/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2013 CERN * @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 gpu_manager.cpp * @brief Class to handle uploading vertices and indices to GPU in drawing purposes. */ #include #include #include #include #include #include #include #ifdef PROFILE #include #include #include #endif /* PROFILE */ using namespace KIGFX; GPU_MANAGER* GPU_MANAGER::MakeManager( VERTEX_CONTAINER* aContainer ) { if( typeid( *aContainer ) == typeid( CACHED_CONTAINER ) ) return new GPU_CACHED_MANAGER( aContainer ); else if( typeid( *aContainer ) == typeid( NONCACHED_CONTAINER ) ) return new GPU_NONCACHED_MANAGER( aContainer ); wxASSERT_MSG( false, wxT( "Not handled container type" ) ); return NULL; } GPU_MANAGER::GPU_MANAGER( VERTEX_CONTAINER* aContainer ) : m_isDrawing( false ), m_container( aContainer ), m_shader( NULL ) { } GPU_MANAGER::~GPU_MANAGER() { } void GPU_MANAGER::SetShader( SHADER& aShader ) { m_shader = &aShader; m_shaderAttrib = m_shader->GetAttribute( "attrShaderParams" ); if( m_shaderAttrib == -1 ) { DisplayError( NULL, wxT( "Could not get the shader attribute location" ) ); } } // Cached manager GPU_CACHED_MANAGER::GPU_CACHED_MANAGER( VERTEX_CONTAINER* aContainer ) : GPU_MANAGER( aContainer ), m_buffersInitialized( false ), m_indicesSize( 0 ) { // Allocate the biggest possible buffer for indices m_indices.reset( new GLuint[aContainer->GetSize()] ); } GPU_CACHED_MANAGER::~GPU_CACHED_MANAGER() { if( m_buffersInitialized ) { glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDeleteBuffers( 1, &m_verticesBuffer ); glDeleteBuffers( 1, &m_indicesBuffer ); } } void GPU_CACHED_MANAGER::Initialize() { wxASSERT( !m_buffersInitialized ); if( !m_buffersInitialized ) { glGenBuffers( 1, &m_verticesBuffer ); glGenBuffers( 1, &m_indicesBuffer ); m_buffersInitialized = true; } } void GPU_CACHED_MANAGER::BeginDrawing() { wxASSERT( !m_isDrawing ); if( m_container->IsDirty() ) uploadToGpu(); // Number of vertices to be drawn in the EndDrawing() m_indicesSize = 0; // Set the indices pointer to the beginning of the indices-to-draw buffer m_indicesPtr = m_indices.get(); m_isDrawing = true; } void GPU_CACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize ) { wxASSERT( m_isDrawing ); // Copy indices of items that should be drawn to GPU memory for( unsigned int i = aOffset; i < aOffset + aSize; *m_indicesPtr++ = i++ ); m_indicesSize += aSize; } void GPU_CACHED_MANAGER::DrawAll() { wxASSERT( m_isDrawing ); m_indicesSize = m_container->GetSize(); for( unsigned int i = 0; i < m_indicesSize; *m_indicesPtr++ = i++ ); } void GPU_CACHED_MANAGER::EndDrawing() { wxASSERT( m_isDrawing ); // Prepare buffers glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); // Bind vertices data buffers glBindBuffer( GL_ARRAY_BUFFER, m_verticesBuffer ); glVertexPointer( CoordStride, GL_FLOAT, VertexSize, 0 ); glColorPointer( ColorStride, GL_UNSIGNED_BYTE, VertexSize, (GLvoid*) ColorOffset ); if( m_shader != NULL ) // Use shader if applicable { m_shader->Use(); glEnableVertexAttribArray( m_shaderAttrib ); glVertexAttribPointer( m_shaderAttrib, ShaderStride, GL_FLOAT, GL_FALSE, VertexSize, (GLvoid*) ShaderOffset ); } glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indicesBuffer ); glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indicesSize * sizeof(int), (GLvoid*) m_indices.get(), GL_DYNAMIC_DRAW ); glDrawElements( GL_TRIANGLES, m_indicesSize, GL_UNSIGNED_INT, 0 ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); // Deactivate vertex array glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_VERTEX_ARRAY ); if( m_shader != NULL ) { glDisableVertexAttribArray( m_shaderAttrib ); m_shader->Deactivate(); } m_isDrawing = false; } void GPU_CACHED_MANAGER::uploadToGpu() { #ifdef PROFILE prof_counter totalTime; prof_start( &totalTime ); #endif /* PROFILE */ if( !m_buffersInitialized ) Initialize(); int bufferSize = m_container->GetSize(); GLfloat* vertices = (GLfloat*) m_container->GetAllVertices(); // Upload vertices coordinates and shader types to GPU memory glBindBuffer( GL_ARRAY_BUFFER, m_verticesBuffer ); glBufferData( GL_ARRAY_BUFFER, bufferSize * VertexSize, vertices, GL_DYNAMIC_DRAW ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); // Allocate the biggest possible buffer for indices m_indices.reset( new GLuint[bufferSize] ); if( glGetError() != GL_NO_ERROR ) DisplayError( NULL, wxT( "Error during data upload to the GPU memory" ) ); #ifdef PROFILE prof_end( &totalTime ); wxLogDebug( wxT( "Uploading %d vertices to GPU / %.1f ms" ), bufferSize, totalTime.msecs() ); #endif /* PROFILE */ } // Noncached manager GPU_NONCACHED_MANAGER::GPU_NONCACHED_MANAGER( VERTEX_CONTAINER* aContainer ) : GPU_MANAGER( aContainer ) { } void GPU_NONCACHED_MANAGER::Initialize() { // Nothing has to be intialized } void GPU_NONCACHED_MANAGER::BeginDrawing() { // Nothing has to be prepared } void GPU_NONCACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize ) { wxASSERT_MSG( false, wxT( "Not implemented yet" ) ); } void GPU_NONCACHED_MANAGER::DrawAll() { // This is the default use case, nothing has to be done // The real rendering takes place in the EndDrawing() function } void GPU_NONCACHED_MANAGER::EndDrawing() { VERTEX* vertices = m_container->GetAllVertices(); GLfloat* coordinates = (GLfloat*) ( vertices ); GLubyte* colors = (GLubyte*) ( vertices ) + ColorOffset; // Prepare buffers glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( CoordStride, GL_FLOAT, VertexSize, coordinates ); glColorPointer( ColorStride, GL_UNSIGNED_BYTE, VertexSize, colors ); if( m_shader != NULL ) // Use shader if applicable { GLfloat* shaders = (GLfloat*) ( vertices ) + ShaderOffset / sizeof(GLfloat); m_shader->Use(); glEnableVertexAttribArray( m_shaderAttrib ); glVertexAttribPointer( m_shaderAttrib, ShaderStride, GL_FLOAT, GL_FALSE, VertexSize, shaders ); } glDrawArrays( GL_TRIANGLES, 0, m_container->GetSize() ); // Deactivate vertex array glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_VERTEX_ARRAY ); if( m_shader != NULL ) { glDisableVertexAttribArray( m_shaderAttrib ); m_shader->Deactivate(); } }