kicad/3d-viewer/common_ogl/ogl_utils.cpp

130 lines
4.6 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2015 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 "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 );
unsigned char* alphabuffer = (unsigned char*) malloc( viewport.x * viewport.y );
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;
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 );
free( rgbaBuffer );
return texture;
}
void OGL_SetMaterial( const SMATERIAL & aMaterial )
{
const SFVEC4F ambient = SFVEC4F( aMaterial.m_Ambient, 1.0f );
const SFVEC4F diffuse = SFVEC4F( aMaterial.m_Diffuse, 1.0f );
const SFVEC4F specular = SFVEC4F( aMaterial.m_Specular, 1.0f );
const SFVEC4F emissive = SFVEC4F( aMaterial.m_Emissive, 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, (aMaterial.m_Shininess > 128.0f)?128.0f:aMaterial.m_Shininess );
}