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ed51756191
It's safer to define GL_CLAMP_TO_EDGE if not available than to include GL/glext.h.
160 lines
4.7 KiB
C++
160 lines
4.7 KiB
C++
/**
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******************************************************************************
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*
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* @file cachedsvgitem.h
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* @author Dmytro Poplavskiy Copyright (C) 2011.
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* @{
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* @brief OpenGL texture cached SVG item
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*****************************************************************************/
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "cachedsvgitem.h"
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#include <QGLContext>
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#include <QDebug>
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#ifndef GL_CLAMP_TO_EDGE
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#define GL_CLAMP_TO_EDGE 0x812F
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#endif
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CachedSvgItem::CachedSvgItem(QGraphicsItem * parent) :
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QGraphicsSvgItem(parent),
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m_context(0),
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m_texture(0),
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m_scale(1.0)
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{
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setCacheMode(NoCache);
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}
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CachedSvgItem::CachedSvgItem(const QString & fileName, QGraphicsItem * parent):
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QGraphicsSvgItem(fileName, parent),
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m_context(0),
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m_texture(0),
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m_scale(1.0)
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{
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setCacheMode(NoCache);
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}
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CachedSvgItem::~CachedSvgItem()
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{
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if (m_context && m_texture) {
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m_context->makeCurrent();
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glDeleteTextures(1, &m_texture);
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}
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}
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void CachedSvgItem::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
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{
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if (painter->paintEngine()->type() != QPaintEngine::OpenGL &&
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painter->paintEngine()->type() != QPaintEngine::OpenGL2) {
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//Fallback to direct painting
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QGraphicsSvgItem::paint(painter, option, widget);
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return;
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}
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QRectF br = boundingRect();
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QTransform transform = painter->worldTransform();
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qreal sceneScale = transform.map(QLineF(0,0,1,0)).length();
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bool stencilTestEnabled = glIsEnabled(GL_STENCIL_TEST);
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bool scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
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painter->beginNativePainting();
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if (stencilTestEnabled)
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glEnable(GL_STENCIL_TEST);
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if (scissorTestEnabled)
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glEnable(GL_SCISSOR_TEST);
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bool dirty = false;
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if (!m_texture) {
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glGenTextures(1, &m_texture);
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m_context = const_cast<QGLContext*>(QGLContext::currentContext());
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dirty = true;
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}
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if (!qFuzzyCompare(sceneScale, m_scale)) {
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m_scale = sceneScale;
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dirty = true;
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}
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int textureWidth = (int(br.width()*m_scale) + 3) & ~3;
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int textureHeight = (int(br.height()*m_scale) + 3) & ~3;
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if (dirty) {
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//qDebug() << "re-render image";
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QImage img(textureWidth, textureHeight, QImage::Format_ARGB32);
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{
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img.fill(Qt::transparent);
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QPainter p;
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p.begin(&img);
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p.setRenderHints(painter->renderHints());
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p.translate(br.topLeft());
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p.scale(m_scale, m_scale);
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QGraphicsSvgItem::paint(&p, option, 0);
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p.end();
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img = img.rgbSwapped();
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}
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA,
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textureWidth,
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textureHeight,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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img.bits());
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glDisable(GL_TEXTURE_2D);
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dirty = false;
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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//texture may be slightly large than svn image, ensure only used area is rendered
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qreal tw = br.width()*m_scale/textureWidth;
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qreal th = br.height()*m_scale/textureHeight;
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glBegin(GL_QUADS);
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glTexCoord2d(0, 0 ); glVertex3d(br.left(), br.top(), -1);
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glTexCoord2d(tw, 0 ); glVertex3d(br.right(), br.top(), -1);
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glTexCoord2d(tw, th); glVertex3d(br.right(), br.bottom(), -1);
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glTexCoord2d(0, th); glVertex3d(br.left(), br.bottom(), -1);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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painter->endNativePainting();
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}
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