOR ); nY = GetHeight() - nY - 1; glReadPixels( nX, nY, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pixel); CHECK_GL_ERROR(); PostDraw(); return MAKE_SALCOLOR( pixel[0], pixel[1], pixel[2] ); } // invert --> ClipRegion (only Windows or VirDevs) void OpenGLSalGraphicsImpl::invert( long nX, long nY, long nWidth, long nHeight, SalInvert nFlags) { PreDraw(); if( UseInvert( nFlags ) ) { if( nFlags & SAL_INVERT_TRACKFRAME ) { // FIXME: could be more efficient. DrawRect( nX, nY, nWidth, 1 ); DrawRect( nX, nY + nHeight, nWidth, 1 ); DrawRect( nX, nY, 1, nHeight ); DrawRect( nX + nWidth, nY, 1, nHeight ); } else DrawRect( nX, nY, nWidth, nHeight ); } PostDraw(); } void OpenGLSalGraphicsImpl::invert( sal_uInt32 nPoints, const SalPoint* pPtAry, SalInvert nFlags ) { PreDraw(); if( UseInvert( nFlags ) ) DrawPolygon( nPoints, pPtAry ); PostDraw(); } bool OpenGLSalGraphicsImpl::drawEPS( long /*nX*/, long /*nY*/, long /*nWidth*/, long /*nHeight*/, void* /*pPtr*/, sal_uLong /*nSize*/ ) { return false; } bool OpenGLSalGraphicsImpl::blendBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap ) { assert(dynamic_cast(&rSalBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); OpenGLTexture& rTexture( rBitmap.GetTexture() ); VCL_GL_INFO( "::blendBitmap" ); PreDraw(); glEnable( GL_BLEND ); CHECK_GL_ERROR(); glBlendFunc( GL_ZERO, GL_SRC_COLOR ); CHECK_GL_ERROR(); DrawTexture( rTexture, rPosAry ); glDisable( GL_BLEND ); CHECK_GL_ERROR(); PostDraw(); return true; } bool OpenGLSalGraphicsImpl::blendAlphaBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalSrcBitmap, const SalBitmap& rSalMaskBitmap, const SalBitmap& rSalAlphaBitmap ) { assert(dynamic_cast(&rSalSrcBitmap)); assert(dynamic_cast(&rSalMaskBitmap)); assert(dynamic_cast(&rSalAlphaBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rSrcBitmap = static_cast(rSalSrcBitmap); const OpenGLSalBitmap& rMaskBitmap = static_cast(rSalMaskBitmap); const OpenGLSalBitmap& rAlphaBitmap = static_cast(rSalAlphaBitmap); OpenGLTexture& rTexture( rSrcBitmap.GetTexture() ); OpenGLTexture& rMask( rMaskBitmap.GetTexture() ); OpenGLTexture& rAlpha( rAlphaBitmap.GetTexture() ); VCL_GL_INFO( "::blendAlphaBitmap" ); PreDraw(); DrawBlendedTexture( rTexture, rMask, rAlpha, rPosAry ); PostDraw(); return true; } /** Render bitmap with alpha channel @param rSourceBitmap Source bitmap to blit @param rAlphaBitmap Alpha channel to use for blitting @return true, if the operation succeeded, and false otherwise. In this case, clients should try to emulate alpha compositing themselves */ bool OpenGLSalGraphicsImpl::drawAlphaBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap, const SalBitmap& rAlphaBitmap ) { assert(dynamic_cast(&rSalBitmap)); assert(dynamic_cast(&rAlphaBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); const OpenGLSalBitmap& rAlpha = static_cast(rAlphaBitmap); OpenGLTexture& rTexture( rBitmap.GetTexture() ); OpenGLTexture& rAlphaTex( rAlpha.GetTexture() ); VCL_GL_INFO( "::drawAlphaBitmap" ); PreDraw(); DrawTextureWithMask( rTexture, rAlphaTex, rPosAry ); PostDraw(); return true; } /** 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& rSrcBitmap, const SalBitmap* pAlphaBitmap) { assert(dynamic_cast(&rSrcBitmap)); assert(!pAlphaBitmap || dynamic_cast(pAlphaBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSrcBitmap); const OpenGLSalBitmap* pMaskBitmap = static_cast(pAlphaBitmap); OpenGLTexture& rTexture( rBitmap.GetTexture() ); OpenGLTexture aMask; // no texture if( pMaskBitmap != nullptr ) aMask = pMaskBitmap->GetTexture(); VCL_GL_INFO( "::drawTransformedBitmap" ); PreDraw(); DrawTransformedTexture( rTexture, aMask, rNull, rX, rY ); PostDraw(); return true; } /** Render solid rectangle with given transparency @param nTransparency Transparency value (0-255) to use. 0 blits and opaque, 255 a fully transparent rectangle */ bool OpenGLSalGraphicsImpl::drawAlphaRect( long nX, long nY, long nWidth, long nHeight, sal_uInt8 nTransparency ) { VCL_GL_INFO( "::drawAlphaRect" ); if( mnFillColor != SALCOLOR_NONE && nTransparency < 100 ) { PreDraw(); UseSolid( mnFillColor, nTransparency ); DrawRect( nX, nY, nWidth, nHeight ); PostDraw(); } return true; } bool OpenGLSalGraphicsImpl::drawGradient(const tools::PolyPolygon& rPolyPoly, const Gradient& rGradient) { Rectangle aBoundRect( rPolyPoly.GetBoundRect() ); VCL_GL_INFO( "::drawGradient" ); if( aBoundRect.IsEmpty() ) return true; if( rGradient.GetStyle() != GradientStyle_LINEAR && rGradient.GetStyle() != GradientStyle_AXIAL && rGradient.GetStyle() != GradientStyle_RADIAL ) return false; aBoundRect.Left()--; aBoundRect.Top()--; aBoundRect.Right()++; aBoundRect.Bottom()++; PreDraw( XOROption::IMPLEMENT_XOR ); #define FIXME_BROKEN_STENCIL_FOR_GRADIENTS 0 #if FIXME_BROKEN_STENCIL_FOR_GRADIENTS ImplSetClipBit( vcl::Region( rPolyPoly ), 0x02 ); if( mbUseStencil ) { glEnable( GL_STENCIL_TEST ); CHECK_GL_ERROR(); glStencilFunc( GL_EQUAL, 3, 0xFF ); CHECK_GL_ERROR(); } else { glEnable( GL_STENCIL_TEST ); CHECK_GL_ERROR(); glStencilFunc( GL_EQUAL, 2, 0xFF ); CHECK_GL_ERROR(); } #endif // if border >= 100%, draw solid rectangle with start color if( rGradient.GetBorder() >= 100.0 ) { Color aCol = rGradient.GetStartColor(); long nF = rGradient.GetStartIntensity(); if( UseSolid( MAKE_SALCOLOR( aCol.GetRed() * nF / 100, aCol.GetGreen() * nF / 100, aCol.GetBlue() * nF / 100 ) ) ) DrawRect( aBoundRect ); } else if( rGradient.GetStyle() == GradientStyle_LINEAR ) { DrawLinearGradient( rGradient, aBoundRect ); } else if( rGradient.GetStyle() == GradientStyle_AXIAL ) { DrawAxialGradient( rGradient, aBoundRect ); } else if( rGradient.GetStyle() == GradientStyle_RADIAL ) { DrawRadialGradient( rGradient, aBoundRect ); } #if FIXME_BROKEN_STENCIL_FOR_GRADIENTS if( !mbUseStencil ) { glDisable( GL_STENCIL_TEST ); CHECK_GL_ERROR(); } #endif PostDraw(); return true; } void OpenGLSalGraphicsImpl::flush() { if( IsOffscreen() ) return; if( !Application::IsInExecute() ) { // otherwise nothing would trigger idle rendering doFlush(); } else if( !mpFlush->IsActive() ) mpFlush->Start(); } void OpenGLSalGraphicsImpl::doFlush() { if( IsOffscreen() ) return; if( !maOffscreenTex ) { VCL_GL_INFO( "flushAndSwap - odd no texture !" ); return; } if( mnDrawCountAtFlush == mnDrawCount ) { VCL_GL_INFO( "eliding redundant flushAndSwap, no drawing since last!" ); return; } mnDrawCountAtFlush = mnDrawCount; OpenGLZone aZone; VCL_GL_INFO( "flushAndSwap" ); if( !mpWindowContext.is() ) { // ensure everything is released from the old context. OpenGLContext::clearCurrent(); mpWindowContext = CreateWinContext(); VCL_GL_INFO( "late creation of window context" ); } assert( mpWindowContext.is() ); // Interesting ! -> this destroys a context [ somehow ] ... mpWindowContext->makeCurrent(); CHECK_GL_ERROR(); VCL_GL_INFO( "flushAndSwap - acquire default framebuffer" ); mpWindowContext->AcquireDefaultFramebuffer(); CHECK_GL_ERROR(); glViewport( 0, 0, GetWidth(), GetHeight() ); CHECK_GL_ERROR(); #if OSL_DEBUG_LEVEL > 0 // random background glClear glClearColor((float)rand()/RAND_MAX, (float)rand()/RAND_MAX, (float)rand()/RAND_MAX, 1.0); #else glClearColor(1.0, 1.0, 1.0, 1.0); #endif glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); CHECK_GL_ERROR(); VCL_GL_INFO( "Texture height " << maOffscreenTex.GetHeight() << " vs. window height " << GetHeight() ); OpenGLProgram *pProgram = mpWindowContext->UseProgram( "textureVertexShader", "textureFragmentShader", "// flush shader\n" ); // flush helps profiling if( !pProgram ) VCL_GL_INFO( "Can't compile simple copying shader !" ); else { pProgram->SetTexture( "sampler", maOffscreenTex ); SalTwoRect aPosAry( 0, 0, maOffscreenTex.GetWidth(), maOffscreenTex.GetHeight(), 0, 0, maOffscreenTex.GetWidth(), maOffscreenTex.GetHeight() ); GLfloat aTexCoord[8]; maOffscreenTex.GetCoord( aTexCoord, aPosAry ); pProgram->SetTextureCoord( aTexCoord ); GLfloat fWidth( maOffscreenTex.GetWidth() ); GLfloat fHeight( maOffscreenTex.GetHeight() ); const GLfloat aVertices[] = { 0, fHeight, 0, 0, fWidth, 0, fWidth, fHeight }; pProgram->ApplyMatrix(GetWidth(), GetHeight(), 0.0); pProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, 4 ); pProgram->Clean(); maOffscreenTex.Unbind(); static bool bNoSwap = getenv("SAL_GL_NO_SWAP"); if (!bNoSwap) mpWindowContext->swapBuffers(); } VCL_GL_INFO( "flushAndSwap - end." ); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */