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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
commit | 940b4d1848e8c70ab7642901a68594e8016caffc (patch) | |
tree | eb72f344ee6c3d9b80a7ecc079ea79e9fba8676d /vcl/opengl/shaders/areaScaleFragmentShader.glsl | |
parent | Initial commit. (diff) | |
download | libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.tar.xz libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.zip |
Adding upstream version 1:7.0.4.upstream/1%7.0.4upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'vcl/opengl/shaders/areaScaleFragmentShader.glsl')
-rw-r--r-- | vcl/opengl/shaders/areaScaleFragmentShader.glsl | 239 |
1 files changed, 239 insertions, 0 deletions
diff --git a/vcl/opengl/shaders/areaScaleFragmentShader.glsl b/vcl/opengl/shaders/areaScaleFragmentShader.glsl new file mode 100644 index 000000000..5dab5ba01 --- /dev/null +++ b/vcl/opengl/shaders/areaScaleFragmentShader.glsl @@ -0,0 +1,239 @@ +/* -*- 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/. + */ + +#version 130 + +uniform sampler2D sampler; +uniform int swidth; +uniform int sheight; +uniform float xscale; +uniform float yscale; +uniform float xoffset; +uniform float yoffset; +uniform float xfrompixelratio; +uniform float yfrompixelratio; +uniform float xtopixelratio; +uniform float ytopixelratio; + +varying vec2 tex_coord; + +// This mode makes the scaling work like maskedTextureFragmentShader.glsl +// (instead of like plain textureVertexShader.glsl). +#ifdef MASKED +varying vec2 mask_coord; +uniform sampler2D mask; +#endif + +#ifdef USE_REDUCED_REGISTER_VARIANT + +vec4 getTexel(int x, int y) +{ + vec2 pos = vec2( x * xfrompixelratio + xoffset, y * yfrompixelratio + yoffset ); + vec4 texel = texture2D(sampler, pos); +#ifdef MASKED + texel.a = 1.0 - texture2D(mask, pos - tex_coord.st + mask_coord.st).r; +#endif + return texel; +} + +void main(void) +{ + // Convert to pixel coordinates again. + int dx = int(( tex_coord.s - xoffset ) * xtopixelratio ); + int dy = int(( tex_coord.t - yoffset ) * ytopixelratio ); + + // Compute the range of source pixels which will make up this destination pixel. + float fsx1 = min(dx * xscale, float(swidth - 1)); + float fsx2 = min(fsx1 + xscale, float(swidth - 1)); + + float fsy1 = min(dy * yscale, float(sheight - 1)); + float fsy2 = min(fsy1 + yscale, float(sheight - 1)); + + // To whole pixel coordinates. + int xstart = int(floor(fsx1)); + int xend = int(floor(fsx2)); + + int ystart = int(floor(fsy1)); + int yend = int(floor(fsy2)); + + float xlength = fsx2 - fsx1; + float ylength = fsy2 - fsy1; + + float xContribution[3]; + xContribution[0] = (1.0 - max(0.0, fsx1 - xstart)) / xlength; + xContribution[1] = 1.0 / xlength; + xContribution[2] = (1.0 - max(0.0, (xend + 1) - fsx2)) / xlength; + + float yContribution[3]; + yContribution[0] = (1.0 - max(0.0, fsy1 - ystart)) / ylength; + yContribution[1] = 1.0 / ylength; + yContribution[2] = (1.0 - max(0.0, (yend + 1) - fsy2)) / ylength; + + vec4 sumAll = vec4(0.0, 0.0, 0.0, 0.0); + vec4 texel; + // First Y pass + { + vec4 sumX = vec4(0.0, 0.0, 0.0, 0.0); + + sumX += getTexel(xstart, ystart) * xContribution[0]; + for (int x = xstart + 1; x < xend; ++x) + { + sumX += getTexel(x, ystart) * xContribution[1]; + } + sumX += getTexel(xend, ystart) * xContribution[2]; + + sumAll += sumX * yContribution[0]; + } + + // Middle Y Passes + for (int y = ystart + 1; y < yend; ++y) + { + vec4 sumX = vec4(0.0, 0.0, 0.0, 0.0); + + sumX += getTexel(xstart, y) * xContribution[0]; + for (int x = xstart + 1; x < xend; ++x) + { + sumX += getTexel(x, y) * xContribution[1]; + } + sumX += getTexel(xend, y) * xContribution[2]; + + sumAll += sumX * yContribution[1]; + } + + // Last Y pass + { + vec4 sumX = vec4(0.0, 0.0, 0.0, 0.0); + + sumX += getTexel(xstart, yend) * xContribution[0]; + for (int x = xstart + 1; x < xend; ++x) + { + sumX += getTexel(x, yend) * xContribution[1]; + } + sumX += getTexel(xend, yend) * xContribution[2]; + + sumAll += sumX * yContribution[2]; + } + + gl_FragColor = sumAll; +} +#else +void main(void) +{ + // Convert to pixel coordinates again. + int dx = int(( tex_coord.s - xoffset ) * xtopixelratio ); + int dy = int(( tex_coord.t - yoffset ) * ytopixelratio ); + + // How much each column/row will contribute to the resulting pixel. + // Note: These values are always the same for the same X (or Y), + // so they could be precalculated in C++ and passed to the shader, + // but GLSL has limits on the size of uniforms passed to it, + // so it'd need something like texture buffer objects from newer + // GLSL versions, and it seems the hassle is not really worth it. + float xratio[ 16 + 2 ]; + float yratio[ 16 + 2 ]; + + // For finding the first and last source pixel. + int xpixel[ 16 + 2 ]; + int ypixel[ 16 + 2 ]; + + int xpos = 0; + int ypos = 0; + + // Compute the range of source pixels which will make up this destination pixel. + float fsx1 = dx * xscale; + float fsx2 = fsx1 + xscale; + // To whole pixel coordinates. + int sx1 = int( ceil( fsx1 ) ); + int sx2 = int( floor( fsx2 ) ); + // Range checking. + sx2 = min( sx2, swidth - 1 ); + sx1 = min( sx1, sx2 ); + + // How much one full column contributes to the resulting pixel. + float width = min( xscale, swidth - fsx1 ); + + if( sx1 - fsx1 > 0.001 ) + { // The first column contributes only partially. + xpixel[ xpos ] = sx1 - 1; + xratio[ xpos ] = ( sx1 - fsx1 ) / width; + ++xpos; + } + for( int sx = sx1; sx < sx2; ++sx ) + { // Columns that fully contribute to the resulting pixel. + xpixel[ xpos ] = sx; + xratio[ xpos ] = 1.0 / width; + ++xpos; + } + if( fsx2 - sx2 > 0.001 ) + { // The last column contributes only partially. + xpixel[ xpos ] = sx2; + xratio[ xpos ] = min( min( fsx2 - sx2, 1.0 ) / width, 1.0 ); + ++xpos; + } + + // The same for Y. + float fsy1 = dy * yscale; + float fsy2 = fsy1 + yscale; + int sy1 = int( ceil( fsy1 ) ); + int sy2 = int( floor( fsy2 ) ); + sy2 = min( sy2, sheight - 1 ); + sy1 = min( sy1, sy2 ); + + float height = min( yscale, sheight - fsy1 ); + + if( sy1 - fsy1 > 0.001 ) + { + ypixel[ ypos ] = sy1 - 1; + yratio[ ypos ] = ( sy1 - fsy1 ) / height; + ++ypos; + } + for( int sy = sy1; sy < sy2; ++sy ) + { + ypixel[ ypos ] = sy; + yratio[ ypos ] = 1.0 / height; + ++ypos; + } + if( fsy2 - sy2 > 0.001 ) + { + ypixel[ ypos ] = sy2; + yratio[ ypos ] = min( min( fsy2 - sy2, 1.0 ) / height, 1.0 ); + ++ypos; + } + + int xstart = xpixel[ 0 ]; + int xend = xpixel[ xpos - 1 ]; + int ystart = ypixel[ 0 ]; + int yend = ypixel[ ypos - 1 ]; + + vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 ); + + ypos = 0; + for( int y = ystart; y <= yend; ++y, ++ypos ) + { + vec4 tmp = vec4( 0.0, 0.0, 0.0, 0.0 ); + xpos = 0; + for( int x = xstart; x <= xend; ++x, ++xpos ) + { + vec2 pos = vec2( x * xfrompixelratio + xoffset, y * yfrompixelratio + yoffset ); +#ifndef MASKED + tmp += texture2D( sampler, pos ) * xratio[ xpos ]; +#else + vec4 texel; + texel = texture2D( sampler, pos ); + texel.a = 1.0 - texture2D( mask, pos - tex_coord.st + mask_coord.st ).r; + tmp += texel * xratio[ xpos ]; +#endif + } + sum += tmp * yratio[ ypos ]; + } + + gl_FragColor = sum; +} +#endif +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |