[Libreoffice-commits] core.git: 2 commits - vcl/opengl
Luboš Luňák
l.lunak at collabora.com
Mon Dec 15 04:06:33 PST 2014
vcl/opengl/gdiimpl.cxx | 157 +++++++++++++++++++++++++++++++++++++++++++------
1 file changed, 138 insertions(+), 19 deletions(-)
New commits:
commit f8520e299983c5b6a0ee1720218260e8e0084c7f
Author: Luboš Luňák <l.lunak at collabora.com>
Date: Mon Dec 15 13:05:35 2014 +0100
draw lines anti-aliased (opengl vcl)
Change-Id: I3a67da89cedbb6a58b2556abf4553857125af5a6
diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx
index 694f6d2..137a84d 100644
--- a/vcl/opengl/gdiimpl.cxx
+++ b/vcl/opengl/gdiimpl.cxx
@@ -402,33 +402,150 @@ void OpenGLSalGraphicsImpl::DrawPoint( long nX, long nY )
void OpenGLSalGraphicsImpl::DrawLine( long nX1, long nY1, long nX2, long nY2 )
{
- GLfloat pPoints[4];
+ if( nX1 == nX2 || nY1 == nY2 )
+ { // horizontal/vertical, no need for AA
+ GLfloat pPoints[4];
- pPoints[0] = (2 * nX1) / GetWidth() - 1.0;
- pPoints[1] = 1.0f - 2 * nY1 / GetHeight();
- pPoints[2] = (2 * nX2) / GetWidth() - 1.0;;
- pPoints[3] = 1.0f - 2 * nY2 / GetHeight();
+ pPoints[0] = (2 * nX1) / GetWidth() - 1.0;
+ pPoints[1] = 1.0f - 2 * nY1 / GetHeight();
+ pPoints[2] = (2 * nX2) / GetWidth() - 1.0;;
+ pPoints[3] = 1.0f - 2 * nY2 / GetHeight();
- mpProgram->SetVertices( pPoints );
- glDrawArrays( GL_LINES, 0, 2 );
-}
+ mpProgram->SetVertices( pPoints );
+ glDrawArrays( GL_LINES, 0, 2 );
+ return;
+ }
-void OpenGLSalGraphicsImpl::DrawLines( sal_uInt32 nPoints, const SalPoint* pPtAry, bool bClose )
-{
- std::vector<GLfloat> aPoints(nPoints * 2);
- sal_uInt32 i, j;
+ // Draw the line anti-aliased. Based on code with the following notice:
+ /* Drawing nearly perfect 2D line segments in OpenGL
+ * You can use this code however you want.
+ * I just hope you to cite my name and the page of this technique:
+ * http://artgrammer.blogspot.com/2011/05/drawing-nearly-perfect-2d-line-segments.html
+ * http://www.codeproject.com/KB/openGL/gllinedraw.aspx
+ *
+ * Enjoy. Chris Tsang.*/
- for( i = 0, j = 0; i < nPoints; i++ )
+ if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) )
+ return;
+ mpProgram->SetColorf( "start_color", mnLineColor, 0.0f );
+ mpProgram->SetColorf( "end_color", mnLineColor, 1.0f );
+
+ double x1 = nX1;
+ double y1 = nY1;
+ double x2 = nX2;
+ double y2 = nY2;
+ const int w = 1; // line width
+
+ double t;
+ double R;
+ //determine parameters t,R
+ switch( w )
{
- aPoints[j++] = (2 * pPtAry[i].mnX) / GetWidth() - 1.0f;
- aPoints[j++] = 1.0f - (2 * pPtAry[i].mnY) / GetHeight();
+ case 0:
+ return;
+ case 1:
+ t=0.05;
+ R=0.768;
+ break;
+ case 2:
+ t=0.38;
+ R=1.08;
+ break;
+ case 3:
+ t=0.96;
+ R=1.08;
+ break;
+ case 4:
+ t=1.44;
+ R=1.08;
+ break;
+ case 5:
+ t=1.9;
+ R=1.08;
+ break;
+ default:
+ t=2.5+(w-6)*0.50;
+ R=1.08;
+ break;
}
- mpProgram->SetVertices( &aPoints[0] );
- if( bClose )
- glDrawArrays( GL_LINE_LOOP, 0, nPoints );
+ //determine angle of the line to horizontal
+ double tx=0,ty=0; //core thinkness of a line
+ double Rx=0,Ry=0; //fading edge of a line
+ double cx=0,cy=0; //cap of a line
+ double dx=x2-x1;
+ double dy=y2-y1;
+ if ( w < 3)
+ { //approximate to make things even faster
+ double m=dy/dx;
+ //and calculate tx,ty,Rx,Ry
+ if ( m>-0.4142 && m<=0.4142)
+ {
+ // -22.5< angle <= 22.5, approximate to 0 (degree)
+ tx=t*0.1; ty=t;
+ Rx=R*0.6; Ry=R;
+ }
+ else if ( m>0.4142 && m<=2.4142)
+ {
+ // 22.5< angle <= 67.5, approximate to 45 (degree)
+ tx=t*-0.7071; ty=t*0.7071;
+ Rx=R*-0.7071; Ry=R*0.7071;
+ }
+ else if ( m>2.4142 || m<=-2.4142)
+ {
+ // 67.5 < angle <=112.5, approximate to 90 (degree)
+ tx=t; ty=t*0.1;
+ Rx=R; Ry=R*0.6;
+ }
+ else if ( m>-2.4142 && m<-0.4142)
+ {
+ // 112.5 < angle < 157.5, approximate to 135 (degree)
+ tx=t*0.7071; ty=t*0.7071;
+ Rx=R*0.7071; Ry=R*0.7071;
+ }
+ else
+ assert( false );
+ }
else
- glDrawArrays( GL_LINE_STRIP, 0, nPoints );
+ { //calculate to exact
+ dx=y1-y2;
+ dy=x2-x1;
+ double L=sqrt(dx*dx+dy*dy);
+ dx/=L;
+ dy/=L;
+ cx=-0.6*dy; cy=0.6*dx;
+ tx=t*dx; ty=t*dy;
+ Rx=R*dx; Ry=R*dy;
+ }
+
+ GLfloat vertices[]=
+ {
+#define convertX( x ) GLfloat( (2 * (x)) / GetWidth() - 1.0f)
+#define convertY( y ) GLfloat( 1.0f - (2 * (y)) / GetHeight())
+ convertX(x1-tx-Rx), convertY(y1-ty-Ry), //fading edge1
+ convertX(x2-tx-Rx), convertY(y2-ty-Ry),
+ convertX(x1-tx),convertY(y1-ty), //core
+ convertX(x2-tx),convertY(y2-ty),
+ convertX(x1+tx),convertY(y1+ty),
+ convertX(x2+tx),convertY(y2+ty),
+ convertX(x1+tx+Rx), convertY(y1+ty+Ry), //fading edge2
+ convertX(x2+tx+Rx), convertY(y2+ty+Ry)
+#undef convertX
+#undef convertY
+ };
+
+ 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 );
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 8);
+}
+
+void OpenGLSalGraphicsImpl::DrawLines( sal_uInt32 nPoints, const SalPoint* pPtAry, bool bClose )
+{
+ for( int i = 0; i < int(nPoints) - 1; ++i )
+ DrawLine( pPtAry[ i ].mnX, pPtAry[ i ].mnY, pPtAry[ i + 1 ].mnX, pPtAry[ i + 1 ].mnY );
+ if( bClose )
+ DrawLine( pPtAry[ nPoints - 1 ].mnX, pPtAry[ nPoints - 1 ].mnY, pPtAry[ 0 ].mnX, pPtAry[ 0 ].mnY );
}
void OpenGLSalGraphicsImpl::DrawConvexPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry )
commit cbc57a99c200952816e4dd827d0a9d27beaef4bd
Author: Luboš Luňák <l.lunak at collabora.com>
Date: Mon Dec 15 13:05:17 2014 +0100
allow using more than one opengl program during one draw "operation"
I.e. between one PreDraw()/PostDraw() pair.
Change-Id: I358d603ff33fa7416a4033bf074fe390b1112fcc
diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx
index 3690a6b..694f6d2 100644
--- a/vcl/opengl/gdiimpl.cxx
+++ b/vcl/opengl/gdiimpl.cxx
@@ -350,6 +350,8 @@ bool OpenGLSalGraphicsImpl::CheckOffscreenTexture()
bool OpenGLSalGraphicsImpl::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader )
{
+ if( mpProgram != NULL )
+ mpProgram->Clean();
mpProgram = mpContext->UseProgram( rVertexShader, rFragmentShader );
return ( mpProgram != NULL );
}
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