vcl/inc/opengl/program.hxx | 2 vcl/inc/openglgdiimpl.hxx | 2 vcl/opengl/blendedTextureVertexShader.glsl | 3 vcl/opengl/dumbVertexShader.glsl | 4 - vcl/opengl/gdiimpl.cxx | 81 ++++++++++++------------- vcl/opengl/program.cxx | 30 ++++++++- vcl/opengl/scale.cxx | 1 vcl/opengl/textureVertexShader.glsl | 3 vcl/opengl/transformedTextureVertexShader.glsl | 5 - 9 files changed, 81 insertions(+), 50 deletions(-)
New commits: commit f6b9ba3394db50c94427e2d9cd83a5b13f528f41 Author: Tomaž Vajngerl <tomaz.vajng...@collabora.co.uk> Date: Wed Jul 8 18:43:32 2015 +0900 opengl: use MVP matrix in vertex shaders, pixel offsets ChangChange all vertex shaders to accept model, view, projection matrix to calculate the vertex position. So now we don't need to convert the coordinates to OpenGL coordinate space [-1.0, 1.0] anymore. Additionally make it possible to offset vertex coordinates so we can apply 0.5 px offset (to hit the pixel center) at some operations. Change-Id: I8e0a61d5fd4ab6aaa1c0c94439061725918577a0 (cherry picked from commit 2e99e4e11d33679aed674eea0d6054d16d39d6df) Reviewed-on: https://gerrit.libreoffice.org/16919 Reviewed-by: Caolán McNamara <caol...@redhat.com> Tested-by: Caolán McNamara <caol...@redhat.com> diff --git a/vcl/inc/opengl/program.hxx b/vcl/inc/opengl/program.hxx index 3ac0ff4..5ca9aff 100644 --- a/vcl/inc/opengl/program.hxx +++ b/vcl/inc/opengl/program.hxx @@ -67,6 +67,8 @@ public: const basegfx::B2DPoint& rY ); void SetBlendMode( GLenum nSFactor, GLenum nDFactor ); + void ApplyMatrix(float fWidth, float fHeight, float fPixelOffset = 0.0f); + bool DrawTexture( OpenGLTexture& rTexture ); protected: diff --git a/vcl/inc/openglgdiimpl.hxx b/vcl/inc/openglgdiimpl.hxx index 9abc4f9..1ac1ec3 100644 --- a/vcl/inc/openglgdiimpl.hxx +++ b/vcl/inc/openglgdiimpl.hxx @@ -72,6 +72,8 @@ protected: void ImplDrawLineAA( double nX1, double nY1, double nX2, double nY2, bool edge = false ); bool CheckOffscreenTexture(); + void ApplyProgramMatrices(float fPixelOffset = 0.0); + public: bool UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" ); bool UseSolid( SalColor nColor, sal_uInt8 nTransparency ); diff --git a/vcl/opengl/blendedTextureVertexShader.glsl b/vcl/opengl/blendedTextureVertexShader.glsl index bc8972c..3a9b827 100644 --- a/vcl/opengl/blendedTextureVertexShader.glsl +++ b/vcl/opengl/blendedTextureVertexShader.glsl @@ -12,9 +12,10 @@ attribute vec2 tex_coord_in; attribute vec2 alpha_coord_in; varying vec2 tex_coord; varying vec2 alpha_coord; +uniform mat4 mvp; void main() { - gl_Position = position; + gl_Position = mvp * position; tex_coord = tex_coord_in; alpha_coord = alpha_coord_in; } diff --git a/vcl/opengl/dumbVertexShader.glsl b/vcl/opengl/dumbVertexShader.glsl index 47061f6..deaa35b 100644 --- a/vcl/opengl/dumbVertexShader.glsl +++ b/vcl/opengl/dumbVertexShader.glsl @@ -8,8 +8,10 @@ */ attribute vec4 position; +uniform mat4 mvp; + void main() { - gl_Position = position; + gl_Position = mvp * position; } diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx index 7fe13ce..db2ea85 100644 --- a/vcl/opengl/gdiimpl.cxx +++ b/vcl/opengl/gdiimpl.cxx @@ -36,9 +36,6 @@ #include <vector> -#define OPENGL_COORD_X(x) GLfloat((2.0 * double(x)) / GetWidth() - 1.0) -#define OPENGL_COORD_Y(y) GLfloat(1.0 - (2.0 * double(y)) / GetHeight()) - OpenGLSalGraphicsImpl::OpenGLSalGraphicsImpl(SalGraphics& rParent, SalGeometryProvider *pProvider) : mpContext(0) , mrParent(rParent) @@ -194,6 +191,11 @@ void OpenGLSalGraphicsImpl::PostDraw() CHECK_GL_ERROR(); } +void OpenGLSalGraphicsImpl::ApplyProgramMatrices(float fPixelOffset) +{ + mpProgram->ApplyMatrix(GetWidth(), GetHeight(), fPixelOffset); +} + void OpenGLSalGraphicsImpl::freeResources() { // TODO Delete shaders, programs and textures if not shared @@ -453,9 +455,10 @@ void OpenGLSalGraphicsImpl::DrawPoint( long nX, long nY ) { GLfloat pPoint[2]; - pPoint[0] = OPENGL_COORD_X(nX); - pPoint[1] = OPENGL_COORD_Y(nY); + pPoint[0] = GLfloat(nX); + pPoint[1] = GLfloat(nY); + ApplyProgramMatrices(0.5f); mpProgram->SetVertices( pPoint ); glDrawArrays( GL_POINTS, 0, 1 ); @@ -466,11 +469,12 @@ void OpenGLSalGraphicsImpl::DrawLine( double nX1, double nY1, double nX2, double { GLfloat pPoints[4]; - pPoints[0] = OPENGL_COORD_X(nX1); - pPoints[1] = OPENGL_COORD_Y(nY1); - pPoints[2] = OPENGL_COORD_X(nX2); - pPoints[3] = OPENGL_COORD_Y(nY2); + pPoints[0] = GLfloat(nX1); + pPoints[1] = GLfloat(nY1); + pPoints[2] = GLfloat(nX2); + pPoints[3] = GLfloat(nY2); + ApplyProgramMatrices(0.5f); mpProgram->SetVertices( pPoints ); glDrawArrays( GL_LINES, 0, 2 ); @@ -484,19 +488,12 @@ void OpenGLSalGraphicsImpl::DrawLineAA( double nX1, double nY1, double nX2, doub if( nX1 == nX2 || nY1 == nY2 ) { // Horizontal/vertical, no need for AA, both points have normal color. - GLfloat pPoints[4]; - - pPoints[0] = OPENGL_COORD_X(nX1); - pPoints[1] = OPENGL_COORD_Y(nY1); - pPoints[2] = OPENGL_COORD_X(nX2); - pPoints[3] = OPENGL_COORD_Y(nY2); - mpProgram->SetVertices( pPoints ); // Still set up for the trivial "gradients", because presumably UseSolidAA() has been called. GLfloat aTexCoord[4] = { 0, 1, 1, 1 }; mpProgram->SetTextureCoord( aTexCoord ); + DrawLine(nX1, nY1, nX2, nY2); - glDrawArrays( GL_LINES, 0, 2 ); return; } ImplDrawLineAA( nX1, nY1, nX2, nY2 ); @@ -623,16 +620,17 @@ void OpenGLSalGraphicsImpl::ImplDrawLineAA( double nX1, double nY1, double nX2, GLfloat vertices[]= { - OPENGL_COORD_X(x1-tx-Rx), OPENGL_COORD_Y(y1-ty-Ry), //fading edge1 - OPENGL_COORD_X(x2-tx-Rx), OPENGL_COORD_Y(y2-ty-Ry), - OPENGL_COORD_X(x1-tx), OPENGL_COORD_Y(y1-ty), //core - OPENGL_COORD_X(x2-tx), OPENGL_COORD_Y(y2-ty), - OPENGL_COORD_X(x1+tx), OPENGL_COORD_Y(y1+ty), - OPENGL_COORD_X(x2+tx), OPENGL_COORD_Y(y2+ty), - OPENGL_COORD_X(x1+tx+Rx), OPENGL_COORD_Y(y1+ty+Ry), //fading edge2 - OPENGL_COORD_X(x2+tx+Rx), OPENGL_COORD_Y(y2+ty+Ry) + GLfloat(x1-tx-Rx), GLfloat(y1-ty-Ry), //fading edge1 + GLfloat(x2-tx-Rx), GLfloat(y2-ty-Ry), + GLfloat(x1-tx), GLfloat(y1-ty), //core + GLfloat(x2-tx), GLfloat(y2-ty), + GLfloat(x1+tx), GLfloat(y1+ty), + GLfloat(x2+tx), GLfloat(y2+ty), + GLfloat(x1+tx+Rx), GLfloat(y1+ty+Ry), //fading edge2 + GLfloat(x2+tx+Rx), GLfloat(y2+ty+Ry) }; + ApplyProgramMatrices(0.0f); GLfloat aTexCoord[16] = { 0, 0, 1, 0, 2, 1, 3, 1, 4, 1, 5, 1, 6, 0, 7, 0 }; mpProgram->SetTextureCoord( aTexCoord ); mpProgram->SetVertices( vertices ); @@ -672,10 +670,11 @@ void OpenGLSalGraphicsImpl::DrawConvexPolygon( sal_uInt32 nPoints, const SalPoin for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { - aVertices[j] = OPENGL_COORD_X(pPtAry[i].mnX); - aVertices[j+1] = OPENGL_COORD_Y(pPtAry[i].mnY); + aVertices[j] = GLfloat(pPtAry[i].mnX); + aVertices[j+1] = GLfloat(pPtAry[i].mnY); } + ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, nPoints ); @@ -714,10 +713,11 @@ void OpenGLSalGraphicsImpl::DrawConvexPolygon( const Polygon& rPolygon, bool blo for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { const Point& rPt = rPolygon.GetPoint( i ); - aVertices[j] = OPENGL_COORD_X(rPt.X()); - aVertices[j+1] = OPENGL_COORD_Y(rPt.Y()); + aVertices[j] = GLfloat(rPt.X()); + aVertices[j+1] = GLfloat(rPt.Y()); } + ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, nPoints ); @@ -757,10 +757,11 @@ void OpenGLSalGraphicsImpl::DrawTrapezoid( const basegfx::B2DTrapezoid& trapezoi for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { const basegfx::B2DPoint& rPt = rPolygon.getB2DPoint( i ); - aVertices[j] = OPENGL_COORD_X(rPt.getX()); - aVertices[j+1] = OPENGL_COORD_Y(rPt.getY()); + aVertices[j] = GLfloat(rPt.getX()); + aVertices[j+1] = GLfloat(rPt.getY()); } + ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLE_FAN, 0, nPoints ); @@ -857,8 +858,8 @@ void OpenGLSalGraphicsImpl::DrawRegionBand( const RegionBand& rRegion ) return; #define ADD_VERTICE(pt) \ - aVertices.push_back(OPENGL_COORD_X(pt.X())); \ - aVertices.push_back(OPENGL_COORD_Y(pt.Y())); + aVertices.push_back(GLfloat(pt.X())); \ + aVertices.push_back(GLfloat(pt.Y())); for( size_t i = 0; i < aRects.size(); ++i ) { @@ -873,6 +874,7 @@ void OpenGLSalGraphicsImpl::DrawRegionBand( const RegionBand& rRegion ) } #undef ADD_VERTICE + ApplyProgramMatrices(); mpProgram->SetVertices( &aVertices[0] ); glDrawArrays( GL_TRIANGLES, 0, aVertices.size() / 2 ); @@ -975,6 +977,7 @@ void OpenGLSalGraphicsImpl::DrawTransformedTexture( } } + ApplyProgramMatrices(); mpProgram->SetUniform2f( "viewport", GetWidth(), GetHeight() ); mpProgram->SetTransform( "transform", rTexture, rNull, rX, rY ); rTexture.GetWholeCoord( aTexCoord ); @@ -1195,10 +1198,10 @@ void OpenGLSalGraphicsImpl::drawRect( long nX, long nY, long nWidth, long nHeigh if( UseSolid( mnLineColor ) ) { - GLfloat fX1 = OPENGL_COORD_X(nX); - GLfloat fY1 = OPENGL_COORD_Y(nY); - GLfloat fX2 = OPENGL_COORD_X(nX + nWidth - 1); - GLfloat fY2 = OPENGL_COORD_Y(nY + nHeight - 1); + GLfloat fX1(nX); + GLfloat fY1(nY); + GLfloat fX2(nX + nWidth - 1); + GLfloat fY2(nY + nHeight - 1); GLfloat pPoints[16]; @@ -1211,6 +1214,7 @@ void OpenGLSalGraphicsImpl::drawRect( long nX, long nY, long nWidth, long nHeigh pPoints[6] = fX1; pPoints[7] = fY2; + ApplyProgramMatrices(0.5f); mpProgram->SetVertices(pPoints); glDrawArrays(GL_LINE_LOOP, 0, 4); } @@ -1831,7 +1835,4 @@ void OpenGLSalGraphicsImpl::endPaint() CHECK_GL_ERROR(); } -#undef OPENGL_COORD_X -#undef OPENGL_COORD_Y - /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/opengl/program.cxx b/vcl/opengl/program.cxx index d40aa30..157243b 100644 --- a/vcl/opengl/program.cxx +++ b/vcl/opengl/program.cxx @@ -13,6 +13,7 @@ #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> +#include <glm/gtc/matrix_transform.hpp> OpenGLProgram::OpenGLProgram() : mnId( 0 ), @@ -238,6 +239,19 @@ void OpenGLProgram::SetTransform( glUniformMatrix4fv( nUniform, 1, GL_FALSE, glm::value_ptr( mMatrix ) ); } +void OpenGLProgram::ApplyMatrix(float fWidth, float fHeight, float fPixelOffset) +{ + OString sProjectionMatrix("mvp"); + GLuint nUniform = GetUniformLocation(sProjectionMatrix); + + glm::mat4 mMVP = glm::ortho(0.0f, fWidth, fHeight, 0.0f, 0.0f, 1.0f); + + if (fPixelOffset != 0.0f) + mMVP = glm::translate(mMVP, glm::vec3(fPixelOffset, fPixelOffset, 0.0f)); + + glUniformMatrix4fv(nUniform, 1, GL_FALSE, glm::value_ptr(mMVP)); +} + void OpenGLProgram::SetBlendMode( GLenum nSFactor, GLenum nDFactor ) { glEnable( GL_BLEND ); @@ -247,12 +261,20 @@ void OpenGLProgram::SetBlendMode( GLenum nSFactor, GLenum nDFactor ) bool OpenGLProgram::DrawTexture( OpenGLTexture& rTexture ) { - GLfloat aPosition[8] = { -1, -1, -1, 1, 1, 1, 1, -1 }; - GLfloat aTexCoord[8]; - - if( !rTexture ) + if (!rTexture) return false; + float fWidth = rTexture.GetWidth(); + float fHeight = rTexture.GetHeight(); + + float fMinX = 0.0f; + float fMaxX = fWidth; + float fMinY = 0.0f; + float fMaxY = fHeight; + + GLfloat aPosition[8] = { fMinX, fMaxY, fMinX, fMinY, fMaxX, fMinY, fMaxX, fMaxY }; + GLfloat aTexCoord[8]; + rTexture.GetWholeCoord( aTexCoord ); SetVertices( aPosition ); SetTextureCoord( aTexCoord ); diff --git a/vcl/opengl/scale.cxx b/vcl/opengl/scale.cxx index 950aa50..a479a11 100644 --- a/vcl/opengl/scale.cxx +++ b/vcl/opengl/scale.cxx @@ -65,6 +65,7 @@ bool OpenGLSalBitmap::ImplScaleFilter( pProgram->SetTexture( "sampler", maTexture ); nOldFilter = maTexture.GetFilter(); maTexture.SetFilter( nFilter ); + pProgram->ApplyMatrix(mnWidth, mnHeight); pProgram->DrawTexture( maTexture ); maTexture.SetFilter( nOldFilter ); pProgram->Clean(); diff --git a/vcl/opengl/textureVertexShader.glsl b/vcl/opengl/textureVertexShader.glsl index 99d7f37..bb852f9 100644 --- a/vcl/opengl/textureVertexShader.glsl +++ b/vcl/opengl/textureVertexShader.glsl @@ -10,9 +10,10 @@ attribute vec4 position; attribute vec2 tex_coord_in; varying vec2 tex_coord; +uniform mat4 mvp; void main() { - gl_Position = position; + gl_Position = mvp * position; tex_coord = tex_coord_in; } diff --git a/vcl/opengl/transformedTextureVertexShader.glsl b/vcl/opengl/transformedTextureVertexShader.glsl index 51485a0..3a64fd0 100644 --- a/vcl/opengl/transformedTextureVertexShader.glsl +++ b/vcl/opengl/transformedTextureVertexShader.glsl @@ -11,12 +11,11 @@ attribute vec4 position; attribute vec2 tex_coord_in; uniform vec2 viewport; uniform mat4 transform; +uniform mat4 mvp; varying vec2 tex_coord; void main() { - vec4 pos = transform * position; - pos.x = (2.0 * pos.x) / viewport.x - 1.0; - pos.y = 1.0 - (2.0 * pos.y / viewport.y); + vec4 pos = mvp * transform * position; gl_Position = pos; tex_coord = tex_coord_in; }
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