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@@ -57,6 +57,25 @@ void main() {
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}
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)";
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+char const* blit_vertex_shader_source = R"(
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+attribute vec4 aVertexPosition;
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+attribute vec2 aTextureCoord;
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+varying vec2 vTextureCoord;
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+void main() {
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+ gl_Position = aVertexPosition;
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+ vTextureCoord = aTextureCoord;
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+}
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+)";
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+
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+char const* blit_fragment_shader_source = R"(
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+precision mediump float;
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+varying vec2 vTextureCoord;
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+uniform sampler2D uSampler;
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+void main() {
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+ gl_FragColor = texture2D(uSampler, vTextureCoord);
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+}
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+)";
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+
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OwnPtr<Painter> Painter::create()
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{
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auto& context = Context::the();
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@@ -66,6 +85,7 @@ OwnPtr<Painter> Painter::create()
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Painter::Painter(Context& context)
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: m_context(context)
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, m_rectangle_program(Program::create(vertex_shader_source, solid_color_fragment_shader_source))
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+ , m_blit_program(Program::create(blit_vertex_shader_source, blit_fragment_shader_source))
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{
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m_state_stack.empend(State());
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}
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@@ -125,6 +145,69 @@ void Painter::fill_rect(Gfx::FloatRect rect, Gfx::Color color)
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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+void Painter::draw_scaled_bitmap(Gfx::IntRect const& dest_rect, Gfx::Bitmap const& bitmap, Gfx::IntRect const& src_rect, ScalingMode scaling_mode)
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+{
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+ draw_scaled_bitmap(dest_rect.to_type<float>(), bitmap, src_rect.to_type<float>(), scaling_mode);
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+}
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+
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+static Gfx::FloatRect to_texture_space(Gfx::FloatRect rect, Gfx::IntSize image_size)
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+{
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+ auto x = rect.x() / image_size.width();
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+ auto y = rect.y() / image_size.height();
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+ auto width = rect.width() / image_size.width();
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+ auto height = rect.height() / image_size.height();
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+
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+ return { x, y, width, height };
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+}
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+
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+static GLenum to_gl_scaling_mode(Painter::ScalingMode scaling_mode)
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+{
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+ switch (scaling_mode) {
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+ case Painter::ScalingMode::NearestNeighbor:
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+ return GL_NEAREST;
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+ case Painter::ScalingMode::Bilinear:
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+ return GL_LINEAR;
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+ default:
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+ VERIFY_NOT_REACHED();
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+ }
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+}
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+
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+void Painter::draw_scaled_bitmap(Gfx::FloatRect const& dst_rect, Gfx::Bitmap const& bitmap, Gfx::FloatRect const& src_rect, ScalingMode scaling_mode)
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+{
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+ m_blit_program.use();
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+
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+ GLuint texture;
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+
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+ // FIXME: We should reuse textures across repaints if possible.
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+ glGenTextures(1, &texture);
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+ glBindTexture(GL_TEXTURE_2D, texture);
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap.width(), bitmap.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, bitmap.scanline(0));
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+
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+ GLenum scaling_mode_gl = to_gl_scaling_mode(scaling_mode);
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+
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, scaling_mode_gl);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, scaling_mode_gl);
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+
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+ auto vertices = rect_to_vertices(to_clip_space(transform().map(dst_rect)));
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+ auto texture_coordinates = rect_to_vertices(to_texture_space(src_rect, bitmap.size()));
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+
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+ GLuint vertex_position_attribute = m_blit_program.get_attribute_location("aVertexPosition");
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+ glVertexAttribPointer(vertex_position_attribute, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices.data());
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+ glEnableVertexAttribArray(vertex_position_attribute);
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+
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+ GLuint texture_coord_attribute = m_blit_program.get_attribute_location("aTextureCoord");
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+ glVertexAttribPointer(texture_coord_attribute, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), texture_coordinates.data());
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+ glEnableVertexAttribArray(texture_coord_attribute);
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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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+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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+
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+ glDeleteTextures(1, &texture);
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+}
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+
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void Painter::save()
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{
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m_state_stack.append(state());
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