From 940b4d1848e8c70ab7642901a68594e8016caffc Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sat, 27 Apr 2024 18:51:28 +0200 Subject: Adding upstream version 1:7.0.4. Signed-off-by: Daniel Baumann --- vcl/opengl/gdiimpl.cxx | 2315 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2315 insertions(+) create mode 100644 vcl/opengl/gdiimpl.cxx (limited to 'vcl/opengl/gdiimpl.cxx') diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx new file mode 100644 index 000000000..6c76154ea --- /dev/null +++ b/vcl/opengl/gdiimpl.cxx @@ -0,0 +1,2315 @@ +/* -*- 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 +#include + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#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( TaskPriority::POST_PAINT ); + } + + virtual void Invoke() override + { + m_pImpl->doFlush(); + Stop(); + SetPriority(TaskPriority::HIGHEST); + } +}; + +OpenGLSalGraphicsImpl::OpenGLSalGraphicsImpl(SalGraphics& rParent, SalGeometryProvider *pProvider) + : mrParent(rParent) + , mpProvider(pProvider) + , mpProgram(nullptr) + , mpFlush(new OpenGLFlushIdle(this)) + , mbUseScissor(false) + , mbUseStencil(false) + , mbXORMode(false) + , mbAcquiringOpenGLContext(false) + , mnLineColor(SALCOLOR_NONE) + , mnFillColor(SALCOLOR_NONE) +#ifdef DBG_UTIL + , mProgramIsSolidColor(false) +#endif + , mnDrawCount(0) + , mnDrawCountAtFlush(0) + , mProgramSolidColor(SALCOLOR_NONE) + , mProgramSolidTransparency(0.0) + , mpRenderList(new RenderList) +{ +} + +OpenGLSalGraphicsImpl::~OpenGLSalGraphicsImpl() +{ + if( !IsOffscreen() && mnDrawCountAtFlush != mnDrawCount ) + VCL_GL_INFO( "Destroying un-flushed on-screen graphics" ); + + mpFlush.reset(); + + ReleaseContext(); +} + +rtl::Reference OpenGLSalGraphicsImpl::GetOpenGLContext() +{ + if (mbAcquiringOpenGLContext) + return nullptr; + mbAcquiringOpenGLContext = true; + bool bSuccess = AcquireContext(true); + mbAcquiringOpenGLContext = false; + if (!bSuccess) + 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(); +} + +void OpenGLSalGraphicsImpl::ReleaseContext() +{ + mpContext.clear(); +} + +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() ) + { + // We don't want to be swapping before we've painted. + mpFlush->SetPriority( TaskPriority::POST_PAINT ); + + 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() +{ + VCL_GL_INFO("::DeInit"); + + FlushDeferredDrawing(); + + // 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) +{ + FlushDeferredDrawing(); + + InitializePreDrawState(eOpt); +} + +void OpenGLSalGraphicsImpl::InitializePreDrawState(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(); + + mpContext->state().viewport(tools::Rectangle(Point(0, 0), Size(GetWidth(), GetHeight()))); + + ImplInitClipRegion(); + CHECK_GL_ERROR(); + + if (eOpt == IMPLEMENT_XOR && mbXORMode) + { + glEnable(GL_COLOR_LOGIC_OP); + CHECK_GL_ERROR(); + + glLogicOp(GL_XOR); + CHECK_GL_ERROR(); + + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); + CHECK_GL_ERROR(); + } +} + +void OpenGLSalGraphicsImpl::PostDraw() +{ + if (mbXORMode) + { + glDisable(GL_COLOR_LOGIC_OP); + CHECK_GL_ERROR(); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + 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::PostBatchDraw() +{ + if (IsOffscreen()) + return; + + if (!mpFlush->IsActive()) + mpFlush->Start(); +} + +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(); + FlushDeferredDrawing(); + mpContext->ReleaseFramebuffer( maOffscreenTex ); + } + ReleaseContext(); +} + +void OpenGLSalGraphicsImpl::ImplSetClipBit( const vcl::Region& rClip, GLuint nMask ) +{ + mpContext->state().scissor().disable(); + mpContext->state().stencil().enable(); + + 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( Color( 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(); + + mpContext->state().stencil().disable(); +} + +void OpenGLSalGraphicsImpl::ImplInitClipRegion() +{ + // make sure the context has the right clipping set + if (maClipRegion != mpContext->maClipRegion) + { + mpContext->maClipRegion = maClipRegion; + if (mbUseStencil) + { + ImplSetClipBit(maClipRegion, 0x01); + } + } + + if (mbUseScissor) + { + tools::Rectangle aRect(maClipRegion.GetBoundRect()); + mpContext->state().scissor().set(aRect.Left(), GetHeight() - aRect.Bottom() - 1, aRect.GetWidth(), aRect.GetHeight()); + mpContext->state().scissor().enable(); + } + else + { + mpContext->state().scissor().disable(); + } + + if (mbUseStencil) + { + glStencilFunc( GL_EQUAL, 1, 0x1 ); + CHECK_GL_ERROR(); + mpContext->state().stencil().enable(); + } + else + { + mpContext->state().stencil().disable(); + } +} + +const vcl::Region& OpenGLSalGraphicsImpl::getClipRegion() const +{ + return maClipRegion; +} + +bool OpenGLSalGraphicsImpl::setClipRegion( const vcl::Region& rClip ) +{ + if (maClipRegion == rClip) + { + VCL_GL_INFO("::setClipRegion (no change) " << rClip); + return true; + } + + FlushDeferredDrawing(); + + 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() +{ + if (maClipRegion.IsEmpty()) + { + VCL_GL_INFO("::ResetClipRegion (no change) "); + return; + } + + FlushDeferredDrawing(); + + 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( Color nColor ) +{ + if( mnLineColor != nColor ) + { + mnLineColor = nColor; + } +} + +// 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( Color nColor ) +{ + if( mnFillColor != nColor ) + { + mnFillColor = nColor; + } +} + +// enable/disable XOR drawing +void OpenGLSalGraphicsImpl::SetXORMode( bool bSet, bool ) +{ + if (mbXORMode != bSet) + { + FlushDeferredDrawing(); + mbXORMode = bSet; + } +} + +void OpenGLSalGraphicsImpl::SetROPLineColor(SalROPColor nROPColor) +{ + switch (nROPColor) + { + case SalROPColor::N0: + mnLineColor = Color(0, 0, 0); + break; + case SalROPColor::N1: + mnLineColor = Color(0xff, 0xff, 0xff); + break; + case SalROPColor::Invert: + mnLineColor = Color(0xff, 0xff, 0xff); + break; + } +} + +void OpenGLSalGraphicsImpl::SetROPFillColor(SalROPColor nROPColor) +{ + switch (nROPColor) + { + case SalROPColor::N0: + mnFillColor = Color(0, 0, 0); + break; + case SalROPColor::N1: + mnFillColor = Color(0xff, 0xff, 0xff); + break; + case SalROPColor::Invert: + mnFillColor = Color(0xff, 0xff, 0xff); + break; + } +} + +void 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() ); + mpFlush->SetPriority( TaskPriority::POST_PAINT ); + 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( GetWidth(), GetHeight() ); + + mpContext->state().scissor().disable(); + mpContext->state().stencil().disable(); + + 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 const clearColor[4] = { 1.0, 0, 0, 0 }; +#else + GLfloat const 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(); +} + +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( Color nColor, sal_uInt8 nTransparency ) +{ + if( nColor == SALCOLOR_NONE ) + return false; + UseSolid(); + mpProgram->SetColor( "color", nColor, nTransparency ); +#ifdef DBG_UTIL + mProgramIsSolidColor = true; +#endif + mProgramSolidColor = nColor; + mProgramSolidTransparency = nTransparency / 100.0; + + return true; +} + +bool OpenGLSalGraphicsImpl::UseSolid( Color nColor, double fTransparency ) +{ + if( nColor == SALCOLOR_NONE ) + return false; + UseSolid(); + mpProgram->SetColorf( "color", nColor, fTransparency ); +#ifdef DBG_UTIL + mProgramIsSolidColor = true; +#endif + mProgramSolidColor = nColor; + mProgramSolidTransparency = fTransparency; + return true; +} + +void OpenGLSalGraphicsImpl::UseSolid() +{ + if (!UseProgram("combinedVertexShader", "combinedFragmentShader")) + return; + mpProgram->SetShaderType(DrawShaderType::Normal); +} + +bool OpenGLSalGraphicsImpl::UseInvert50() +{ + return UseProgram( "dumbVertexShader", "invert50FragmentShader" ); +} + +bool OpenGLSalGraphicsImpl::UseSolid( Color nColor ) +{ + return UseSolid( nColor, 0.0f ); +} + +bool OpenGLSalGraphicsImpl::UseInvert( SalInvert nFlags ) +{ + OpenGLZone aZone; + + if( ( nFlags & SalInvert::N50 ) || + ( nFlags & SalInvert::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( Color( 255, 255, 255 ) ) ) + return false; + mpProgram->SetBlendMode( GL_ONE_MINUS_DST_COLOR, GL_ZERO ); + } + return true; +} + +void OpenGLSalGraphicsImpl::DrawLineSegment(float x1, float y1, float x2, float y2) +{ + std::vector aVertices; + std::vector aExtrusionVectors; + + OpenGLZone aZone; + + glm::vec2 aPoint1(x1, y1); + glm::vec2 aPoint2(x2, y2); + + glm::vec2 aLineVector = vcl::vertex::normalize(aPoint2 - aPoint1); + glm::vec2 aNormal(-aLineVector.y, aLineVector.x); + + vcl::vertex::addLineSegmentVertices(aVertices, aExtrusionVectors, + aPoint1, aNormal, 1.0f, + aPoint2, aNormal, 1.0f); + + ApplyProgramMatrices(0.5f); + mpProgram->SetExtrusionVectors(aExtrusionVectors.data()); + mpProgram->DrawArrays(GL_TRIANGLES, aVertices); + + CHECK_GL_ERROR(); +} + +bool OpenGLSalGraphicsImpl::UseLine(Color nColor, double fTransparency, GLfloat fLineWidth, bool bUseAA) +{ + if( nColor == SALCOLOR_NONE ) + return false; + UseLine(fLineWidth, bUseAA); + mpProgram->SetColorf("color", nColor, fTransparency); +#ifdef DBG_UTIL + mProgramIsSolidColor = true; +#endif + mProgramSolidColor = nColor; + mProgramSolidTransparency = fTransparency; + return true; +} + +void OpenGLSalGraphicsImpl::UseLine(GLfloat fLineWidth, bool bUseAA) +{ + if (!UseProgram("combinedVertexShader", "combinedFragmentShader")) + return; + mpProgram->SetShaderType(DrawShaderType::Line); + mpProgram->SetUniform1f("line_width", fLineWidth); + // The width of the feather - area we make linearly transparent in VS. + // Good AA value is 0.5f, no AA if feather 0.0f + 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); +} + +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(); + std::vector aExtrusion(nPoints * 3, 0); + mpProgram->SetExtrusionVectors(aExtrusion.data()); + mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); + 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 + Color lastSolidColor = mProgramSolidColor; + double lastSolidTransparency = mProgramSolidTransparency; + if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true)) + { + for( i = 0; i < nPoints; ++i ) + { + const SalPoint& rPt1 = pPtAry[ i ]; + const SalPoint& rPt2 = pPtAry[ ( i + 1 ) % nPoints ]; + DrawLineSegment(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(); + std::vector aExtrusion(nPoints * 3, 0); + mpProgram->SetExtrusionVectors(aExtrusion.data()); + mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); + 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 + Color lastSolidColor = mProgramSolidColor; + double lastSolidTransparency = mProgramSolidTransparency; + if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true)) + { + for( i = 0; i < nPoints; ++i ) + { + const Point& rPt1 = rPolygon.GetPoint( i ); + const Point& rPt2 = rPolygon.GetPoint(( i + 1 ) % nPoints ); + DrawLineSegment(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(); + std::vector aExtrusion(nPoints * 3, 0); + mpProgram->SetExtrusionVectors(aExtrusion.data()); + mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); + 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 + Color lastSolidColor = mProgramSolidColor; + double lastSolidTransparency = mProgramSolidTransparency; + if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true)) + { + for( i = 0; i < nPoints; ++i ) + { + const basegfx::B2DPoint& rPt1 = rPolygon.getB2DPoint( i ); + const basegfx::B2DPoint& rPt2 = rPolygon.getB2DPoint(( i + 1 ) % nPoints ); + DrawLineSegment(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 tools::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::utils::isConvex( aPolygon ) ) + { + if( nPoints > 2 ) + 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::utils::solveCrossovers( rPolyPolygon ); + basegfx::B2DTrapezoidVector aB2DTrapVector; + basegfx::utils::trapezoidSubdivide( aB2DTrapVector, aSimplePolyPolygon ); + // draw tessellation result + for(const basegfx::B2DTrapezoid & i : aB2DTrapVector) + DrawTrapezoid( 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(tools::Rectangle & rRect : aRects) + { + rRect.AdjustBottom(1 ); + rRect.AdjustRight(1 ); + ADD_VERTICE( rRect.TopLeft() ); + ADD_VERTICE( rRect.TopRight() ); + ADD_VERTICE( rRect.BottomLeft() ); + ADD_VERTICE( rRect.BottomLeft() ); + ADD_VERTICE( rRect.TopRight() ); + ADD_VERTICE( rRect.BottomRight() ); + } +#undef ADD_VERTICE + std::vector aExtrusion(aRects.size() * 6 * 3, 0); + mpProgram->SetExtrusionVectors(aExtrusion.data()); + ApplyProgramMatrices(); + mpProgram->DrawArrays(GL_TRIANGLES, aVertices); + CHECK_GL_ERROR(); +} + +void OpenGLSalGraphicsImpl::DrawTextureRect( const SalTwoRect& rPosAry ) +{ + OpenGLZone aZone; + + SAL_INFO("vcl.opengl", "draw texture rect"); + + long nX = rPosAry.mnDestX; + long nY = rPosAry.mnDestY; + long nWidth = rPosAry.mnDestWidth; + long nHeight = rPosAry.mnDestHeight; + + std::vector aVertices; + aVertices.reserve(8); + vcl::vertex::addRectangle(aVertices, nX, nY, nX + nWidth, nY + nHeight); + + ApplyProgramMatrices(); + mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); + CHECK_GL_ERROR(); +} + +void OpenGLSalGraphicsImpl::DrawTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted ) +{ + OpenGLZone aZone; + + SAL_INFO("vcl.opengl", "draw texture"); + + if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) + return; + mpProgram->SetShaderType(TextureShaderType::Normal); + mpProgram->SetIdentityTransform("transform"); + mpProgram->SetTexture("texture", rTexture); + + GLfloat aTexCoord[8]; + rTexture.GetCoord(aTexCoord, rPosAry, bInverted); + mpProgram->SetTextureCoord(aTexCoord); + mpProgram->SetMaskCoord(aTexCoord); + mpProgram->SetAlphaCoord(aTexCoord); + + DrawTextureRect( rPosAry ); + mpProgram->Clean(); +} + +namespace { + +bool scaleTexture(const rtl::Reference< OpenGLContext > &xContext, + OpenGLTexture& rOutTexture, const double& ixscale, const double& iyscale, OpenGLTexture& rTexture) +{ + int nWidth = rTexture.GetWidth(); + int nHeight = rTexture.GetHeight(); + if (nWidth == 0 || nHeight == 0) + return false; + + int nNewWidth = nWidth / ixscale; + int nNewHeight = nHeight / iyscale; + + OString sUseReducedRegisterVariantDefine; + if (xContext->getOpenGLCapabilitySwitch().mbLimitedShaderRegisters) + sUseReducedRegisterVariantDefine = OString("#define USE_REDUCED_REGISTER_VARIANT\n"); + + OpenGLProgram* pProgram = xContext->UseProgram("textureVertexShader", "areaScaleFragmentShader", sUseReducedRegisterVariantDefine); + if (pProgram == nullptr) + return false; + + OpenGLTexture aScratchTex(nNewWidth, nNewHeight); + OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer(aScratchTex); + + // From OpenGLSalBitmap::ImplScaleArea(). + pProgram->SetUniform1f("xscale", ixscale); + pProgram->SetUniform1f("yscale", iyscale); + pProgram->SetUniform1i("swidth", nWidth); + pProgram->SetUniform1i("sheight", nHeight); + // For converting between <0,nWidth> and <0.0,1.0> coordinate systems. + GLfloat srcCoords[ 8 ]; + rTexture.GetWholeCoord( srcCoords ); + pProgram->SetUniform1f( "xoffset", srcCoords[ 0 ] ); + pProgram->SetUniform1f( "yoffset", srcCoords[ 1 ] ); + pProgram->SetUniform1f( "xtopixelratio", nNewWidth / ( srcCoords[ 4 ] - srcCoords[ 0 ] )); + pProgram->SetUniform1f( "ytopixelratio", nNewHeight / ( srcCoords[ 5 ] - srcCoords[ 1 ] )); + pProgram->SetUniform1f( "xfrompixelratio", ( srcCoords[ 4 ] - srcCoords[ 0 ] ) / nWidth ); + pProgram->SetUniform1f( "yfrompixelratio", ( srcCoords[ 5 ] - srcCoords[ 1 ] ) / nHeight ); + + pProgram->SetTexture("sampler", rTexture); + pProgram->DrawTexture(rTexture); + pProgram->Clean(); + + OpenGLContext::ReleaseFramebuffer(pFramebuffer); + + CHECK_GL_ERROR(); + + rOutTexture = aScratchTex; + return true; +} + +} + +void OpenGLSalGraphicsImpl::DrawTransformedTexture( + OpenGLTexture& rTexture, + OpenGLTexture& rMask, + const basegfx::B2DPoint& rNull, + const basegfx::B2DPoint& rX, + const basegfx::B2DPoint& rY ) +{ + OpenGLZone aZone; + + std::vector aVertices = { + 0, GLfloat(rTexture.GetHeight()), + 0, 0, + GLfloat(rTexture.GetWidth()), 0, + GLfloat(rTexture.GetWidth()), GLfloat(rTexture.GetHeight()) + }; + + GLfloat aTexCoord[8]; + + 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; + + // inverted scale ratios + double ixscale = rTexture.GetWidth() / double(nDestWidth); + double iyscale = rTexture.GetHeight() / double(nDestHeight); + + // If downscaling at a higher scale ratio, use the area scaling algorithm rather + // than plain OpenGL's scaling (texture mapping), for better results. + // See OpenGLSalBitmap::ImplScaleArea(). + bool areaScaling = false; + bool fastAreaScaling = false; + + OString sUseReducedRegisterVariantDefine; + if (mpContext->getOpenGLCapabilitySwitch().mbLimitedShaderRegisters) + sUseReducedRegisterVariantDefine = OString("#define USE_REDUCED_REGISTER_VARIANT\n"); + + OUString textureFragmentShader; + if( ixscale >= 2 && iyscale >= 2 ) // scale ratio less than 50% + { + areaScaling = true; + fastAreaScaling = ( ixscale == std::trunc( ixscale ) && iyscale == std::trunc( iyscale )); + // The generic case has arrays only up to 16 ratio downscaling and is performed in 2 passes, + // when the ratio is in the 16-100 range, 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"; + } + + OpenGLTexture aInTexture = rTexture; + OpenGLTexture aInMask = rMask; + + // When using the area scaling algorithm we need to reduce the texture size in 2 passes + // in order to not use a big array inside the fragment shader. + if (areaScaling && !fastAreaScaling) + { + // Perform a first texture downscaling by an inverted scale ratio equal to + // the square root of the whole inverted scale ratio. + if (ixscale > 16 || iyscale > 16) + { + // The scissor area is set to the current window size in PreDraw, + // so if we do not disable the scissor test, the texture produced + // by the first downscaling is clipped to the current window size. + mpContext->state().scissor().disable(); + mpContext->state().stencil().disable(); + + // the square root of the whole inverted scale ratio + double ixscalesqrt = std::floor(std::sqrt(ixscale)); + double iyscalesqrt = std::floor(std::sqrt(iyscale)); + ixscale /= ixscalesqrt; // second pass inverted x-scale factor + iyscale /= iyscalesqrt; // second pass inverted y-scale factor + + scaleTexture(mpContext, aInTexture, ixscalesqrt, iyscalesqrt, rTexture); + + if (rMask) // we need to downscale the mask too + { + scaleTexture(mpContext, aInMask, ixscalesqrt, iyscalesqrt, rMask); + } + + // We need to re-acquire the off-screen texture. + CheckOffscreenTexture(); + CHECK_GL_ERROR(); + + // Re-enable scissor and stencil tests if needed. + if (mbUseScissor) + mpContext->state().scissor().enable(); + + if (mbUseStencil) + mpContext->state().stencil().enable(); + } + } + + if( aInMask ) + { + if( !UseProgram( "transformedTextureVertexShader", + textureFragmentShader.isEmpty() ? "maskedTextureFragmentShader" : textureFragmentShader, + "#define MASKED\n" + sUseReducedRegisterVariantDefine)) + return; + mpProgram->SetTexture( "mask", aInMask ); + GLfloat aMaskCoord[8]; + aInMask.GetWholeCoord(aMaskCoord); + mpProgram->SetMaskCoord(aMaskCoord); + aInMask.SetFilter( GL_LINEAR ); + mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + } + else + { + if( !UseProgram( "transformedTextureVertexShader", + textureFragmentShader.isEmpty() ? "textureFragmentShader" : textureFragmentShader, + sUseReducedRegisterVariantDefine)) + return; + } + + if(areaScaling) + { + int nWidth = aInTexture.GetWidth(); + int nHeight = aInTexture.GetHeight(); + + // From OpenGLSalBitmap::ImplScaleArea(). + if (fastAreaScaling && nWidth && nHeight) + { + mpProgram->SetUniform1i( "xscale", ixscale ); + mpProgram->SetUniform1i( "yscale", iyscale ); + GLfloat srcCoords[ 8 ]; + aInTexture.GetWholeCoord( srcCoords ); + mpProgram->SetUniform1f( "xstep", ( srcCoords[ 4 ] - srcCoords[ 0 ] ) / nWidth ); + mpProgram->SetUniform1f( "ystep", ( srcCoords[ 5 ] - srcCoords[ 1 ] ) / nHeight ); + mpProgram->SetUniform1f( "ratio", 1.0 / ( ixscale * iyscale )); + } + else if (nHeight > 1 && nWidth > 1) + { + mpProgram->SetUniform1f( "xscale", ixscale ); + mpProgram->SetUniform1f( "yscale", iyscale ); + mpProgram->SetUniform1i( "swidth", nWidth ); + mpProgram->SetUniform1i( "sheight", nHeight ); + // For converting between <0,nWidth-1> and <0.0,1.0> coordinate systems. + GLfloat srcCoords[ 8 ]; + aInTexture.GetWholeCoord( srcCoords ); + mpProgram->SetUniform1f( "xoffset", srcCoords[ 0 ] ); + mpProgram->SetUniform1f( "yoffset", srcCoords[ 1 ] ); + mpProgram->SetUniform1f( "xtopixelratio", ( nWidth / ixscale ) / ( srcCoords[ 4 ] - srcCoords[ 0 ] )); + mpProgram->SetUniform1f( "ytopixelratio", ( nHeight / iyscale ) / ( srcCoords[ 5 ] - srcCoords[ 1 ] )); + mpProgram->SetUniform1f( "xfrompixelratio", ( srcCoords[ 4 ] - srcCoords[ 0 ] ) / nWidth ); + mpProgram->SetUniform1f( "yfrompixelratio", ( srcCoords[ 5 ] - srcCoords[ 1 ] ) / nHeight ); + } + } + + ApplyProgramMatrices(); + mpProgram->SetUniform2f( "viewport", GetWidth(), GetHeight() ); + // Here, in order to get the correct transformation we need to pass the original texture, + // since it has been used for initializing the rectangle vertices. + mpProgram->SetTransform( "transform", rTexture, rNull, rX, rY ); + aInTexture.GetWholeCoord(aTexCoord); + mpProgram->SetTexture("sampler", aInTexture); + aInTexture.SetFilter(GL_LINEAR); + mpProgram->SetTextureCoord( aTexCoord ); + mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); + + CHECK_GL_ERROR(); + mpProgram->Clean(); +} + +void OpenGLSalGraphicsImpl::DrawAlphaTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted, bool bPremultiplied ) +{ + OpenGLZone aZone; + + if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) + return; + mpProgram->SetShaderType(TextureShaderType::Normal); + mpProgram->SetIdentityTransform("transform"); + mpProgram->SetTexture("texture", rTexture); + mpProgram->SetBlendMode( bPremultiplied ? GL_ONE : GL_SRC_ALPHA, + GL_ONE_MINUS_SRC_ALPHA ); + + GLfloat aTexCoord[8]; + rTexture.GetCoord(aTexCoord, rPosAry, bInverted); + mpProgram->SetTextureCoord(aTexCoord); + mpProgram->SetMaskCoord(aTexCoord); + mpProgram->SetAlphaCoord(aTexCoord); + + DrawTextureRect( rPosAry ); + mpProgram->Clean(); +} + +void OpenGLSalGraphicsImpl::DrawTextureDiff( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry, bool bInverted ) +{ + OpenGLZone aZone; + + if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) + return; + mpProgram->SetShaderType(TextureShaderType::Diff); + mpProgram->SetIdentityTransform("transform"); + mpProgram->SetTexture( "texture", rTexture ); + mpProgram->SetTexture( "mask", rMask ); + mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + + GLfloat aTexCoord[8]; + rTexture.GetCoord(aTexCoord, rPosAry, bInverted); + mpProgram->SetTextureCoord(aTexCoord); + mpProgram->SetAlphaCoord(aTexCoord); + + GLfloat aMaskCoord[8]; + rMask.GetCoord(aMaskCoord, rPosAry, bInverted); + mpProgram->SetMaskCoord(aMaskCoord); + + DrawTextureRect( rPosAry ); + mpProgram->Clean(); +} + +void OpenGLSalGraphicsImpl::DrawTextureWithMask( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry ) +{ + OpenGLZone aZone; + + if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) + return; + mpProgram->SetShaderType(TextureShaderType::Masked); + mpProgram->SetIdentityTransform("transform"); + mpProgram->SetTexture( "texture", 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); + mpProgram->SetAlphaCoord(aTexCoord); + + GLfloat aMaskCoord[8]; + rMask.GetCoord(aMaskCoord, rPosAry); + mpProgram->SetMaskCoord(aMaskCoord); + + DrawTextureRect(rPosAry); + mpProgram->Clean(); +} + +void OpenGLSalGraphicsImpl::DrawBlendedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, OpenGLTexture& rAlpha, const SalTwoRect& rPosAry ) +{ + OpenGLZone aZone; + + if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) + return; + mpProgram->SetShaderType(TextureShaderType::Blend); + mpProgram->SetTexture( "texture", rTexture ); + mpProgram->SetTexture( "mask", rMask ); + mpProgram->SetTexture( "alpha", rAlpha ); + + GLfloat aTexCoord[8]; + rTexture.GetCoord(aTexCoord, rPosAry); + mpProgram->SetTextureCoord(aTexCoord); + + 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( rPosAry ); + mpProgram->Clean(); +} + +void OpenGLSalGraphicsImpl::DrawMask( OpenGLTexture& rMask, Color nMaskColor, const SalTwoRect& rPosAry ) +{ + OpenGLZone aZone; + + if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) + return; + mpProgram->SetShaderType(TextureShaderType::MaskedColor); + mpProgram->SetIdentityTransform("transform"); + mpProgram->SetColor( "color", nMaskColor, 0 ); + mpProgram->SetTexture("texture", rMask); + + GLfloat aTexCoord[8]; + rMask.GetCoord(aTexCoord, rPosAry); + mpProgram->SetTextureCoord(aTexCoord); + mpProgram->SetMaskCoord(aTexCoord); + mpProgram->SetAlphaCoord(aTexCoord); + + mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + DrawTextureRect(rPosAry); + mpProgram->Clean(); +} + +void OpenGLSalGraphicsImpl::FlushLinesOrTriangles(DrawShaderType eType, RenderParameters const & rParameters) +{ + if (!UseProgram("combinedVertexShader", "combinedFragmentShader", "#define USE_VERTEX_COLORS")) + return; + + mpProgram->SetShaderType(eType); + mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + ApplyProgramMatrices(0.5f); + + vcl::VertexBufferObject vbo; + vbo.upload(rParameters.maVertices); + + GLuint positionAttrib = SAL_MAX_UINT32; + GLuint colorAttrib = SAL_MAX_UINT32; + GLuint lineDataAttrib = SAL_MAX_UINT32; + + mpProgram->SetVertexAttrib(positionAttrib, "position", 2, GL_FLOAT, GL_FALSE, + sizeof(Vertex), reinterpret_cast(offsetof(Vertex, position))); + + mpProgram->SetVertexAttrib(colorAttrib, "vertex_color_in", 4, GL_FLOAT, GL_FALSE, + sizeof(Vertex), reinterpret_cast(offsetof(Vertex, color))); + + mpProgram->SetVertexAttrib(lineDataAttrib, "extrusion_vectors", 4, GL_FLOAT, GL_FALSE, + sizeof(Vertex), reinterpret_cast(offsetof(Vertex, lineData))); + + vcl::IndexBufferObject ibo; + ibo.upload(rParameters.maIndices); + ibo.bind(); + + mpProgram->DrawElements(GL_TRIANGLES, rParameters.maIndices.size()); + CHECK_GL_ERROR(); + + mpProgram->Clean(); +} + +void OpenGLSalGraphicsImpl::FlushDeferredDrawing() +{ + if (mpRenderList->empty()) + return; + + VCL_GL_INFO("FlushDeferredDrawing: " << mpRenderList->getEntries().size()); + + InitializePreDrawState(XOROption::IMPLEMENT_XOR); + + OpenGLZone aZone; + for (RenderEntry& rRenderEntry : mpRenderList->getEntries()) + { + if (rRenderEntry.hasTriangles()) + { + RenderParameters& rParameters = rRenderEntry.maTriangleParameters; + VCL_GL_INFO("Flush Triangles: " << rParameters.maVertices.size()); + FlushLinesOrTriangles(DrawShaderType::Normal, rParameters); + } + if (rRenderEntry.hasLines()) + { + RenderParameters& rParameters = rRenderEntry.maLineParameters; + VCL_GL_INFO("Flush Lines: " << rParameters.maVertices.size()); + FlushLinesOrTriangles(DrawShaderType::Line, rParameters); + } + if (rRenderEntry.hasTextures() && UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader", "#define USE_VERTEX_COLORS")) + { + mpProgram->SetShaderType(TextureShaderType::MaskedColor); + mpProgram->SetIdentityTransform("transform"); + mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + for (auto& rPair : rRenderEntry.maTextureParametersMap) + { + RenderTextureParameters& rParameters = rPair.second; + mpProgram->SetTexture("texture", rParameters.maTexture); + ApplyProgramMatrices(); + mpProgram->SetTextureCoord(rParameters.maTextureCoords.data()); + mpProgram->SetMaskCoord(rParameters.maTextureCoords.data()); + mpProgram->SetAlphaCoord(rParameters.maTextureCoords.data()); + mpProgram->SetVertexColors(rParameters.maColors); + mpProgram->DrawArrays(GL_TRIANGLES, rParameters.maVertices); + CHECK_GL_ERROR(); + } + mpProgram->Clean(); + } + } + + mpRenderList->clear(); + PostDraw(); + + VCL_GL_INFO("End FlushDeferredDrawing"); +} + +void OpenGLSalGraphicsImpl::DrawLinearGradient( const Gradient& rGradient, const tools::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 ); + + tools::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 tools::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 + * + */ + + tools::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 tools::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 ); + + tools::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 ); +} + +void OpenGLSalGraphicsImpl::drawPixel(long nX, long nY) +{ + VCL_GL_INFO("::drawPixel: (" << nX << ", " << nY << ")"); + mpRenderList->addDrawPixel(nX, nY, mnLineColor); + PostBatchDraw(); +} + +void OpenGLSalGraphicsImpl::drawPixel(long nX, long nY, Color nColor) +{ + VCL_GL_INFO("::drawPixel: (" << nX << ", " << nY << ")"); + mpRenderList->addDrawPixel(nX, nY, nColor); + PostBatchDraw(); +} + +void OpenGLSalGraphicsImpl::drawLine(long nX1, long nY1, long nX2, long nY2) +{ + VCL_GL_INFO("::drawLine (" << nX1 << ", " << nY1 << ") (" << nX2 << ", " << nY2 << ")"); + mpRenderList->addDrawLine(nX1, nY1, nX2, nY2, mnLineColor, mrParent.getAntiAliasB2DDraw()); + PostBatchDraw(); +} + +void OpenGLSalGraphicsImpl::drawRect( long nX, long nY, long nWidth, long nHeight ) +{ + VCL_GL_INFO("::drawRect (" << nX << ", " << nY << ") [" << nWidth << ", " << nHeight << "]"); + mpRenderList->addDrawRectangle(nX, nY, nWidth, nHeight, 0.0, mnLineColor, mnFillColor); + PostBatchDraw(); +} + +void OpenGLSalGraphicsImpl::drawPolyLine( sal_uInt32 nPoints, const SalPoint* pPtAry ) +{ + VCL_GL_INFO("::drawPolyLine legacy -> redirecting to drawPolyLine"); + basegfx::B2DPolygon aPoly; + aPoly.append(basegfx::B2DPoint(pPtAry->mnX, pPtAry->mnY), nPoints); + for (sal_uInt32 i = 1; i < nPoints; ++i) + aPoly.setB2DPoint(i, basegfx::B2DPoint(pPtAry[i].mnX, pPtAry[i].mnY)); + aPoly.setClosed(false); + + drawPolyLine( + basegfx::B2DHomMatrix(), + aPoly, + 0.0, + 1.0, + nullptr, // MM01 + basegfx::B2DLineJoin::Miter, + css::drawing::LineCap_BUTT, + basegfx::deg2rad(15.0) /*default*/, + false); +} + +void OpenGLSalGraphicsImpl::drawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry ) +{ + VCL_GL_INFO("::drawPolygon legacy -> redirecting to drawPolyPolygon with transparency"); + basegfx::B2DPolygon aPoly; + aPoly.append(basegfx::B2DPoint(pPtAry->mnX, pPtAry->mnY), nPoints); + for (sal_uInt32 i = 1; i < nPoints; ++i) + aPoly.setB2DPoint(i, basegfx::B2DPoint(pPtAry[i].mnX, pPtAry[i].mnY)); + + drawPolyPolygon( + basegfx::B2DHomMatrix(), + basegfx::B2DPolyPolygon(aPoly), + 0.0); +} + +void OpenGLSalGraphicsImpl::drawPolyPolygon( sal_uInt32 nPoly, const sal_uInt32* pPointCounts, PCONSTSALPOINT* pPtAry ) +{ + VCL_GL_INFO("::drawPolyPolygon legacy -> redirecting to drawPolyPolygon with transparency"); + basegfx::B2DPolyPolygon aPolyPoly; + for(sal_uInt32 nPolygon = 0; nPolygon < nPoly; ++nPolygon) + { + sal_uInt32 nPoints = pPointCounts[nPolygon]; + if (nPoints) + { + PCONSTSALPOINT pPoints = pPtAry[nPolygon]; + basegfx::B2DPolygon aPoly; + aPoly.append( basegfx::B2DPoint(pPoints->mnX, pPoints->mnY), nPoints); + for (sal_uInt32 i = 1; i < nPoints; ++i) + aPoly.setB2DPoint(i, basegfx::B2DPoint( pPoints[i].mnX, pPoints[i].mnY)); + + aPolyPoly.append(aPoly); + } + } + + drawPolyPolygon( + basegfx::B2DHomMatrix(), + aPolyPoly, + 0.0); +} + +bool OpenGLSalGraphicsImpl::drawPolyPolygon( + const basegfx::B2DHomMatrix& rObjectToDevice, + const basegfx::B2DPolyPolygon& rPolyPolygon, + double fTransparency) +{ + VCL_GL_INFO("::drawPolyPolygon " << rPolyPolygon.getB2DRange()); + + // Fallback: Transform to DeviceCoordinates + basegfx::B2DPolyPolygon aPolyPolygon(rPolyPolygon); + aPolyPolygon.transform(rObjectToDevice); + + // FlushLinesOrTriangles() works with a 0.5 pixel offset, compensate for that here. + basegfx::B2DHomMatrix aMatrix; + aMatrix.translate(-0.5f, -0.5f); + aPolyPolygon.transform(aMatrix); + + mpRenderList->addDrawPolyPolygon( + aPolyPolygon, + fTransparency, + mnLineColor, + mnFillColor, + mrParent.getAntiAliasB2DDraw()); + + PostBatchDraw(); + return true; +} + +bool OpenGLSalGraphicsImpl::drawPolyLine( + const basegfx::B2DHomMatrix& rObjectToDevice, + const basegfx::B2DPolygon& rPolygon, + double fTransparency, + double fLineWidth, + const std::vector< double >* pStroke, // MM01 + basegfx::B2DLineJoin eLineJoin, + css::drawing::LineCap eLineCap, + double fMiterMinimumAngle, + bool bPixelSnapHairline) +{ + VCL_GL_INFO("::drawPolyLine " << rPolygon.getB2DRange()); + + // MM01 check done for simple reasons + if(!rPolygon.count() || fTransparency < 0.0 || fTransparency > 1.0) + { + return true; + } + + // MM01 need to do line dashing as fallback stuff here now + const double fDotDashLength(nullptr != pStroke ? std::accumulate(pStroke->begin(), pStroke->end(), 0.0) : 0.0); + const bool bStrokeUsed(0.0 != fDotDashLength); + assert(!bStrokeUsed || (bStrokeUsed && pStroke)); + basegfx::B2DPolyPolygon aPolyPolygonLine; + + if(bStrokeUsed) + { + // apply LineStyle + basegfx::utils::applyLineDashing( + rPolygon, // source + *pStroke, // pattern + &aPolyPolygonLine, // target for lines + nullptr, // target for gaps + fDotDashLength); // full length if available + } + else + { + // no line dashing, just copy + aPolyPolygonLine.append(rPolygon); + } + + // Transform to DeviceCoordinates, get DeviceLineWidth, execute PixelSnapHairline + aPolyPolygonLine.transform(rObjectToDevice); + if(bPixelSnapHairline) { aPolyPolygonLine = basegfx::utils::snapPointsOfHorizontalOrVerticalEdges(aPolyPolygonLine); } + + // tdf#124848 get correct LineWidth in discrete coordinates, + if(fLineWidth == 0) // hairline + fLineWidth = 1.0; + else // Adjust line width for object-to-device scale. + fLineWidth = (rObjectToDevice * basegfx::B2DVector(fLineWidth, 0)).getLength(); + + for(sal_uInt32 a(0); a < aPolyPolygonLine.count(); a++) + { + // addDrawPolyLine() assumes that there are no duplicate points in the polygon + basegfx::B2DPolygon aPolyLine(aPolyPolygonLine.getB2DPolygon(a)); + basegfx::utils::simplifyCurveSegments(aPolyLine); + aPolyLine.removeDoublePoints(); + + mpRenderList->addDrawPolyLine( + aPolyLine, + fTransparency, + fLineWidth, + eLineJoin, + eLineCap, + fMiterMinimumAngle, + mnLineColor, + mrParent.getAntiAliasB2DDraw()); + + // MM01: not sure - maybe this can be moved out of this loop, but to + // keep on the safe side for now, do not really change something for now + PostBatchDraw(); + } + + return true; +} + +bool OpenGLSalGraphicsImpl::drawPolyLineBezier( + sal_uInt32 /*nPoints*/, + const SalPoint* /*pPtAry*/, + const PolyFlags* /*pFlgAry*/ ) +{ + return false; +} + +bool OpenGLSalGraphicsImpl::drawPolygonBezier( + sal_uInt32 /*nPoints*/, + const SalPoint* /*pPtAry*/, + const PolyFlags* /*pFlgAry*/ ) +{ + return false; +} + +bool OpenGLSalGraphicsImpl::drawPolyPolygonBezier( + sal_uInt32 /*nPoly*/, + const sal_uInt32* /*pPoints*/, + const SalPoint* const* /*pPtAry*/, + const PolyFlags* const* /*pFlgAry*/ ) +{ + return false; +} + +// CopyArea --> No RasterOp, but ClipRegion +void OpenGLSalGraphicsImpl::copyArea( + long nDestX, long nDestY, + long nSrcX, long nSrcY, + long nSrcWidth, long nSrcHeight, bool /*bWindowInvalidate*/ ) +{ + 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" ); + + rImpl.FlushDeferredDrawing(); + + 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, false/*bWindowInvalidate*/ ); + 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(); + if (rPosAry.mnSrcWidth != rPosAry.mnDestWidth || + rPosAry.mnSrcHeight != rPosAry.mnDestHeight) + { + basegfx::B2DPoint aNull(rPosAry.mnDestX,rPosAry.mnDestY); + basegfx::B2DPoint aX(rPosAry.mnDestX + rPosAry.mnDestWidth, rPosAry.mnDestY); + basegfx::B2DPoint aY(rPosAry.mnDestX, rPosAry.mnDestY + rPosAry.mnDestHeight); + OpenGLTexture mask; // no mask set + DrawTransformedTexture(rTexture, mask, aNull, aX, aY); + } + else + { + DrawTexture( rTexture, rPosAry ); + } + PostDraw(); +} + +void OpenGLSalGraphicsImpl::drawBitmap( + const SalTwoRect& rPosAry, + const SalBitmap& rSalBitmap, + const SalBitmap& rMaskBitmap ) +{ + VCL_GL_INFO("::drawBitmap with MASK -> redirect to ::drawAlphaBitmap"); + drawAlphaBitmap(rPosAry, rSalBitmap, rMaskBitmap); +} + +void OpenGLSalGraphicsImpl::drawMask( + const SalTwoRect& rPosAry, + const SalBitmap& rSalBitmap, + Color nMaskColor ) +{ + VCL_GL_INFO("::drawMask"); + + assert(dynamic_cast(&rSalBitmap)); + const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); + mpRenderList->addDrawTextureWithMaskColor(rBitmap.GetTexture(), nMaskColor, rPosAry); + PostBatchDraw(); +} + +std::shared_ptr OpenGLSalGraphicsImpl::getBitmap( long nX, long nY, long nWidth, long nHeight ) +{ + FlushDeferredDrawing(); + + OpenGLZone aZone; + + std::shared_ptr pBitmap(std::make_shared()); + VCL_GL_INFO( "::getBitmap " << nX << "," << nY << + " " << nWidth << "x" << nHeight ); + //TODO really needed? + PreDraw(); + pBitmap->Create( maOffscreenTex, nX, nY, nWidth, nHeight ); + PostDraw(); + return pBitmap; +} + +Color OpenGLSalGraphicsImpl::getPixel( long nX, long nY ) +{ + FlushDeferredDrawing(); + + 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 Color( 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 & SalInvert::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 ) ) + { + if (nFlags & SalInvert::TrackFrame) + { + // Track frame means the invert50FragmentShader must remain active + // (to draw what looks like a dashed line), so DrawLineSegment() + // can't be used. Draw the edge of the polygon as polygons instead. + for (size_t nPoint = 0; nPoint < nPoints; ++nPoint) + { + const SalPoint& rFrom = pPtAry[nPoint]; + const SalPoint& rTo = pPtAry[(nPoint + 1) % nPoints]; + if (rFrom.mnX == rTo.mnX) + { + // Extend to the right, comments assuming "to" is above + // "from": + const SalPoint aPoints[] = { { rFrom.mnX + 1, rFrom.mnY }, // bottom right + { rFrom.mnX, rFrom.mnY }, // bottom left + { rTo.mnX, rTo.mnY }, // top left + { rTo.mnX + 1, rTo.mnY } }; // top right + DrawConvexPolygon(4, aPoints, true); + } + else + { + // Otherwise can extend downwards, comments assuming "to" + // is above and on the right of "from": + const SalPoint aPoints[] = { { rFrom.mnX, rFrom.mnY + 1 }, // bottom left + { rFrom.mnX, rFrom.mnY }, // top left + { rTo.mnX, rTo.mnY }, // top right + { rTo.mnX, rTo.mnY + 1 } }; // bottom right + DrawConvexPolygon(4, aPoints, true); + } + } + } + else + DrawPolygon(nPoints, pPtAry); + } + + PostDraw(); +} + +bool OpenGLSalGraphicsImpl::drawEPS( + long /*nX*/, long /*nY*/, + long /*nWidth*/, long /*nHeight*/, + void* /*pPtr*/, + sal_uInt32 /*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(); + + if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) + return true; + + mpProgram->SetShaderType(TextureShaderType::Normal); + mpProgram->SetIdentityTransform("transform"); + mpProgram->SetTexture("texture", rTexture); + + GLfloat aTexCoord[8]; + rTexture.GetCoord(aTexCoord, rPosAry); + mpProgram->SetTextureCoord(aTexCoord); + mpProgram->SetMaskCoord(aTexCoord); + mpProgram->SetAlphaCoord(aTexCoord); + + mpProgram->SetBlendMode(GL_ZERO, GL_SRC_COLOR); + DrawTextureRect(rPosAry); + mpProgram->Clean(); + + 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& rAlphaTexture(rAlpha.GetTexture()); + + VCL_GL_INFO( "::drawAlphaBitmap" ); + PreDraw(); + + if (rPosAry.mnSrcWidth != rPosAry.mnDestWidth || + rPosAry.mnSrcHeight != rPosAry.mnDestHeight) + { + basegfx::B2DPoint aNull(rPosAry.mnDestX,rPosAry.mnDestY); + basegfx::B2DPoint aX(rPosAry.mnDestX + rPosAry.mnDestWidth, rPosAry.mnDestY); + basegfx::B2DPoint aY(rPosAry.mnDestX, rPosAry.mnDestY + rPosAry.mnDestHeight); + DrawTransformedTexture(rTexture, rAlphaTexture, aNull, aX, aY); + } + else + { + DrawTextureWithMask( rTexture, rAlphaTexture, 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 (" << nX << ", " << nY << ") [" << nWidth << ", " << nHeight << "]"); + mpRenderList->addDrawRectangle(nX, nY, nWidth, nHeight, nTransparency / 100.0, mnLineColor, mnFillColor); + PostBatchDraw(); + return true; +} + +bool OpenGLSalGraphicsImpl::drawGradient(const tools::PolyPolygon& rPolyPoly, + const Gradient& rGradient) +{ + tools::Rectangle aBoundRect( rPolyPoly.GetBoundRect() ); + + VCL_GL_INFO("::drawGradient " << rPolyPoly.GetBoundRect()); + + if (aBoundRect.IsEmpty()) + { + VCL_GL_INFO("::drawGradient nothing to draw"); + return true; + } + + if (rGradient.GetStyle() != GradientStyle::Linear && + rGradient.GetStyle() != GradientStyle::Axial && + rGradient.GetStyle() != GradientStyle::Radial ) + { + VCL_GL_INFO("::drawGradient unsupported gradient type"); + return false; + } + + aBoundRect.AdjustLeft( -1 ); + aBoundRect.AdjustTop( -1 ); + aBoundRect.AdjustRight( 1 ); + aBoundRect.AdjustBottom( 1 ); + + PreDraw( XOROption::IMPLEMENT_XOR ); + +#define FIXME_BROKEN_STENCIL_FOR_GRADIENTS 0 +#if FIXME_BROKEN_STENCIL_FOR_GRADIENTS + ImplSetClipBit( vcl::Region( rPolyPoly ), 0x02 ); + if( mbUseStencil ) + { + mpContext->state().stencil().enable(); + CHECK_GL_ERROR(); + glStencilFunc( GL_EQUAL, 3, 0xFF ); + CHECK_GL_ERROR(); + } + else + { + mpContext->state().stencil().enable(); + 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) + { + VCL_GL_INFO("::drawGradient -> DrawRect (no gradient)"); + + Color aColor = rGradient.GetStartColor(); + long nIntensity = rGradient.GetStartIntensity(); + if (UseSolid(Color(aColor.GetRed() * nIntensity / 100.0, + aColor.GetGreen()* nIntensity / 100.0, + aColor.GetBlue() * nIntensity / 100.0))) + { + DrawRect(aBoundRect); + } + } + else if (rGradient.GetStyle() == GradientStyle::Linear) + { + VCL_GL_INFO("::drawGradient -> DrawLinearGradient"); + DrawLinearGradient(rGradient, aBoundRect); + } + else if (rGradient.GetStyle() == GradientStyle::Axial) + { + VCL_GL_INFO("::drawGradient -> DrawAxialGradient"); + DrawAxialGradient(rGradient, aBoundRect); + } + else if (rGradient.GetStyle() == GradientStyle::Radial) + { + VCL_GL_INFO("::drawGradient -> DrawRadialGradient"); + DrawRadialGradient(rGradient, aBoundRect); + } + +#if FIXME_BROKEN_STENCIL_FOR_GRADIENTS + if( !mbUseStencil ) + { + mpContext->state().stencil().disable(); + CHECK_GL_ERROR(); + } +#endif + PostDraw(); + + return true; +} + +void OpenGLSalGraphicsImpl::flush() +{ + FlushDeferredDrawing(); + + if( IsOffscreen() ) + return; + + if( !Application::IsInExecute() ) + { + // otherwise nothing would trigger idle rendering + doFlush(); + } + else if( !mpFlush->IsActive() ) + mpFlush->Start(); +} + +void OpenGLSalGraphicsImpl::doFlush() +{ + FlushDeferredDrawing(); + + if (OpenGLContext::hasCurrent()) + { + mpContext->state().scissor().disable(); + mpContext->state().stencil().disable(); + } + + if( IsOffscreen() ) + return; + + if( !maOffscreenTex ) + { + VCL_GL_INFO( "doFlush - odd no texture !" ); + return; + } + + if( mnDrawCountAtFlush == mnDrawCount ) + { + VCL_GL_INFO( "eliding redundant doFlush, no drawing since last!" ); + return; + } + + mnDrawCountAtFlush = mnDrawCount; + + OpenGLZone aZone; + + VCL_GL_INFO( "doFlush" ); + + 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() ); + + if( !mpWindowContext.is() ) + { + // failed to create a GL context for this window: + // eg. mis-matching pixel formats, underlying window + // resource lifecycle, etc. + VCL_GL_INFO( "Failed to create window context" ); + return; + } + + // Interesting ! -> this destroys a context [ somehow ] ... + mpWindowContext->makeCurrent(); + CHECK_GL_ERROR(); + + VCL_GL_INFO( "doFlush - acquire default framebuffer" ); + + mpWindowContext->AcquireDefaultFramebuffer(); + + CHECK_GL_ERROR(); + + mpWindowContext->state().sync(); + mpWindowContext->state().viewport(tools::Rectangle(Point(0, 0), Size(GetWidth(), GetHeight()))); + mpWindowContext->state().scissor().disable(); + mpWindowContext->state().stencil().disable(); + +#if OSL_DEBUG_LEVEL > 0 // random background glClear + glClearColor(static_cast(double(rand())/RAND_MAX), + static_cast(double(rand())/RAND_MAX), + static_cast(double(rand())/RAND_MAX), 1.0); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); + CHECK_GL_ERROR(); +#endif + + VCL_GL_INFO( "Texture height " << maOffscreenTex.GetHeight() << " vs. window height " << GetHeight() ); + + OpenGLFramebuffer* pFrameBuffer = mpWindowContext->AcquireFramebuffer(maOffscreenTex); + CHECK_GL_ERROR(); + if (pFrameBuffer) + { + OpenGLFramebuffer::Unbind(GL_DRAW_FRAMEBUFFER); + pFrameBuffer->Bind(GL_READ_FRAMEBUFFER); + + glBlitFramebuffer(0, 0, GetWidth(), GetHeight(), + 0, 0, GetWidth(), GetHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); + CHECK_GL_ERROR(); + + pFrameBuffer->Bind(); + } + + static bool bNoSwap = getenv("SAL_GL_NO_SWAP"); + if (!bNoSwap) + mpWindowContext->swapBuffers(); + + VCL_GL_INFO( "doFlush - end." ); +} + +bool OpenGLSalGraphicsImpl::supportsOperation(OutDevSupportType eType) const +{ + switch (eType) + { + case OutDevSupportType::B2DDraw: + case OutDevSupportType::TransparentRect: + return true; + default: + return false; + } +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ -- cgit v1.2.3