kicad/common/gal/opengl/vertex_manager.cpp

302 lines
7.2 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* Copyright (C) 2021 KiCad Developers, see AUTHORS.txt for contributors.
*
* @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
*/
/**
* @file vertex_manager.cpp
* @brief Class to control vertex container and GPU with possibility of emulating old-style OpenGL
* 1.0 state machine using modern OpenGL methods.
*/
#include <gal/opengl/vertex_manager.h>
#include <gal/opengl/cached_container.h>
#include <gal/opengl/noncached_container.h>
#include <gal/opengl/gpu_manager.h>
#include <gal/opengl/vertex_item.h>
#include <confirm.h>
#include <wx/log.h>
using namespace KIGFX;
VERTEX_MANAGER::VERTEX_MANAGER( bool aCached ) :
m_noTransform( true ),
m_transform( 1.0f ),
m_reserved( nullptr ),
m_reservedSpace( 0 )
{
m_container.reset( VERTEX_CONTAINER::MakeContainer( aCached ) );
m_gpu.reset( GPU_MANAGER::MakeManager( m_container.get() ) );
// There is no shader used by default
for( unsigned int i = 0; i < SHADER_STRIDE; ++i )
m_shader[i] = 0.0f;
}
void VERTEX_MANAGER::Map()
{
m_container->Map();
}
void VERTEX_MANAGER::Unmap()
{
m_container->Unmap();
}
bool VERTEX_MANAGER::Reserve( unsigned int aSize )
{
if( !aSize )
return true;
if( m_reservedSpace != 0 || m_reserved )
wxLogDebug( wxT( "Did not use all previous vertices allocated" ) );
// flag to avoid hanging by calling DisplayError too many times:
static bool show_err = true;
m_reserved = m_container->Allocate( aSize );
if( m_reserved == nullptr )
{
if( show_err )
{
DisplayError( nullptr, wxT( "VERTEX_MANAGER::Reserve: Vertex allocation error" ) );
show_err = false;
}
return false;
}
m_reservedSpace = aSize;
return true;
}
bool VERTEX_MANAGER::Vertex( GLfloat aX, GLfloat aY, GLfloat aZ )
{
// flag to avoid hanging by calling DisplayError too many times:
static bool show_err = true;
// Obtain the pointer to the vertex in the currently used container
VERTEX* newVertex;
if( m_reservedSpace > 0 )
{
newVertex = m_reserved++;
--m_reservedSpace;
if( m_reservedSpace == 0 )
m_reserved = nullptr;
}
else
{
newVertex = m_container->Allocate( 1 );
if( newVertex == nullptr )
{
if( show_err )
{
DisplayError( nullptr, wxT( "VERTEX_MANAGER::Vertex: Vertex allocation error" ) );
show_err = false;
}
return false;
}
}
putVertex( *newVertex, aX, aY, aZ );
return true;
}
bool VERTEX_MANAGER::Vertices( const VERTEX aVertices[], unsigned int aSize )
{
// flag to avoid hanging by calling DisplayError too many times:
static bool show_err = true;
// Obtain pointer to the vertex in currently used container
VERTEX* newVertex = m_container->Allocate( aSize );
if( newVertex == nullptr )
{
if( show_err )
{
DisplayError( nullptr, wxT( "VERTEX_MANAGER::Vertices: Vertex allocation error" ) );
show_err = false;
}
return false;
}
// Put vertices in already allocated memory chunk
for( unsigned int i = 0; i < aSize; ++i )
{
putVertex( newVertex[i], aVertices[i].x, aVertices[i].y, aVertices[i].z );
}
return true;
}
void VERTEX_MANAGER::SetItem( VERTEX_ITEM& aItem ) const
{
m_container->SetItem( &aItem );
}
void VERTEX_MANAGER::FinishItem() const
{
if( m_reservedSpace != 0 || m_reserved )
wxLogDebug( wxT( "Did not use all previous vertices allocated" ) );
m_container->FinishItem();
}
void VERTEX_MANAGER::FreeItem( VERTEX_ITEM& aItem ) const
{
m_container->Delete( &aItem );
}
void VERTEX_MANAGER::ChangeItemColor( const VERTEX_ITEM& aItem, const COLOR4D& aColor ) const
{
unsigned int size = aItem.GetSize();
unsigned int offset = aItem.GetOffset();
VERTEX* vertex = m_container->GetVertices( offset );
for( unsigned int i = 0; i < size; ++i )
{
vertex->r = aColor.r * 255.0;
vertex->g = aColor.g * 255.0;
vertex->b = aColor.b * 255.0;
vertex->a = aColor.a * 255.0;
vertex++;
}
m_container->SetDirty();
}
void VERTEX_MANAGER::ChangeItemDepth( const VERTEX_ITEM& aItem, GLfloat aDepth ) const
{
unsigned int size = aItem.GetSize();
unsigned int offset = aItem.GetOffset();
VERTEX* vertex = m_container->GetVertices( offset );
for( unsigned int i = 0; i < size; ++i )
{
vertex->z = aDepth;
vertex++;
}
m_container->SetDirty();
}
VERTEX* VERTEX_MANAGER::GetVertices( const VERTEX_ITEM& aItem ) const
{
if( aItem.GetSize() == 0 )
return nullptr; // The item is not stored in the container
return m_container->GetVertices( aItem.GetOffset() );
}
void VERTEX_MANAGER::SetShader( SHADER& aShader ) const
{
m_gpu->SetShader( aShader );
}
void VERTEX_MANAGER::Clear() const
{
m_container->Clear();
}
void VERTEX_MANAGER::BeginDrawing() const
{
m_gpu->BeginDrawing();
}
void VERTEX_MANAGER::DrawItem( const VERTEX_ITEM& aItem ) const
{
m_gpu->DrawIndices( &aItem );
}
void VERTEX_MANAGER::EndDrawing() const
{
m_gpu->EndDrawing();
}
void VERTEX_MANAGER::putVertex( VERTEX& aTarget, GLfloat aX, GLfloat aY, GLfloat aZ ) const
{
// Modify the vertex according to the currently used transformations
if( m_noTransform )
{
// Simply copy coordinates, when the transform matrix is the identity matrix
aTarget.x = aX;
aTarget.y = aY;
aTarget.z = aZ;
}
else
{
// Apply transformations
glm::vec4 transVertex( aX, aY, aZ, 1.0f );
transVertex = m_transform * transVertex;
aTarget.x = transVertex.x;
aTarget.y = transVertex.y;
aTarget.z = transVertex.z;
}
// Apply currently used color
aTarget.r = m_color[0];
aTarget.g = m_color[1];
aTarget.b = m_color[2];
aTarget.a = m_color[3];
// Apply currently used shader
for( unsigned int j = 0; j < SHADER_STRIDE; ++j )
{
aTarget.shader[j] = m_shader[j];
}
}
void VERTEX_MANAGER::EnableDepthTest( bool aEnabled )
{
m_gpu->EnableDepthTest( aEnabled );
}