/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright 2013-2017 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 */ #include #include #include #include #include #include #include #include #ifdef __WXDEBUG__ #include #include #endif /* __WXDEBUG__ */ using namespace KIGFX; GPU_MANAGER* GPU_MANAGER::MakeManager( VERTEX_CONTAINER* aContainer ) { if( aContainer->IsCached() ) return new GPU_CACHED_MANAGER( aContainer ); else return new GPU_NONCACHED_MANAGER( aContainer ); } GPU_MANAGER::GPU_MANAGER( VERTEX_CONTAINER* aContainer ) : m_isDrawing( false ), m_container( aContainer ), m_shader( NULL ), m_shaderAttrib( 0 ), m_enableDepthTest( true ) { } 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_indicesPtr( NULL ), m_indicesBuffer( 0 ), m_indicesSize( 0 ), m_indicesCapacity( 0 ) { // Allocate the biggest possible buffer for indices resizeIndices( aContainer->GetSize() ); } GPU_CACHED_MANAGER::~GPU_CACHED_MANAGER() { if( m_buffersInitialized ) { glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDeleteBuffers( 1, &m_indicesBuffer ); } } void GPU_CACHED_MANAGER::BeginDrawing() { wxASSERT( !m_isDrawing ); if( !m_buffersInitialized ) { glGenBuffers( 1, &m_indicesBuffer ); checkGlError( "generating vertices buffer" ); m_buffersInitialized = true; } if( m_container->IsDirty() ) resizeIndices( m_container->GetSize() ); // 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 ); for( unsigned int i = 0; i < m_indicesSize; *m_indicesPtr++ = i++ ); m_indicesSize = m_container->GetSize(); } void GPU_CACHED_MANAGER::EndDrawing() { #ifdef __WXDEBUG__ PROF_COUNTER totalRealTime; #endif /* __WXDEBUG__ */ wxASSERT( m_isDrawing ); CACHED_CONTAINER* cached = static_cast( m_container ); if( cached->IsMapped() ) cached->Unmap(); if( m_indicesSize == 0 ) { m_isDrawing = false; return; } if( m_enableDepthTest ) glEnable( GL_DEPTH_TEST ); else glDisable( GL_DEPTH_TEST ); // Prepare buffers glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); // Bind vertices data buffers glBindBuffer( GL_ARRAY_BUFFER, cached->GetBufferHandle() ); glVertexPointer( COORD_STRIDE, GL_FLOAT, VERTEX_SIZE, (GLvoid*) COORD_OFFSET ); glColorPointer( COLOR_STRIDE, GL_UNSIGNED_BYTE, VERTEX_SIZE, (GLvoid*) COLOR_OFFSET ); if( m_shader != NULL ) // Use shader if applicable { m_shader->Use(); glEnableVertexAttribArray( m_shaderAttrib ); glVertexAttribPointer( m_shaderAttrib, SHADER_STRIDE, GL_FLOAT, GL_FALSE, VERTEX_SIZE, (GLvoid*) SHADER_OFFSET ); } 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 ); #ifdef __WXDEBUG__ wxLogTrace( "GAL_PROFILE", wxT( "Cached manager size: %d" ), m_indicesSize ); #endif /* __WXDEBUG__ */ glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); cached->ClearDirty(); // Deactivate vertex array glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_VERTEX_ARRAY ); if( m_shader != NULL ) { glDisableVertexAttribArray( m_shaderAttrib ); m_shader->Deactivate(); } m_isDrawing = false; #ifdef __WXDEBUG__ totalRealTime.Stop(); wxLogTrace( "GAL_PROFILE", wxT( "GPU_CACHED_MANAGER::EndDrawing(): %.1f ms" ), totalRealTime.msecs() ); #endif /* __WXDEBUG__ */ } void GPU_CACHED_MANAGER::resizeIndices( unsigned int aNewSize ) { if( aNewSize > m_indicesCapacity ) { m_indicesCapacity = aNewSize; m_indices.reset( new GLuint[m_indicesCapacity] ); } } // Noncached manager GPU_NONCACHED_MANAGER::GPU_NONCACHED_MANAGER( VERTEX_CONTAINER* aContainer ) : GPU_MANAGER( aContainer ) { } 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() { #ifdef __WXDEBUG__ PROF_COUNTER totalRealTime; #endif /* __WXDEBUG__ */ if( m_container->GetSize() == 0 ) return; VERTEX* vertices = m_container->GetAllVertices(); GLfloat* coordinates = (GLfloat*) ( vertices ); GLubyte* colors = (GLubyte*) ( vertices ) + COLOR_OFFSET; if( m_enableDepthTest ) glEnable( GL_DEPTH_TEST ); else glDisable( GL_DEPTH_TEST ); // Prepare buffers glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( COORD_STRIDE, GL_FLOAT, VERTEX_SIZE, coordinates ); glColorPointer( COLOR_STRIDE, GL_UNSIGNED_BYTE, VERTEX_SIZE, colors ); if( m_shader != NULL ) // Use shader if applicable { GLfloat* shaders = (GLfloat*) ( vertices ) + SHADER_OFFSET / sizeof(GLfloat); m_shader->Use(); glEnableVertexAttribArray( m_shaderAttrib ); glVertexAttribPointer( m_shaderAttrib, SHADER_STRIDE, GL_FLOAT, GL_FALSE, VERTEX_SIZE, shaders ); } glDrawArrays( GL_TRIANGLES, 0, m_container->GetSize() ); #ifdef __WXDEBUG__ wxLogTrace( "GAL_PROFILE", wxT( "Noncached manager size: %d" ), m_container->GetSize() ); #endif /* __WXDEBUG__ */ // Deactivate vertex array glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_VERTEX_ARRAY ); if( m_shader != NULL ) { glDisableVertexAttribArray( m_shaderAttrib ); m_shader->Deactivate(); } m_container->Clear(); #ifdef __WXDEBUG__ totalRealTime.Stop(); wxLogTrace( "GAL_PROFILE", wxT( "GPU_NONCACHED_MANAGER::EndDrawing(): %.1f ms" ), totalRealTime.msecs() ); #endif /* __WXDEBUG__ */ } void GPU_MANAGER::EnableDepthTest( bool aEnabled ) { m_enableDepthTest = aEnabled; }