qsgdefaultglyphnode_p.cpp 22.21 KiB
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#include "qsgdefaultglyphnode_p_p.h"
#include <qopenglshaderprogram.h>
#include <QtGui/private/qguiapplication_p.h>
#include <qpa/qplatformintegration.h>
#include <private/qfontengine_p.h>
#include <private/qopenglextensions_p.h>
#include <QtQuick/private/qsgtexture_p.h>
#include <private/qrawfont_p.h>
#include <QtCore/qmath.h>
QT_BEGIN_NAMESPACE
class QSGTextMaskMaterialData : public QSGMaterialShader
public:
    QSGTextMaskMaterialData();
    virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect);
    virtual char const *const *attributeNames() const;
    virtual void activate();
    virtual void deactivate();
protected:
    virtual void initialize();
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virtual const char *vertexShader() const; virtual const char *fragmentShader() const; int m_matrix_id; int m_color_id; int m_textureScale_id; }; const char *QSGTextMaskMaterialData::vertexShader() const { return "uniform highp mat4 matrix; \n" "uniform highp vec2 textureScale; \n" "attribute highp vec4 vCoord; \n" "attribute highp vec2 tCoord; \n" "varying highp vec2 sampleCoord; \n" "void main() { \n" " sampleCoord = tCoord * textureScale; \n" " gl_Position = matrix * vCoord; \n" "}"; } const char *QSGTextMaskMaterialData::fragmentShader() const { return "varying highp vec2 sampleCoord; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "void main() { \n" " lowp vec4 glyph = texture2D(texture, sampleCoord); \n" " gl_FragColor = vec4(glyph.rgb * color.a, glyph.a); \n" "}"; } char const *const *QSGTextMaskMaterialData::attributeNames() const { static char const *const attr[] = { "vCoord", "tCoord", 0 }; return attr; } QSGTextMaskMaterialData::QSGTextMaskMaterialData() { } void QSGTextMaskMaterialData::initialize() { m_matrix_id = program()->uniformLocation("matrix"); m_color_id = program()->uniformLocation("color"); m_textureScale_id = program()->uniformLocation("textureScale"); } static inline qreal fontSmoothingGamma() { static qreal fontSmoothingGamma = QGuiApplicationPrivate::platformIntegration()->styleHint(QPlatformIntegration::FontSmoothingGamma).toReal(); return fontSmoothingGamma; } void QSGTextMaskMaterialData::activate() { QSGMaterialShader::activate(); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR); #if !defined(QT_OPENGL_ES_2) && defined(GL_ARB_framebuffer_sRGB) // 0.25 was found to be acceptable error margin by experimentation. On Mac, the gamma is 2.0, // but using sRGB looks okay. if (qAbs(fontSmoothingGamma() - 2.2) < 0.25) glEnable(GL_FRAMEBUFFER_SRGB); #endif } void QSGTextMaskMaterialData::deactivate() {
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QSGMaterialShader::deactivate(); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); #if !defined(QT_OPENGL_ES_2) && defined(GL_ARB_framebuffer_sRGB) if (qAbs(fontSmoothingGamma() - 2.2) < 0.25) glDisable(GL_FRAMEBUFFER_SRGB); #endif } void QSGTextMaskMaterialData::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); QSGTextMaskMaterial *material = static_cast<QSGTextMaskMaterial *>(newEffect); QSGTextMaskMaterial *oldMaterial = static_cast<QSGTextMaskMaterial *>(oldEffect); if (oldMaterial == 0 || material->color() != oldMaterial->color() || state.isOpacityDirty()) { QColor c = material->color(); QVector4D color(c.redF(), c.greenF(), c.blueF(), c.alphaF()); color *= state.opacity(); program()->setUniformValue(m_color_id, color); if (oldMaterial == 0 || material->color() != oldMaterial->color()) { state.context()->functions()->glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF()); } } bool updated = material->ensureUpToDate(); Q_ASSERT(material->texture()); Q_ASSERT(oldMaterial == 0 || oldMaterial->texture()); if (updated || oldMaterial == 0 || oldMaterial->texture()->textureId() != material->texture()->textureId()) { program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(), 1.0 / material->cacheTextureHeight())); glBindTexture(GL_TEXTURE_2D, material->texture()->textureId()); // Set the mag/min filters to be nearest. We only need to do this when the texture // has been recreated. if (updated) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } if (state.isMatrixDirty()) { QMatrix4x4 transform = state.modelViewMatrix(); qreal xTranslation = transform(0, 3); qreal yTranslation = transform(1, 3); // Remove translation and check identity to see if matrix is only translating. // If it is, we can round the translation to make sure the text is pixel aligned, // which is the only thing that works with GL_NEAREST filtering. Adding rotations // and scales to native rendered text is not a prioritized use case, since the // default rendering type is designed for that. transform(0, 3) = 0.0; transform(1, 3) = 0.0; if (transform.isIdentity()) { transform(0, 3) = qRound(xTranslation); transform(1, 3) = qRound(yTranslation); transform = state.projectionMatrix() * transform; program()->setUniformValue(m_matrix_id, transform); } else { program()->setUniformValue(m_matrix_id, state.combinedMatrix()); } }
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} class QSGStyledTextMaterialData : public QSGTextMaskMaterialData { public: QSGStyledTextMaterialData() { } virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); virtual void activate(); virtual void deactivate(); private: virtual void initialize(); virtual const char *vertexShader() const; virtual const char *fragmentShader() const; int m_shift_id; int m_styleColor_id; }; void QSGStyledTextMaterialData::initialize() { QSGTextMaskMaterialData::initialize(); m_shift_id = program()->uniformLocation("shift"); m_styleColor_id = program()->uniformLocation("styleColor"); } void QSGStyledTextMaterialData::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); QSGStyledTextMaterial *material = static_cast<QSGStyledTextMaterial *>(newEffect); QSGStyledTextMaterial *oldMaterial = static_cast<QSGStyledTextMaterial *>(oldEffect); if (oldMaterial == 0 || oldMaterial->styleShift() != material->styleShift()) program()->setUniformValue(m_shift_id, material->styleShift()); if (oldMaterial == 0 || material->color() != oldMaterial->color() || state.isOpacityDirty()) { QColor c = material->color(); QVector4D color(c.redF() * c.alphaF(), c.greenF() * c.alphaF(), c.blueF() * c.alphaF(), c.alphaF()); color *= state.opacity(); program()->setUniformValue(m_color_id, color); } if (oldMaterial == 0 || material->styleColor() != oldMaterial->styleColor() || state.isOpacityDirty()) { QColor c = material->styleColor(); QVector4D color(c.redF() * c.alphaF(), c.greenF() * c.alphaF(), c.blueF() * c.alphaF(), c.alphaF()); color *= state.opacity(); program()->setUniformValue(m_styleColor_id, color); } bool updated = material->ensureUpToDate(); Q_ASSERT(material->texture()); Q_ASSERT(oldMaterial == 0 || oldMaterial->texture()); if (updated || oldMaterial == 0 || oldMaterial->texture()->textureId() != material->texture()->textureId()) { program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(), 1.0 / material->cacheTextureHeight())); glBindTexture(GL_TEXTURE_2D, material->texture()->textureId()); // Set the mag/min filters to be linear. We only need to do this when the texture // has been recreated. if (updated) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); }
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} if (state.isMatrixDirty()) program()->setUniformValue(m_matrix_id, state.combinedMatrix()); } void QSGStyledTextMaterialData::activate() { QSGMaterialShader::activate(); #if !defined(QT_OPENGL_ES_2) && defined(GL_ARB_framebuffer_sRGB) // 0.25 was found to be acceptable error margin by experimentation. On Mac, the gamma is 2.0, // but using sRGB looks okay. if (qAbs(fontSmoothingGamma() - 2.2) < 0.25) glEnable(GL_FRAMEBUFFER_SRGB); #endif } void QSGStyledTextMaterialData::deactivate() { QSGMaterialShader::deactivate(); #if !defined(QT_OPENGL_ES_2) && defined(GL_ARB_framebuffer_sRGB) if (qAbs(fontSmoothingGamma() - 2.2) < 0.25) glDisable(GL_FRAMEBUFFER_SRGB); #endif } const char *QSGStyledTextMaterialData::vertexShader() const { return "uniform highp mat4 matrix; \n" "uniform highp vec2 textureScale; \n" "uniform highp vec2 shift; \n" "attribute highp vec4 vCoord; \n" "attribute highp vec2 tCoord; \n" "varying highp vec2 sampleCoord; \n" "varying highp vec2 shiftedSampleCoord; \n" "void main() { \n" " sampleCoord = tCoord * textureScale; \n" " shiftedSampleCoord = (tCoord - shift) * textureScale; \n" " gl_Position = matrix * vCoord; \n" "}"; } const char *QSGStyledTextMaterialData::fragmentShader() const { return "varying highp vec2 sampleCoord; \n" "varying highp vec2 shiftedSampleCoord; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "uniform lowp vec4 styleColor; \n" "void main() { \n" " lowp float glyph = texture2D(texture, sampleCoord).a; \n" " lowp float style = clamp(texture2D(texture, shiftedSampleCoord).a - glyph, \n" " 0.0, 1.0); \n" " gl_FragColor = style * styleColor + glyph * color; \n" "}"; } class QSGOutlinedTextMaterialData : public QSGStyledTextMaterialData { public: QSGOutlinedTextMaterialData() { } private: const char *vertexShader() const; const char *fragmentShader() const;
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}; const char *QSGOutlinedTextMaterialData::vertexShader() const { return "uniform highp mat4 matrix; \n" "uniform highp vec2 textureScale; \n" "uniform highp vec2 shift; \n" "attribute highp vec4 vCoord; \n" "attribute highp vec2 tCoord; \n" "varying highp vec2 sampleCoord; \n" "varying highp vec2 sCoordUp; \n" "varying highp vec2 sCoordDown; \n" "varying highp vec2 sCoordLeft; \n" "varying highp vec2 sCoordRight; \n" "void main() { \n" " sampleCoord = tCoord * textureScale; \n" " sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale; \n" " sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale; \n" " sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale; \n" " sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale; \n" " gl_Position = matrix * vCoord; \n" "}"; } const char *QSGOutlinedTextMaterialData::fragmentShader() const { return "varying highp vec2 sampleCoord; \n" "varying highp vec2 sCoordUp; \n" "varying highp vec2 sCoordDown; \n" "varying highp vec2 sCoordLeft; \n" "varying highp vec2 sCoordRight; \n" "uniform sampler2D texture; \n" "uniform lowp vec4 color; \n" "uniform lowp vec4 styleColor; \n" "void main() { \n" "lowp float glyph = texture2D(texture, sampleCoord).a; \n" " lowp float outline = clamp(clamp(texture2D(texture, sCoordUp).a + \n" " texture2D(texture, sCoordDown).a + \n" " texture2D(texture, sCoordLeft).a + \n" " texture2D(texture, sCoordRight).a, \n" " 0.0, 1.0) - glyph, \n" " 0.0, 1.0); \n" " gl_FragColor = outline * styleColor + glyph * color; \n" "}"; } QSGTextMaskMaterial::QSGTextMaskMaterial(const QRawFont &font, QFontEngineGlyphCache::Type cacheType) : m_texture(0) , m_cacheType(cacheType) , m_glyphCache(0) , m_font(font) { init(); } QSGTextMaskMaterial::~QSGTextMaskMaterial() { } void QSGTextMaskMaterial::init() { Q_ASSERT(m_font.isValid()); setFlag(Blending, true); QOpenGLContext *ctx = const_cast<QOpenGLContext *>(QOpenGLContext::currentContext()); Q_ASSERT(ctx != 0);
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QRawFontPrivate *fontD = QRawFontPrivate::get(m_font); if (fontD->fontEngine != 0) { m_glyphCache = fontD->fontEngine->glyphCache(ctx, m_cacheType, QTransform()); if (!m_glyphCache || m_glyphCache->cacheType() != m_cacheType) { m_glyphCache = new QOpenGLTextureGlyphCache(m_cacheType, QTransform()); fontD->fontEngine->setGlyphCache(ctx, m_glyphCache.data()); } } } void QSGTextMaskMaterial::populate(const QPointF &p, const QVector<quint32> &glyphIndexes, const QVector<QPointF> &glyphPositions, QSGGeometry *geometry, QRectF *boundingRect, QPointF *baseLine, const QMargins &margins) { Q_ASSERT(m_font.isValid()); QVector<QFixedPoint> fixedPointPositions; for (int i=0; i<glyphPositions.size(); ++i) fixedPointPositions.append(QFixedPoint::fromPointF(glyphPositions.at(i))); QTextureGlyphCache *cache = glyphCache(); QRawFontPrivate *fontD = QRawFontPrivate::get(m_font); cache->populate(fontD->fontEngine, glyphIndexes.size(), glyphIndexes.constData(), fixedPointPositions.data()); cache->fillInPendingGlyphs(); int margin = fontD->fontEngine->glyphMargin(cache->cacheType()); Q_ASSERT(geometry->indexType() == GL_UNSIGNED_SHORT); geometry->allocate(glyphIndexes.size() * 4, glyphIndexes.size() * 6); QVector4D *vp = (QVector4D *)geometry->vertexDataAsTexturedPoint2D(); Q_ASSERT(geometry->sizeOfVertex() == sizeof(QVector4D)); ushort *ip = geometry->indexDataAsUShort(); QPointF position(p.x(), p.y() - m_font.ascent()); bool supportsSubPixelPositions = fontD->fontEngine->supportsSubPixelPositions(); for (int i=0; i<glyphIndexes.size(); ++i) { QFixed subPixelPosition; if (supportsSubPixelPositions) subPixelPosition = fontD->fontEngine->subPixelPositionForX(QFixed::fromReal(glyphPositions.at(i).x())); QTextureGlyphCache::GlyphAndSubPixelPosition glyph(glyphIndexes.at(i), subPixelPosition); const QTextureGlyphCache::Coord &c = cache->coords.value(glyph); QPointF glyphPosition = glyphPositions.at(i) + position; int x = qFloor(glyphPosition.x()) + c.baseLineX - margin; int y = qFloor(glyphPosition.y()) - c.baseLineY - margin; *boundingRect |= QRectF(x + margin, y + margin, c.w, c.h); float cx1 = x - margins.left(); float cx2 = x + c.w + margins.right(); float cy1 = y - margins.top(); float cy2 = y + c.h + margins.bottom(); float tx1 = c.x - margins.left(); float tx2 = c.x + c.w + margins.right(); float ty1 = c.y - margins.top(); float ty2 = c.y + c.h + margins.bottom(); if (baseLine->isNull()) *baseLine = glyphPosition; vp[4 * i + 0] = QVector4D(cx1, cy1, tx1, ty1); vp[4 * i + 1] = QVector4D(cx2, cy1, tx2, ty1); vp[4 * i + 2] = QVector4D(cx1, cy2, tx1, ty2);
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vp[4 * i + 3] = QVector4D(cx2, cy2, tx2, ty2); int o = i * 4; ip[6 * i + 0] = o + 0; ip[6 * i + 1] = o + 2; ip[6 * i + 2] = o + 3; ip[6 * i + 3] = o + 3; ip[6 * i + 4] = o + 1; ip[6 * i + 5] = o + 0; } } QSGMaterialType *QSGTextMaskMaterial::type() const { static QSGMaterialType type; return &type; } QOpenGLTextureGlyphCache *QSGTextMaskMaterial::glyphCache() const { return static_cast<QOpenGLTextureGlyphCache*>(m_glyphCache.data()); } QSGMaterialShader *QSGTextMaskMaterial::createShader() const { return new QSGTextMaskMaterialData; } int QSGTextMaskMaterial::compare(const QSGMaterial *o) const { Q_ASSERT(o && type() == o->type()); const QSGTextMaskMaterial *other = static_cast<const QSGTextMaskMaterial *>(o); if (m_glyphCache != other->m_glyphCache) return m_glyphCache.data() < other->m_glyphCache.data() ? -1 : 1; QRgb c1 = m_color.rgba(); QRgb c2 = other->m_color.rgba(); return int(c2 < c1) - int(c1 < c2); } bool QSGTextMaskMaterial::ensureUpToDate() { QSize glyphCacheSize(glyphCache()->width(), glyphCache()->height()); if (glyphCacheSize != m_size) { if (m_texture) delete m_texture; m_texture = new QSGPlainTexture(); m_texture->setTextureId(glyphCache()->texture()); m_texture->setTextureSize(QSize(glyphCache()->width(), glyphCache()->height())); m_texture->setOwnsTexture(false); m_size = glyphCacheSize; return true; } else { return false; } } int QSGTextMaskMaterial::cacheTextureWidth() const { return glyphCache()->width(); } int QSGTextMaskMaterial::cacheTextureHeight() const { return glyphCache()->height(); } QSGStyledTextMaterial::QSGStyledTextMaterial(const QRawFont &font)
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: QSGTextMaskMaterial(font, QFontEngineGlyphCache::Raster_A8) { } QSGMaterialType *QSGStyledTextMaterial::type() const { static QSGMaterialType type; return &type; } QSGMaterialShader *QSGStyledTextMaterial::createShader() const { return new QSGStyledTextMaterialData; } int QSGStyledTextMaterial::compare(const QSGMaterial *o) const { const QSGStyledTextMaterial *other = static_cast<const QSGStyledTextMaterial *>(o); if (m_styleShift != other->m_styleShift) return m_styleShift.y() - other->m_styleShift.y(); QRgb c1 = m_styleColor.rgba(); QRgb c2 = other->m_styleColor.rgba(); if (c1 != c2) return int(c2 < c1) - int(c1 < c2); return QSGTextMaskMaterial::compare(o); } QSGOutlinedTextMaterial::QSGOutlinedTextMaterial(const QRawFont &font) : QSGStyledTextMaterial(font) { } QSGMaterialType *QSGOutlinedTextMaterial::type() const { static QSGMaterialType type; return &type; } QSGMaterialShader *QSGOutlinedTextMaterial::createShader() const { return new QSGOutlinedTextMaterialData; } QT_END_NAMESPACE