232 lines
7.4 KiB
C++
232 lines
7.4 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 vbo_item.h
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* @brief Class to handle an item held in a Vertex Buffer Object.
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*/
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#ifndef VBO_ITEM_H_
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#define VBO_ITEM_H_
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#include <GL/gl.h>
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#include <gal/opengl/glm/glm.hpp>
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#include <gal/color4d.h>
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#include <cstddef>
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#include <list>
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namespace KiGfx
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{
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typedef struct VBO_VERTEX
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{
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GLfloat x, y, z; // Coordinates
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GLfloat r, g, b, a; // Color
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GLfloat shader[4]; // Shader type & params
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} VBO_VERTEX;
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class VBO_ITEM
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{
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public:
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VBO_ITEM();
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~VBO_ITEM();
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/**
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* Function PushVertex()
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* Adds a single vertex to the VBO_ITEM. Vertex contains information about coordinates and
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* colors and has to follow the specified format {X,Y,Z,R,G,B,A}.
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* @param aVertex is a vertex to be added.
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* @param aShader is an attribute for shader.
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*/
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void PushVertex( const GLfloat* aVertex );
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/**
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* Function PushVertices()
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* Adds multiple vertices to the VBO_ITEM. This function is recommended over multiple calls to
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* PushVertex, as it does less memory reallocations. Vertices contain information about
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* coordinates and colors and has to follow the specified format {X,Y,Z,R,G,B,A}.
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* @param aVertices are vertices to be added.
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* @param aSize is an amount of vertices to be added.
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* @param aShader is an attribute for shader.
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*/
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void PushVertices( const GLfloat* aVertices, GLuint aSize );
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/**
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* Function GetVertices()
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* Returns a pointer to the array containing all vertices.
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* @return Pointer to vertices packed in format {X, Y, Z, R, G, B, A}.
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*/
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GLfloat* GetVertices();
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/**
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* Function GetSize()
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* Returns information about number of vertices stored.
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* @param Amount of vertices.
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*/
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inline int GetSize() const
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{
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return m_size;
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}
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/**
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* Function SetOffset()
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* Sets data offset in the VBO.
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* @param aOffset is the offset expressed as a number of vertices.
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*/
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void SetOffset( int aOffset )
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{
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m_offset = aOffset;
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}
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/**
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* Function GetOffset()
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* Returns data offset in the VBO.
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* @return Data offset expressed as a number of vertices.
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*/
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inline int GetOffset() const
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{
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return m_offset;
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}
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/**
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* Function SetTransformMatrix()
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* Sets transformation matrix for vertices that are added to VBO_ITEM. If you do not want to
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* transform vertices at all, pass NULL as the argument.
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* @param aMatrix is the new transform matrix or NULL if you do not want to use transformation
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* matrix.
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*/
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void SetTransformMatrix( const glm::mat4* aMatrix )
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{
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m_transform = aMatrix;
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}
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/**
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* Function ChangeColor()
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* Colors all vertices to the specified color.
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* @param aColor is the new color for vertices.
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*/
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void ChangeColor( const COLOR4D& aColor );
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/**
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* Function UseColor()
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* Sets color used for all added vertices.
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* @param aColor is the color used for added vertices.
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*/
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void UseColor( const COLOR4D& aColor )
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{
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m_color[0] = aColor.r;
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m_color[1] = aColor.g;
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m_color[2] = aColor.b;
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m_color[3] = aColor.a;
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}
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/**
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* Function UseShader()
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* Sets shader and its parameters used for all added vertices.
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* @param aShader is the array that contains shader number followed by its parameters.
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*/
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inline void UseShader( const GLfloat* aShader )
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{
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for( int i = 0; i < ShaderStride; ++i )
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{
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m_shader[i] = aShader[i];
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}
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}
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inline void FreeVerticesData()
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{
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if( m_vertices && !m_isDirty )
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{
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delete[] m_vertices;
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m_vertices = NULL;
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}
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}
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///< Data organization information for vertices {X,Y,Z,R,G,B,A} (@see VBO_VERTEX).
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static const int VertByteSize = sizeof(VBO_VERTEX);
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static const int VertStride = VertByteSize / sizeof(GLfloat);
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static const int CoordByteSize = sizeof(VBO_VERTEX().x) + sizeof(VBO_VERTEX().y) +
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sizeof(VBO_VERTEX().z);
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static const int CoordStride = CoordByteSize / sizeof(GLfloat);
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// Offset of color data from the beginning of each vertex data
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static const int ColorByteOffset = offsetof(VBO_VERTEX, r);
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static const int ColorOffset = ColorByteOffset / sizeof(GLfloat);
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static const int ColorByteSize = sizeof(VBO_VERTEX().r) + sizeof(VBO_VERTEX().g) +
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sizeof(VBO_VERTEX().b) + sizeof(VBO_VERTEX().a);
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static const int ColorStride = ColorByteSize / sizeof(GLfloat);
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// Shader attributes
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static const int ShaderByteOffset = offsetof(VBO_VERTEX, shader);
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static const int ShaderOffset = ShaderByteOffset / sizeof(GLfloat);
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static const int ShaderByteSize = sizeof(VBO_VERTEX().shader);
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static const int ShaderStride = ShaderByteSize / sizeof(GLfloat);
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static const int IndByteSize = sizeof(GLuint);
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private:
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///< Contains vertices coordinates and colors.
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///< Packed by 7 floats for each vertex: {X, Y, Z, R, G, B, A}
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GLfloat* m_vertices;
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///< Lists of data blocks storing vertices
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std::list<VBO_VERTEX*> m_vertBlocks;
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///< Pointers to current blocks that should be used for storing data
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VBO_VERTEX* m_vertPtr;
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///< How many vertices can be stored in the current buffer
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int m_spaceLeft;
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///< Number of vertices stored in a single block
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static const int BLOCK_SIZE = 256;
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///< Creates a new block for storing vertices data
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void useNewBlock();
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///< Prepares a continuous block of data that can be copied to graphics card buffer.
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void prepareFinal();
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///< Offset and size of data in VBO.
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int m_offset;
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int m_size;
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///< Color used for new vertices pushed.
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GLfloat m_color[ColorStride];
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///< Shader and its parameters used for new vertices pushed
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GLfloat m_shader[ShaderStride];
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///< Flag telling if the item should be recached in VBO or not.
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bool m_isDirty;
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///< Current transform matrix applied for every new vertex pushed.
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const glm::mat4* m_transform;
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};
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} // namespace KiGfx
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#endif /* VBO_ITEM_H_ */
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