299 lines
7.0 KiB
C++
299 lines
7.0 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) 2021 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.cpp
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* @brief 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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#include <gal/opengl/vertex_manager.h>
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#include <gal/opengl/cached_container.h>
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#include <gal/opengl/noncached_container.h>
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#include <gal/opengl/gpu_manager.h>
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#include <gal/opengl/vertex_item.h>
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#include <confirm.h>
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using namespace KIGFX;
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VERTEX_MANAGER::VERTEX_MANAGER( bool aCached ) :
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m_noTransform( true ),
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m_transform( 1.0f ),
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m_reserved( nullptr ),
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m_reservedSpace( 0 )
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{
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m_container.reset( VERTEX_CONTAINER::MakeContainer( aCached ) );
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m_gpu.reset( GPU_MANAGER::MakeManager( m_container.get() ) );
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// There is no shader used by default
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for( unsigned int i = 0; i < SHADER_STRIDE; ++i )
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m_shader[i] = 0.0f;
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}
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void VERTEX_MANAGER::Map()
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{
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m_container->Map();
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}
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void VERTEX_MANAGER::Unmap()
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{
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m_container->Unmap();
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}
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bool VERTEX_MANAGER::Reserve( unsigned int aSize )
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{
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if( !aSize )
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return true;
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assert( m_reservedSpace == 0 && m_reserved == nullptr );
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// flag to avoid hanging by calling DisplayError too many times:
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static bool show_err = true;
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m_reserved = m_container->Allocate( aSize );
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if( m_reserved == nullptr )
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{
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if( show_err )
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{
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DisplayError( nullptr, wxT( "VERTEX_MANAGER::Reserve: Vertex allocation error" ) );
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show_err = false;
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}
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return false;
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}
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m_reservedSpace = aSize;
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return true;
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}
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bool VERTEX_MANAGER::Vertex( GLfloat aX, GLfloat aY, GLfloat aZ )
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{
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// flag to avoid hanging by calling DisplayError too many times:
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static bool show_err = true;
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// Obtain the pointer to the vertex in the currently used container
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VERTEX* newVertex;
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if( m_reservedSpace > 0 )
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{
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newVertex = m_reserved++;
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--m_reservedSpace;
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if( m_reservedSpace == 0 )
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m_reserved = nullptr;
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}
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else
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{
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newVertex = m_container->Allocate( 1 );
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if( newVertex == nullptr )
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{
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if( show_err )
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{
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DisplayError( nullptr, wxT( "VERTEX_MANAGER::Vertex: Vertex allocation error" ) );
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show_err = false;
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}
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return false;
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}
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}
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putVertex( *newVertex, aX, aY, aZ );
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return true;
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}
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bool VERTEX_MANAGER::Vertices( const VERTEX aVertices[], unsigned int aSize )
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{
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// flag to avoid hanging by calling DisplayError too many times:
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static bool show_err = true;
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// Obtain pointer to the vertex in currently used container
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VERTEX* newVertex = m_container->Allocate( aSize );
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if( newVertex == nullptr )
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{
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if( show_err )
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{
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DisplayError( nullptr, wxT( "VERTEX_MANAGER::Vertices: Vertex allocation error" ) );
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show_err = false;
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}
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return false;
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}
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// Put vertices in already allocated memory chunk
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for( unsigned int i = 0; i < aSize; ++i )
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{
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putVertex( newVertex[i], aVertices[i].x, aVertices[i].y, aVertices[i].z );
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}
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return true;
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}
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void VERTEX_MANAGER::SetItem( VERTEX_ITEM& aItem ) const
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{
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m_container->SetItem( &aItem );
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}
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void VERTEX_MANAGER::FinishItem() const
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{
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assert( m_reservedSpace == 0 && m_reserved == nullptr );
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m_container->FinishItem();
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}
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void VERTEX_MANAGER::FreeItem( VERTEX_ITEM& aItem ) const
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{
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m_container->Delete( &aItem );
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}
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void VERTEX_MANAGER::ChangeItemColor( const VERTEX_ITEM& aItem, const COLOR4D& aColor ) const
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{
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unsigned int size = aItem.GetSize();
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unsigned int offset = aItem.GetOffset();
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VERTEX* vertex = m_container->GetVertices( offset );
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for( unsigned int i = 0; i < size; ++i )
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{
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vertex->r = aColor.r * 255.0;
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vertex->g = aColor.g * 255.0;
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vertex->b = aColor.b * 255.0;
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vertex->a = aColor.a * 255.0;
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vertex++;
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}
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m_container->SetDirty();
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}
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void VERTEX_MANAGER::ChangeItemDepth( const VERTEX_ITEM& aItem, GLfloat aDepth ) const
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{
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unsigned int size = aItem.GetSize();
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unsigned int offset = aItem.GetOffset();
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VERTEX* vertex = m_container->GetVertices( offset );
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for( unsigned int i = 0; i < size; ++i )
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{
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vertex->z = aDepth;
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vertex++;
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}
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m_container->SetDirty();
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}
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VERTEX* VERTEX_MANAGER::GetVertices( const VERTEX_ITEM& aItem ) const
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{
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if( aItem.GetSize() == 0 )
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return nullptr; // The item is not stored in the container
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return m_container->GetVertices( aItem.GetOffset() );
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}
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void VERTEX_MANAGER::SetShader( SHADER& aShader ) const
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{
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m_gpu->SetShader( aShader );
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}
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void VERTEX_MANAGER::Clear() const
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{
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m_container->Clear();
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}
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void VERTEX_MANAGER::BeginDrawing() const
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{
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m_gpu->BeginDrawing();
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}
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void VERTEX_MANAGER::DrawItem( const VERTEX_ITEM& aItem ) const
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{
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m_gpu->DrawIndices( &aItem );
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}
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void VERTEX_MANAGER::EndDrawing() const
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{
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m_gpu->EndDrawing();
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}
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void VERTEX_MANAGER::putVertex( VERTEX& aTarget, GLfloat aX, GLfloat aY, GLfloat aZ ) const
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{
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// Modify the vertex according to the currently used transformations
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if( m_noTransform )
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{
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// Simply copy coordinates, when the transform matrix is the identity matrix
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aTarget.x = aX;
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aTarget.y = aY;
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aTarget.z = aZ;
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}
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else
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{
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// Apply transformations
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glm::vec4 transVertex( aX, aY, aZ, 1.0f );
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transVertex = m_transform * transVertex;
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aTarget.x = transVertex.x;
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aTarget.y = transVertex.y;
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aTarget.z = transVertex.z;
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}
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// Apply currently used color
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aTarget.r = m_color[0];
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aTarget.g = m_color[1];
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aTarget.b = m_color[2];
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aTarget.a = m_color[3];
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// Apply currently used shader
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for( unsigned int j = 0; j < SHADER_STRIDE; ++j )
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{
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aTarget.shader[j] = m_shader[j];
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}
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}
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void VERTEX_MANAGER::EnableDepthTest( bool aEnabled )
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{
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m_gpu->EnableDepthTest( aEnabled );
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}
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