and remove the XPolyFlags enum, which has the same values and was being converted to PolyFlags anyhow Change-Id: Iaead84933c79a7603698a4e50257dd944df89c41 Reviewed-on: https://gerrit.libreoffice.org/31627 Reviewed-by: Noel Grandin <noel.grandin@collabora.co.uk> Tested-by: Noel Grandin <noel.grandin@collabora.co.uk>
385 lines
14 KiB
C++
385 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#ifndef INCLUDED_VCL_OPENGLGDIIMPL_HXX
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#define INCLUDED_VCL_OPENGLGDIIMPL_HXX
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#include <vcl/dllapi.h>
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#include <vcl/opengl/OpenGLContext.hxx>
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#include "regionband.hxx"
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#include "salgeom.hxx"
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#include "salgdiimpl.hxx"
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#include "opengl/framebuffer.hxx"
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#include "opengl/program.hxx"
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#include "opengl/texture.hxx"
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#include "opengl/RenderList.hxx"
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#include <memory>
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class SalFrame;
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class SalVirtualDevice;
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class OpenGLTests;
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namespace basegfx
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{
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class B2DTrapezoid;
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};
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namespace tools
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{
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class Polygon;
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class PolyPolygon;
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}
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struct TextureCombo
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{
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std::unique_ptr<OpenGLTexture> mpTexture;
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std::unique_ptr<OpenGLTexture> mpMask;
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};
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class OpenGLFlushIdle;
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class VCL_DLLPUBLIC OpenGLSalGraphicsImpl : public SalGraphicsImpl
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{
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friend class OpenGLTests;
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protected:
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/// This context is solely for blitting maOffscreenTex
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rtl::Reference<OpenGLContext> mpWindowContext;
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/// This context is whatever is most convenient to render
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/// to maOffscreenTex with.
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rtl::Reference<OpenGLContext> mpContext;
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SalGraphics& mrParent;
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/// Pointer to the SalFrame or SalVirtualDevice
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SalGeometryProvider* mpProvider;
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OpenGLProgram* mpProgram;
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/// This idle handler is used to swap buffers after rendering.
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OpenGLFlushIdle *mpFlush;
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// clipping
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vcl::Region maClipRegion;
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bool mbUseScissor;
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bool mbUseStencil;
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bool mbXORMode;
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/**
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* All rendering happens to this off-screen texture. For
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* non-virtual devices, ie. windows - we will blit it and
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* swapBuffers later.
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*/
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OpenGLTexture maOffscreenTex;
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SalColor mnLineColor;
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SalColor mnFillColor;
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#ifdef DBG_UTIL
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bool mProgramIsSolidColor;
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#endif
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sal_uInt32 mnDrawCount;
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sal_uInt32 mnDrawCountAtFlush;
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SalColor mProgramSolidColor;
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double mProgramSolidTransparency;
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std::unique_ptr<RenderList> mpRenderList;
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void ImplInitClipRegion();
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void ImplSetClipBit( const vcl::Region& rClip, GLuint nMask );
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void ImplDrawLineAA( double nX1, double nY1, double nX2, double nY2, bool edge );
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bool CheckOffscreenTexture();
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void ApplyProgramMatrices(float fPixelOffset = 0.0);
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public:
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bool UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
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bool UseSolid( SalColor nColor, sal_uInt8 nTransparency );
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bool UseSolid( SalColor nColor, double fTransparency );
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bool UseSolid( SalColor nColor );
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bool UseSolid();
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bool UseLine(SalColor nColor, double fTransparency, GLfloat fLineWidth, bool bUseAA);
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bool UseLine(GLfloat fLineWidth, bool bUseAA);
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bool UseInvert50();
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bool UseInvert(SalInvert nFlags);
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void DrawConvexPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry, bool blockAA = false );
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void DrawConvexPolygon( const tools::Polygon& rPolygon, bool blockAA );
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void DrawTrapezoid( const basegfx::B2DTrapezoid& trapezoid, bool blockAA );
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void DrawRect( long nX, long nY, long nWidth, long nHeight );
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void DrawRect( const Rectangle& rRect );
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void DrawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry );
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void DrawLineSegment(float x1, float y1, float x2, float y2);
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void DrawPolyPolygon( const basegfx::B2DPolyPolygon& rPolyPolygon, bool blockAA = false );
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void DrawRegionBand( const RegionBand& rRegion );
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void DrawTextureRect( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted = false );
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void DrawTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted = false );
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void DrawTransformedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, const basegfx::B2DPoint& rNull, const basegfx::B2DPoint& rX, const basegfx::B2DPoint& rY );
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void DrawAlphaTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted, bool pPremultiplied );
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void DrawTextureDiff( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry, bool bInverted );
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void DrawTextureWithMask( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry );
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void DrawBlendedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, OpenGLTexture& rAlpha, const SalTwoRect& rPosAry );
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void DrawMask( OpenGLTexture& rTexture, SalColor nMaskColor, const SalTwoRect& rPosAry );
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void DrawLinearGradient( const Gradient& rGradient, const Rectangle& rRect );
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void DrawAxialGradient( const Gradient& rGradient, const Rectangle& rRect );
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void DrawRadialGradient( const Gradient& rGradient, const Rectangle& rRect );
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void DeferredTextDraw(OpenGLTexture& rTexture, const SalColor nMaskColor, const SalTwoRect& rPosAry);
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void FlushDeferredDrawing();
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bool FlushLinesOrTriangles(DrawShaderType eType, RenderParameters& rParameters);
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public:
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// get the width of the device
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GLfloat GetWidth() const { return mpProvider ? mpProvider->GetWidth() : 1; }
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// get the height of the device
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GLfloat GetHeight() const { return mpProvider ? mpProvider->GetHeight() : 1; }
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/**
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* check whether this instance is used for offscreen (Virtual Device)
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* rendering ie. does it need its own context.
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*/
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bool IsOffscreen() const { return mpProvider == nullptr || mpProvider->IsOffScreen(); }
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/// Oddly not all operations obey the XOR option.
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enum XOROption { IGNORE_XOR, IMPLEMENT_XOR };
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// initialize pre-draw state
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void InitializePreDrawState(XOROption eOpt);
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// operations to do before painting
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void PreDraw(XOROption eOpt = IGNORE_XOR);
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// operations to do after painting
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void PostDraw();
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void PostBatchDraw();
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protected:
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bool AcquireContext(bool bForceCreate = false);
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bool ReleaseContext();
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/// create a new context for rendering to the underlying window
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virtual rtl::Reference<OpenGLContext> CreateWinContext() = 0;
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/// check whether the given context can be used for off-screen rendering
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static bool UseContext( const rtl::Reference<OpenGLContext> &pContext )
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{
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return pContext->isInitialized() && // not released by the OS etc.
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pContext->isVCLOnly();
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}
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public:
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OpenGLSalGraphicsImpl(SalGraphics& pParent, SalGeometryProvider *pProvider);
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virtual ~OpenGLSalGraphicsImpl () override;
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rtl::Reference<OpenGLContext> GetOpenGLContext();
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virtual void Init() override;
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virtual void DeInit() override;
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virtual void freeResources() override;
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const vcl::Region& getClipRegion() const;
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virtual bool setClipRegion( const vcl::Region& ) override;
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//
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// get the depth of the device
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virtual sal_uInt16 GetBitCount() const override;
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// get the width of the device
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virtual long GetGraphicsWidth() const override;
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// set the clip region to empty
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virtual void ResetClipRegion() override;
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// set the line color to transparent (= don't draw lines)
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virtual void SetLineColor() override;
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// set the line color to a specific color
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virtual void SetLineColor( SalColor nSalColor ) override;
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// set the fill color to transparent (= don't fill)
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virtual void SetFillColor() override;
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// set the fill color to a specific color, shapes will be
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// filled accordingly
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virtual void SetFillColor( SalColor nSalColor ) override;
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// enable/disable XOR drawing
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virtual void SetXORMode( bool bSet ) override;
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// set line color for raster operations
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virtual void SetROPLineColor( SalROPColor nROPColor ) override;
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// set fill color for raster operations
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virtual void SetROPFillColor( SalROPColor nROPColor ) override;
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// draw --> LineColor and FillColor and RasterOp and ClipRegion
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virtual void drawPixel( long nX, long nY ) override;
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virtual void drawPixel( long nX, long nY, SalColor nSalColor ) override;
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virtual void drawLine( long nX1, long nY1, long nX2, long nY2 ) override;
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virtual void drawRect( long nX, long nY, long nWidth, long nHeight ) override;
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virtual void drawPolyLine( sal_uInt32 nPoints, const SalPoint* pPtAry ) override;
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virtual void drawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry ) override;
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virtual void drawPolyPolygon( sal_uInt32 nPoly, const sal_uInt32* pPoints, PCONSTSALPOINT* pPtAry ) override;
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virtual bool drawPolyPolygon( const basegfx::B2DPolyPolygon&, double fTransparency ) override;
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virtual bool drawPolyLine(
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const basegfx::B2DPolygon&,
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double fTransparency,
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const basegfx::B2DVector& rLineWidths,
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basegfx::B2DLineJoin,
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css::drawing::LineCap,
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double fMiterMinimumAngle) override;
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virtual bool drawPolyLineBezier(
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sal_uInt32 nPoints,
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const SalPoint* pPtAry,
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const PolyFlags* pFlgAry ) override;
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virtual bool drawPolygonBezier(
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sal_uInt32 nPoints,
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const SalPoint* pPtAry,
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const PolyFlags* pFlgAry ) override;
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virtual bool drawPolyPolygonBezier(
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sal_uInt32 nPoly,
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const sal_uInt32* pPoints,
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const SalPoint* const* pPtAry,
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const PolyFlags* const* pFlgAry ) override;
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// CopyArea --> No RasterOp, but ClipRegion
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virtual void copyArea(
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long nDestX, long nDestY,
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long nSrcX, long nSrcY,
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long nSrcWidth, long nSrcHeight,
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bool bWindowInvalidate ) override;
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// CopyBits and DrawBitmap --> RasterOp and ClipRegion
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// CopyBits() --> pSrcGraphics == NULL, then CopyBits on same Graphics
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void DoCopyBits(const SalTwoRect& rPosAry, OpenGLSalGraphicsImpl &rSrcImpl);
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virtual bool blendBitmap(
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const SalTwoRect&,
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const SalBitmap& rBitmap ) override;
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virtual bool blendAlphaBitmap(
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const SalTwoRect&,
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const SalBitmap& rSrcBitmap,
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const SalBitmap& rMaskBitmap,
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const SalBitmap& rAlphaBitmap ) override;
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virtual void drawBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap ) override;
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virtual void drawBitmap(
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const SalTwoRect& rPosAry,
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const SalBitmap& rSalBitmap,
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const SalBitmap& rMaskBitmap ) override;
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virtual void drawMask(
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const SalTwoRect& rPosAry,
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const SalBitmap& rSalBitmap,
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SalColor nMaskColor ) override;
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virtual SalBitmap* getBitmap( long nX, long nY, long nWidth, long nHeight ) override;
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virtual SalColor getPixel( long nX, long nY ) override;
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// invert --> ClipRegion (only Windows or VirDevs)
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virtual void invert(
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long nX, long nY,
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long nWidth, long nHeight,
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SalInvert nFlags) override;
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virtual void invert( sal_uInt32 nPoints, const SalPoint* pPtAry, SalInvert nFlags ) override;
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virtual bool drawEPS(
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long nX, long nY,
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long nWidth, long nHeight,
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void* pPtr,
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sal_uLong nSize ) override;
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/** Render bitmap with alpha channel
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@param rSourceBitmap
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Source bitmap to blit
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@param rAlphaBitmap
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Alpha channel to use for blitting
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@return true, if the operation succeeded, and false
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otherwise. In this case, clients should try to emulate alpha
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compositing themselves
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*/
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virtual bool drawAlphaBitmap(
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const SalTwoRect&,
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const SalBitmap& rSourceBitmap,
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const SalBitmap& rAlphaBitmap ) override;
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/** draw transformed bitmap (maybe with alpha) where Null, X, Y define the coordinate system */
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virtual bool drawTransformedBitmap(
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const basegfx::B2DPoint& rNull,
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const basegfx::B2DPoint& rX,
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const basegfx::B2DPoint& rY,
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const SalBitmap& rSourceBitmap,
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const SalBitmap* pAlphaBitmap) override;
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/** Render solid rectangle with given transparency
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@param nX Top left coordinate of rectangle
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@param nY Bottom right coordinate of rectangle
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@param nWidth Width of rectangle
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@param nHeight Height of rectangle
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@param nTransparency Transparency value (0-255) to use. 0 blits and opaque, 255 a
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fully transparent rectangle
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@returns true if successfully drawn, false if not able to draw rectangle
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*/
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virtual bool drawAlphaRect(
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long nX, long nY,
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long nWidth, long nHeight,
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sal_uInt8 nTransparency ) override;
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virtual bool drawGradient(const tools::PolyPolygon& rPolygon, const Gradient& rGradient) override;
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/// queue an idle flush of contents of the back-buffer to the screen
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void flush();
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public:
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/// do flush of contents of the back-buffer to the screen & swap.
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void doFlush();
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};
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#endif
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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