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
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 444c9f2..b056382 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 e9ad376..97f1c14 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 );
@@ -665,10 +663,11 @@ 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 );

@@ -707,10 +706,11 @@ 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 );

@@ -750,10 +750,11 @@ 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 );

@@ -850,8 +851,8 @@ 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 )
    {
@@ -866,6 +867,7 @@ void OpenGLSalGraphicsImpl::DrawRegionBand( const RegionBand& rRegion )
    }
#undef ADD_VERTICE

    ApplyProgramMatrices();
    mpProgram->SetVertices( &aVertices[0] );
    glDrawArrays( GL_TRIANGLES, 0, aVertices.size() / 2 );

@@ -968,6 +970,7 @@ void OpenGLSalGraphicsImpl::DrawTransformedTexture(
        }
    }

    ApplyProgramMatrices();
    mpProgram->SetUniform2f( "viewport", GetWidth(), GetHeight() );
    mpProgram->SetTransform( "transform", rTexture, rNull, rX, rY );
    rTexture.GetWholeCoord( aTexCoord );
@@ -1188,10 +1191,10 @@ 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];

@@ -1204,6 +1207,7 @@ 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);
    }
@@ -1824,7 +1828,4 @@ 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 852592b..7b86912 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;
}