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canvasrender.cpp
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734 lines (599 loc) · 25.7 KB
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#include "canvasrender.h"
#include "canvascontext.h"
#include "canvastile.h"
#include "glhelper.h"
#include <qmath.h>
#include <QColor>
#include <QRegion>
#include <QMatrix>
#include <QDebug>
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <OpenCL/cl_gl.h>
#else
#include <CL/cl_gl.h>
#endif
void GLShaderProgram::cleanup(QOpenGLFunctions_3_2_Core *glFuncs)
{
if (program)
glFuncs->glDeleteProgram(program);
if (vertexBuffer)
glFuncs->glDeleteBuffers(1, &vertexBuffer);
if (vertexArray)
glFuncs->glDeleteVertexArrays(1, &vertexArray);
}
static void buildProgram(QOpenGLFunctions_3_2_Core *glFuncs,
GLShaderProgram &shader,
QString const &vertPath,
QString const &fragPath)
{
if (shader.program)
qWarning() << "Leaking shader program";
GLuint vertexShader = compileGLShaderFile(glFuncs, vertPath, GL_VERTEX_SHADER);
GLuint fragmentShader = compileGLShaderFile(glFuncs, fragPath, GL_FRAGMENT_SHADER);
shader.program = buildGLProgram(glFuncs, vertexShader, fragmentShader);
if (vertexShader)
glFuncs->glDeleteShader(vertexShader);
if (fragmentShader)
glFuncs->glDeleteShader(fragmentShader);
}
static void uploadVertexData2f(QOpenGLFunctions_3_2_Core *glFuncs,
GLShaderProgram &shader,
std::vector<float> data)
{
if (shader.vertexBuffer || shader.vertexArray)
qWarning() << "Leaking shader data";
glFuncs->glGenBuffers(1, &shader.vertexBuffer);
glFuncs->glGenVertexArrays(1, &shader.vertexArray);
glFuncs->glBindVertexArray(shader.vertexArray);
glFuncs->glBindBuffer(GL_ARRAY_BUFFER, shader.vertexBuffer);
glFuncs->glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), data.data(), GL_STATIC_DRAW);
glFuncs->glEnableVertexAttribArray(0);
glFuncs->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
}
static void dynamicVertexData2f(QOpenGLFunctions_3_2_Core *glFuncs,
GLShaderProgram &shader,
std::vector<float> const &data)
{
if (!shader.vertexBuffer && !shader.vertexArray)
{
glFuncs->glGenBuffers(1, &shader.vertexBuffer);
glFuncs->glGenVertexArrays(1, &shader.vertexArray);
}
glFuncs->glBindVertexArray(shader.vertexArray);
glFuncs->glBindBuffer(GL_ARRAY_BUFFER, shader.vertexBuffer);
glFuncs->glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), data.data(), GL_DYNAMIC_DRAW);
glFuncs->glEnableVertexAttribArray(0);
glFuncs->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
}
CanvasRender::CanvasRender() :
glFuncs(new QOpenGLFunctions_3_2_Core())
{
if (!glFuncs->initializeOpenGLFunctions())
{
qWarning() << "Could not initialize OpenGL Core Profile 3.2";
exit(1);
}
#ifdef __APPLE__
{
// Extra steps to disable vsync on OSX
GLint value = 0;
CGLSetParameter(CGLGetCurrentContext(), kCGLCPSwapInterval, &value);
}
#endif
/* Set up canvas tile data & shaders */
buildProgram(glFuncs, tileShader, ":/CanvasShader.vert", ":/CanvasShader.frag");
if (tileShader.program)
{
tileShader.tileOrigin = glFuncs->glGetUniformLocation(tileShader.program, "tileOrigin");
tileShader.tileMatrix = glFuncs->glGetUniformLocation(tileShader.program, "tileMatrix");
tileShader.tileImage = glFuncs->glGetUniformLocation(tileShader.program, "tileImage");
tileShader.tilePixels = glFuncs->glGetUniformLocation(tileShader.program, "tilePixels");
tileShader.binSize = glFuncs->glGetUniformLocation(tileShader.program, "binSize");
}
std::vector<float> shaderVerts({
0.0f, 0.0f,
TILE_PIXEL_WIDTH, 0.0f,
TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT,
0.0f, TILE_PIXEL_HEIGHT,
});
uploadVertexData2f(glFuncs, tileShader, shaderVerts);
/* Set up cursor data & shaders */
buildProgram(glFuncs, cursorShader, ":/CursorCircle.vert", ":/CursorCircle.frag");
if (cursorShader.program)
{
cursorShader.dimensions = glFuncs->glGetUniformLocation(cursorShader.program, "dimensions");
cursorShader.pixelRadius = glFuncs->glGetUniformLocation(cursorShader.program, "pixelRadius");
cursorShader.innerColor = glFuncs->glGetUniformLocation(cursorShader.program, "innerColor");
cursorShader.outerColor = glFuncs->glGetUniformLocation(cursorShader.program, "outerColor");
}
shaderVerts = std::vector<float>({
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f,
});
uploadVertexData2f(glFuncs, cursorShader, shaderVerts);
/* Color dot data & shaders */
buildProgram(glFuncs, colorDotShader, ":/CursorCircle.vert", ":/ColorDot.frag");
if (colorDotShader.program)
{
colorDotShader.dimensions = glFuncs->glGetUniformLocation(colorDotShader.program, "dimensions");
colorDotShader.pixelRadius = glFuncs->glGetUniformLocation(colorDotShader.program, "pixelRadius");
colorDotShader.previewColor = glFuncs->glGetUniformLocation(colorDotShader.program, "previewColor");
}
shaderVerts = std::vector<float>({
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f,
});
uploadVertexData2f(glFuncs, colorDotShader, shaderVerts);
/* Frame fill shaders */
buildProgram(glFuncs, canvasFrameShader, ":/ColorFill.vert", ":/ColorFill.frag");
if (canvasFrameShader.program)
{
canvasFrameShader.fillColor = glFuncs->glGetUniformLocation(canvasFrameShader.program, "fillColor");
}
/* Framebuffers */
glFuncs->glGenFramebuffers(1, &backbufferFramebuffer);
glFuncs->glGenRenderbuffers(1, &backbufferRenderbuffer);
glFuncs->glGenRenderbuffers(1, &backbufferStencilbuffer);
}
CanvasRender::~CanvasRender()
{
clearTiles();
tileShader.cleanup(glFuncs);
cursorShader.cleanup(glFuncs);
colorDotShader.cleanup(glFuncs);
canvasFrameShader.cleanup(glFuncs);
if (backgroundGLTile)
glFuncs->glDeleteBuffers(1, &backgroundGLTile);
if (backbufferFramebuffer)
glFuncs->glDeleteFramebuffers(1, &backbufferFramebuffer);
if (backbufferRenderbuffer)
glFuncs->glDeleteRenderbuffers(1, &backbufferRenderbuffer);
if (backbufferStencilbuffer)
glFuncs->glDeleteRenderbuffers(1, &backbufferStencilbuffer);
delete glFuncs;
}
void CanvasRender::resizeFramebuffer(int w, int h)
{
QSize view = QSize(w, h);
if (viewSize != view)
{
viewSize = view;
if (viewSize.width() <= 0)
viewSize.setWidth(1);
if (viewSize.height() <= 0)
viewSize.setHeight(1);
glFuncs->glBindRenderbuffer(GL_RENDERBUFFER, backbufferRenderbuffer);
glFuncs->glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, viewSize.width(), viewSize.height());
glFuncs->glBindRenderbuffer(GL_RENDERBUFFER, backbufferStencilbuffer);
glFuncs->glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, viewSize.width(), viewSize.height());
glFuncs->glBindFramebuffer(GL_FRAMEBUFFER, backbufferFramebuffer);
glFuncs->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, backbufferRenderbuffer);
glFuncs->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, backbufferStencilbuffer);
// If creating the framebuffer with STENCIL_INDEX8 failed fall back to DEPTH24_STENCIL8
if (glFuncs->glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
glFuncs->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, viewSize.width(), viewSize.height());
glFuncs->glClearColor(1.0, 0.0, 0.0, 1.0);
glFuncs->glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFuncs->glBindRenderbuffer(GL_RENDERBUFFER, GL_NONE);
glFuncs->glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);
}
}
void CanvasRender::shiftFramebuffer(int xOffset, int yOffset)
{
GLuint newFramebuffer = 0;
GLuint newRenderbuffer = 0;
QSize shiftArea = viewSize;
// Y offset is flipped because GL's origin is lower right vs top right for Qt
yOffset = -yOffset;
shiftArea.rwidth() -= abs(xOffset);
shiftArea.rheight() -= abs(yOffset);
int readX = xOffset > 0 ? xOffset : 0;
int writeX = xOffset > 0 ? 0 : -xOffset;
int readY = yOffset > 0 ? yOffset : 0;
int writeY = yOffset > 0 ? 0 : -yOffset;
glFuncs->glGenFramebuffers(1, &newFramebuffer);
glFuncs->glGenRenderbuffers(1, &newRenderbuffer);
glFuncs->glBindRenderbuffer(GL_RENDERBUFFER, newRenderbuffer);
glFuncs->glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, viewSize.width(), viewSize.height());
glFuncs->glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFuncs->glBindFramebuffer(GL_READ_FRAMEBUFFER, backbufferFramebuffer);
glFuncs->glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
glFuncs->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, newFramebuffer);
glFuncs->glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, newRenderbuffer);
glFuncs->glBlitFramebuffer(readX, readY, shiftArea.width() + readX, shiftArea.height() + readY,
writeX, writeY, shiftArea.width() + writeX, shiftArea.height() + writeY,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glFuncs->glDeleteRenderbuffers(1, &backbufferRenderbuffer);
glFuncs->glDeleteFramebuffers(1, &backbufferFramebuffer);
glFuncs->glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, backbufferStencilbuffer);
glFuncs->glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);
backbufferFramebuffer = newFramebuffer;
backbufferRenderbuffer = newRenderbuffer;
}
void CanvasRender::clearTiles()
{
for (auto &iter: glTiles)
{
auto &ref = iter.second;
if (ref.clBuf)
{
cl_int err = clReleaseMemObject(ref.clBuf);
check_cl_error(err);
}
if (ref.glBuf)
glFuncs->glDeleteBuffers(1, &ref.glBuf);
dirtyTiles.insert(iter.first);
}
glTiles.clear();
}
void CanvasRender::updateBackgroundTile(CanvasContext *ctx)
{
if (!backgroundGLTile)
{
glFuncs->glGenBuffers(1, &backgroundGLTile);
}
glFuncs->glBindBuffer(GL_TEXTURE_BUFFER, backgroundGLTile);
glFuncs->glBufferData(GL_TEXTURE_BUFFER,
sizeof(GLubyte) * TILE_COMP_TOTAL,
nullptr,
GL_STATIC_DRAW);
GLubyte *dstData = (GLubyte *)glFuncs->glMapBuffer(GL_TEXTURE_BUFFER, GL_WRITE_ONLY);
float *srcData = ctx->layers.backgroundTile->mapHost();
for (int i = 0; i < TILE_COMP_TOTAL; ++i)
dstData[i] = srcData[i] * 0xFF;
glFuncs->glUnmapBuffer(GL_TEXTURE_BUFFER);
dirtyBackground = true;
}
GLuint CanvasRender::getGLBuf(int x, int y)
{
GLTileMap::iterator found = glTiles.find(QPoint(x, y));
if (found != glTiles.end())
{
if (found->second.glBuf)
return found->second.glBuf;
else
return backgroundGLTile;
}
return backgroundGLTile;
}
void CanvasRender::renderTile(int x, int y, CanvasTile *tile)
{
auto &ref = glTiles[QPoint(x, y)];
if (!ref.glBuf && tile)
{
qDebug() << "renderTile can't render uninitialized tile" << x << y;
return;
}
if (!tile)
{
if (ref.glBuf)
qDebug() << "renderTile can't delete" << x << y;
return;
}
if (SharedOpenCL::getSharedOpenCL()->gl_sharing)
{
cl_int err = CL_SUCCESS;
cl_command_queue cmdQueue = SharedOpenCL::getSharedOpenCL()->cmdQueue;
err = clEnqueueAcquireGLObjects(cmdQueue, 1, &ref.clBuf, 0, nullptr, nullptr);
cl_mem input = tile->unmapHost();
cl_kernel kernel = SharedOpenCL::getSharedOpenCL()->floatToU8;
err = clSetKernelArg<cl_mem>(kernel, 0, input);
err = clSetKernelArg<cl_mem>(kernel, 1, ref.clBuf);
size_t workSize = TILE_PIXEL_WIDTH * TILE_PIXEL_HEIGHT;
err = clEnqueueNDRangeKernel(cmdQueue,
kernel, 1,
nullptr, &workSize, nullptr,
0, nullptr, nullptr);
err = clEnqueueReleaseGLObjects(cmdQueue, 1, &ref.clBuf, 0, nullptr, nullptr);
(void)err; /* Ignore the fact that err is unused */
}
else
{
glFuncs->glBindBuffer(GL_TEXTURE_BUFFER, ref.glBuf);
GLubyte *dstData = (GLubyte *)glFuncs->glMapBuffer(GL_TEXTURE_BUFFER, GL_WRITE_ONLY);
float *srcData = tile->mapHost();
for (int i = 0; i < TILE_COMP_TOTAL; ++i)
dstData[i] = srcData[i] * 0xFF;
glFuncs->glUnmapBuffer(GL_TEXTURE_BUFFER);
}
}
void CanvasRender::ensureTiles(TileMap const &tiles)
{
if (tiles.empty())
return;
cl_context context = 0;
bool gl_sharing = SharedOpenCL::getSharedOpenCL()->gl_sharing;
if (gl_sharing)
context = SharedOpenCL::getSharedOpenCL()->ctx;
for (auto &iter: tiles)
{
auto &ref = glTiles[iter.first];
if (iter.second)
{
if (!ref.glBuf)
{
glFuncs->glGenBuffers(1, &ref.glBuf);
glFuncs->glBindBuffer(GL_TEXTURE_BUFFER, ref.glBuf);
glFuncs->glBufferData(GL_TEXTURE_BUFFER,
sizeof(GLubyte) * TILE_COMP_TOTAL,
nullptr,
GL_DYNAMIC_DRAW);
if (gl_sharing)
{
cl_int err;
ref.clBuf = clCreateFromGLBuffer(context,
CL_MEM_WRITE_ONLY,
ref.glBuf,
&err);
check_cl_error(err);
}
}
}
else
{
if (ref.glBuf)
glFuncs->glDeleteBuffers(1, &ref.glBuf);
if (ref.clBuf)
{
cl_int err = clReleaseMemObject(ref.clBuf);
check_cl_error(err);
}
ref.glBuf = 0;
ref.clBuf = 0;
}
}
if (gl_sharing)
glFinish();
}
namespace {
void insertRectTiles(TileSet &tileSet, QRect const &pixelRect)
{
QRect tileBounds = boundingTiles(pixelRect);
for (int y = tileBounds.top(); y <= tileBounds.bottom(); ++y)
for (int x = tileBounds.left(); x <= tileBounds.right(); ++x)
tileSet.insert({x, y});
}
}
void CanvasRender::renderTileMap(TileMap &tiles)
{
if (tiles.empty())
return;
ensureTiles(tiles);
for (auto &iter: tiles)
{
renderTile(iter.first.x(), iter.first.y(), iter.second.get());
dirtyTiles.insert(iter.first);
}
tiles.clear();
if (SharedOpenCL::getSharedOpenCL()->gl_sharing)
clFinish(SharedOpenCL::getSharedOpenCL()->cmdQueue);
}
void CanvasRender::renderView(QPoint newOrigin, QSize newSize, float newScale, float newAngle, bool newMirrorHoriz, bool newMirrorVert, QRect newFrame, bool fullRedraw)
{
fullRedraw |= (viewScale != newScale);
fullRedraw |= (viewAngle != newAngle);
fullRedraw |= (mirrorHoriz != newMirrorHoriz);
fullRedraw |= (mirrorVert != newMirrorVert);
fullRedraw |= (viewFrame != newFrame);
viewScale = newScale;
viewAngle = newAngle;
mirrorHoriz = newMirrorHoriz;
mirrorVert = newMirrorVert;
viewFrame = newFrame;
QVector<QRect> dirtyRects;
if (viewSize != newSize)
{
//FIXME: This should also deal with the device pixel ratio for high dpi displays
// Note: resizeFramebuffer() unbinds the framebuffer
resizeFramebuffer(newSize.width(), newSize.height());
fullRedraw = true;
}
else if (viewOrigin != newOrigin && !fullRedraw)
{
// Note: shiftFramebuffer() unbinds the framebuffer
shiftFramebuffer(newOrigin.x() - viewOrigin.x(),
newOrigin.y() - viewOrigin.y());
QRegion dirtyRegion = QRegion{QRect{{0,0}, viewSize}};
dirtyRegion -= QRect{viewOrigin - newOrigin, viewSize};
dirtyRects = dirtyRegion.rects();
}
viewSize = newSize;
viewOrigin = newOrigin;
glFuncs->glBindFramebuffer(GL_FRAMEBUFFER, backbufferFramebuffer);
glFuncs->glViewport(0, 0, viewSize.width(), viewSize.height());
QMatrix widgetToCanvas;
widgetToCanvas.scale(1.0 / viewScale, 1.0 / viewScale);
widgetToCanvas.rotate(-viewAngle);
widgetToCanvas.scale(mirrorHoriz ? -1.0 : 1.0, mirrorVert ? -1.0 : 1.0);
widgetToCanvas.translate(viewOrigin.x(), viewOrigin.y());
QMatrix viewportToCanvas = widgetToCanvas;
viewportToCanvas.scale(viewSize.width(), viewSize.height());
viewportToCanvas.translate(0.5, 0.5);
viewportToCanvas.scale(0.5, -0.5);
QMatrix canvasToViewport = viewportToCanvas.inverted();
int zoomFactor = viewScale >= 1.0f ? 1 : 1 / viewScale;
glFuncs->glUseProgram(tileShader.program);
glFuncs->glActiveTexture(GL_TEXTURE0);
glFuncs->glUniform1i(tileShader.tileImage, 0);
// vertex.xx * tileMatrix.xy + vertex.yy * tileMatrix.zw
// x = vertex.x * tileMatrix.x + vertex.y * tileMatrix.z
// y = vertex.x * tileMatrix.y + vertex.y * tileMatrix.w
glFuncs->glUniform4f(tileShader.tileMatrix, canvasToViewport.m11(), canvasToViewport.m12(),
canvasToViewport.m21(), canvasToViewport.m22());
glFuncs->glUniform2f(tileShader.tilePixels, TILE_PIXEL_WIDTH, TILE_PIXEL_HEIGHT);
glFuncs->glUniform1i(tileShader.binSize, zoomFactor);
glFuncs->glBindVertexArray(tileShader.vertexArray);
auto drawOneTile = [&](int ix, int iy) {
QPointF offset = canvasToViewport.map(QPointF(ix * TILE_PIXEL_WIDTH, iy * TILE_PIXEL_HEIGHT));
GLuint tileBuffer = getGLBuf(ix, iy);
glFuncs->glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, tileBuffer);
glFuncs->glUniform2f(tileShader.tileOrigin, offset.x(), offset.y());
glFuncs->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
};
bool stencilTiles = !(viewFrame.isEmpty() || fullRedraw);
if (stencilTiles)
{
glFuncs->glEnable(GL_STENCIL_TEST);
glFuncs->glStencilFunc(GL_ALWAYS, 1, 0xFF);
glFuncs->glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glFuncs->glStencilMask(0xFF);
glFuncs->glClearStencil(0);
glFuncs->glClear(GL_STENCIL_BUFFER_BIT);
}
if (fullRedraw || dirtyBackground)
{
glClear(GL_COLOR_BUFFER_BIT);
QRect tileBounds = boundingTiles(viewportToCanvas.mapRect(QRectF(-1.0, -1.0, 2.0, 2.0)).toAlignedRect());
for (int ix = tileBounds.left(); ix <= tileBounds.right(); ++ix)
for (int iy = tileBounds.top(); iy <= tileBounds.bottom(); ++iy)
drawOneTile(ix, iy);
}
else
{
for (QRectF rect: dirtyRects)
insertRectTiles(dirtyTiles, widgetToCanvas.mapRect(rect).toAlignedRect());
for (QPoint const &iter: dirtyTiles)
drawOneTile(iter.x(), iter.y());
}
if (stencilTiles)
{
glFuncs->glStencilFunc(GL_EQUAL, 1, 0xFF);
glFuncs->glStencilMask(0x00);
}
drawFrame(viewFrame, canvasToViewport);
if (stencilTiles)
{
glFuncs->glDisable(GL_STENCIL_TEST);
glFuncs->glClear(GL_STENCIL_BUFFER_BIT);
}
glFuncs->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GL_NONE);
/* FIXME: This should track the viewport size to make sure the scaled ratio is set
* for drawToolCursor() and drawColorDots() as well. */
if (viewPixelRatio != 1)
glFuncs->glViewport(0, 0, viewSize.width() * viewPixelRatio, viewSize.height() * viewPixelRatio);
glFuncs->glBlitFramebuffer(0, 0, viewSize.width(), viewSize.height(),
0, 0, viewSize.width() * viewPixelRatio, viewSize.height() * viewPixelRatio,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glFuncs->glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);
dirtyBackground = false;
dirtyTiles.clear();
}
void CanvasRender::drawToolCursor(QPoint cursorPos, float cursorRadius, QColor outerColor, QColor innerColor)
{
if (cursorRadius < 1.0f)
return;
float widgetHeight = viewSize.height();
float widgetWidth = viewSize.width();
glFuncs->glEnable(GL_BLEND);
glFuncs->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glFuncs->glUseProgram(cursorShader.program);
glFuncs->glUniform4f(cursorShader.innerColor,
innerColor.redF(),
innerColor.greenF(),
innerColor.blueF(),
innerColor.alphaF());
glFuncs->glUniform4f(cursorShader.outerColor,
outerColor.redF(),
outerColor.greenF(),
outerColor.blueF(),
outerColor.alphaF());
glFuncs->glUniform4f(cursorShader.dimensions,
(float(cursorPos.x()) / widgetWidth * 2.0f) - 1.0f,
1.0f - (float(cursorPos.y()) / widgetHeight * 2.0f),
cursorRadius / widgetWidth, cursorRadius / widgetHeight);
glFuncs->glUniform1f(cursorShader.pixelRadius, cursorRadius / 2.0f);
glFuncs->glBindVertexArray(cursorShader.vertexArray);
glFuncs->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glFuncs->glDisable(GL_BLEND);
}
void CanvasRender::drawColorDots(QColor dotPreviewColor)
{
if (!dotPreviewColor.isValid())
return;
float dotRadius = 10.5f;
glFuncs->glEnable(GL_BLEND);
glFuncs->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glFuncs->glUseProgram(colorDotShader.program);
glFuncs->glUniform4f(colorDotShader.previewColor,
dotPreviewColor.redF(),
dotPreviewColor.greenF(),
dotPreviewColor.blueF(),
dotPreviewColor.alphaF());
glFuncs->glUniform1f(colorDotShader.pixelRadius, dotRadius);
glFuncs->glBindVertexArray(colorDotShader.vertexArray);
float dotHeight = dotRadius * 2.0f / viewSize.height();
float dotWidth = dotRadius * 2.0f / viewSize.width();
float xShift = dotWidth * 6.0f;
float yShift = dotHeight * 6.0f;
glFuncs->glUniform4f(colorDotShader.dimensions,
0.0f, 0.0f, dotWidth, dotHeight);
glFuncs->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glFuncs->glUniform4f(colorDotShader.dimensions,
-xShift, 0.0f, dotWidth, dotHeight);
glFuncs->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glFuncs->glUniform4f(colorDotShader.dimensions,
xShift, 0.0f, dotWidth, dotHeight);
glFuncs->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glFuncs->glUniform4f(colorDotShader.dimensions,
0.0f, -yShift, dotWidth, dotHeight);
glFuncs->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glFuncs->glUniform4f(colorDotShader.dimensions,
0.0f, yShift, dotWidth, dotHeight);
glFuncs->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glFuncs->glDisable(GL_BLEND);
}
namespace {
void appendRectVerts(std::vector<float> &shaderVerts, QRectF const &rect)
{
shaderVerts.push_back(rect.x()); shaderVerts.push_back(rect.y());
shaderVerts.push_back(rect.x() + rect.width()); shaderVerts.push_back(rect.y());
shaderVerts.push_back(rect.x() + rect.width()); shaderVerts.push_back(rect.y() + rect.height());
shaderVerts.push_back(rect.x()); shaderVerts.push_back(rect.y());
shaderVerts.push_back(rect.x() + rect.width()); shaderVerts.push_back(rect.y() + rect.height());
shaderVerts.push_back(rect.x()); shaderVerts.push_back(rect.y() + rect.height());
}
}
void CanvasRender::drawFrame(QRectF frame, QMatrix const &canvasToViewport)
{
if (frame.isEmpty())
return;
QColor fillColor(Qt::black);
fillColor.setAlphaF(0.35);
frame = canvasToViewport.mapRect(frame);
std::vector<float> shaderVerts;
if (frame.right() < 1.0f) // Right
appendRectVerts(shaderVerts, {frame.topRight(), QPointF{1.0f, 1.0f}});
if (frame.bottom() < 1.0f) // Top
appendRectVerts(shaderVerts, {frame.bottomRight(), QPointF{-1.0f, 1.0f}});
if (frame.left() > -1.0f) // Left
appendRectVerts(shaderVerts, {frame.bottomLeft(), QPointF{-1.0f, -1.0f}});
if (frame.top() > -1.0f) // Bottom
appendRectVerts(shaderVerts, {frame.topLeft(), QPointF{1.0f, -1.0f}});
if(!shaderVerts.empty())
{
float extraX = (2.0f * 2.0f) / viewSize.width();
float extraY = (2.0f * 2.0f) / viewSize.height();
appendRectVerts(shaderVerts, {frame.topRight(), QSizeF(extraX, frame.height() + extraY)}); // Right
appendRectVerts(shaderVerts, {frame.bottomRight(), QSizeF(-(frame.width() + extraX), extraY)}); // Top
appendRectVerts(shaderVerts, {frame.bottomLeft(), QSizeF(-extraX, -(frame.height() + extraY))}); // Left
appendRectVerts(shaderVerts, {frame.topLeft(), QSizeF(frame.width() + extraX, -extraY)}); // Bottom
glFuncs->glEnable(GL_BLEND);
glFuncs->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glFuncs->glUseProgram(canvasFrameShader.program);
glFuncs->glUniform4f(canvasFrameShader.fillColor,
fillColor.redF(),
fillColor.greenF(),
fillColor.blueF(),
fillColor.alphaF());
// Calling dynamicVertexData2f binds the vertex array
//glFuncs->glBindVertexArray(canvasFrameShader.vertexArray);
dynamicVertexData2f(glFuncs, canvasFrameShader, shaderVerts);
glFuncs->glDrawArrays(GL_TRIANGLES, 0, shaderVerts.size() / 2);
glFuncs->glDisable(GL_BLEND);
}
}