kicad/common/gal/opengl/opengl_gal.cpp

1079 lines
33 KiB
C++

/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
* Copyright (C) 2012 Kicad Developers, see change_log.txt for contributors.
* Copyright (C) 2013 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Graphics Abstraction Layer (GAL) for OpenGL
*
* 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/opengl_gal.h>
#include <gal/definitions.h>
#include <wx/log.h>
#include <macros.h>
#include <confirm.h>
#ifdef __WXDEBUG__
#include <profile.h>
#endif /* __WXDEBUG__ */
#include <limits>
using namespace KIGFX;
// Prototypes
void InitTesselatorCallbacks( GLUtesselator* aTesselator );
const int glAttributes[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0 };
wxGLContext* OPENGL_GAL::glContext = NULL;
OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
wxEvtHandler* aPaintListener, const wxString& aName ) :
wxGLCanvas( aParent, wxID_ANY, (int*) glAttributes, wxDefaultPosition, wxDefaultSize,
wxEXPAND, aName ),
cachedManager( true ),
nonCachedManager( false ),
overlayManager( false )
{
// Create the OpenGL-Context
if( glContext == NULL )
glContext = new wxGLContext( this );
parentWindow = aParent;
mouseListener = aMouseListener;
paintListener = aPaintListener;
// Initialize the flags
isGlewInitialized = false;
isFramebufferInitialized = false;
isShaderInitialized = false;
isGrouping = false;
groupCounter = 0;
// Connecting the event handlers
Connect( wxEVT_PAINT, wxPaintEventHandler( OPENGL_GAL::onPaint ) );
// Mouse events are skipped to the parent
Connect( wxEVT_MOTION, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_LEFT_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_LEFT_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_LEFT_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_MIDDLE_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_MIDDLE_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_MIDDLE_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_RIGHT_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_RIGHT_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_RIGHT_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_MOUSEWHEEL, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
#ifdef USE_OSX_MAGNIFY_EVENT
Connect( wxEVT_MAGNIFY, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
#endif
#if defined _WIN32 || defined _WIN64
Connect( wxEVT_ENTER_WINDOW, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
#endif
SetSize( aParent->GetSize() );
screenSize = VECTOR2I( aParent->GetSize() );
// Grid color settings are different in Cairo and OpenGL
SetGridColor( COLOR4D( 0.8, 0.8, 0.8, 0.1 ) );
// Tesselator initialization
tesselator = gluNewTess();
InitTesselatorCallbacks( tesselator );
if( tesselator == NULL )
{
DisplayError( parentWindow, wxT( "Could not create the tesselator" ) );
exit( 1 );
}
gluTessProperty( tesselator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE );
currentManager = &nonCachedManager;
}
OPENGL_GAL::~OPENGL_GAL()
{
glFlush();
gluDeleteTess( tesselator );
ClearCache();
}
void OPENGL_GAL::BeginDrawing()
{
SetCurrent( *glContext );
clientDC = new wxClientDC( this );
// Initialize GLEW, FBOs & VBOs
if( !isGlewInitialized )
initGlew();
// Set up the view port
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glViewport( 0, 0, (GLsizei) screenSize.x, (GLsizei) screenSize.y );
// Create the screen transformation
glOrtho( 0, (GLint) screenSize.x, 0, (GLsizei) screenSize.y, -depthRange.x, -depthRange.y );
if( !isFramebufferInitialized )
{
// Prepare rendering target buffers
compositor.Initialize();
mainBuffer = compositor.CreateBuffer();
overlayBuffer = compositor.CreateBuffer();
isFramebufferInitialized = true;
}
// Compile the shaders
if( !isShaderInitialized )
{
if( !shader.LoadBuiltinShader( 0, SHADER_TYPE_VERTEX ) )
{
DisplayError( parentWindow, wxT( "Cannot compile vertex shader!" ) );
exit( 1 );
}
if( !shader.LoadBuiltinShader( 1, SHADER_TYPE_FRAGMENT ) )
{
DisplayError( parentWindow, wxT( "Cannot compile fragment shader!" ) );
exit( 1 );
}
if( !shader.Link() )
{
DisplayError( parentWindow, wxT( "Cannot link the shaders!" ) );
exit( 1 );
}
// Make VBOs use shaders
cachedManager.SetShader( shader );
nonCachedManager.SetShader( shader );
overlayManager.SetShader( shader );
isShaderInitialized = true;
}
// Disable 2D Textures
glDisable( GL_TEXTURE_2D );
// Enable the depth buffer
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LESS );
// Setup blending, required for transparent objects
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glMatrixMode( GL_MODELVIEW );
// Set up the world <-> screen transformation
ComputeWorldScreenMatrix();
GLdouble matrixData[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
matrixData[0] = worldScreenMatrix.m_data[0][0];
matrixData[1] = worldScreenMatrix.m_data[1][0];
matrixData[2] = worldScreenMatrix.m_data[2][0];
matrixData[4] = worldScreenMatrix.m_data[0][1];
matrixData[5] = worldScreenMatrix.m_data[1][1];
matrixData[6] = worldScreenMatrix.m_data[2][1];
matrixData[12] = worldScreenMatrix.m_data[0][2];
matrixData[13] = worldScreenMatrix.m_data[1][2];
matrixData[14] = worldScreenMatrix.m_data[2][2];
glLoadMatrixd( matrixData );
// Set defaults
SetFillColor( fillColor );
SetStrokeColor( strokeColor );
// Unbind buffers - set compositor for direct drawing
compositor.SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
// Remove all previously stored items
nonCachedManager.Clear();
overlayManager.Clear();
cachedManager.BeginDrawing();
nonCachedManager.BeginDrawing();
overlayManager.BeginDrawing();
}
void OPENGL_GAL::EndDrawing()
{
// Cached & non-cached containers are rendered to the same buffer
compositor.SetBuffer( mainBuffer );
nonCachedManager.EndDrawing();
cachedManager.EndDrawing();
// Overlay container is rendered to a different buffer
compositor.SetBuffer( overlayBuffer );
overlayManager.EndDrawing();
// Be sure that the framebuffer is not colorized (happens on specific GPU&drivers combinations)
glColor4d( 1.0, 1.0, 1.0, 1.0 );
// Draw the remaining contents, blit the rendering targets to the screen, swap the buffers
compositor.DrawBuffer( mainBuffer );
compositor.DrawBuffer( overlayBuffer );
blitCursor();
glFlush();
SwapBuffers();
delete clientDC;
}
void OPENGL_GAL::DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
const VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineAngle = startEndVector.Angle();
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
drawLineQuad( aStartPoint, aEndPoint );
// Line caps
if( lineWidth > 1.0 )
{
drawFilledSemiCircle( aStartPoint, lineWidth / 2, lineAngle + M_PI / 2 );
drawFilledSemiCircle( aEndPoint, lineWidth / 2, lineAngle - M_PI / 2 );
}
}
void OPENGL_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
double aWidth )
{
VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineAngle = startEndVector.Angle();
if( isFillEnabled )
{
// Filled tracks
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
SetLineWidth( aWidth );
drawLineQuad( aStartPoint, aEndPoint );
// Draw line caps
drawFilledSemiCircle( aStartPoint, aWidth / 2, lineAngle + M_PI / 2 );
drawFilledSemiCircle( aEndPoint, aWidth / 2, lineAngle - M_PI / 2 );
}
else
{
// Outlined tracks
double lineLength = startEndVector.EuclideanNorm();
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
Save();
currentManager->Translate( aStartPoint.x, aStartPoint.y, 0.0 );
currentManager->Rotate( lineAngle, 0.0f, 0.0f, 1.0f );
drawLineQuad( VECTOR2D( 0.0, aWidth / 2.0 ),
VECTOR2D( lineLength, aWidth / 2.0 ) );
drawLineQuad( VECTOR2D( 0.0, -aWidth / 2.0 ),
VECTOR2D( lineLength, -aWidth / 2.0 ) );
// Draw line caps
drawStrokedSemiCircle( VECTOR2D( 0.0, 0.0 ), aWidth / 2, M_PI / 2 );
drawStrokedSemiCircle( VECTOR2D( lineLength, 0.0 ), aWidth / 2, -M_PI / 2 );
Restore();
}
}
void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
{
if( isFillEnabled )
{
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
/* Draw a triangle that contains the circle, then shade it leaving only the circle.
* Parameters given to setShader are indices of the triangle's vertices
* (if you want to understand more, check the vertex shader source [shader.vert]).
* Shader uses this coordinates to determine if fragments are inside the circle or not.
* v2
* /\
* //\\
* v0 /_\/_\ v1
*/
currentManager->Shader( SHADER_FILLED_CIRCLE, 1.0 );
currentManager->Vertex( aCenterPoint.x - aRadius * sqrt( 3.0f ), // v0
aCenterPoint.y - aRadius, layerDepth );
currentManager->Shader( SHADER_FILLED_CIRCLE, 2.0 );
currentManager->Vertex( aCenterPoint.x + aRadius * sqrt( 3.0f ), // v1
aCenterPoint.y - aRadius, layerDepth );
currentManager->Shader( SHADER_FILLED_CIRCLE, 3.0 );
currentManager->Vertex( aCenterPoint.x, aCenterPoint.y + aRadius * 2.0f, // v2
layerDepth );
}
if( isStrokeEnabled )
{
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
/* Draw a triangle that contains the circle, then shade it leaving only the circle.
* Parameters given to setShader are indices of the triangle's vertices
* (if you want to understand more, check the vertex shader source [shader.vert]).
* and the line width. Shader uses this coordinates to determine if fragments are
* inside the circle or not.
* v2
* /\
* //\\
* v0 /_\/_\ v1
*/
double outerRadius = aRadius + ( lineWidth / 2 );
currentManager->Shader( SHADER_STROKED_CIRCLE, 1.0, aRadius, lineWidth );
currentManager->Vertex( aCenterPoint.x - outerRadius * sqrt( 3.0f ), // v0
aCenterPoint.y - outerRadius, layerDepth );
currentManager->Shader( SHADER_STROKED_CIRCLE, 2.0, aRadius, lineWidth );
currentManager->Vertex( aCenterPoint.x + outerRadius * sqrt( 3.0f ), // v1
aCenterPoint.y - outerRadius, layerDepth );
currentManager->Shader( SHADER_STROKED_CIRCLE, 3.0, aRadius, lineWidth );
currentManager->Vertex( aCenterPoint.x, aCenterPoint.y + outerRadius * 2.0f, // v2
layerDepth );
}
}
void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
double aEndAngle )
{
if( aRadius <= 0 )
return;
// Swap the angles, if start angle is greater than end angle
SWAP( aStartAngle, >, aEndAngle );
Save();
currentManager->Translate( aCenterPoint.x, aCenterPoint.y, layerDepth );
if( isStrokeEnabled )
{
const double alphaIncrement = 2.0 * M_PI / CIRCLE_POINTS;
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
VECTOR2D p( cos( aStartAngle ) * aRadius, sin( aStartAngle ) * aRadius );
double alpha;
for( alpha = aStartAngle + alphaIncrement; alpha < aEndAngle; alpha += alphaIncrement )
{
VECTOR2D p_next( cos( alpha ) * aRadius, sin( alpha ) * aRadius );
DrawLine( p, p_next );
p = p_next;
}
// Draw the last missing part
if( alpha != aEndAngle )
{
VECTOR2D p_last( cos( aEndAngle ) * aRadius, sin( aEndAngle ) * aRadius );
DrawLine( p, p_last );
}
}
if( isFillEnabled )
{
const double alphaIncrement = 2 * M_PI / CIRCLE_POINTS;
double alpha;
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
currentManager->Shader( SHADER_NONE );
// Triangle fan
for( alpha = aStartAngle; ( alpha + alphaIncrement ) < aEndAngle; )
{
currentManager->Vertex( 0.0, 0.0, 0.0 );
currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, 0.0 );
alpha += alphaIncrement;
currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, 0.0 );
}
// The last missing triangle
const VECTOR2D endPoint( cos( aEndAngle ) * aRadius, sin( aEndAngle ) * aRadius );
currentManager->Vertex( 0.0, 0.0, 0.0 );
currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, 0.0 );
currentManager->Vertex( endPoint.x, endPoint.y, 0.0 );
}
Restore();
}
void OPENGL_GAL::DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
// Compute the diagonal points of the rectangle
VECTOR2D diagonalPointA( aEndPoint.x, aStartPoint.y );
VECTOR2D diagonalPointB( aStartPoint.x, aEndPoint.y );
// Stroke the outline
if( isStrokeEnabled )
{
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
std::deque<VECTOR2D> pointList;
pointList.push_back( aStartPoint );
pointList.push_back( diagonalPointA );
pointList.push_back( aEndPoint );
pointList.push_back( diagonalPointB );
pointList.push_back( aStartPoint );
DrawPolyline( pointList );
}
// Fill the rectangle
if( isFillEnabled )
{
currentManager->Shader( SHADER_NONE );
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth );
currentManager->Vertex( diagonalPointA.x, diagonalPointA.y, layerDepth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth );
currentManager->Vertex( diagonalPointB.x, diagonalPointB.y, layerDepth );
}
}
void OPENGL_GAL::DrawPolyline( std::deque<VECTOR2D>& aPointList )
{
if( aPointList.empty() )
return;
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
std::deque<VECTOR2D>::const_iterator it = aPointList.begin();
// Start from the second point
for( ++it; it != aPointList.end(); ++it )
{
const VECTOR2D startEndVector = ( *it - *( it - 1 ) );
double lineAngle = startEndVector.Angle();
drawLineQuad( *( it - 1 ), *it );
// There is no need to draw line caps on both ends of polyline's segments
drawFilledSemiCircle( *( it - 1 ), lineWidth / 2, lineAngle + M_PI / 2 );
}
// ..and now - draw the ending cap
const VECTOR2D startEndVector = ( *( it - 1 ) - *( it - 2 ) );
double lineAngle = startEndVector.Angle();
drawFilledSemiCircle( *( it - 1 ), lineWidth / 2, lineAngle - M_PI / 2 );
}
void OPENGL_GAL::DrawPolygon( const std::deque<VECTOR2D>& aPointList )
{
// Any non convex polygon needs to be tesselated
// for this purpose the GLU standard functions are used
currentManager->Shader( SHADER_NONE );
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
TessParams params = { currentManager, tessIntersects };
gluTessBeginPolygon( tesselator, &params );
gluTessBeginContour( tesselator );
boost::shared_array<GLdouble> points( new GLdouble[3 * aPointList.size()] );
int v = 0;
for( std::deque<VECTOR2D>::const_iterator it = aPointList.begin(); it != aPointList.end(); it++ )
{
points[v] = it->x;
points[v + 1] = it->y;
points[v + 2] = layerDepth;
gluTessVertex( tesselator, &points[v], &points[v] );
v += 3;
}
gluTessEndContour( tesselator );
gluTessEndPolygon( tesselator );
// Free allocated intersecting points
tessIntersects.clear();
// vertexList destroyed here
}
void OPENGL_GAL::DrawCurve( const VECTOR2D& aStartPoint, const VECTOR2D& aControlPointA,
const VECTOR2D& aControlPointB, const VECTOR2D& aEndPoint )
{
// FIXME The drawing quality needs to be improved
// FIXME Perhaps choose a quad/triangle strip instead?
// FIXME Brute force method, use a better (recursive?) algorithm
std::deque<VECTOR2D> pointList;
double t = 0.0;
double dt = 1.0 / (double) CURVE_POINTS;
for( int i = 0; i <= CURVE_POINTS; i++ )
{
double omt = 1.0 - t;
double omt2 = omt * omt;
double omt3 = omt * omt2;
double t2 = t * t;
double t3 = t * t2;
VECTOR2D vertex = omt3 * aStartPoint + 3.0 * t * omt2 * aControlPointA
+ 3.0 * t2 * omt * aControlPointB + t3 * aEndPoint;
pointList.push_back( vertex );
t += dt;
}
DrawPolyline( pointList );
}
void OPENGL_GAL::ResizeScreen( int aWidth, int aHeight )
{
screenSize = VECTOR2I( aWidth, aHeight );
// Resize framebuffers
compositor.Resize( aWidth, aHeight );
isFramebufferInitialized = false;
wxGLCanvas::SetSize( aWidth, aHeight );
}
bool OPENGL_GAL::Show( bool aShow )
{
bool s = wxGLCanvas::Show( aShow );
if( aShow )
wxGLCanvas::Raise();
return s;
}
void OPENGL_GAL::Flush()
{
glFlush();
}
void OPENGL_GAL::ClearScreen( const COLOR4D& aColor )
{
// Clear screen
glClearColor( aColor.r, aColor.g, aColor.b, aColor.a );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
void OPENGL_GAL::Transform( const MATRIX3x3D& aTransformation )
{
GLdouble matrixData[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
matrixData[0] = aTransformation.m_data[0][0];
matrixData[1] = aTransformation.m_data[1][0];
matrixData[2] = aTransformation.m_data[2][0];
matrixData[4] = aTransformation.m_data[0][1];
matrixData[5] = aTransformation.m_data[1][1];
matrixData[6] = aTransformation.m_data[2][1];
matrixData[12] = aTransformation.m_data[0][2];
matrixData[13] = aTransformation.m_data[1][2];
matrixData[14] = aTransformation.m_data[2][2];
glMultMatrixd( matrixData );
}
void OPENGL_GAL::Rotate( double aAngle )
{
currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f );
}
void OPENGL_GAL::Translate( const VECTOR2D& aVector )
{
currentManager->Translate( aVector.x, aVector.y, 0.0f );
}
void OPENGL_GAL::Scale( const VECTOR2D& aScale )
{
currentManager->Scale( aScale.x, aScale.y, 0.0f );
}
void OPENGL_GAL::Save()
{
currentManager->PushMatrix();
}
void OPENGL_GAL::Restore()
{
currentManager->PopMatrix();
}
int OPENGL_GAL::BeginGroup()
{
isGrouping = true;
boost::shared_ptr<VERTEX_ITEM> newItem( new VERTEX_ITEM( cachedManager ) );
int groupNumber = getNewGroupNumber();
groups.insert( std::make_pair( groupNumber, newItem ) );
return groupNumber;
}
void OPENGL_GAL::EndGroup()
{
cachedManager.FinishItem();
isGrouping = false;
}
void OPENGL_GAL::DrawGroup( int aGroupNumber )
{
cachedManager.DrawItem( *groups[aGroupNumber] );
}
void OPENGL_GAL::ChangeGroupColor( int aGroupNumber, const COLOR4D& aNewColor )
{
cachedManager.ChangeItemColor( *groups[aGroupNumber], aNewColor );
}
void OPENGL_GAL::ChangeGroupDepth( int aGroupNumber, int aDepth )
{
cachedManager.ChangeItemDepth( *groups[aGroupNumber], aDepth );
}
void OPENGL_GAL::DeleteGroup( int aGroupNumber )
{
// Frees memory in the container as well
groups.erase( aGroupNumber );
}
void OPENGL_GAL::ClearCache()
{
groups.clear();
cachedManager.Clear();
}
void OPENGL_GAL::SaveScreen()
{
wxASSERT_MSG( false, wxT( "Not implemented yet" ) );
}
void OPENGL_GAL::RestoreScreen()
{
wxASSERT_MSG( false, wxT( "Not implemented yet" ) );
}
void OPENGL_GAL::SetTarget( RENDER_TARGET aTarget )
{
switch( aTarget )
{
default:
case TARGET_CACHED:
currentManager = &cachedManager;
break;
case TARGET_NONCACHED:
currentManager = &nonCachedManager;
break;
case TARGET_OVERLAY:
currentManager = &overlayManager;
break;
}
currentTarget = aTarget;
}
RENDER_TARGET OPENGL_GAL::GetTarget() const
{
return currentTarget;
}
void OPENGL_GAL::ClearTarget( RENDER_TARGET aTarget )
{
// Save the current state
unsigned int oldTarget = compositor.GetBuffer();
switch( aTarget )
{
// Cached and noncached items are rendered to the same buffer
default:
case TARGET_CACHED:
case TARGET_NONCACHED:
compositor.SetBuffer( mainBuffer );
break;
case TARGET_OVERLAY:
compositor.SetBuffer( overlayBuffer );
break;
}
compositor.ClearBuffer();
// Restore the previous state
compositor.SetBuffer( oldTarget );
}
void OPENGL_GAL::DrawCursor( const VECTOR2D& aCursorPosition )
{
// Now we should only store the position of the mouse cursor
// The real drawing routines are in blitCursor()
VECTOR2D screenCursor = worldScreenMatrix * aCursorPosition;
cursorPosition = screenWorldMatrix * VECTOR2D( screenCursor.x, screenSize.y - screenCursor.y );
}
void OPENGL_GAL::drawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
compositor.SetBuffer( mainBuffer );
// We do not need a very precise comparison here (the lineWidth is set by GAL::DrawGrid())
if( fabs( lineWidth - 2.0 * gridLineWidth / worldScale ) < 0.1 )
glLineWidth( 1.0 );
else
glLineWidth( 2.0 );
glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
glBegin( GL_LINES );
glVertex3d( aStartPoint.x, aStartPoint.y, layerDepth );
glVertex3d( aEndPoint.x, aEndPoint.y, layerDepth );
glEnd();
// Restore the default color, so textures will be drawn properly
glColor4d( 1.0, 1.0, 1.0, 1.0 );
}
void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
/* Helper drawing: ____--- v3 ^
* ____---- ... \ \
* ____---- ... \ end \
* v1 ____---- ... ____---- \ width
* ---- ...___---- \ \
* \ ___...-- \ v
* \ ____----... ____---- v2
* ---- ... ____----
* start \ ... ____----
* \... ____----
* ----
* v0
* dots mark triangles' hypotenuses
*/
VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineLength = startEndVector.EuclideanNorm();
double scale = 0.5 * lineWidth / lineLength;
if( lineLength <= 0.0 )
return;
// The perpendicular vector also needs transformations
glm::vec4 vector = currentManager->GetTransformation() *
glm::vec4( -startEndVector.y * scale, startEndVector.x * scale, 0.0, 0.0 );
// Line width is maintained by the vertex shader
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v0
currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v1
currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v3
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v0
currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v3
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v2
}
void OPENGL_GAL::drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle )
{
if( isFillEnabled )
{
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
drawFilledSemiCircle( aCenterPoint, aRadius, aAngle );
}
if( isStrokeEnabled )
{
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
drawStrokedSemiCircle( aCenterPoint, aRadius, aAngle );
}
}
void OPENGL_GAL::drawFilledSemiCircle( const VECTOR2D& aCenterPoint, double aRadius,
double aAngle )
{
Save();
currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0f );
currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f );
/* Draw a triangle that contains the semicircle, then shade it to leave only
* the semicircle. Parameters given to setShader are indices of the triangle's vertices
* (if you want to understand more, check the vertex shader source [shader.vert]).
* Shader uses these coordinates to determine if fragments are inside the semicircle or not.
* v2
* /\
* /__\
* v0 //__\\ v1
*/
currentManager->Shader( SHADER_FILLED_CIRCLE, 4.0f );
currentManager->Vertex( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0
currentManager->Shader( SHADER_FILLED_CIRCLE, 5.0f );
currentManager->Vertex( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1
currentManager->Shader( SHADER_FILLED_CIRCLE, 6.0f );
currentManager->Vertex( 0.0f, aRadius * 2.0f, layerDepth ); // v2
Restore();
}
void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRadius,
double aAngle )
{
double outerRadius = aRadius + ( lineWidth / 2 );
Save();
currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0f );
currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f );
/* Draw a triangle that contains the semicircle, then shade it to leave only
* the semicircle. Parameters given to setShader are indices of the triangle's vertices
* (if you want to understand more, check the vertex shader source [shader.vert]), the
* radius and the line width. Shader uses these coordinates to determine if fragments are
* inside the semicircle or not.
* v2
* /\
* /__\
* v0 //__\\ v1
*/
currentManager->Shader( SHADER_STROKED_CIRCLE, 4.0f, aRadius, lineWidth );
currentManager->Vertex( -outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0
currentManager->Shader( SHADER_STROKED_CIRCLE, 5.0f, aRadius, lineWidth );
currentManager->Vertex( outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1
currentManager->Shader( SHADER_STROKED_CIRCLE, 6.0f, aRadius, lineWidth );
currentManager->Vertex( 0.0f, outerRadius * 2.0f, layerDepth ); // v2
Restore();
}
void OPENGL_GAL::onPaint( wxPaintEvent& WXUNUSED( aEvent ) )
{
PostPaint();
}
void OPENGL_GAL::skipMouseEvent( wxMouseEvent& aEvent )
{
// Post the mouse event to the event listener registered in constructor, if any
if( mouseListener )
wxPostEvent( mouseListener, aEvent );
}
void OPENGL_GAL::initGlew()
{
// Initialize GLEW library
GLenum err = glewInit();
if( GLEW_OK != err )
{
DisplayError( parentWindow, wxString::FromUTF8( (char*) glewGetErrorString( err ) ) );
exit( 1 );
}
else
{
wxLogDebug( wxString( wxT( "Status: Using GLEW " ) ) +
FROM_UTF8( (char*) glewGetString( GLEW_VERSION ) ) );
}
// Check the OpenGL version (minimum 2.1 is required)
if( GLEW_VERSION_2_1 )
{
wxLogInfo( wxT( "OpenGL 2.1 supported." ) );
}
else
{
DisplayError( parentWindow, wxT( "OpenGL 2.1 or higher is required!" ) );
exit( 1 );
}
// Framebuffers have to be supported
if( !GLEW_EXT_framebuffer_object )
{
DisplayError( parentWindow, wxT( "Framebuffer objects are not supported!" ) );
exit( 1 );
}
// Vertex buffer has to be supported
if( !GLEW_ARB_vertex_buffer_object )
{
DisplayError( parentWindow, wxT( "Vertex buffer objects are not supported!" ) );
exit( 1 );
}
isGlewInitialized = true;
}
void OPENGL_GAL::blitCursor()
{
if( !isCursorEnabled )
return;
compositor.SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
VECTOR2D cursorBegin = cursorPosition - cursorSize / ( 2 * worldScale );
VECTOR2D cursorEnd = cursorPosition + cursorSize / ( 2 * worldScale );
VECTOR2D cursorCenter = ( cursorBegin + cursorEnd ) / 2;
glDisable( GL_TEXTURE_2D );
glLineWidth( 1.0 );
glColor4d( cursorColor.r, cursorColor.g, cursorColor.b, cursorColor.a );
glBegin( GL_LINES );
glVertex2d( cursorCenter.x, cursorBegin.y );
glVertex2d( cursorCenter.x, cursorEnd.y );
glVertex2d( cursorBegin.x, cursorCenter.y );
glVertex2d( cursorEnd.x, cursorCenter.y );
glEnd();
}
unsigned int OPENGL_GAL::getNewGroupNumber()
{
wxASSERT_MSG( groups.size() < std::numeric_limits<unsigned int>::max(),
wxT( "There are no free slots to store a group" ) );
while( groups.find( groupCounter ) != groups.end() )
{
groupCounter++;
}
return groupCounter++;
}
// -------------------------------------
// Callback functions for the tesselator
// -------------------------------------
// Compare Redbook Chapter 11
void CALLBACK VertexCallback( GLvoid* aVertexPtr, void* aData )
{
GLdouble* vertex = static_cast<GLdouble*>( aVertexPtr );
OPENGL_GAL::TessParams* param = static_cast<OPENGL_GAL::TessParams*>( aData );
VERTEX_MANAGER* vboManager = param->vboManager;
if( vboManager )
vboManager->Vertex( vertex[0], vertex[1], vertex[2] );
}
void CALLBACK CombineCallback( GLdouble coords[3],
GLdouble* vertex_data[4],
GLfloat weight[4], GLdouble** dataOut, void* aData )
{
GLdouble* vertex = new GLdouble[3];
OPENGL_GAL::TessParams* param = static_cast<OPENGL_GAL::TessParams*>( aData );
// Save the pointer so we can delete it later
param->intersectPoints.push_back( boost::shared_array<GLdouble>( vertex ) );
memcpy( vertex, coords, 3 * sizeof(GLdouble) );
*dataOut = vertex;
}
void CALLBACK EdgeCallback( GLboolean aEdgeFlag )
{
// This callback is needed to force GLU tesselator to use triangles only
}
void CALLBACK ErrorCallback( GLenum aErrorCode )
{
const GLubyte* eString = gluErrorString( aErrorCode );
DisplayError( NULL, wxT( "Tessellation error: " ) +
wxString( (const char*)( eString ), wxConvUTF8 ) );
exit( 1 );
}
void InitTesselatorCallbacks( GLUtesselator* aTesselator )
{
gluTessCallback( aTesselator, GLU_TESS_VERTEX_DATA, ( void (CALLBACK*)() )VertexCallback );
gluTessCallback( aTesselator, GLU_TESS_COMBINE_DATA, ( void (CALLBACK*)() )CombineCallback );
gluTessCallback( aTesselator, GLU_TESS_EDGE_FLAG, ( void (CALLBACK*)() )EdgeCallback );
gluTessCallback( aTesselator, GLU_TESS_ERROR, ( void (CALLBACK*)() )ErrorCallback );
}