389 lines
12 KiB
C++
389 lines
12 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2013-2016 CERN
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* Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* @author Maciej Suminski <maciej.suminski@cern.ch>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file vertex_manager.h
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*/
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#ifndef VERTEX_MANAGER_H_
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#define VERTEX_MANAGER_H_
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#define GLM_FORCE_RADIANS
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/glm.hpp>
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#include <gal/opengl/vertex_common.h>
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#include <gal/color4d.h>
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#include <stack>
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#include <memory>
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namespace KIGFX
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{
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class SHADER;
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class VERTEX_ITEM;
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class VERTEX_CONTAINER;
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class GPU_MANAGER;
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/**
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* Class to control vertex container and GPU with possibility of emulating old-style OpenGL
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* 1.0 state machine using modern OpenGL methods.
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*/
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class VERTEX_MANAGER
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{
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public:
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/**
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* @param aCached says if vertices should be cached in GPU or system memory. For data that
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* does not change every frame, it is better to store vertices in GPU memory.
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*/
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VERTEX_MANAGER( bool aCached );
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/**
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* Map vertex buffer.
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*/
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void Map();
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/**
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* Unmap vertex buffer.
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*/
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void Unmap();
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/**
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* Allocate space for vertices, so it will be used with subsequent Vertex() calls.
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*
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* @param aSize is the number of vertices that should be available in the reserved space.
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* @return True if successful, false otherwise.
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*/
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bool Reserve( unsigned int aSize );
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/**
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* Add a vertex with the given coordinates to the currently set item.
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*
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* Color & shader parameters stored in aVertex are ignored, instead color & shader set
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* by Color() and Shader() functions are used. Vertex coordinates will have the current
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* transformation matrix applied.
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*
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* @param aVertex contains vertex coordinates.
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* @return True if successful, false otherwise.
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*/
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inline bool Vertex( const VERTEX& aVertex )
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{
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return Vertex( aVertex.x, aVertex.y, aVertex.z );
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}
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/**
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* Add a vertex with the given coordinates to the currently set item.
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*
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* Vertex coordinates will have the current transformation matrix applied.
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*
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* @param aX is the X coordinate of the new vertex.
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* @param aY is the Y coordinate of the new vertex.
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* @param aZ is the Z coordinate of the new vertex.
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* @return True if successful, false otherwise.
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*/
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bool Vertex( GLfloat aX, GLfloat aY, GLfloat aZ );
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/**
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* Add a vertex with the given coordinates to the currently set item.
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*
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* Vertex coordinates will have the current transformation matrix applied.
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*
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* @param aXY are the XY coordinates of the new vertex.
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* @param aZ is the Z coordinate of the new vertex.
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* @return True if successful, false otherwise.
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*/
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bool Vertex( const VECTOR2D& aXY, GLfloat aZ )
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{
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return Vertex( aXY.x, aXY.y, aZ );
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}
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/**
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* Add one or more vertices to the currently set item.
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*
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* It takes advantage of allocating memory in advance, so should be faster than
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* adding vertices one by one. Color & shader parameters stored in aVertices are
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* ignored, instead color & shader set by Color() and Shader() functions are used.
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* All the vertex coordinates will have the current transformation matrix applied.
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*
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* @param aVertices contains vertices to be added.
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* @param aSize is the number of vertices to be added.
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* @return True if successful, false otherwise.
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*/
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bool Vertices( const VERTEX aVertices[], unsigned int aSize );
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/**
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* Changes currently used color that will be applied to newly added vertices.
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*
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* @param aColor is the new color.
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*/
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inline void Color( const COLOR4D& aColor )
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{
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m_color[0] = aColor.r * 255.0;
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m_color[1] = aColor.g * 255.0;
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m_color[2] = aColor.b * 255.0;
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m_color[3] = aColor.a * 255.0;
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}
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/**
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* Change currently used color that will be applied to newly added vertices.
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*
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* It is the equivalent of glColor4f() function.
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*
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* @param aRed is the red component of the new color.
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* @param aGreen is the green component of the new color.
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* @param aBlue is the blue component of the new color.
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* @param aAlpha is the alpha component of the new color.
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*/
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inline void Color( GLfloat aRed, GLfloat aGreen, GLfloat aBlue, GLfloat aAlpha )
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{
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m_color[0] = aRed * 255.0;
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m_color[1] = aGreen * 255.0;
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m_color[2] = aBlue * 255.0;
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m_color[3] = aAlpha * 255.0;
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}
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/**
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* Change currently used shader and its parameters that will be applied to newly added
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* vertices.
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*
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* Parameters depend on shader, for more information have a look at shaders source code.
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*
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* @see SHADER_TYPE
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*
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* @param aShaderType is the a shader type to be applied.
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* @param aParam1 is the optional parameter for a shader.
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* @param aParam2 is the optional parameter for a shader.
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* @param aParam3 is the optional parameter for a shader.
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*/
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inline void Shader( GLfloat aShaderType, GLfloat aParam1 = 0.0f, GLfloat aParam2 = 0.0f,
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GLfloat aParam3 = 0.0f )
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{
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m_shader[0] = aShaderType;
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m_shader[1] = aParam1;
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m_shader[2] = aParam2;
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m_shader[3] = aParam3;
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}
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/**
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* Multiply the current matrix by a translation matrix, so newly vertices will be
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* translated by the given vector.
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*
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* It is the equivalent of the glTranslatef() function.
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*
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* @param aX is the X coordinate of a translation vector.
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* @param aY is the X coordinate of a translation vector.
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* @param aZ is the X coordinate of a translation vector.
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*/
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inline void Translate( GLfloat aX, GLfloat aY, GLfloat aZ )
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{
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m_transform = glm::translate( m_transform, glm::vec3( aX, aY, aZ ) );
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}
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/**
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* Multiply the current matrix by a rotation matrix, so the newly vertices will be
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* rotated by the given angles.
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*
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* It is the equivalent of the glRotatef() function.
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*
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* @param aAngle is the angle of rotation, in radians.
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* @param aX is a multiplier for the X axis
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* @param aY is a multiplier for the Y axis
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* @param aZ is a multiplier for the Z axis.
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*/
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inline void Rotate( GLfloat aAngle, GLfloat aX, GLfloat aY, GLfloat aZ )
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{
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m_transform = glm::rotate( m_transform, aAngle, glm::vec3( aX, aY, aZ ) );
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}
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/**
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* Multiply the current matrix by a scaling matrix, so the newly vertices will be
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* scaled by the given factors.
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*
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* It is the equivalent of the glScalef() function.
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*
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* @param aX is the X axis scaling factor.
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* @param aY is the Y axis scaling factor.
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* @param aZ is the Z axis scaling factor.
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*/
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inline void Scale( GLfloat aX, GLfloat aY, GLfloat aZ )
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{
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m_transform = glm::scale( m_transform, glm::vec3( aX, aY, aZ ) );
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}
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/**
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* Push the current transformation matrix stack.
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*
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* It is the equivalent of the glPushMatrix() function.
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*/
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inline void PushMatrix()
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{
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m_transformStack.push( m_transform );
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// Every transformation starts with PushMatrix
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m_noTransform = false;
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}
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/**
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* Pop the current transformation matrix stack.
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*
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* It is the equivalent of the glPopMatrix() function.
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*/
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void PopMatrix()
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{
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wxASSERT( !m_transformStack.empty() );
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m_transform = m_transformStack.top();
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m_transformStack.pop();
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if( m_transformStack.empty() )
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{
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// We return back to the identity matrix, thus no vertex transformation is needed
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m_noTransform = true;
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}
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}
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/**
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* Set an item to start its modifications.
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*
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* After calling the function it is possible to add vertices using function Add().
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*
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* @param aItem is the item that is going to store vertices in the container.
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*/
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void SetItem( VERTEX_ITEM& aItem ) const;
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/**
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* Clean after adding an item.
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*/
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void FinishItem() const;
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/**
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* Free the memory occupied by the item, so it is no longer stored in the container.
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*
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* @param aItem is the item to be freed
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*/
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void FreeItem( VERTEX_ITEM& aItem ) const;
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/**
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* Change the color of all vertices owned by an item.
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*
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* @param aItem is the item to change.
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* @param aColor is the new color to be applied.
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*/
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void ChangeItemColor( const VERTEX_ITEM& aItem, const COLOR4D& aColor ) const;
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/**
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* Change the depth of all vertices owned by an item.
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*
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* @param aItem is the item to change.
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* @param aDepth is the new color to be applied.
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*/
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void ChangeItemDepth( const VERTEX_ITEM& aItem, GLfloat aDepth ) const;
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/**
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* Return a pointer to the vertices owned by an item.
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*
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* @param aItem is the owner of vertices that are going to be returned.
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* @return Pointer to the vertices or NULL if the item is not stored at the container.
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*/
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VERTEX* GetVertices( const VERTEX_ITEM& aItem ) const;
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const glm::mat4& GetTransformation() const
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{
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return m_transform;
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}
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/**
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* Set a shader program that is going to be used during rendering.
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*
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* @param aShader is the object containing compiled and linked shader program.
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*/
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void SetShader( SHADER& aShader ) const;
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/**
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* Remove all the stored vertices from the container.
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*/
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void Clear() const;
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/**
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* Prepare buffers and items to start drawing.
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*/
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void BeginDrawing() const;
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/**
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* Draw an item to the buffer.
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*
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* @param aItem is the item to be drawn.
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*/
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void DrawItem( const VERTEX_ITEM& aItem ) const;
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/**
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* Finish drawing operations.
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*/
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void EndDrawing() const;
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/**
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* Enable/disable Z buffer depth test.
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*/
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void EnableDepthTest( bool aEnabled );
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protected:
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/**
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* Apply all transformation to the given coordinates and store them at the specified target.
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*
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* @param aTarget is the place where the new vertex is going to be stored (it has to be
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* allocated first).
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* @param aX is the X coordinate of the new vertex.
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* @param aY is the Y coordinate of the new vertex.
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* @param aZ is the Z coordinate of the new vertex.
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*/
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void putVertex( VERTEX& aTarget, GLfloat aX, GLfloat aY, GLfloat aZ ) const;
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/// Container for vertices, may be cached or noncached
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std::shared_ptr<VERTEX_CONTAINER> m_container;
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/// GPU manager for data transfers and drawing operations
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std::shared_ptr<GPU_MANAGER> m_gpu;
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/// State machine variables
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/// True in case there is no need to transform vertices
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bool m_noTransform;
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/// Currently used transform matrix
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glm::mat4 m_transform;
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/// Stack of transformation matrices, used for Push/PopMatrix
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std::stack<glm::mat4> m_transformStack;
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/// Currently used color
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GLubyte m_color[COLOR_STRIDE];
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/// Currently used shader and its parameters
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GLfloat m_shader[SHADER_STRIDE];
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/// Currently reserved chunk to store vertices
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VERTEX* m_reserved;
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/// Currently available reserved space
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unsigned int m_reservedSpace;
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};
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} // namespace KIGFX
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#endif /* VERTEX_MANAGER_H_ */
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