Files
libreoffice/vcl/opengl/RenderList.cxx
Tomaž Vajngerl aeb0c407a6 tdf#100915 draw antialiased line just for polygon outline
To get the anti-aliased polygon we draw a anti-aliased line around
every trapezoid. This works fine until we draw a transparent
polygon where the lines become visible because of blending. A much
better and faster way is to just draw the polygon outline with
anti-aliased lines. This is done with this commit.

Change-Id: Ice50e5eb3343f2c5d51ade8ad0e170043541f0ff
Reviewed-on: https://gerrit.libreoffice.org/27611
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
2016-07-28 13:05:06 +00:00

404 lines
16 KiB
C++

/* -*- 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/.
*
*/
#include "opengl/RenderList.hxx"
#include "opengl/VertexUtils.hxx"
#include "opengl/LineRenderUtils.hxx"
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/polygon/b2dpolygontriangulator.hxx>
#include <basegfx/polygon/b2dpolypolygoncutter.hxx>
#include <basegfx/polygon/b2dtrapezoid.hxx>
namespace
{
/** Append vertices for the polyline
*
* OpenGL polyline drawing algorithm inspired by:
* - http://mattdesl.svbtle.com/drawing-lines-is-hard
* - https://www.mapbox.com/blog/drawing-antialiased-lines/
* - https://cesiumjs.org/2013/04/22/Robust-Polyline-Rendering-with-WebGL/
* - http://artgrammer.blogspot.si/2011/05/drawing-nearly-perfect-2d-line-segments.html
* - http://artgrammer.blogspot.si/2011/07/drawing-polylines-by-tessellation.html
*
*/
void appendPolyLine(vcl::LineBuilder& rBuilder, const basegfx::B2DPolygon& rPolygon,
basegfx::B2DLineJoin eLineJoin, css::drawing::LineCap eLineCap,
double fMiterMinimumAngle)
{
sal_uInt32 nPoints = rPolygon.count();
bool bClosed = rPolygon.isClosed();
if (nPoints == 2 || eLineJoin == basegfx::B2DLineJoin::NONE)
{
// If line joint is NONE or a simple line with 2 points, draw the polyline
// each line segment separatly.
for (sal_uInt32 i = 0; i < (bClosed ? nPoints : nPoints - 1); ++i)
{
sal_uInt32 index1 = (i + 0) % nPoints; // loop indices - important when polyline is closed
sal_uInt32 index2 = (i + 1) % nPoints;
glm::vec2 aPoint1(rPolygon.getB2DPoint(index1).getX(), rPolygon.getB2DPoint(index1).getY());
glm::vec2 aPoint2(rPolygon.getB2DPoint(index2).getX(), rPolygon.getB2DPoint(index2).getY());
rBuilder.appendLine(aPoint1, aPoint2);
}
}
else if (nPoints > 2)
{
int i = 0;
int lastPoint = int(nPoints);
glm::vec2 p0(rPolygon.getB2DPoint(nPoints - 1).getX(), rPolygon.getB2DPoint(nPoints - 1).getY());
glm::vec2 p1(rPolygon.getB2DPoint(0).getX(), rPolygon.getB2DPoint(0).getY());
glm::vec2 p2(rPolygon.getB2DPoint(1).getX(), rPolygon.getB2DPoint(1).getY());
glm::vec2 nextLineVector;
glm::vec2 previousLineVector;
glm::vec2 normal; // perpendicular to the line vector
nextLineVector = vcl::vertex::normalize(p2 - p1);
if (!bClosed)
{
normal = glm::vec2(-nextLineVector.y, nextLineVector.x); // make perpendicular
rBuilder.appendAndConnectLinePoint(p1, normal, 1.0f);
i++; // first point done already
lastPoint--; // last point will be calculated separatly from the loop
p0 = p1;
previousLineVector = nextLineVector;
}
else
{
lastPoint++; // we need to connect last point to first point so one more line segment to calculate
previousLineVector = vcl::vertex::normalize(p1 - p0);
}
for (; i < lastPoint; ++i)
{
int index1 = (i + 0) % nPoints; // loop indices - important when polyline is closed
int index2 = (i + 1) % nPoints;
p1 = glm::vec2(rPolygon.getB2DPoint(index1).getX(), rPolygon.getB2DPoint(index1).getY());
p2 = glm::vec2(rPolygon.getB2DPoint(index2).getX(), rPolygon.getB2DPoint(index2).getY());
if (p1 == p2) // skip equal points, normals could div-by-0
continue;
nextLineVector = vcl::vertex::normalize(p2 - p1);
if (eLineJoin == basegfx::B2DLineJoin::Miter)
{
if (vcl::vertex::lineVectorAngle(previousLineVector, nextLineVector) < fMiterMinimumAngle)
rBuilder.appendBevelJoint(p1, previousLineVector, nextLineVector);
else
rBuilder.appendMiterJoint(p1, previousLineVector, nextLineVector);
}
else if (eLineJoin == basegfx::B2DLineJoin::Bevel)
{
rBuilder.appendBevelJoint(p1, previousLineVector, nextLineVector);
}
else if (eLineJoin == basegfx::B2DLineJoin::Round)
{
rBuilder.appendRoundJoint(p1, previousLineVector, nextLineVector);
}
p0 = p1;
previousLineVector = nextLineVector;
}
if (!bClosed)
{
// Create vertices for the last point. There is no line join so just
// use the last line segment normal as the extrusion vector.
p1 = glm::vec2(rPolygon.getB2DPoint(nPoints - 1).getX(), rPolygon.getB2DPoint(nPoints - 1).getY());
normal = glm::vec2(-previousLineVector.y, previousLineVector.x);
rBuilder.appendAndConnectLinePoint(p1, normal, 1.0f);
}
}
if (!bClosed && nPoints >= 2 && (eLineCap == css::drawing::LineCap_ROUND || eLineCap == css::drawing::LineCap_SQUARE))
{
glm::vec2 aBeginCapPoint1(rPolygon.getB2DPoint(0).getX(), rPolygon.getB2DPoint(0).getY());
glm::vec2 aBeginCapPoint2(rPolygon.getB2DPoint(1).getX(), rPolygon.getB2DPoint(1).getY());
glm::vec2 aEndCapPoint1(rPolygon.getB2DPoint(nPoints - 1).getX(), rPolygon.getB2DPoint(nPoints - 1).getY());
glm::vec2 aEndCapPoint2(rPolygon.getB2DPoint(nPoints - 2).getX(), rPolygon.getB2DPoint(nPoints - 2).getY());
if (eLineCap == css::drawing::LineCap_ROUND)
{
rBuilder.appendRoundLineCapVertices(aBeginCapPoint1, aBeginCapPoint2);
rBuilder.appendRoundLineCapVertices(aEndCapPoint1, aEndCapPoint2);
}
else if (eLineCap == css::drawing::LineCap_SQUARE)
{
rBuilder.appendSquareLineCapVertices(aBeginCapPoint1, aBeginCapPoint2);
rBuilder.appendSquareLineCapVertices(aEndCapPoint1, aEndCapPoint2);
}
}
}
inline void appendTrapezoid(std::vector<Vertex>& rVertices, std::vector<GLuint>& rIndices,
GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2,
GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4,
SalColor nColor, GLfloat fTransparency)
{
GLubyte nR, nG, nB, nA;
vcl::vertex::createColor(nColor, fTransparency, nR, nG, nB, nA);
GLuint zero = rVertices.size();
rVertices.insert(rVertices.end(), {
Vertex{glm::vec2{x1, y1}, glm::vec4{nR, nG, nB, nA}, glm::vec4{0.0f, 0.0f, 0.0f, 0.0f}},
Vertex{glm::vec2{x2, y2}, glm::vec4{nR, nG, nB, nA}, glm::vec4{0.0f, 0.0f, 0.0f, 0.0f}},
Vertex{glm::vec2{x3, y3}, glm::vec4{nR, nG, nB, nA}, glm::vec4{0.0f, 0.0f, 0.0f, 0.0f}},
Vertex{glm::vec2{x4, y4}, glm::vec4{nR, nG, nB, nA}, glm::vec4{0.0f, 0.0f, 0.0f, 0.0f}},
});
rIndices.insert(rIndices.end(), {
zero + 0, zero + 1, zero + 2,
zero + 2, zero + 1, zero + 3
});
}
void appendRectangle(std::vector<Vertex>& rVertices, std::vector<GLuint>& rIndices,
GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2,
SalColor nColor, GLfloat fTransparency)
{
GLubyte nR, nG, nB, nA;
vcl::vertex::createColor(nColor, fTransparency, nR, nG, nB, nA);
GLuint zero = rVertices.size();
rVertices.insert(rVertices.end(), {
Vertex{glm::vec2{x1, y1}, glm::vec4{nR, nG, nB, nA}, glm::vec4{0.0f, 0.0f, 0.0f, 0.0f}},
Vertex{glm::vec2{x2, y1}, glm::vec4{nR, nG, nB, nA}, glm::vec4{0.0f, 0.0f, 0.0f, 0.0f}},
Vertex{glm::vec2{x1, y2}, glm::vec4{nR, nG, nB, nA}, glm::vec4{0.0f, 0.0f, 0.0f, 0.0f}},
Vertex{glm::vec2{x2, y2}, glm::vec4{nR, nG, nB, nA}, glm::vec4{0.0f, 0.0f, 0.0f, 0.0f}},
});
rIndices.insert(rIndices.end(), {
zero + 0, zero + 1, zero + 2,
zero + 2, zero + 1, zero + 3
});
}
} // end anonymous namespace
void RenderList::addDrawPixel(long nX, long nY, SalColor nColor)
{
if (nColor == SALCOLOR_NONE)
return;
checkOverlapping(basegfx::B2DRange(nX, nY, nX, nY));
RenderParameters& rRenderParameter = maRenderEntries.back().maTriangleParameters;
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
nX - 0.5f, nY - 0.5f, nX + 0.5f, nY + 0.5f, nColor, 0.0f);
}
void RenderList::addDrawRectangle(long nX, long nY, long nWidth, long nHeight, double fTransparency,
SalColor nLineColor, SalColor nFillColor)
{
if (nLineColor == SALCOLOR_NONE && nFillColor == SALCOLOR_NONE)
return;
if (fTransparency == 1.0f)
return;
GLfloat fX1(nX);
GLfloat fY1(nY);
GLfloat fX2(nX + nWidth - 1);
GLfloat fY2(nY + nHeight - 1);
checkOverlapping(basegfx::B2DRange(fX1, fY1, fX2, fY2));
RenderParameters& rRenderParameter = maRenderEntries.back().maTriangleParameters;
// Draw rectangle stroke with line color
if (nLineColor != SALCOLOR_NONE)
{
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
fX1 - 0.5f, fY1 - 0.5f, fX1 + 0.5f, fY2 + 0.5f, nLineColor, fTransparency);
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
fX1 - 0.5f, fY1 - 0.5f, fX2 + 0.5f, fY1 + 0.5f, nLineColor, fTransparency);
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
fX2 - 0.5f, fY1 - 0.5f, fX2 + 0.5f, fY2 + 0.5f, nLineColor, fTransparency);
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
fX1 - 0.5f, fY2 - 0.5f, fX2 + 0.5f, fY2 + 0.5f, nLineColor, fTransparency);
}
if (nFillColor != SALCOLOR_NONE)
{
if (nLineColor == SALCOLOR_NONE)
{
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
fX1 - 0.5f, fY1 - 0.5f, fX1 + 0.5f, fY2 + 0.5f, nFillColor, fTransparency);
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
fX1 - 0.5f, fY1 - 0.5f, fX2 + 0.5f, fY1 + 0.5f, nFillColor, fTransparency);
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
fX2 - 0.5f, fY1 - 0.5f, fX2 + 0.5f, fY2 + 0.5f, nFillColor, fTransparency);
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
fX1 - 0.5f, fY2 - 0.5f, fX2 + 0.5f, fY2 + 0.5f, nFillColor, fTransparency);
}
// Draw rectangle fill with fill color
appendRectangle(rRenderParameter.maVertices, rRenderParameter.maIndices,
fX1 + 0.5f, fY1 + 0.5f, fX2 - 0.5f, fY2 - 0.5f, nFillColor, fTransparency);
}
}
void RenderList::addDrawLine(long nX1, long nY1, long nX2, long nY2, SalColor nLineColor, bool bUseAA)
{
if (nLineColor == SALCOLOR_NONE)
return;
checkOverlapping(basegfx::B2DRange(nX1, nY1, nX2, nY2));
RenderParameters& rRenderParameter = maRenderEntries.back().maLineParameters;
glm::vec2 aPoint1(nX1, nY1);
glm::vec2 aPoint2(nX2, nY2);
vcl::LineBuilder aBuilder(rRenderParameter.maVertices, rRenderParameter.maIndices, nLineColor, 0.0f, 1.0f, bUseAA);
aBuilder.appendLine(aPoint1, aPoint2);
}
void RenderList::addDrawPolyPolygon(const basegfx::B2DPolyPolygon& rPolyPolygon, double fTransparency,
SalColor nLineColor, SalColor nFillColor, bool bUseAA)
{
if (rPolyPolygon.count() <= 0)
return;
if (nLineColor == SALCOLOR_NONE && nFillColor == SALCOLOR_NONE)
return;
if (fTransparency == 1.0)
return;
checkOverlapping(rPolyPolygon.getB2DRange());
RenderParameters& rLineRenderParameter = maRenderEntries.back().maLineParameters;
RenderParameters& rTriangleRenderParameter = maRenderEntries.back().maTriangleParameters;
if (nFillColor != SALCOLOR_NONE)
{
basegfx::B2DTrapezoidVector aTrapezoidVector;
basegfx::tools::trapezoidSubdivide(aTrapezoidVector, rPolyPolygon);
if (!aTrapezoidVector.empty())
{
for (basegfx::B2DTrapezoid & rTrapezoid : aTrapezoidVector)
{
GLfloat topX1 = rTrapezoid.getTopXLeft();
GLfloat topX2 = rTrapezoid.getTopXRight();
GLfloat topY = rTrapezoid.getTopY();
GLfloat bottomX1 = rTrapezoid.getBottomXLeft();
GLfloat bottomX2 = rTrapezoid.getBottomXRight();
GLfloat bottomY = rTrapezoid.getBottomY();
appendTrapezoid(rTriangleRenderParameter.maVertices, rTriangleRenderParameter.maIndices,
topX1, topY, topX2, topY,
bottomX1, bottomY, bottomX2, bottomY,
nFillColor, fTransparency);
}
}
}
if (nLineColor != SALCOLOR_NONE || bUseAA)
{
SalColor nColor = (nLineColor == SALCOLOR_NONE) ? nFillColor : nLineColor;
vcl::LineBuilder aBuilder(rLineRenderParameter.maVertices, rLineRenderParameter.maIndices,
nColor, fTransparency, 1.0f, bUseAA);
for (const basegfx::B2DPolygon& rPolygon : rPolyPolygon)
{
basegfx::B2DPolygon aPolygon(rPolygon);
if (rPolygon.areControlPointsUsed())
aPolygon = rPolygon.getDefaultAdaptiveSubdivision();
sal_uInt32 nPoints = aPolygon.count();
GLfloat x1, y1, x2, y2;
sal_uInt32 index1, index2;
for (sal_uInt32 i = 0; i <= nPoints; ++i)
{
index1 = (i) % nPoints;
index2 = (i + 1) % nPoints;
x1 = aPolygon.getB2DPoint(index1).getX();
y1 = aPolygon.getB2DPoint(index1).getY();
x2 = aPolygon.getB2DPoint(index2).getX();
y2 = aPolygon.getB2DPoint(index2).getY();
aBuilder.appendLine(glm::vec2(x1, y1), glm::vec2(x2, y2));
}
}
}
}
bool RenderList::addDrawTextureWithMaskColor(OpenGLTexture& rTexture, SalColor nColor, const SalTwoRect& r2Rect)
{
if (!rTexture)
return false;
GLfloat fX1 = r2Rect.mnDestX;
GLfloat fY1 = r2Rect.mnDestY;
GLfloat fX2 = fX1 + r2Rect.mnDestWidth;
GLfloat fY2 = fY1 + r2Rect.mnDestHeight;
checkOverlapping(basegfx::B2DRange(fX1, fY1, fX2, fY2));
GLuint nTextureId = rTexture.Id();
RenderTextureParameters& rTextureParameter = maRenderEntries.back().maTextureParametersMap[nTextureId];
rTextureParameter.maTexture = rTexture;
rTexture.FillCoords<GL_TRIANGLES>(rTextureParameter.maTextureCoords, r2Rect, false);
vcl::vertex::addRectangle<GL_TRIANGLES>(rTextureParameter.maVertices, fX1, fY1, fX2, fY2);
vcl::vertex::addQuadColors<GL_TRIANGLES>(rTextureParameter.maColors, nColor, 0.0f);
return true;
}
void RenderList::addDrawPolyLine(const basegfx::B2DPolygon& rPolygon, double fTransparency,
const basegfx::B2DVector& rLineWidth, basegfx::B2DLineJoin eLineJoin,
css::drawing::LineCap eLineCap, double fMiterMinimumAngle,
SalColor nLineColor, bool bUseAA)
{
if (rPolygon.count() <= 1)
return;
if (nLineColor == SALCOLOR_NONE)
return;
if (fTransparency == 1.0)
return;
const bool bIsHairline = (rLineWidth.getX() == rLineWidth.getY()) && (rLineWidth.getX() <= 1.2);
const float fLineWidth = bIsHairline ? 1.0f : rLineWidth.getX();
basegfx::B2DPolygon aPolygon(rPolygon);
if (rPolygon.areControlPointsUsed())
aPolygon = rPolygon.getDefaultAdaptiveSubdivision();
checkOverlapping(aPolygon.getB2DRange());
RenderParameters& rParameter = maRenderEntries.back().maLineParameters;
vcl::LineBuilder aBuilder(rParameter.maVertices, rParameter.maIndices,
nLineColor, fTransparency, fLineWidth, bUseAA);
appendPolyLine(aBuilder, aPolygon, eLineJoin, eLineCap, fMiterMinimumAngle);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */