windows opengl: Introduce OpenGLCompatibleDC.
This is to abstract the compatible DC creation and usage, to be reused in the
native theme rendering.
Change-Id: Id34bba4aeea7f46fc2aa42f292f0a525d753b8d7
diff --git a/include/vcl/salgtype.hxx b/include/vcl/salgtype.hxx
index dc21904..23b8977 100644
--- a/include/vcl/salgtype.hxx
+++ b/include/vcl/salgtype.hxx
@@ -46,6 +46,13 @@ struct SalTwoRect
long mnDestY;
long mnDestWidth;
long mnDestHeight;
SalTwoRect() {}
SalTwoRect(long nSrcX, long nSrcY, long nSrcWidth, long nSrcHeight, long nDestX, long nDestY, long nDestWidth, long nDestHeight)
: mnSrcX(nSrcX), mnSrcY(nSrcY), mnSrcWidth(nSrcWidth), mnSrcHeight(nSrcHeight), mnDestX(nDestX), mnDestY(nDestY), mnDestWidth(nDestWidth), mnDestHeight(nDestHeight)
{
}
};
typedef sal_uInt16 SalROPColor;
diff --git a/vcl/inc/win/salgdi.h b/vcl/inc/win/salgdi.h
index 74e8fe0..831a703 100644
--- a/vcl/inc/win/salgdi.h
+++ b/vcl/inc/win/salgdi.h
@@ -41,6 +41,7 @@ class ImplWinFontEntry;
class ImplFontAttrCache;
class PhysicalFontCollection;
class SalGraphicsImpl;
class WinOpenGLSalGraphicsImpl;
#define RGB_TO_PALRGB(nRGB) ((nRGB)|0x02000000)
#define PALRGB_TO_RGB(nPalRGB) ((nPalRGB)&0x00ffffff)
@@ -139,11 +140,43 @@ public:
bool IsGSUBstituted( sal_UCS4 ) const;
};
/** Class that creates (and destroys) a compatible Device Context.
This is to be used for GDI drawing into a DIB that we later use as a texture for OpenGL drawing.
*/
class OpenGLCompatibleDC
{
private:
/// The compatible DC that we create for our purposes.
HDC mhCompatibleDC;
/// DIBSection that we use for the GDI drawing, and later obtain.
HBITMAP mhBitmap;
/// DIBSection data.
sal_uInt8 *mpData;
/// Mapping between the GDI position and OpenGL, to use for OpenGL drawing.
SalTwoRect maRects;
/// The OpenGL-based SalGraphicsImpl where we will draw. If null, we ignora the drawing, it means it happened directly to the DC..
WinOpenGLSalGraphicsImpl *mpImpl;
public:
OpenGLCompatibleDC(SalGraphics &rGraphics, int x, int y, int width, int height);
~OpenGLCompatibleDC();
HDC getCompatibleHDC() { return mhCompatibleDC; }
/// Call the WinOpenGLSalGraphicsImpl's DrawMask().
void DrawMask(SalColor color);
};
class WinSalGraphics : public SalGraphics
{
friend class WinSalGraphicsImpl;
friend class ScopedFont;
friend class WinLayout;
friend class OpenGLCompatibleDC;
private:
boost::scoped_ptr<SalGraphicsImpl> mpImpl;
diff --git a/vcl/source/outdev/bitmap.cxx b/vcl/source/outdev/bitmap.cxx
index 93c37c4..93a04b8 100644
--- a/vcl/source/outdev/bitmap.cxx
+++ b/vcl/source/outdev/bitmap.cxx
@@ -653,12 +653,12 @@ void OutputDevice::DrawDeviceAlphaBitmap( const Bitmap& rBmp, const AlphaMask& r
if(bTryDirectPaint)
{
Point aRelPt = aOutPt + Point( mnOutOffX, mnOutOffY );
SalTwoRect aTR = {
SalTwoRect aTR(
rSrcPtPixel.X(), rSrcPtPixel.Y(),
rSrcSizePixel.Width(), rSrcSizePixel.Height(),
aRelPt.X(), aRelPt.Y(),
aOutSz.Width(), aOutSz.Height()
};
aOutSz.Width(), aOutSz.Height());
SalBitmap* pSalSrcBmp = rBmp.ImplGetImpBitmap()->ImplGetSalBitmap();
SalBitmap* pSalAlphaBmp = rAlpha.ImplGetImpBitmap()->ImplGetSalBitmap();
diff --git a/vcl/win/source/gdi/salgdi.cxx b/vcl/win/source/gdi/salgdi.cxx
index 1004fbb..d011f31 100644
--- a/vcl/win/source/gdi/salgdi.cxx
+++ b/vcl/win/source/gdi/salgdi.cxx
@@ -30,6 +30,7 @@
#include <win/saldata.hxx>
#include <win/salgdi.h>
#include <win/salframe.h>
#include <win/salvd.h>
#include <basegfx/matrix/b2dhommatrixtools.hxx>
#include "salgdiimpl.hxx"
@@ -565,6 +566,55 @@ void ImplClearHDCCache( SalData* pData )
}
}
OpenGLCompatibleDC::OpenGLCompatibleDC(SalGraphics &rGraphics, int x, int y, int width, int height)
: mhBitmap(0)
, mpData(NULL)
, maRects(0, 0, width, height, x, y, width, height)
{
WinSalGraphics& rWinGraphics = static_cast<WinSalGraphics&>(rGraphics);
mpImpl = dynamic_cast<WinOpenGLSalGraphicsImpl*>(rWinGraphics.mpImpl.get());
if (!mpImpl)
{
// we avoid the OpenGL drawing, instead we draw directly to the DC
mhCompatibleDC = rWinGraphics.getHDC();
return;
}
mhCompatibleDC = CreateCompatibleDC(rWinGraphics.getHDC());
// move the origin so that we always paint at 0,0 - to keep the bitmap
// small
OffsetViewportOrgEx(mhCompatibleDC, -x, -y, NULL);
mhBitmap = WinSalVirtualDevice::ImplCreateVirDevBitmap(mhCompatibleDC, width, height, 32, reinterpret_cast<void **>(&mpData));
SelectObject(mhCompatibleDC, mhBitmap);
}
OpenGLCompatibleDC::~OpenGLCompatibleDC()
{
if (mpImpl)
{
DeleteObject(mhBitmap);
DeleteDC(mhCompatibleDC);
}
}
void OpenGLCompatibleDC::DrawMask(SalColor color)
{
if (!mpImpl)
return;
// turn what's in the mpData into a texture
OpenGLTexture aTexture(maRects.mnSrcWidth, maRects.mnSrcHeight, GL_RGBA, GL_UNSIGNED_BYTE, mpData);
CHECK_GL_ERROR();
mpImpl->PreDraw();
mpImpl->DrawMask(aTexture, color, maRects);
mpImpl->PostDraw();
}
WinSalGraphics::WinSalGraphics(WinSalGraphics::Type eType, bool bScreen, HWND hWnd):
mhLocalDC(0),
mbPrinter(eType == WinSalGraphics::PRINTER),
diff --git a/vcl/win/source/gdi/winlayout.cxx b/vcl/win/source/gdi/winlayout.cxx
index 1d461e6..8457c55 100644
--- a/vcl/win/source/gdi/winlayout.cxx
+++ b/vcl/win/source/gdi/winlayout.cxx
@@ -27,7 +27,6 @@
#include <vcl/opengl/OpenGLHelper.hxx>
#include <win/salgdi.h>
#include <win/saldata.hxx>
#include <win/salvd.h>
#include "sft.hxx"
#include "sallayout.hxx"
@@ -195,64 +194,28 @@ void WinLayout::DrawText(SalGraphics& rGraphics) const
Rectangle aRect;
GetBoundRect(rGraphics, aRect);
const int origin_x = aRect.Left();
const int origin_y = aRect.Top();
const int width = aRect.GetWidth();
const int height = aRect.GetHeight();
const int bpp = 32;
OpenGLCompatibleDC aDC(rGraphics, aRect.Left(), aRect.Top(), aRect.GetWidth(), aRect.GetHeight());
HDC compatibleDC = CreateCompatibleDC(hDC);
// move the origin so that we always paint at 0,0 - to keep the bitmap
// small
OffsetViewportOrgEx(compatibleDC, -origin_x, -origin_y, NULL);
sal_uInt8 *data;
HBITMAP hBitmap = WinSalVirtualDevice::ImplCreateVirDevBitmap(compatibleDC, width, height, bpp, reinterpret_cast<void **>(&data));
// we are making changes to the DC, make sure we got a new one
assert(aDC.getCompatibleHDC() != hDC);
// setup the hidden DC with black color and white background, we will
// use the result of the text drawing later as a mask only
HGDIOBJ hBitmapOld = SelectObject(compatibleDC, hBitmap);
SelectFont(compatibleDC, mhFont);
SelectFont(aDC.getCompatibleHDC(), mhFont);
SetTextColor(compatibleDC, RGB(0, 0, 0));
SetBkColor(compatibleDC, RGB(255, 255, 255));
SetTextColor(aDC.getCompatibleHDC(), RGB(0, 0, 0));
SetBkColor(aDC.getCompatibleHDC(), RGB(255, 255, 255));
UINT nTextAlign = GetTextAlign(hDC);
SetTextAlign(compatibleDC, nTextAlign);
SetTextAlign(aDC.getCompatibleHDC(), nTextAlign);
// the actual drawing
DrawTextImpl(compatibleDC);
DrawTextImpl(aDC.getCompatibleHDC());
SelectObject(compatibleDC, hBitmapOld);
COLORREF color = GetTextColor(hDC);
SalColor salColor = MAKE_SALCOLOR(GetRValue(color), GetGValue(color), GetBValue(color));
// and turn it into a texture
OpenGLTexture aTexture(width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
CHECK_GL_ERROR();
WinOpenGLSalGraphicsImpl *pImpl = dynamic_cast<WinOpenGLSalGraphicsImpl*>(rWinGraphics.mpImpl.get());
if (pImpl)
{
SalTwoRect aRects;
aRects.mnSrcX = 0;
aRects.mnSrcY = 0;
aRects.mnSrcWidth = width;
aRects.mnSrcHeight = height;
aRects.mnDestX = origin_x;
aRects.mnDestY = origin_y;
aRects.mnDestWidth = width;
aRects.mnDestHeight = height;
COLORREF color = GetTextColor(hDC);
SalColor salColor = MAKE_SALCOLOR(GetRValue(color), GetGValue(color), GetBValue(color));
pImpl->PreDraw();
pImpl->DrawMask(aTexture, salColor, aRects);
pImpl->PostDraw();
}
DeleteObject(hBitmap);
DeleteDC(compatibleDC);
aDC.DrawMask(salColor);
}
}