/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013-2016 CERN * Copyright (C) 2021, 2024 KiCad Developers, see AUTHORS.txt for contributors. * * @author Maciej Suminski * * 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 vertex_manager.cpp * @brief Class to control vertex container and GPU with possibility of emulating old-style OpenGL * 1.0 state machine using modern OpenGL methods. */ #include #include #include #include #include #include #include /** * Flag to enable #VERTEX_MANAGER debugging output. * * @ingroup trace_env_vars */ static const wxChar traceVertexManager[] = wxT( "KICAD_VERTEX_MANAGER" ); using namespace KIGFX; VERTEX_MANAGER::VERTEX_MANAGER( bool aCached ) : m_noTransform( true ), m_transform( 1.0f ), m_reserved( nullptr ), m_reservedSpace( 0 ) { m_container.reset( VERTEX_CONTAINER::MakeContainer( aCached ) ); m_gpu.reset( GPU_MANAGER::MakeManager( m_container.get() ) ); // There is no shader used by default for( unsigned int i = 0; i < SHADER_STRIDE; ++i ) m_shader[i] = 0.0f; } void VERTEX_MANAGER::Map() { m_container->Map(); } void VERTEX_MANAGER::Unmap() { m_container->Unmap(); } bool VERTEX_MANAGER::Reserve( unsigned int aSize ) { if( !aSize ) return true; if( m_reservedSpace != 0 || m_reserved ) wxLogTrace( traceVertexManager, wxS( "Did not use all previous vertices allocated" ) ); // flag to avoid hanging by calling DisplayError too many times: static bool show_err = true; m_reserved = m_container->Allocate( aSize ); if( m_reserved == nullptr ) { if( show_err ) { DisplayError( nullptr, wxT( "VERTEX_MANAGER::Reserve: Vertex allocation error" ) ); show_err = false; } return false; } m_reservedSpace = aSize; return true; } bool VERTEX_MANAGER::Vertex( GLfloat aX, GLfloat aY, GLfloat aZ ) { // flag to avoid hanging by calling DisplayError too many times: static bool show_err = true; // Obtain the pointer to the vertex in the currently used container VERTEX* newVertex; if( m_reservedSpace > 0 ) { newVertex = m_reserved++; --m_reservedSpace; if( m_reservedSpace == 0 ) m_reserved = nullptr; } else { newVertex = m_container->Allocate( 1 ); if( newVertex == nullptr ) { if( show_err ) { DisplayError( nullptr, wxT( "VERTEX_MANAGER::Vertex: Vertex allocation error" ) ); show_err = false; } return false; } } putVertex( *newVertex, aX, aY, aZ ); return true; } bool VERTEX_MANAGER::Vertices( const VERTEX aVertices[], unsigned int aSize ) { // flag to avoid hanging by calling DisplayError too many times: static bool show_err = true; // Obtain pointer to the vertex in currently used container VERTEX* newVertex = m_container->Allocate( aSize ); if( newVertex == nullptr ) { if( show_err ) { DisplayError( nullptr, wxT( "VERTEX_MANAGER::Vertices: Vertex allocation error" ) ); show_err = false; } return false; } // Put vertices in already allocated memory chunk for( unsigned int i = 0; i < aSize; ++i ) { putVertex( newVertex[i], aVertices[i].x, aVertices[i].y, aVertices[i].z ); } return true; } void VERTEX_MANAGER::SetItem( VERTEX_ITEM& aItem ) const { m_container->SetItem( &aItem ); } void VERTEX_MANAGER::FinishItem() const { if( m_reservedSpace != 0 || m_reserved ) wxLogTrace( traceVertexManager, wxS( "Did not use all previous vertices allocated" ) ); m_container->FinishItem(); } void VERTEX_MANAGER::FreeItem( VERTEX_ITEM& aItem ) const { m_container->Delete( &aItem ); } void VERTEX_MANAGER::ChangeItemColor( const VERTEX_ITEM& aItem, const COLOR4D& aColor ) const { unsigned int size = aItem.GetSize(); unsigned int offset = aItem.GetOffset(); VERTEX* vertex = m_container->GetVertices( offset ); for( unsigned int i = 0; i < size; ++i ) { vertex->r = aColor.r * 255.0; vertex->g = aColor.g * 255.0; vertex->b = aColor.b * 255.0; vertex->a = aColor.a * 255.0; vertex++; } m_container->SetDirty(); } void VERTEX_MANAGER::ChangeItemDepth( const VERTEX_ITEM& aItem, GLfloat aDepth ) const { unsigned int size = aItem.GetSize(); unsigned int offset = aItem.GetOffset(); VERTEX* vertex = m_container->GetVertices( offset ); for( unsigned int i = 0; i < size; ++i ) { vertex->z = aDepth; vertex++; } m_container->SetDirty(); } VERTEX* VERTEX_MANAGER::GetVertices( const VERTEX_ITEM& aItem ) const { if( aItem.GetSize() == 0 ) return nullptr; // The item is not stored in the container return m_container->GetVertices( aItem.GetOffset() ); } void VERTEX_MANAGER::SetShader( SHADER& aShader ) const { m_gpu->SetShader( aShader ); } void VERTEX_MANAGER::Clear() const { m_container->Clear(); } void VERTEX_MANAGER::BeginDrawing() const { m_gpu->BeginDrawing(); } void VERTEX_MANAGER::DrawItem( const VERTEX_ITEM& aItem ) const { m_gpu->DrawIndices( &aItem ); } void VERTEX_MANAGER::EndDrawing() const { m_gpu->EndDrawing(); } void VERTEX_MANAGER::putVertex( VERTEX& aTarget, GLfloat aX, GLfloat aY, GLfloat aZ ) const { // Modify the vertex according to the currently used transformations if( m_noTransform ) { // Simply copy coordinates, when the transform matrix is the identity matrix aTarget.x = aX; aTarget.y = aY; aTarget.z = aZ; } else { // Apply transformations glm::vec4 transVertex( aX, aY, aZ, 1.0f ); transVertex = m_transform * transVertex; aTarget.x = transVertex.x; aTarget.y = transVertex.y; aTarget.z = transVertex.z; } // Apply currently used color aTarget.r = m_color[0]; aTarget.g = m_color[1]; aTarget.b = m_color[2]; aTarget.a = m_color[3]; // Apply currently used shader for( unsigned int j = 0; j < SHADER_STRIDE; ++j ) { aTarget.shader[j] = m_shader[j]; } } void VERTEX_MANAGER::EnableDepthTest( bool aEnabled ) { m_gpu->EnableDepthTest( aEnabled ); }