kicad/3d-viewer/common_ogl/ogl_utils.cpp

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file ogl_utils.cpp
* @brief implements generic openGL functions that are common to any openGL target
*/
#include <GL/glew.h>
#include "openGL_includes.h"
#include "ogl_utils.h"
void OGL_GetScreenshot( wxImage &aDstImage )
{
struct viewport_params
{
GLint originX;
GLint originY;
GLint x;
GLint y;
} viewport;
glGetIntegerv( GL_VIEWPORT, (GLint*) &viewport );
unsigned char* pixelbuffer = (unsigned char*) malloc( viewport.x *
viewport.y * 3 );
// Alphabuffer was causing some transparency problems on some systems (Windows)
// unsigned char* alphabuffer = (unsigned char*) malloc( viewport.x * viewport.y );
// Call glFinish before screenshot to ensure everything is fully drawn.
glFinish();
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
glReadBuffer( GL_BACK_LEFT );
glReadPixels( viewport.originX, viewport.originY,
viewport.x, viewport.y,
GL_RGB, GL_UNSIGNED_BYTE, pixelbuffer );
// glReadPixels( viewport.originX, viewport.originY,
// viewport.x, viewport.y,
// GL_ALPHA, GL_UNSIGNED_BYTE, alphabuffer );
// "Sets the image data without performing checks.
// The data given must have the size (width*height*3)
// The data must have been allocated with malloc()
// If static_data is false, after this call the pointer to the data is owned
// by the wxImage object, that will be responsible for deleting it."
aDstImage.SetData( pixelbuffer, viewport.x, viewport.y, false );
//aDstImage.SetAlpha( alphabuffer, false );
aDstImage = aDstImage.Mirror( false );
}
GLuint OGL_LoadTexture( const CIMAGE &aImage )
{
unsigned char* rgbaBuffer = (unsigned char*) malloc( aImage.GetWidth() *
aImage.GetHeight() * 4 );
unsigned char* dst = rgbaBuffer;
const unsigned char* ori = aImage.GetBuffer();
for( unsigned int i = 0; i < (aImage.GetWidth() * aImage.GetHeight()); ++i )
{
unsigned char v = *ori;
ori++;
dst[0] = v;
dst[1] = v;
dst[2] = v;
dst[3] = v;
dst+= 4;
}
GLuint texture;
glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
glPixelStorei( GL_PACK_ALIGNMENT, 4 );
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
/*gluBuild2DMipmaps( GL_TEXTURE_2D,
GL_RGBA,
aImage.GetWidth(),
aImage.GetHeight(),
GL_RGBA,
GL_UNSIGNED_BYTE,
rgbaBuffer );*/
glTexImage2D( GL_TEXTURE_2D,
0,
GL_RGBA,
aImage.GetWidth(),
aImage.GetHeight(),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
rgbaBuffer );
//glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glBindTexture( GL_TEXTURE_2D, 0 );
glFlush();
free( rgbaBuffer );
return texture;
}
void OGL_SetMaterial( const SMATERIAL & aMaterial, float aOpacity )
{
const SFVEC4F ambient = SFVEC4F( aMaterial.m_Ambient, 1.0f );
// !TODO: at this moment, diffuse color is added via
// glEnableClientState( GL_COLOR_ARRAY ) so this line may has no effect
// but can be used for optimization
const SFVEC4F diffuse = SFVEC4F( aMaterial.m_Diffuse,
( 1.0f - aMaterial.m_Transparency ) * aOpacity );
const SFVEC4F specular = SFVEC4F( aMaterial.m_Specular, 1.0f );
const SFVEC4F emissive = SFVEC4F( aMaterial.m_Emissive, 1.0f );
const float shininess = 128.0f * ( (aMaterial.m_Shininess > 1.0f)?
1.0f:
aMaterial.m_Shininess );
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, shininess );
}
void OGL_SetDiffuseOnlyMaterial( const SFVEC3F &aMaterialDiffuse, float aOpacity )
{
const SFVEC4F ambient = SFVEC4F( 0.2f, 0.2f, 0.2f, 1.0f );
const SFVEC4F diffuse = SFVEC4F( aMaterialDiffuse, aOpacity );
const SFVEC4F specular = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
const SFVEC4F emissive = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 0.0f );
}
void OGL_DrawBackground( const SFVEC3F &aTopColor, const SFVEC3F &aBotColor )
{
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glDisable( GL_LIGHTING );
glDisable( GL_COLOR_MATERIAL );
glDisable( GL_DEPTH_TEST );
glDisable( GL_TEXTURE_2D );
glDisable( GL_BLEND );
glDisable( GL_ALPHA_TEST );
glBegin( GL_QUADS );
glColor4f( aTopColor.x, aTopColor.y, aTopColor.z, 1.0f );
glVertex2f( -1.0, 1.0 ); // Top left corner
glColor4f( aBotColor.x, aBotColor.y, aBotColor.z, 1.0f );
glVertex2f( -1.0,-1.0 ); // bottom left corner
glVertex2f( 1.0,-1.0 ); // bottom right corner
glColor4f( aTopColor.x, aTopColor.y, aTopColor.z, 1.0f );
glVertex2f( 1.0, 1.0 ); // top right corner
glEnd();
}
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void OGL_ResetTextureStateDefaults()
{
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, 0 );
glClientActiveTexture( GL_TEXTURE0 );
glDisable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
const SFVEC4F zero = SFVEC4F( 0.0f );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, static_cast<const float*>( &zero.x ) );
}