228 lines
7.8 KiB
C++
228 lines
7.8 KiB
C++
/*
|
|
* This program source code file is part of KiCad, a free EDA CAD application.
|
|
*
|
|
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
|
|
* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
|
|
*
|
|
* 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 ogl_utils.cpp
|
|
* @brief implements generic openGL functions that are common to any openGL target
|
|
*/
|
|
|
|
#include <gal/opengl/kiglew.h> // Must be included first
|
|
|
|
#include "openGL_includes.h"
|
|
#include "ogl_utils.h"
|
|
|
|
|
|
void OGL_GetScreenshot( wxImage &aDstImage )
|
|
{
|
|
struct viewport_params
|
|
{
|
|
GLint originX;
|
|
GLint originY;
|
|
GLint x;
|
|
GLint y;
|
|
} viewport;
|
|
|
|
glGetIntegerv( GL_VIEWPORT, (GLint*) &viewport );
|
|
|
|
unsigned char* pixelbuffer = (unsigned char*) malloc( viewport.x *
|
|
viewport.y * 3 );
|
|
|
|
// Alphabuffer was causing some transparency problems on some systems (Windows)
|
|
// unsigned char* alphabuffer = (unsigned char*) malloc( viewport.x * viewport.y );
|
|
|
|
// Call glFinish before screenshot to ensure everything is fully drawn.
|
|
glFinish();
|
|
|
|
glPixelStorei( GL_PACK_ALIGNMENT, 1 );
|
|
glReadBuffer( GL_BACK_LEFT );
|
|
|
|
glReadPixels( viewport.originX, viewport.originY,
|
|
viewport.x, viewport.y,
|
|
GL_RGB, GL_UNSIGNED_BYTE, pixelbuffer );
|
|
|
|
// glReadPixels( viewport.originX, viewport.originY,
|
|
// viewport.x, viewport.y,
|
|
// GL_ALPHA, GL_UNSIGNED_BYTE, alphabuffer );
|
|
|
|
// "Sets the image data without performing checks.
|
|
// The data given must have the size (width*height*3)
|
|
// The data must have been allocated with malloc()
|
|
// If static_data is false, after this call the pointer to the data is owned
|
|
// by the wxImage object, that will be responsible for deleting it."
|
|
aDstImage.SetData( pixelbuffer, viewport.x, viewport.y, false );
|
|
|
|
//aDstImage.SetAlpha( alphabuffer, false );
|
|
|
|
aDstImage = aDstImage.Mirror( false );
|
|
}
|
|
|
|
|
|
GLuint OGL_LoadTexture( const CIMAGE &aImage )
|
|
{
|
|
unsigned char* rgbaBuffer = (unsigned char*) malloc( aImage.GetWidth() *
|
|
aImage.GetHeight() * 4 );
|
|
|
|
unsigned char* dst = rgbaBuffer;
|
|
const unsigned char* ori = aImage.GetBuffer();
|
|
|
|
for( unsigned int i = 0; i < (aImage.GetWidth() * aImage.GetHeight()); ++i )
|
|
{
|
|
unsigned char v = *ori;
|
|
|
|
ori++;
|
|
|
|
dst[0] = v;
|
|
dst[1] = v;
|
|
dst[2] = v;
|
|
dst[3] = v;
|
|
dst+= 4;
|
|
}
|
|
|
|
GLuint texture;
|
|
glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
|
|
glPixelStorei( GL_PACK_ALIGNMENT, 4 );
|
|
|
|
glGenTextures( 1, &texture );
|
|
glBindTexture( GL_TEXTURE_2D, texture );
|
|
|
|
/*gluBuild2DMipmaps( GL_TEXTURE_2D,
|
|
GL_RGBA,
|
|
aImage.GetWidth(),
|
|
aImage.GetHeight(),
|
|
GL_RGBA,
|
|
GL_UNSIGNED_BYTE,
|
|
rgbaBuffer );*/
|
|
|
|
glTexImage2D( GL_TEXTURE_2D,
|
|
0,
|
|
GL_RGBA,
|
|
aImage.GetWidth(),
|
|
aImage.GetHeight(),
|
|
0,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_BYTE,
|
|
rgbaBuffer );
|
|
|
|
//glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
|
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
|
|
|
|
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
|
|
glFlush();
|
|
|
|
free( rgbaBuffer );
|
|
|
|
return texture;
|
|
}
|
|
|
|
|
|
void OGL_SetMaterial( const SMATERIAL & aMaterial, float aOpacity, bool aUseSelectedMaterial, SFVEC3F aSelectionColor )
|
|
{
|
|
const SFVEC4F ambient = SFVEC4F( aMaterial.m_Ambient, 1.0f );
|
|
|
|
// !TODO: at this moment, diffuse color is added via
|
|
// glEnableClientState( GL_COLOR_ARRAY ) so this line may has no effect
|
|
// but can be used for optimization
|
|
const SFVEC4F diffuse = SFVEC4F( aUseSelectedMaterial?aSelectionColor:aMaterial.m_Diffuse,
|
|
( 1.0f - aMaterial.m_Transparency ) * aOpacity );
|
|
const SFVEC4F specular = SFVEC4F( aMaterial.m_Specular, 1.0f );
|
|
const SFVEC4F emissive = SFVEC4F( aMaterial.m_Emissive, 1.0f );
|
|
|
|
const float shininess = 128.0f * ( (aMaterial.m_Shininess > 1.0f)?
|
|
1.0f:
|
|
aMaterial.m_Shininess );
|
|
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
|
|
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, shininess );
|
|
}
|
|
|
|
|
|
void OGL_SetDiffuseOnlyMaterial( const SFVEC3F &aMaterialDiffuse, float aOpacity )
|
|
{
|
|
const SFVEC4F ambient = SFVEC4F( 0.2f, 0.2f, 0.2f, 1.0f );
|
|
const SFVEC4F diffuse = SFVEC4F( aMaterialDiffuse, aOpacity );
|
|
const SFVEC4F specular = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
const SFVEC4F emissive = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
|
|
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 0.0f );
|
|
}
|
|
|
|
|
|
void OGL_DrawBackground( const SFVEC3F &aTopColor, const SFVEC3F &aBotColor )
|
|
{
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
|
|
glDisable( GL_LIGHTING );
|
|
glDisable( GL_COLOR_MATERIAL );
|
|
glDisable( GL_DEPTH_TEST );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glDisable( GL_BLEND );
|
|
glDisable( GL_ALPHA_TEST );
|
|
|
|
glBegin( GL_QUADS );
|
|
glColor4f( aTopColor.x, aTopColor.y, aTopColor.z, 1.0f );
|
|
glVertex2f( -1.0, 1.0 ); // Top left corner
|
|
|
|
glColor4f( aBotColor.x, aBotColor.y, aBotColor.z, 1.0f );
|
|
glVertex2f( -1.0,-1.0 ); // bottom left corner
|
|
glVertex2f( 1.0,-1.0 ); // bottom right corner
|
|
|
|
glColor4f( aTopColor.x, aTopColor.y, aTopColor.z, 1.0f );
|
|
glVertex2f( 1.0, 1.0 ); // top right corner
|
|
glEnd();
|
|
}
|
|
|
|
|
|
void OGL_ResetTextureStateDefaults()
|
|
{
|
|
if( !glActiveTexture || !glClientActiveTexture )
|
|
throw std::runtime_error( "The OpenGL context no longer exists: unable to Reset Textures" );
|
|
|
|
glActiveTexture( GL_TEXTURE0 );
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
glClientActiveTexture( GL_TEXTURE0 );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
|
|
const SFVEC4F zero = SFVEC4F( 0.0f );
|
|
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, static_cast<const float*>( &zero.x ) );
|
|
}
|