/* * This program source code file is part of KICAD, a free EDA CAD application. * * Copyright (C) 2012 Torsten Hueter, torstenhtr gmx.de * Copyright (C) 2012 Kicad Developers, see change_log.txt for contributors. * * Graphics Abstraction Layer (GAL) for OpenGL * * 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 */ #ifndef OPENGLGAL_H_ #define OPENGLGAL_H_ // GAL imports #include #include // wxWidgets imports #include #include // STL imports #include #include #include #include #include #include #include #if defined(DEBUG) #define D(x) x #else #define D(x) #endif namespace KiGfx { class SHADER; /** * @brief Class OpenGL_GAL is the OpenGL implementation of the Graphics Abstraction Layer. * * This is a direct OpenGL-implementation and uses low-level graphics primitives like triangles * and quads. The purpuse is to provide a fast graphics interface, that takes advantage of modern * graphics card GPUs. All methods here benefit thus from the hardware acceleration. */ class OPENGL_GAL : public GAL, public wxGLCanvas { public: /** * @brief Constructor OPENGL_GAL * * @param aParent is the wxWidgets immediate wxWindow parent of this object. * * @param aMouseListener is the wxEvtHandler that should receive the mouse events, * this can be can be any wxWindow, but is often a wxFrame container. * * @param aPaintListener is the wxEvtHandler that should receive the paint * event. This can be any wxWindow, but is often a derived instance * of this class or a containing wxFrame. The "paint event" here is * a wxCommandEvent holding EVT_GAL_REDRAW, as sent by PostPaint(). * * @param aName is the name of this window for use by wxWindow::FindWindowByName() * * @param isUseShaders is a flag, that indicates, if shaders should be used * for higher quality rendering. * */ OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener = NULL, wxEvtHandler* aPaintListener = NULL, bool isUseShaders = false, const wxString& aName = wxT("GLCanvas") ); virtual ~OPENGL_GAL(); // --------------- // Drawing methods // --------------- /// @copydoc GAL::BeginDrawing() virtual void BeginDrawing(); /// @copydoc GAL::EndDrawing() virtual void EndDrawing(); /// @copydoc GAL::DrawLine() virtual void DrawLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint ); /// @copydoc GAL::DrawPolyline() virtual void DrawPolyline( std::deque& aPointList ); /// @copydoc GAL::DrawCircle() virtual void DrawCircle( VECTOR2D aCenterPoint, double aRadius ); /// @copydoc GAL::DrawArc() virtual void DrawArc( VECTOR2D aCenterPoint, double aRadius, double aStartAngle, double aEndAngle ); /// @copydoc GAL::DrawRectangle() virtual void DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint ); /// @copydoc GAL::DrawPolygon() virtual void DrawPolygon( const std::deque& aPointList ); /// @copydoc GAL::DrawCurve() virtual void DrawCurve( VECTOR2D startPoint, VECTOR2D controlPointA, VECTOR2D controlPointB, VECTOR2D endPoint ); // -------------- // Screen methods // -------------- /// @brief Resizes the canvas. virtual void ResizeScreen ( int aWidth, int aHeight ); /// @brief Shows/hides the GAL canvas virtual bool Show( bool aShow ); /// @copydoc GAL::Flush() virtual void Flush(); /// @copydoc GAL::ClearScreen() virtual void ClearScreen(); // ----------------- // Attribute setting // ----------------- /// @copydoc GAL::SetIsFill() virtual void SetIsFill( bool aIsFillEnabled ) { isFillEnabled = aIsFillEnabled; } /// @copydoc GAL::SetIsStroke() virtual void SetIsStroke( bool aIsStrokeEnabled ) { isStrokeEnabled = aIsStrokeEnabled; } /// @copydoc GAL::SetFillColor() virtual void SetFillColor( COLOR4D aColor ); /// @copydoc GAL::SetStrokeColor() virtual void SetStrokeColor( COLOR4D aColor ); /// @copydoc GAL::GetStrokeColor() COLOR4D GetStrokeColor(); /// @copydoc GAL::SetBackgroundColor() virtual void SetBackgroundColor( COLOR4D aColor ); /// @copydoc GAL::SetLineCap() virtual void SetLineCap( LineCap aLineCap ) { lineCap = aLineCap; } /// @copydoc GAL::SetLineJoin() virtual void SetLineJoin( LineJoin aLineJoin ) { lineJoin = aLineJoin; } /// @copydoc GAL::SetLineWidth() virtual void SetLineWidth( double aLineWidth ); /// @copydoc GAL::GetLineWidth() double GetLineWidth(); /// @copydoc GAL::SetLayerDepth() virtual void SetLayerDepth( double aLayerDepth ){ super::SetLayerDepth( aLayerDepth ); } // -------------- // Transformation // -------------- /// @copydoc GAL::Transform() virtual void Transform( MATRIX3x3D aTransformation ); /// @copydoc GAL::Rotate() virtual void Rotate( double aAngle ); /// @copydoc GAL::Translate() virtual void Translate( VECTOR2D aTranslation ); /// @copydoc GAL::Scale() virtual void Scale( VECTOR2D aScale ); /// @copydoc GAL::Save() virtual void Save(); /// @copydoc GAL::Restore() virtual void Restore(); // -------------------------------------------- // Group methods // --------------------------------------------- /// @copydoc GAL::BeginGroup() virtual int BeginGroup(); /// @copydoc GAL::EndGroup() virtual void EndGroup(); /// @copydoc GAL::DrawGroup() virtual void DrawGroup( int aGroupNumber ); /// @copydoc GAL::DeleteGroup() virtual void DeleteGroup( int aGroupNumber ); // -------------------------------------------------------- // Handling the world <-> screen transformation // -------------------------------------------------------- /// @copydoc GAL::ComputeWorldScreenMatrix() virtual void ComputeWorldScreenMatrix(); /// @copydoc GAL::GetWorldScreenMatrix() MATRIX3x3D GetWorldScreenMatrix(); /// @copydoc GAL::SetWorldScreenMatrix() void SetWorldScreenMatrix( MATRIX3x3D aMatrix ); /// @copydoc GAL::SetWorldUnitLength() void SetWorldUnitLength( double aWorldUnitLength ); /// @copydoc GAL::SetScreenDPI() void SetScreenDPI( double aScreenDPI ); /// @copydoc GAL::SetLookAtPoint() void SetLookAtPoint( VECTOR2D aPoint ); /// @copydoc GAL::GetLookAtPoint() VECTOR2D GetLookAtPoint(); /// @copydoc GAL::SetZoomFactor() void SetZoomFactor( double aZoomFactor ); /// @copydoc GAL::GetZoomFactor() double GetZoomFactor(); /// @copydoc GAL::SaveScreen() virtual void SaveScreen(); /// @copydoc GAL::RestoreScreen() virtual void RestoreScreen(); // ------- // Cursor // ------- /// @copydoc GAL::ComputeCursorToWorld() virtual VECTOR2D ComputeCursorToWorld( VECTOR2D aCursorPosition ); /// @copydoc GAL::SetIsCursorEnabled() void SetIsCursorEnabled( bool aIsCursorEnabled ); /// @copydoc GAL::DrawCursor() virtual void DrawCursor( VECTOR2D aCursorPosition ); /** * @brief Function PostPaint * posts an event to m_paint_listener. A post is used so that the actual drawing * function can use a device context type that is not specific to the wxEVT_PAINT event. */ void PostPaint() { if( paintListener ) { wxCommandEvent redrawEvent( EVT_GAL_REDRAW ); wxPostEvent( paintListener, redrawEvent ); } } void SetMouseListener( wxEvtHandler* aMouseListener ) { mouseListener = aMouseListener; } void SetPaintListener( wxEvtHandler* aPaintListener ) { paintListener = aPaintListener; } void SetShaderPath( const std::string& aPath ) { shaderPath = aPath; } protected: virtual void DrawGridLine( VECTOR2D aStartPoint, VECTOR2D aEndPoint ); private: /// Super class definition typedef GAL super; static const int CIRCLE_POINTS = 64; ///< The number of points for circle approximation static const int CURVE_POINTS = 32; ///< The number of points for curve approximation static const int SHADER_NUMBER = 2; ///< Number of the used shaders static const double MITER_LIMIT = 1.5; ///< Limit for mitered edges ( * lineWidth ) /// This factor is used to for correct merging of antialiased edges, /// a very small value is required static const double DEPTH_ADJUST_FACTOR = ( 1.0 / (1 << 23) ); wxClientDC* clientDC; ///< Drawing context wxGLContext* glContext; ///< OpenGL context of wxWidgets wxWindow* parentWindow; ///< Parent window wxEvtHandler* mouseListener; wxEvtHandler* paintListener; // Display lists GLuint displayListsArcs; ///< Arc display list GLuint displayListCircle; ///< Circle display list GLuint displayListSemiCircle; ///< Semi circle display list std::deque displayListsGroup; ///< List of display lists used for groups double curvePoints[12]; ///< Coefficients for curves std::deque unitCirclePoints; ///< List of the points on a unit circle // Polygon tesselation GLUtesselator* tesselator; ///< Pointer to the tesselator // Shader std::deque shaderList; ///< List of the shaders // Cursor int cursorSize; ///< Size of the cursor in pixels GLubyte* cursorShape; ///< Cursor pixel storage GLubyte* cursorSave; ///< Saved cursor pixels bool isDeleteSavedPixels; ///< Flag for deleting saved pixels VECTOR2D savedCursorPosition; ///< Last saved cursor position // Frame buffer GLuint frameBuffer; ///< Main FBO handle GLuint depthBuffer; ///< Depth buffer handle GLuint texture; ///< Main texture handle GLuint frameBufferBackup; ///< Backup FBO handle GLuint depthBufferBackup; ///< Backup depth buffer handle GLuint textureBackup; ///< Backup texture handle // Internal flags bool isCreated; bool isGlewInitialized; ///< Is GLEW initialized? bool isFrameBufferInitialized; ///< Are the frame buffers initialized? bool isShaderInitialized; ///< Was the shader initialized? bool isShaderEnabled; ///< Are the shaders enabled? bool isUseShader; ///< Should the shaders be used? bool isGroupStarted; ///< Was a group started? int currentShader; ///< ID of the shader currently in use std::string shaderPath; /** * @brief Draw a semi circle (used for line caps). * * @param aCenterPoint is the center point. * @param aRadius is the radius of the semi-circle. * @param aAngle is the angle of the semi-circle. * @param ADepthOffset is the relative depth of the semi-circle. * */ void drawSemiCircle( VECTOR2D aCenterPoint, double aRadius, double aAngle, double aDepthOffset ); /// Compute the points of a unit circle. void computeUnitCircle(); /// Compute the points of a unit semi circle. void computeUnitSemiCircle(); /// Compute the points of a unit arc. void computeUnitArcs(); // Event handling /** * @brief This is the window creation event handler. * * @param aEvent is the window creation event. */ void onCreate( wxWindowCreateEvent& aEvent ); /** * @brief This is the OnPaint event handler. * * @param aEvent is the OnPaint event. */ void onPaint( wxPaintEvent& aEvent ); /** * @brief Window resizing event handler. * * @param aEvent is the window resizing event. */ void onSize( wxSizeEvent& aEvent ); /** * @brief Skip the mouse event to the parent. * * @param aEvent is the mouse event. */ void skipMouseEvent( wxMouseEvent& aEvent ); /// Initialize GLEW. void initGlew(); /** * @brief Initialize the cursor. * * @param aCursorSize is the cursor size in pixels (screen coordinates). */ void initCursor( int aCursorSize ); /** * @brief Blit the main texture to the screen. * * @param aIsClearFrameBuffer if true, the frame buffer is cleared as well. * */ void blitMainTexture( bool aIsClearFrameBuffer ); /// @brief Initialize the frame buffers for main contents and backup storage. void initFrameBuffers(); /** * @brief Generate a frame buffer for the screen contents. * * @param aFrameBuffer is the pointer to the frame buffer handle. * @param aDepthBuffer is the pointer to the depth buffer handle. * @param aTexture is the pointer to the texture handle. */ void generateFrameBuffer( GLuint* aFrameBuffer, GLuint* aDepthBuffer, GLuint* aTexture ); /** * @brief Delete the frame buffer for the screen contents. * * @param aFrameBuffer is the pointer to the frame buffer handle. * @param aDepthBuffer is the pointer to the depth buffer handle. * @param aTexture is the pointer to the texture handle. */ void deleteFrameBuffer( GLuint* aFrameBuffer, GLuint* aDepthBuffer, GLuint* aTexture ); /** * @brief Draw a quad for the line. * * @param aStartPoint is the start point of the line. * @param aEndPoint is the end point of the line. */ inline void drawLineQuad( VECTOR2D aStartPoint, VECTOR2D aEndPoint ); /** * @brief Draw the line cap * * @param aStartPoint is the start point of the line. * @param aEndPoint is the end point of the line. * @param aDepthOffset is the relative depth of the line cap. */ inline void drawLineCap( VECTOR2D aStartPoint, VECTOR2D aEndPoint, double aDepthOffset ); inline void selectShader( int aIndex ); /// @copydoc GAL::DrawRoundedSegment() void drawRoundedSegment( VECTOR2D aStartPoint, VECTOR2D aEndPoint, double aWidth, bool aStroke = false, bool aGlBegin = false ); }; } // namespace KiGfx #endif // OPENGLGAL_H_