287 lines
7.5 KiB
C++
287 lines
7.5 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 CERN
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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 gpu_manager.cpp
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* @brief Class to handle uploading vertices and indices to GPU in drawing purposes.
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*/
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#include <gal/opengl/gpu_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/shader.h>
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#include <typeinfo>
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#include <wx/log.h>
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#ifdef __WXDEBUG__
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#include <profile.h>
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#endif
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using namespace KiGfx;
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GPU_MANAGER* GPU_MANAGER::MakeManager( VERTEX_CONTAINER* aContainer )
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{
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if( typeid( *aContainer ) == typeid( CACHED_CONTAINER ) )
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return new GPU_CACHED_MANAGER( aContainer );
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else if( typeid( *aContainer ) == typeid( NONCACHED_CONTAINER ) )
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return new GPU_NONCACHED_MANAGER( aContainer );
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wxASSERT_MSG( false, "Not handled container type" );
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return NULL;
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}
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GPU_MANAGER::GPU_MANAGER( VERTEX_CONTAINER* aContainer ) :
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m_isDrawing( false ), m_container( aContainer ), m_shader( NULL )
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{
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}
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GPU_MANAGER::~GPU_MANAGER()
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{
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}
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void GPU_MANAGER::SetShader( SHADER& aShader )
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{
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m_shader = &aShader;
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m_shaderAttrib = m_shader->GetAttribute( "attrShaderParams" );
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if( m_shaderAttrib == -1 )
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{
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wxLogFatalError( wxT( "Could not get the shader attribute location" ) );
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}
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}
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// Cached manager
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GPU_CACHED_MANAGER::GPU_CACHED_MANAGER( VERTEX_CONTAINER* aContainer ) :
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GPU_MANAGER( aContainer ), m_buffersInitialized( false ),
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m_indicesSize( 0 )
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{
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// Allocate the biggest possible buffer for indices
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m_indices.reset( new GLuint[aContainer->GetSize()] );
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}
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GPU_CACHED_MANAGER::~GPU_CACHED_MANAGER()
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{
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if( m_buffersInitialized )
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{
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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glDeleteBuffers( 1, &m_verticesBuffer );
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}
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}
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void GPU_CACHED_MANAGER::Initialize()
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{
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wxASSERT( !m_buffersInitialized );
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if( !m_buffersInitialized )
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{
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glGenBuffers( 1, &m_verticesBuffer );
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m_buffersInitialized = true;
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}
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}
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void GPU_CACHED_MANAGER::BeginDrawing()
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{
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wxASSERT( !m_isDrawing );
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if( m_container->IsDirty() )
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uploadToGpu();
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// Number of vertices to be drawn in the EndDrawing()
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m_indicesSize = 0;
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// Set the indices pointer to the beginning of the indices-to-draw buffer
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m_indicesPtr = m_indices.get();
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m_isDrawing = true;
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}
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void GPU_CACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize )
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{
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wxASSERT( m_isDrawing );
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// Copy indices of items that should be drawn to GPU memory
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for( unsigned int i = aOffset; i < aOffset + aSize; *m_indicesPtr++ = i++ );
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m_indicesSize += aSize;
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}
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void GPU_CACHED_MANAGER::DrawAll()
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{
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wxASSERT( m_isDrawing );
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m_indicesSize = m_container->GetSize();
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for( unsigned int i = 0; i < m_indicesSize; *m_indicesPtr++ = i++ );
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}
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void GPU_CACHED_MANAGER::EndDrawing()
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{
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wxASSERT( m_isDrawing );
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// Prepare buffers
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_COLOR_ARRAY );
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// Bind vertices data buffers
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glBindBuffer( GL_ARRAY_BUFFER, m_verticesBuffer );
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glVertexPointer( CoordStride, GL_FLOAT, VertexSize, 0 );
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glColorPointer( ColorStride, GL_UNSIGNED_BYTE, VertexSize, (GLvoid*) ColorOffset );
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if( m_shader != NULL ) // Use shader if applicable
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{
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m_shader->Use();
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glEnableVertexAttribArray( m_shaderAttrib );
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glVertexAttribPointer( m_shaderAttrib, ShaderStride, GL_FLOAT, GL_FALSE,
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VertexSize, (GLvoid*) ShaderOffset );
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}
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glDrawElements( GL_TRIANGLES, m_indicesSize, GL_UNSIGNED_INT, (GLvoid*) m_indices.get() );
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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// Deactivate vertex array
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glDisableClientState( GL_COLOR_ARRAY );
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glDisableClientState( GL_VERTEX_ARRAY );
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if( m_shader != NULL )
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{
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glDisableVertexAttribArray( m_shaderAttrib );
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m_shader->Deactivate();
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}
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m_isDrawing = false;
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}
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void GPU_CACHED_MANAGER::uploadToGpu()
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{
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#ifdef __WXDEBUG__
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prof_counter totalTime;
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prof_start( &totalTime, false );
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#endif /* __WXDEBUG__ */
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if( !m_buffersInitialized )
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Initialize();
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int bufferSize = m_container->GetSize();
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GLfloat* vertices = (GLfloat*) m_container->GetAllVertices();
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// Upload vertices coordinates and shader types to GPU memory
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glBindBuffer( GL_ARRAY_BUFFER, m_verticesBuffer );
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glBufferData( GL_ARRAY_BUFFER, bufferSize * VertexSize, vertices, GL_DYNAMIC_DRAW );
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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// Allocate the biggest possible buffer for indices
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m_indices.reset( new GLuint[bufferSize] );
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if( glGetError() != GL_NO_ERROR )
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{
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wxLogError( wxT( "Error during data upload to the GPU memory" ) );
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}
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#ifdef __WXDEBUG__
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prof_end( &totalTime );
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wxLogDebug( wxT( "Uploading %d vertices to GPU / %.1f ms" ),
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bufferSize, (double) totalTime.value / 1000.0 );
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#endif /* __WXDEBUG__ */
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}
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// Noncached manager
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GPU_NONCACHED_MANAGER::GPU_NONCACHED_MANAGER( VERTEX_CONTAINER* aContainer ) :
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GPU_MANAGER( aContainer )
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{
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}
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void GPU_NONCACHED_MANAGER::Initialize()
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{
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// Nothing has to be intialized
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}
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void GPU_NONCACHED_MANAGER::BeginDrawing()
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{
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// Nothing has to be prepared
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}
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void GPU_NONCACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize )
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{
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wxASSERT_MSG( false, wxT( "Not implemented yet" ) );
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}
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void GPU_NONCACHED_MANAGER::DrawAll()
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{
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// This is the default use case, nothing has to be done
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// The real rendering takes place in the EndDrawing() function
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}
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void GPU_NONCACHED_MANAGER::EndDrawing()
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{
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VERTEX* vertices = m_container->GetAllVertices();
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GLfloat* coordinates = (GLfloat*) ( vertices );
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GLubyte* colors = (GLubyte*) ( vertices ) + ColorOffset;
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// Prepare buffers
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_COLOR_ARRAY );
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glVertexPointer( CoordStride, GL_FLOAT, VertexSize, coordinates );
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glColorPointer( ColorStride, GL_UNSIGNED_BYTE, VertexSize, colors );
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if( m_shader != NULL ) // Use shader if applicable
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{
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GLfloat* shaders = (GLfloat*) ( vertices ) + ShaderOffset / sizeof(GLfloat);
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m_shader->Use();
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glEnableVertexAttribArray( m_shaderAttrib );
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glVertexAttribPointer( m_shaderAttrib, ShaderStride, GL_FLOAT, GL_FALSE,
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VertexSize, shaders );
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}
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glDrawArrays( GL_TRIANGLES, 0, m_container->GetSize() );
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// Deactivate vertex array
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glDisableClientState( GL_COLOR_ARRAY );
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glDisableClientState( GL_VERTEX_ARRAY );
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if( m_shader != NULL )
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{
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glDisableVertexAttribArray( m_shaderAttrib );
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m_shader->Deactivate();
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}
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}
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