kicad/common/gal/opengl/gpu_manager.cpp

296 lines
8.0 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright 2013-2017 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* 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 <gal/opengl/gpu_manager.h>
#include <gal/opengl/cached_container_gpu.h>
#include <gal/opengl/cached_container_ram.h>
#include <gal/opengl/noncached_container.h>
#include <gal/opengl/shader.h>
#include <gal/opengl/utils.h>
#include <typeinfo>
#include <confirm.h>
#ifdef __WXDEBUG__
#include <profile.h>
#include <wx/log.h>
#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 )
{
}
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<CACHED_CONTAINER*>( m_container );
if( cached->IsMapped() )
cached->Unmap();
if( m_indicesSize == 0 )
{
m_isDrawing = false;
return;
}
// 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;
// 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();
}
#ifdef __WXDEBUG__
totalRealTime.Stop();
wxLogTrace( "GAL_PROFILE",
wxT( "GPU_NONCACHED_MANAGER::EndDrawing(): %.1f ms" ), totalRealTime.msecs() );
#endif /* __WXDEBUG__ */
}