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/* -*- 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 .
*/
#ifndef INCLUDED_VCL_OPENGLGDIIMPL_HXX
#define INCLUDED_VCL_OPENGLGDIIMPL_HXX
#include <vcl/dllapi.h>
#include <vcl/opengl/OpenGLContext.hxx>
#include "regionband.hxx"
#include "salgeom.hxx"
#include "salgdiimpl.hxx"
#include "opengl/framebuffer.hxx"
#include "opengl/program.hxx"
#include "opengl/texture.hxx"
#include "opengl/RenderList.hxx"
#include <memory>
class SalFrame;
class SalVirtualDevice;
class OpenGLTests;
namespace basegfx
{
class B2DTrapezoid;
};
namespace tools
{
class Polygon;
class PolyPolygon;
}
struct TextureCombo
{
std::unique_ptr<OpenGLTexture> mpTexture;
std::unique_ptr<OpenGLTexture> mpMask;
};
class OpenGLFlushIdle;
class VCL_DLLPUBLIC OpenGLSalGraphicsImpl : public SalGraphicsImpl
{
friend class OpenGLTests;
protected:
/// This context is solely for blitting maOffscreenTex
rtl::Reference<OpenGLContext> mpWindowContext;
/// This context is whatever is most convenient to render
/// to maOffscreenTex with.
rtl::Reference<OpenGLContext> mpContext;
SalGraphics& mrParent;
/// Pointer to the SalFrame or SalVirtualDevice
SalGeometryProvider* mpProvider;
OpenGLProgram* mpProgram;
/// This idle handler is used to swap buffers after rendering.
std::unique_ptr<OpenGLFlushIdle> mpFlush;
// clipping
vcl::Region maClipRegion;
bool mbUseScissor;
bool mbUseStencil;
bool mbXORMode;
bool mbAcquiringOpenGLContext;
/**
* All rendering happens to this off-screen texture. For
* non-virtual devices, ie. windows - we will blit it and
* swapBuffers later.
*/
OpenGLTexture maOffscreenTex;
Color mnLineColor;
Color mnFillColor;
#ifdef DBG_UTIL
bool mProgramIsSolidColor;
#endif
sal_uInt32 mnDrawCount;
sal_uInt32 mnDrawCountAtFlush;
Color mProgramSolidColor;
double mProgramSolidTransparency;
std::unique_ptr<RenderList> mpRenderList;
void ImplInitClipRegion();
void ImplSetClipBit( const vcl::Region& rClip, GLuint nMask );
void ImplDrawLineAA( double nX1, double nY1, double nX2, double nY2, bool edge );
void CheckOffscreenTexture();
void ApplyProgramMatrices(float fPixelOffset = 0.0);
public:
bool UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
bool UseSolid( Color nColor, sal_uInt8 nTransparency );
bool UseSolid( Color nColor, double fTransparency );
bool UseSolid( Color nColor );
void UseSolid();
bool UseLine(Color nColor, double fTransparency, GLfloat fLineWidth, bool bUseAA);
void UseLine(GLfloat fLineWidth, bool bUseAA);
bool UseInvert50();
bool UseInvert(SalInvert nFlags);
void DrawConvexPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry, bool blockAA = false );
void DrawConvexPolygon( const tools::Polygon& rPolygon, bool blockAA );
void DrawTrapezoid( const basegfx::B2DTrapezoid& trapezoid, bool blockAA );
void DrawRect( long nX, long nY, long nWidth, long nHeight );
void DrawRect( const tools::Rectangle& rRect );
void DrawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry );
void DrawLineSegment(float x1, float y1, float x2, float y2);
void DrawPolyPolygon( const basegfx::B2DPolyPolygon& rPolyPolygon, bool blockAA = false );
void DrawRegionBand( const RegionBand& rRegion );
void DrawTextureRect( const SalTwoRect& rPosAry );
void DrawTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted = false );
void DrawTransformedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, const basegfx::B2DPoint& rNull, const basegfx::B2DPoint& rX, const basegfx::B2DPoint& rY );
void DrawAlphaTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted, bool pPremultiplied );
void DrawTextureDiff( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry, bool bInverted );
void DrawTextureWithMask( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry );
void DrawBlendedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, OpenGLTexture& rAlpha, const SalTwoRect& rPosAry );
void DrawMask( OpenGLTexture& rTexture, Color nMaskColor, const SalTwoRect& rPosAry );
void DrawLinearGradient( const Gradient& rGradient, const tools::Rectangle& rRect );
void DrawAxialGradient( const Gradient& rGradient, const tools::Rectangle& rRect );
void DrawRadialGradient( const Gradient& rGradient, const tools::Rectangle& rRect );
void DeferredTextDraw(OpenGLTexture const & rTexture, const Color nMaskColor, const SalTwoRect& rPosAry);
void FlushDeferredDrawing();
void FlushLinesOrTriangles(DrawShaderType eType, RenderParameters const & rParameters);
public:
// get the width of the device
GLfloat GetWidth() const { return mpProvider ? mpProvider->GetWidth() : 1; }
// get the height of the device
GLfloat GetHeight() const { return mpProvider ? mpProvider->GetHeight() : 1; }
/**
* check whether this instance is used for offscreen (Virtual Device)
* rendering ie. does it need its own context.
*/
bool IsOffscreen() const { return mpProvider == nullptr || mpProvider->IsOffScreen(); }
/// Oddly not all operations obey the XOR option.
enum XOROption { IGNORE_XOR, IMPLEMENT_XOR };
// initialize pre-draw state
void InitializePreDrawState(XOROption eOpt);
// operations to do before painting
void PreDraw(XOROption eOpt = IGNORE_XOR);
// operations to do after painting
void PostDraw();
void PostBatchDraw();
protected:
bool AcquireContext(bool bForceCreate = false);
bool ReleaseContext();
/// create a new context for rendering to the underlying window
virtual rtl::Reference<OpenGLContext> CreateWinContext() = 0;
/// check whether the given context can be used for off-screen rendering
static bool UseContext( const rtl::Reference<OpenGLContext> &pContext )
{
return pContext->isInitialized() && // not released by the OS etc.
pContext->isVCLOnly();
}
public:
OpenGLSalGraphicsImpl(SalGraphics& pParent, SalGeometryProvider *pProvider);
virtual ~OpenGLSalGraphicsImpl () override;
rtl::Reference<OpenGLContext> GetOpenGLContext();
virtual void Init() override;
virtual void DeInit() override;
virtual void freeResources() override;
const vcl::Region& getClipRegion() const;
virtual bool setClipRegion( const vcl::Region& ) override;
//
// get the depth of the device
virtual sal_uInt16 GetBitCount() const override;
// get the width of the device
virtual long GetGraphicsWidth() const override;
// set the clip region to empty
virtual void ResetClipRegion() override;
// set the line color to transparent (= don't draw lines)
virtual void SetLineColor() override;
// set the line color to a specific color
virtual void SetLineColor( Color nColor ) override;
// set the fill color to transparent (= don't fill)
virtual void SetFillColor() override;
// set the fill color to a specific color, shapes will be
// filled accordingly
virtual void SetFillColor( Color nColor ) override;
// enable/disable XOR drawing
virtual void SetXORMode( bool bSet ) override;
// set line color for raster operations
virtual void SetROPLineColor( SalROPColor nROPColor ) override;
// set fill color for raster operations
virtual void SetROPFillColor( SalROPColor nROPColor ) override;
// draw --> LineColor and FillColor and RasterOp and ClipRegion
virtual void drawPixel( long nX, long nY ) override;
virtual void drawPixel( long nX, long nY, Color nColor ) override;
virtual void drawLine( long nX1, long nY1, long nX2, long nY2 ) override;
virtual void drawRect( long nX, long nY, long nWidth, long nHeight ) override;
virtual void drawPolyLine( sal_uInt32 nPoints, const SalPoint* pPtAry ) override;
virtual void drawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry ) override;
virtual void drawPolyPolygon( sal_uInt32 nPoly, const sal_uInt32* pPoints, PCONSTSALPOINT* pPtAry ) override;
virtual bool drawPolyPolygon( const basegfx::B2DPolyPolygon&, double fTransparency ) override;
virtual bool drawPolyLine(
const basegfx::B2DPolygon&,
double fTransparency,
const basegfx::B2DVector& rLineWidths,
basegfx::B2DLineJoin,
css::drawing::LineCap,
double fMiterMinimumAngle) override;
virtual bool drawPolyLineBezier(
sal_uInt32 nPoints,
const SalPoint* pPtAry,
const PolyFlags* pFlgAry ) override;
virtual bool drawPolygonBezier(
sal_uInt32 nPoints,
const SalPoint* pPtAry,
const PolyFlags* pFlgAry ) override;
virtual bool drawPolyPolygonBezier(
sal_uInt32 nPoly,
const sal_uInt32* pPoints,
const SalPoint* const* pPtAry,
const PolyFlags* const* pFlgAry ) override;
// CopyArea --> No RasterOp, but ClipRegion
virtual void copyArea(
long nDestX, long nDestY,
long nSrcX, long nSrcY,
long nSrcWidth, long nSrcHeight,
bool bWindowInvalidate ) override;
// CopyBits and DrawBitmap --> RasterOp and ClipRegion
// CopyBits() --> pSrcGraphics == NULL, then CopyBits on same Graphics
void DoCopyBits(const SalTwoRect& rPosAry, OpenGLSalGraphicsImpl &rSrcImpl);
virtual bool blendBitmap(
const SalTwoRect&,
const SalBitmap& rBitmap ) override;
virtual bool blendAlphaBitmap(
const SalTwoRect&,
const SalBitmap& rSrcBitmap,
const SalBitmap& rMaskBitmap,
const SalBitmap& rAlphaBitmap ) override;
virtual void drawBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap ) override;
virtual void drawBitmap(
const SalTwoRect& rPosAry,
const SalBitmap& rSalBitmap,
const SalBitmap& rMaskBitmap ) override;
virtual void drawMask(
const SalTwoRect& rPosAry,
const SalBitmap& rSalBitmap,
Color nMaskColor ) override;
virtual SalBitmap* getBitmap( long nX, long nY, long nWidth, long nHeight ) override;
virtual Color getPixel( long nX, long nY ) override;
// invert --> ClipRegion (only Windows or VirDevs)
virtual void invert(
long nX, long nY,
long nWidth, long nHeight,
SalInvert nFlags) override;
virtual void invert( sal_uInt32 nPoints, const SalPoint* pPtAry, SalInvert nFlags ) override;
virtual bool drawEPS(
long nX, long nY,
long nWidth, long nHeight,
void* pPtr,
sal_uLong nSize ) override;
/** 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
*/
virtual bool drawAlphaBitmap(
const SalTwoRect&,
const SalBitmap& rSourceBitmap,
const SalBitmap& rAlphaBitmap ) override;
/** draw transformed bitmap (maybe with alpha) where Null, X, Y define the coordinate system */
virtual bool drawTransformedBitmap(
const basegfx::B2DPoint& rNull,
const basegfx::B2DPoint& rX,
const basegfx::B2DPoint& rY,
const SalBitmap& rSourceBitmap,
const SalBitmap* pAlphaBitmap) override;
/** Render solid rectangle with given transparency
@param nX Top left coordinate of rectangle
@param nY Bottom right coordinate of rectangle
@param nWidth Width of rectangle
@param nHeight Height of rectangle
@param nTransparency Transparency value (0-255) to use. 0 blits and opaque, 255 a
fully transparent rectangle
@returns true if successfully drawn, false if not able to draw rectangle
*/
virtual bool drawAlphaRect(
long nX, long nY,
long nWidth, long nHeight,
sal_uInt8 nTransparency ) override;
virtual bool drawGradient(const tools::PolyPolygon& rPolygon, const Gradient& rGradient) override;
/// queue an idle flush of contents of the back-buffer to the screen
void flush();
public:
/// do flush of contents of the back-buffer to the screen & swap.
void doFlush();
};
#endif
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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