1914 lines
59 KiB
C++
1914 lines
59 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) 2012 Torsten Hueter, torstenhtr <at> gmx.de
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* Copyright (C) 2012-2018 Kicad Developers, see AUTHORS.txt for contributors.
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* Copyright (C) 2013-2017 CERN
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* @author Maciej Suminski <maciej.suminski@cern.ch>
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*
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* Graphics Abstraction Layer (GAL) for OpenGL
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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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#include <gal/opengl/opengl_gal.h>
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#include <gal/opengl/utils.h>
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#include <gal/definitions.h>
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#include <gl_context_mgr.h>
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#include <geometry/shape_poly_set.h>
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#include <text_utils.h>
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#include <macros.h>
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#ifdef __WXDEBUG__
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#include <profile.h>
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#include <wx/log.h>
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#endif /* __WXDEBUG__ */
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#include <limits>
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#include <functional>
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using namespace std::placeholders;
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using namespace KIGFX;
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// The current font is "Ubuntu Mono" available under Ubuntu Font Licence 1.0
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// (see ubuntu-font-licence-1.0.txt for details)
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#include "gl_resources.h"
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#include "gl_builtin_shaders.h"
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using namespace KIGFX::BUILTIN_FONT;
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static void InitTesselatorCallbacks( GLUtesselator* aTesselator );
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static const int glAttributes[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 8, 0 };
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wxGLContext* OPENGL_GAL::glMainContext = NULL;
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int OPENGL_GAL::instanceCounter = 0;
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GLuint OPENGL_GAL::fontTexture = 0;
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bool OPENGL_GAL::isBitmapFontLoaded = false;
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SHADER* OPENGL_GAL::shader = NULL;
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OPENGL_GAL::OPENGL_GAL( GAL_DISPLAY_OPTIONS& aDisplayOptions, wxWindow* aParent,
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wxEvtHandler* aMouseListener, wxEvtHandler* aPaintListener,
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const wxString& aName ) :
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GAL( aDisplayOptions ),
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HIDPI_GL_CANVAS( aParent, wxID_ANY, (int*) glAttributes, wxDefaultPosition, wxDefaultSize,
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wxEXPAND, aName ),
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mouseListener( aMouseListener ), paintListener( aPaintListener ), currentManager( nullptr ),
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cachedManager( nullptr ), nonCachedManager( nullptr ), overlayManager( nullptr ), mainBuffer( 0 ), overlayBuffer( 0 )
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{
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// IsDisplayAttr() handles WX_GL_{MAJOR,MINOR}_VERSION correctly only in 3.0.4
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// starting with 3.1.0 one should use wxGLContext::IsOk() (done by GL_CONTEXT_MANAGER)
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#if wxCHECK_VERSION( 3, 0, 3 ) and !wxCHECK_VERSION( 3, 1, 0 )
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const int attr[] = { WX_GL_MAJOR_VERSION, 2, WX_GL_MINOR_VERSION, 1, 0 };
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if( !IsDisplaySupported( attr ) )
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throw std::runtime_error( "OpenGL 2.1 or higher is required!" );
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#endif /* wxCHECK_VERSION( 3, 0, 3 ) */
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if( glMainContext == NULL )
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{
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glMainContext = GL_CONTEXT_MANAGER::Get().CreateCtx( this );
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if( !glMainContext )
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throw std::runtime_error( "Could not create the main OpenGL context" );
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glPrivContext = glMainContext;
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shader = new SHADER();
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}
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else
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{
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glPrivContext = GL_CONTEXT_MANAGER::Get().CreateCtx( this, glMainContext );
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if( !glPrivContext )
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throw std::runtime_error( "Could not create a private OpenGL context" );
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}
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++instanceCounter;
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compositor = new OPENGL_COMPOSITOR;
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compositor->SetAntialiasingMode( options.gl_antialiasing_mode );
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// Initialize the flags
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isFramebufferInitialized = false;
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isBitmapFontInitialized = false;
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isInitialized = false;
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isGrouping = false;
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groupCounter = 0;
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// Connecting the event handlers
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Connect( wxEVT_PAINT, wxPaintEventHandler( OPENGL_GAL::onPaint ) );
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// Mouse events are skipped to the parent
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Connect( wxEVT_MOTION, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_LEFT_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_LEFT_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_LEFT_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_MIDDLE_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_MIDDLE_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_MIDDLE_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_RIGHT_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_RIGHT_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_RIGHT_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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Connect( wxEVT_MOUSEWHEEL, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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#if wxCHECK_VERSION( 3, 1, 0 ) || defined( USE_OSX_MAGNIFY_EVENT )
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Connect( wxEVT_MAGNIFY, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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#endif
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#if defined _WIN32 || defined _WIN64
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Connect( wxEVT_ENTER_WINDOW, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
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#endif
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SetSize( aParent->GetClientSize() );
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screenSize = VECTOR2I( aParent->GetClientSize() );
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// Grid color settings are different in Cairo and OpenGL
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SetGridColor( COLOR4D( 0.8, 0.8, 0.8, 0.1 ) );
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SetAxesColor( COLOR4D( BLUE ) );
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// Tesselator initialization
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tesselator = gluNewTess();
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InitTesselatorCallbacks( tesselator );
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if( tesselator == NULL )
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throw std::runtime_error( "Could not create the tesselator" );
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gluTessProperty( tesselator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE );
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SetTarget( TARGET_NONCACHED );
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}
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OPENGL_GAL::~OPENGL_GAL()
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{
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GL_CONTEXT_MANAGER::Get().LockCtx( glPrivContext, this );
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--instanceCounter;
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glFlush();
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gluDeleteTess( tesselator );
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ClearCache();
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delete compositor;
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if( isInitialized )
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{
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delete cachedManager;
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delete nonCachedManager;
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delete overlayManager;
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}
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GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
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// If it was the main context, then it will be deleted
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// when the last OpenGL GAL instance is destroyed (a few lines below)
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if( glPrivContext != glMainContext )
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GL_CONTEXT_MANAGER::Get().DestroyCtx( glPrivContext );
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// Are we destroying the last GAL instance?
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if( instanceCounter == 0 )
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{
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GL_CONTEXT_MANAGER::Get().LockCtx( glMainContext, this );
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if( isBitmapFontLoaded )
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{
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glDeleteTextures( 1, &fontTexture );
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isBitmapFontLoaded = false;
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}
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delete shader;
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GL_CONTEXT_MANAGER::Get().UnlockCtx( glMainContext );
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GL_CONTEXT_MANAGER::Get().DestroyCtx( glMainContext );
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glMainContext = NULL;
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}
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}
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bool OPENGL_GAL::updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions )
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{
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bool refresh = false;
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if( options.gl_antialiasing_mode != compositor->GetAntialiasingMode() )
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{
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compositor->SetAntialiasingMode( options.gl_antialiasing_mode );
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isFramebufferInitialized = false;
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refresh = true;
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}
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if( super::updatedGalDisplayOptions( aOptions ) || refresh )
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{
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Refresh();
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refresh = true;
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}
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return refresh;
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}
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void OPENGL_GAL::BeginDrawing()
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{
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if( !IsShownOnScreen() )
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return;
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#ifdef __WXDEBUG__
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PROF_COUNTER totalRealTime( "OPENGL_GAL::BeginDrawing()", true );
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#endif /* __WXDEBUG__ */
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if( !isInitialized )
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init();
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GL_CONTEXT_MANAGER::Get().LockCtx( glPrivContext, this );
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// Set up the view port
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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// Create the screen transformation (Do the RH-LH conversion here)
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glOrtho( 0, (GLint) screenSize.x, (GLsizei) screenSize.y, 0, -depthRange.x, -depthRange.y );
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if( !isFramebufferInitialized )
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{
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try
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{
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// Prepare rendering target buffers
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compositor->Initialize();
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mainBuffer = compositor->CreateBuffer();
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overlayBuffer = compositor->CreateBuffer();
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}
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catch( std::runtime_error& )
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{
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GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
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throw; // DRAW_PANEL_GAL will handle it
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}
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isFramebufferInitialized = true;
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}
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compositor->Begin();
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// Disable 2D Textures
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glDisable( GL_TEXTURE_2D );
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glShadeModel( GL_FLAT );
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// Enable the depth buffer
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glEnable( GL_DEPTH_TEST );
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glDepthFunc( GL_LESS );
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// Setup blending, required for transparent objects
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glMatrixMode( GL_MODELVIEW );
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// Set up the world <-> screen transformation
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ComputeWorldScreenMatrix();
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GLdouble matrixData[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
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matrixData[0] = worldScreenMatrix.m_data[0][0];
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matrixData[1] = worldScreenMatrix.m_data[1][0];
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matrixData[2] = worldScreenMatrix.m_data[2][0];
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matrixData[4] = worldScreenMatrix.m_data[0][1];
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matrixData[5] = worldScreenMatrix.m_data[1][1];
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matrixData[6] = worldScreenMatrix.m_data[2][1];
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matrixData[12] = worldScreenMatrix.m_data[0][2];
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matrixData[13] = worldScreenMatrix.m_data[1][2];
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matrixData[14] = worldScreenMatrix.m_data[2][2];
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glLoadMatrixd( matrixData );
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// Set defaults
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SetFillColor( fillColor );
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SetStrokeColor( strokeColor );
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// Remove all previously stored items
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nonCachedManager->Clear();
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overlayManager->Clear();
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cachedManager->BeginDrawing();
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nonCachedManager->BeginDrawing();
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overlayManager->BeginDrawing();
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if( !isBitmapFontInitialized )
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{
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// Keep bitmap font texture always bound to the second texturing unit
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const GLint FONT_TEXTURE_UNIT = 2;
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// Either load the font atlas to video memory, or simply bind it to a texture unit
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if( !isBitmapFontLoaded )
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{
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glActiveTexture( GL_TEXTURE0 + FONT_TEXTURE_UNIT );
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glGenTextures( 1, &fontTexture );
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glBindTexture( GL_TEXTURE_2D, fontTexture );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, font_image.width, font_image.height,
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0, GL_RGB, GL_UNSIGNED_BYTE, font_image.pixels );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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checkGlError( "loading bitmap font" );
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glActiveTexture( GL_TEXTURE0 );
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isBitmapFontLoaded = true;
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}
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else
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{
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glActiveTexture( GL_TEXTURE0 + FONT_TEXTURE_UNIT );
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glBindTexture( GL_TEXTURE_2D, fontTexture );
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glActiveTexture( GL_TEXTURE0 );
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}
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// Set shader parameter
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GLint ufm_fontTexture = shader->AddParameter( "fontTexture" );
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GLint ufm_fontTextureWidth = shader->AddParameter( "fontTextureWidth" );
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shader->Use();
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shader->SetParameter( ufm_fontTexture, (int) FONT_TEXTURE_UNIT );
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shader->SetParameter( ufm_fontTextureWidth, (int) font_image.width );
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shader->Deactivate();
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checkGlError( "setting bitmap font sampler as shader parameter" );
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isBitmapFontInitialized = true;
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}
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// Something betreen BeginDrawing and EndDrawing seems to depend on
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// this texture unit being active, but it does not assure it itself.
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glActiveTexture( GL_TEXTURE0 );
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// Unbind buffers - set compositor for direct drawing
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compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
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#ifdef __WXDEBUG__
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totalRealTime.Stop();
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wxLogTrace( "GAL_PROFILE",
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wxT( "OPENGL_GAL::BeginDrawing(): %.1f ms" ), totalRealTime.msecs() );
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#endif /* __WXDEBUG__ */
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}
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void OPENGL_GAL::EndDrawing()
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{
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#ifdef __WXDEBUG__
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PROF_COUNTER totalRealTime( "OPENGL_GAL::EndDrawing()", true );
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#endif /* __WXDEBUG__ */
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// Cached & non-cached containers are rendered to the same buffer
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compositor->SetBuffer( mainBuffer );
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nonCachedManager->EndDrawing();
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cachedManager->EndDrawing();
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// Overlay container is rendered to a different buffer
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compositor->SetBuffer( overlayBuffer );
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overlayManager->EndDrawing();
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// Be sure that the framebuffer is not colorized (happens on specific GPU&drivers combinations)
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glColor4d( 1.0, 1.0, 1.0, 1.0 );
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// Draw the remaining contents, blit the rendering targets to the screen, swap the buffers
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compositor->DrawBuffer( mainBuffer );
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compositor->DrawBuffer( overlayBuffer );
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compositor->Present();
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blitCursor();
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SwapBuffers();
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GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
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#ifdef __WXDEBUG__
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totalRealTime.Stop();
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wxLogTrace( "GAL_PROFILE", wxT( "OPENGL_GAL::EndDrawing(): %.1f ms" ), totalRealTime.msecs() );
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#endif /* __WXDEBUG__ */
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}
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void OPENGL_GAL::BeginUpdate()
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{
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if( !IsShownOnScreen() )
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return;
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if( !isInitialized )
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init();
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GL_CONTEXT_MANAGER::Get().LockCtx( glPrivContext, this );
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cachedManager->Map();
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}
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void OPENGL_GAL::EndUpdate()
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{
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if( !isInitialized )
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return;
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cachedManager->Unmap();
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GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
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}
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void OPENGL_GAL::DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
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{
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const VECTOR2D startEndVector = aEndPoint - aStartPoint;
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double lineAngle = startEndVector.Angle();
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currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
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drawLineQuad( aStartPoint, aEndPoint );
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// Line caps
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if( lineWidth > 1.0 )
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{
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drawFilledSemiCircle( aStartPoint, lineWidth / 2, lineAngle + M_PI / 2 );
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drawFilledSemiCircle( aEndPoint, lineWidth / 2, lineAngle - M_PI / 2 );
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}
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}
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void OPENGL_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
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double aWidth )
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{
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VECTOR2D startEndVector = aEndPoint - aStartPoint;
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double lineAngle = startEndVector.Angle();
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// Width must be nonzero for anything to appear
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if( aWidth <= 0 )
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aWidth = 1.0;
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if( isFillEnabled )
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{
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// Filled tracks
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currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
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SetLineWidth( aWidth );
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drawLineQuad( aStartPoint, aEndPoint );
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// Draw line caps
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drawFilledSemiCircle( aStartPoint, aWidth / 2, lineAngle + M_PI / 2 );
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drawFilledSemiCircle( aEndPoint, aWidth / 2, lineAngle - M_PI / 2 );
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}
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else
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{
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// Outlined tracks
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double lineLength = startEndVector.EuclideanNorm();
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currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
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Save();
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currentManager->Translate( aStartPoint.x, aStartPoint.y, 0.0 );
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currentManager->Rotate( lineAngle, 0.0f, 0.0f, 1.0f );
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drawLineQuad( VECTOR2D( 0.0, aWidth / 2.0 ),
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VECTOR2D( lineLength, aWidth / 2.0 ) );
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drawLineQuad( VECTOR2D( 0.0, -aWidth / 2.0 ),
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VECTOR2D( lineLength, -aWidth / 2.0 ) );
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// Draw line caps
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drawStrokedSemiCircle( VECTOR2D( 0.0, 0.0 ), aWidth / 2, M_PI / 2 );
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drawStrokedSemiCircle( VECTOR2D( lineLength, 0.0 ), aWidth / 2, -M_PI / 2 );
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Restore();
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}
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}
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void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
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{
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if( isFillEnabled )
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{
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currentManager->Reserve( 3 );
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currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
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/* Draw a triangle that contains the circle, then shade it leaving only the circle.
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* Parameters given to Shader() are indices of the triangle's vertices
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* (if you want to understand more, check the vertex shader source [shader.vert]).
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|
* 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->Reserve( 3 );
|
|
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 Shader() 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 );
|
|
|
|
const double alphaIncrement = calcAngleStep( aRadius );
|
|
|
|
Save();
|
|
currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0 );
|
|
|
|
if( isStrokeEnabled )
|
|
{
|
|
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 )
|
|
{
|
|
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->Reserve( 3 );
|
|
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->Reserve( 3 );
|
|
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::DrawArcSegment( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
|
|
double aEndAngle, double aWidth )
|
|
{
|
|
if( aRadius <= 0 )
|
|
{
|
|
// Arcs of zero radius are a circle of aWidth diameter
|
|
if( aWidth > 0 )
|
|
DrawCircle( aCenterPoint, aWidth / 2.0 );
|
|
|
|
return;
|
|
}
|
|
|
|
// Swap the angles, if start angle is greater than end angle
|
|
SWAP( aStartAngle, >, aEndAngle );
|
|
|
|
const double alphaIncrement = calcAngleStep( aRadius );
|
|
|
|
Save();
|
|
currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0 );
|
|
|
|
if( isStrokeEnabled )
|
|
{
|
|
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
|
|
|
|
double width = aWidth / 2.0;
|
|
VECTOR2D startPoint( cos( aStartAngle ) * aRadius,
|
|
sin( aStartAngle ) * aRadius );
|
|
VECTOR2D endPoint( cos( aEndAngle ) * aRadius,
|
|
sin( aEndAngle ) * aRadius );
|
|
|
|
drawStrokedSemiCircle( startPoint, width, aStartAngle + M_PI );
|
|
drawStrokedSemiCircle( endPoint, width, aEndAngle );
|
|
|
|
VECTOR2D pOuter( cos( aStartAngle ) * ( aRadius + width ),
|
|
sin( aStartAngle ) * ( aRadius + width ) );
|
|
|
|
VECTOR2D pInner( cos( aStartAngle ) * ( aRadius - width ),
|
|
sin( aStartAngle ) * ( aRadius - width ) );
|
|
|
|
double alpha;
|
|
|
|
for( alpha = aStartAngle + alphaIncrement; alpha <= aEndAngle; alpha += alphaIncrement )
|
|
{
|
|
VECTOR2D pNextOuter( cos( alpha ) * ( aRadius + width ),
|
|
sin( alpha ) * ( aRadius + width ) );
|
|
VECTOR2D pNextInner( cos( alpha ) * ( aRadius - width ),
|
|
sin( alpha ) * ( aRadius - width ) );
|
|
|
|
DrawLine( pOuter, pNextOuter );
|
|
DrawLine( pInner, pNextInner );
|
|
|
|
pOuter = pNextOuter;
|
|
pInner = pNextInner;
|
|
}
|
|
|
|
// Draw the last missing part
|
|
if( alpha != aEndAngle )
|
|
{
|
|
VECTOR2D pLastOuter( cos( aEndAngle ) * ( aRadius + width ),
|
|
sin( aEndAngle ) * ( aRadius + width ) );
|
|
VECTOR2D pLastInner( cos( aEndAngle ) * ( aRadius - width ),
|
|
sin( aEndAngle ) * ( aRadius - width ) );
|
|
|
|
DrawLine( pOuter, pLastOuter );
|
|
DrawLine( pInner, pLastInner );
|
|
}
|
|
}
|
|
|
|
if( isFillEnabled )
|
|
{
|
|
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
|
|
SetLineWidth( aWidth );
|
|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
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->Reserve( 6 );
|
|
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( const std::deque<VECTOR2D>& aPointList )
|
|
{
|
|
drawPolyline( [&](int idx) { return aPointList[idx]; }, aPointList.size() );
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::DrawPolyline( const VECTOR2D aPointList[], int aListSize )
|
|
{
|
|
drawPolyline( [&](int idx) { return aPointList[idx]; }, aListSize );
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::DrawPolyline( const SHAPE_LINE_CHAIN& aLineChain )
|
|
{
|
|
auto numPoints = aLineChain.PointCount();
|
|
|
|
if( aLineChain.IsClosed() )
|
|
numPoints += 1;
|
|
|
|
drawPolyline( [&](int idx) { return aLineChain.CPoint(idx); }, numPoints );
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::DrawPolygon( const std::deque<VECTOR2D>& aPointList )
|
|
{
|
|
auto points = std::unique_ptr<GLdouble[]>( new GLdouble[3 * aPointList.size()] );
|
|
GLdouble* ptr = points.get();
|
|
|
|
for( const VECTOR2D& p : aPointList )
|
|
{
|
|
*ptr++ = p.x;
|
|
*ptr++ = p.y;
|
|
*ptr++ = layerDepth;
|
|
}
|
|
|
|
drawPolygon( points.get(), aPointList.size() );
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::DrawPolygon( const VECTOR2D aPointList[], int aListSize )
|
|
{
|
|
auto points = std::unique_ptr<GLdouble[]>( new GLdouble[3 * aListSize] );
|
|
GLdouble* target = points.get();
|
|
const VECTOR2D* src = aPointList;
|
|
|
|
for( int i = 0; i < aListSize; ++i )
|
|
{
|
|
*target++ = src->x;
|
|
*target++ = src->y;
|
|
*target++ = layerDepth;
|
|
++src;
|
|
}
|
|
|
|
drawPolygon( points.get(), aListSize );
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::drawTriangulatedPolyset( const SHAPE_POLY_SET& aPolySet )
|
|
{
|
|
currentManager->Shader( SHADER_NONE );
|
|
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
|
|
|
|
if( isFillEnabled )
|
|
{
|
|
for( unsigned int j = 0; j < aPolySet.TriangulatedPolyCount(); ++j )
|
|
{
|
|
auto triPoly = aPolySet.TriangulatedPolygon( j );
|
|
|
|
for( int i = 0; i < triPoly->GetTriangleCount(); i++ )
|
|
{
|
|
VECTOR2I a, b, c;
|
|
triPoly->GetTriangle( i ,a,b,c);
|
|
currentManager->Vertex( a.x, a.y, layerDepth );
|
|
currentManager->Vertex( b.x, b.y, layerDepth );
|
|
currentManager->Vertex( c.x, c.y, layerDepth );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( isStrokeEnabled )
|
|
{
|
|
for( int j = 0; j < aPolySet.OutlineCount(); ++j )
|
|
{
|
|
const auto& poly = aPolySet.Polygon( j );
|
|
|
|
for( const auto& lc : poly )
|
|
{
|
|
DrawPolyline( lc );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::DrawPolygon( const SHAPE_POLY_SET& aPolySet )
|
|
{
|
|
if ( aPolySet.IsTriangulationUpToDate() )
|
|
{
|
|
drawTriangulatedPolyset( aPolySet );
|
|
return;
|
|
}
|
|
|
|
for( int j = 0; j < aPolySet.OutlineCount(); ++j )
|
|
{
|
|
const SHAPE_LINE_CHAIN& outline = aPolySet.COutline( j );
|
|
|
|
if( outline.SegmentCount() == 0 )
|
|
continue;
|
|
|
|
const int pointCount = outline.SegmentCount() + 1;
|
|
std::unique_ptr<GLdouble[]> points( new GLdouble[3 * pointCount] );
|
|
GLdouble* ptr = points.get();
|
|
|
|
for( int i = 0; i < pointCount; ++i )
|
|
{
|
|
const VECTOR2I& p = outline.CPoint( i );
|
|
*ptr++ = p.x;
|
|
*ptr++ = p.y;
|
|
*ptr++ = layerDepth;
|
|
}
|
|
|
|
drawPolygon( points.get(), pointCount );
|
|
}
|
|
}
|
|
|
|
|
|
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::BitmapText( const wxString& aText, const VECTOR2D& aPosition,
|
|
double aRotationAngle )
|
|
{
|
|
wxASSERT_MSG( !IsTextMirrored(), "No support for mirrored text using bitmap fonts." );
|
|
|
|
auto processedText = ProcessOverbars( aText );
|
|
const auto& text = processedText.first;
|
|
const auto& overbars = processedText.second;
|
|
|
|
// Compute text size, so it can be properly justified
|
|
VECTOR2D textSize;
|
|
float commonOffset;
|
|
std::tie( textSize, commonOffset ) = computeBitmapTextSize( text );
|
|
|
|
const double SCALE = 1.4 * GetGlyphSize().y / textSize.y;
|
|
bool overbar = false;
|
|
|
|
int overbarLength = 0;
|
|
double overbarHeight = textSize.y;
|
|
|
|
Save();
|
|
|
|
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
|
|
currentManager->Translate( aPosition.x, aPosition.y, layerDepth );
|
|
currentManager->Rotate( aRotationAngle, 0.0f, 0.0f, -1.0f );
|
|
|
|
double sx = SCALE * ( globalFlipX ? -1.0 : 1.0 );
|
|
double sy = SCALE * ( globalFlipY ? -1.0 : 1.0 );
|
|
|
|
currentManager->Scale( sx, sy, 0 );
|
|
currentManager->Translate( 0, -commonOffset, 0 );
|
|
|
|
switch( GetHorizontalJustify() )
|
|
{
|
|
case GR_TEXT_HJUSTIFY_CENTER:
|
|
Translate( VECTOR2D( -textSize.x / 2.0, 0 ) );
|
|
break;
|
|
|
|
case GR_TEXT_HJUSTIFY_RIGHT:
|
|
//if( !IsTextMirrored() )
|
|
Translate( VECTOR2D( -textSize.x, 0 ) );
|
|
break;
|
|
|
|
case GR_TEXT_HJUSTIFY_LEFT:
|
|
//if( IsTextMirrored() )
|
|
//Translate( VECTOR2D( -textSize.x, 0 ) );
|
|
break;
|
|
}
|
|
|
|
switch( GetVerticalJustify() )
|
|
{
|
|
case GR_TEXT_VJUSTIFY_TOP:
|
|
Translate( VECTOR2D( 0, -textSize.y ) );
|
|
overbarHeight = -textSize.y / 2.0;
|
|
break;
|
|
|
|
case GR_TEXT_VJUSTIFY_CENTER:
|
|
Translate( VECTOR2D( 0, -textSize.y / 2.0 ) );
|
|
overbarHeight = 0;
|
|
break;
|
|
|
|
case GR_TEXT_VJUSTIFY_BOTTOM:
|
|
break;
|
|
}
|
|
|
|
int i = 0;
|
|
|
|
for( UTF8::uni_iter chIt = text.ubegin(), end = text.uend(); chIt < end; ++chIt )
|
|
{
|
|
unsigned int c = *chIt;
|
|
wxASSERT_MSG( c != '\n' && c != '\r', wxT( "No support for multiline bitmap text yet" ) );
|
|
|
|
// Handle overbar
|
|
if( overbars[i] && !overbar )
|
|
{
|
|
overbar = true; // beginning of an overbar
|
|
}
|
|
else if( overbar && !overbars[i] )
|
|
{
|
|
overbar = false; // end of an overbar
|
|
drawBitmapOverbar( overbarLength, overbarHeight );
|
|
overbarLength = 0;
|
|
}
|
|
|
|
if( overbar )
|
|
overbarLength += drawBitmapChar( c );
|
|
else
|
|
drawBitmapChar( c );
|
|
|
|
++i;
|
|
}
|
|
|
|
// Handle the case when overbar is active till the end of the drawn text
|
|
currentManager->Translate( 0, commonOffset, 0 );
|
|
|
|
if( overbar && overbarLength > 0 )
|
|
drawBitmapOverbar( overbarLength, overbarHeight );
|
|
|
|
Restore();
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::DrawGrid()
|
|
{
|
|
SetTarget( TARGET_NONCACHED );
|
|
compositor->SetBuffer( mainBuffer );
|
|
|
|
// sub-pixel lines all render the same
|
|
double minorLineWidth = std::max( 1.0, gridLineWidth );
|
|
double majorLineWidth = minorLineWidth * 2.0;
|
|
|
|
// Draw the axis and grid
|
|
// For the drawing the start points, end points and increments have
|
|
// to be calculated in world coordinates
|
|
VECTOR2D worldStartPoint = screenWorldMatrix * VECTOR2D( 0.0, 0.0 );
|
|
VECTOR2D worldEndPoint = screenWorldMatrix * VECTOR2D( screenSize );
|
|
|
|
// Draw axes if desired
|
|
if( axesEnabled )
|
|
{
|
|
glLineWidth( minorLineWidth );
|
|
glColor4d( axesColor.r, axesColor.g, axesColor.b, axesColor.a );
|
|
|
|
glBegin( GL_LINES );
|
|
glVertex2d( worldStartPoint.x, 0 );
|
|
glVertex2d( worldEndPoint.x, 0 );
|
|
glEnd();
|
|
|
|
glBegin( GL_LINES );
|
|
glVertex2d( 0, worldStartPoint.y );
|
|
glVertex2d( 0, worldEndPoint.y );
|
|
glEnd();
|
|
}
|
|
|
|
if( !gridVisibility )
|
|
return;
|
|
|
|
int gridScreenSizeDense = KiROUND( gridSize.x * worldScale );
|
|
int gridScreenSizeCoarse = KiROUND( gridSize.x * static_cast<double>( gridTick ) * worldScale );
|
|
|
|
const double gridThreshold = computeMinGridSpacing();
|
|
|
|
// Check if the grid would not be too dense
|
|
if( std::max( gridScreenSizeDense, gridScreenSizeCoarse ) < gridThreshold )
|
|
return;
|
|
|
|
// Compute grid staring and ending indexes to draw grid points on the
|
|
// visible screen area
|
|
// Note: later any point coordinate will be offsetted by gridOrigin
|
|
int gridStartX = KiROUND( ( worldStartPoint.x - gridOrigin.x ) / gridSize.x );
|
|
int gridEndX = KiROUND( ( worldEndPoint.x - gridOrigin.x ) / gridSize.x );
|
|
int gridStartY = KiROUND( ( worldStartPoint.y - gridOrigin.y ) / gridSize.y );
|
|
int gridEndY = KiROUND( ( worldEndPoint.y - gridOrigin.y ) / gridSize.y );
|
|
|
|
// Ensure start coordinate > end coordinate
|
|
if( gridStartX > gridEndX )
|
|
std::swap( gridStartX, gridEndX );
|
|
|
|
if( gridStartY > gridEndY )
|
|
std::swap( gridStartY, gridEndY );
|
|
|
|
// Ensure the grid fills the screen
|
|
--gridStartX; ++gridEndX;
|
|
--gridStartY; ++gridEndY;
|
|
|
|
glDisable( GL_DEPTH_TEST );
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
if( gridStyle == GRID_STYLE::DOTS )
|
|
{
|
|
glEnable( GL_STENCIL_TEST );
|
|
glStencilFunc( GL_ALWAYS, 1, 1 );
|
|
glStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
|
|
glColor4d( 0.0, 0.0, 0.0, 0.0 );
|
|
}
|
|
else
|
|
{
|
|
glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
|
|
}
|
|
|
|
if( gridStyle == GRID_STYLE::SMALL_CROSS )
|
|
{
|
|
glLineWidth( minorLineWidth );
|
|
|
|
// calculate a line len = 2 minorLineWidth, in internal unit value
|
|
// (in fact the size of cross is lineLen*2)
|
|
int lineLen = KiROUND( minorLineWidth / worldScale * 2 );
|
|
|
|
// Vertical positions
|
|
for( int j = gridStartY; j <= gridEndY; j++ )
|
|
{
|
|
if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
|
|
|| gridScreenSizeDense > gridThreshold )
|
|
{
|
|
int posY = j * gridSize.y + gridOrigin.y;
|
|
|
|
// Horizontal positions
|
|
for( int i = gridStartX; i <= gridEndX; i++ )
|
|
{
|
|
if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
|
|
|| gridScreenSizeDense > gridThreshold )
|
|
{
|
|
int posX = i * gridSize.x + gridOrigin.x;
|
|
|
|
glBegin( GL_LINES );
|
|
glVertex2d( posX -lineLen, posY );
|
|
glVertex2d( posX + lineLen, posY );
|
|
glVertex2d( posX, posY - lineLen );
|
|
glVertex2d( posX, posY + lineLen );
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Vertical lines
|
|
for( int j = gridStartY; j <= gridEndY; j++ )
|
|
{
|
|
const double y = j * gridSize.y + gridOrigin.y;
|
|
|
|
// If axes are drawn, skip the lines that would cover them
|
|
if( axesEnabled && y == 0 )
|
|
continue;
|
|
|
|
if( j % gridTick == 0 && gridScreenSizeDense > gridThreshold )
|
|
glLineWidth( majorLineWidth );
|
|
else
|
|
glLineWidth( minorLineWidth );
|
|
|
|
if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
|
|
|| gridScreenSizeDense > gridThreshold )
|
|
{
|
|
glBegin( GL_LINES );
|
|
glVertex2d( gridStartX * gridSize.x + gridOrigin.x, y );
|
|
glVertex2d( gridEndX * gridSize.x + gridOrigin.x, y );
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
if( gridStyle == GRID_STYLE::DOTS )
|
|
{
|
|
glStencilFunc( GL_NOTEQUAL, 0, 1 );
|
|
glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
|
|
}
|
|
|
|
// Horizontal lines
|
|
for( int i = gridStartX; i <= gridEndX; i++ )
|
|
{
|
|
const double x = i * gridSize.x + gridOrigin.x;
|
|
|
|
// If axes are drawn, skip the lines that would cover them
|
|
if( axesEnabled && x == 0 )
|
|
continue;
|
|
|
|
if( i % gridTick == 0 && gridScreenSizeDense > gridThreshold )
|
|
glLineWidth( majorLineWidth );
|
|
else
|
|
glLineWidth( minorLineWidth );
|
|
|
|
if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
|
|
|| gridScreenSizeDense > gridThreshold )
|
|
{
|
|
glBegin( GL_LINES );
|
|
glVertex2d( x, gridStartY * gridSize.y + gridOrigin.y );
|
|
glVertex2d( x, gridEndY * gridSize.y + gridOrigin.y );
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
if( gridStyle == GRID_STYLE::DOTS )
|
|
glDisable( GL_STENCIL_TEST );
|
|
}
|
|
|
|
glEnable( GL_DEPTH_TEST );
|
|
glEnable( GL_TEXTURE_2D );
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::ResizeScreen( int aWidth, int aHeight )
|
|
{
|
|
screenSize = VECTOR2I( aWidth, aHeight );
|
|
|
|
// Resize framebuffers
|
|
const float scaleFactor = GetBackingScaleFactor();
|
|
compositor->Resize( aWidth * scaleFactor, aHeight * scaleFactor );
|
|
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( )
|
|
{
|
|
// Clear screen
|
|
compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
|
|
// NOTE: Black used here instead of m_clearColor; it will be composited later
|
|
glClearColor( 0, 0, 0, 1 );
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_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;
|
|
|
|
std::shared_ptr<VERTEX_ITEM> newItem = std::make_shared<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();
|
|
|
|
if( isInitialized )
|
|
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;
|
|
}
|
|
|
|
|
|
if( aTarget != TARGET_OVERLAY )
|
|
compositor->ClearBuffer( m_clearColor );
|
|
else
|
|
compositor->ClearBuffer( COLOR4D::BLACK );
|
|
|
|
// 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, screenCursor.y );
|
|
cursorPosition = aCursorPosition;
|
|
}
|
|
|
|
|
|
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();
|
|
|
|
if( lineLength <= 0.0 )
|
|
return;
|
|
|
|
double scale = 0.5 * lineWidth / lineLength;
|
|
|
|
// The perpendicular vector also needs transformations
|
|
glm::vec4 vector = currentManager->GetTransformation() *
|
|
glm::vec4( -startEndVector.y * scale, startEndVector.x * scale, 0.0, 0.0 );
|
|
|
|
currentManager->Reserve( 6 );
|
|
|
|
// 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->Reserve( 3 );
|
|
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 Shader() 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->Reserve( 3 );
|
|
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 Shader() 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::drawPolygon( GLdouble* aPoints, int aPointCount )
|
|
{
|
|
if( isFillEnabled )
|
|
{
|
|
currentManager->Shader( SHADER_NONE );
|
|
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
|
|
|
|
// Any non convex polygon needs to be tesselated
|
|
// for this purpose the GLU standard functions are used
|
|
TessParams params = { currentManager, tessIntersects };
|
|
gluTessBeginPolygon( tesselator, ¶ms );
|
|
gluTessBeginContour( tesselator );
|
|
|
|
GLdouble* point = aPoints;
|
|
|
|
for( int i = 0; i < aPointCount; ++i )
|
|
{
|
|
gluTessVertex( tesselator, point, point );
|
|
point += 3; // 3 coordinates
|
|
}
|
|
|
|
gluTessEndContour( tesselator );
|
|
gluTessEndPolygon( tesselator );
|
|
|
|
// Free allocated intersecting points
|
|
tessIntersects.clear();
|
|
}
|
|
|
|
if( isStrokeEnabled )
|
|
{
|
|
drawPolyline( [&](int idx) { return VECTOR2D( aPoints[idx * 3], aPoints[idx * 3 + 1] ); },
|
|
aPointCount );
|
|
}
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::drawPolyline( const std::function<VECTOR2D (int)>& aPointGetter, int aPointCount )
|
|
{
|
|
if( aPointCount < 2 )
|
|
return;
|
|
|
|
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
|
|
int i;
|
|
|
|
for( i = 1; i < aPointCount; ++i )
|
|
{
|
|
auto start = aPointGetter( i - 1 );
|
|
auto end = aPointGetter( i );
|
|
const VECTOR2D startEndVector = ( end - start );
|
|
double lineAngle = startEndVector.Angle();
|
|
|
|
drawLineQuad( start, end );
|
|
|
|
// There is no need to draw line caps on both ends of polyline's segments
|
|
drawFilledSemiCircle( start, lineWidth / 2, lineAngle + M_PI / 2 );
|
|
}
|
|
|
|
// ..and now - draw the ending cap
|
|
auto start = aPointGetter( i - 2 );
|
|
auto end = aPointGetter( i - 1 );
|
|
const VECTOR2D startEndVector = ( end - start );
|
|
double lineAngle = startEndVector.Angle();
|
|
drawFilledSemiCircle( end, lineWidth / 2, lineAngle - M_PI / 2 );
|
|
}
|
|
|
|
|
|
int OPENGL_GAL::drawBitmapChar( unsigned long aChar )
|
|
{
|
|
const float TEX_X = font_image.width;
|
|
const float TEX_Y = font_image.height;
|
|
|
|
// handle space
|
|
if( aChar == ' ' )
|
|
{
|
|
const FONT_GLYPH_TYPE* g = LookupGlyph( 'x' );
|
|
wxASSERT( g );
|
|
Translate( VECTOR2D( g->advance, 0 ) );
|
|
return g->advance;
|
|
}
|
|
|
|
const FONT_GLYPH_TYPE* glyph = LookupGlyph( aChar );
|
|
wxASSERT( glyph );
|
|
|
|
if( !glyph )
|
|
return 0;
|
|
|
|
const float X = glyph->atlas_x + font_information.smooth_pixels;
|
|
const float Y = glyph->atlas_y + font_information.smooth_pixels;
|
|
const float XOFF = glyph->minx;
|
|
|
|
// adjust for height rounding
|
|
const float round_adjust = ( glyph->maxy - glyph->miny )
|
|
- float( glyph->atlas_h - font_information.smooth_pixels * 2 );
|
|
const float top_adjust = font_information.max_y - glyph->maxy;
|
|
const float YOFF = round_adjust + top_adjust;
|
|
const float W = glyph->atlas_w - font_information.smooth_pixels *2;
|
|
const float H = glyph->atlas_h - font_information.smooth_pixels *2;
|
|
const float B = 0;
|
|
|
|
currentManager->Reserve( 6 );
|
|
Translate( VECTOR2D( XOFF, YOFF ) );
|
|
/* Glyph:
|
|
* v0 v1
|
|
* +--+
|
|
* | /|
|
|
* |/ |
|
|
* +--+
|
|
* v2 v3
|
|
*/
|
|
currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
|
|
currentManager->Vertex( -B, -B, 0 ); // v0
|
|
|
|
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
|
|
currentManager->Vertex( W + B, -B, 0 ); // v1
|
|
|
|
currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
|
|
currentManager->Vertex( -B, H + B, 0 ); // v2
|
|
|
|
|
|
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
|
|
currentManager->Vertex( W + B, -B, 0 ); // v1
|
|
|
|
currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
|
|
currentManager->Vertex( -B, H + B, 0 ); // v2
|
|
|
|
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
|
|
currentManager->Vertex( W + B, H + B, 0 ); // v3
|
|
|
|
Translate( VECTOR2D( -XOFF + glyph->advance, -YOFF ) );
|
|
|
|
return glyph->advance;
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::drawBitmapOverbar( double aLength, double aHeight )
|
|
{
|
|
// To draw an overbar, simply draw an overbar
|
|
const FONT_GLYPH_TYPE* glyph = LookupGlyph( '_' );
|
|
wxCHECK( glyph, /* void */ );
|
|
|
|
const float H = glyph->maxy - glyph->miny;
|
|
|
|
Save();
|
|
|
|
Translate( VECTOR2D( -aLength, -aHeight-1.5*H ) );
|
|
|
|
currentManager->Reserve( 6 );
|
|
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, 1 );
|
|
|
|
currentManager->Shader( 0 );
|
|
|
|
currentManager->Vertex( 0, 0, 0 ); // v0
|
|
currentManager->Vertex( aLength, 0, 0 ); // v1
|
|
currentManager->Vertex( 0, H, 0 ); // v2
|
|
|
|
currentManager->Vertex( aLength, 0, 0 ); // v1
|
|
currentManager->Vertex( 0, H, 0 ); // v2
|
|
currentManager->Vertex( aLength, H, 0 ); // v3
|
|
|
|
Restore();
|
|
}
|
|
|
|
|
|
std::pair<VECTOR2D, float> OPENGL_GAL::computeBitmapTextSize( const UTF8& aText ) const
|
|
{
|
|
VECTOR2D textSize( 0, 0 );
|
|
float commonOffset = std::numeric_limits<float>::max();
|
|
static const auto defaultGlyph = LookupGlyph( '(' ); // for strange chars
|
|
|
|
for( UTF8::uni_iter chIt = aText.ubegin(), end = aText.uend(); chIt < end; ++chIt )
|
|
{
|
|
unsigned int c = *chIt;
|
|
|
|
const FONT_GLYPH_TYPE* glyph = LookupGlyph( c );
|
|
wxASSERT( c == ' ' || glyph ); // space is not in the atlas
|
|
|
|
// a few chars
|
|
if( !glyph || // Not coded in font
|
|
c == '-' || c == '_' ) // Strange size of these 2 chars
|
|
{
|
|
glyph = defaultGlyph;
|
|
}
|
|
|
|
if( glyph )
|
|
{
|
|
textSize.x += glyph->advance;
|
|
}
|
|
}
|
|
|
|
textSize.y = std::max<float>( textSize.y, font_information.max_y - defaultGlyph->miny );
|
|
commonOffset = std::min<float>( font_information.max_y - defaultGlyph->maxy, commonOffset );
|
|
textSize.y -= commonOffset;
|
|
|
|
return std::make_pair( textSize, commonOffset );
|
|
}
|
|
|
|
|
|
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::blitCursor()
|
|
{
|
|
if( !IsCursorEnabled() )
|
|
return;
|
|
|
|
compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
|
|
|
|
const int cursorSize = fullscreenCursor ? 8000 : 80;
|
|
|
|
VECTOR2D cursorBegin = cursorPosition - cursorSize / ( 2 * worldScale );
|
|
VECTOR2D cursorEnd = cursorPosition + cursorSize / ( 2 * worldScale );
|
|
VECTOR2D cursorCenter = ( cursorBegin + cursorEnd ) / 2;
|
|
|
|
const COLOR4D cColor = getCursorColor();
|
|
const COLOR4D color( cColor.r * cColor.a, cColor.g * cColor.a,
|
|
cColor.b * cColor.a, 1.0 );
|
|
|
|
glActiveTexture( GL_TEXTURE0 );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glLineWidth( 1.0 );
|
|
glColor4d( color.r, color.g, color.b, color.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++;
|
|
}
|
|
|
|
|
|
void OPENGL_GAL::init()
|
|
{
|
|
wxASSERT( IsShownOnScreen() );
|
|
|
|
GL_CONTEXT_MANAGER::Get().LockCtx( glPrivContext, this );
|
|
|
|
GLenum err = glewInit();
|
|
|
|
try
|
|
{
|
|
if( GLEW_OK != err )
|
|
throw std::runtime_error( (const char*) glewGetErrorString( err ) );
|
|
|
|
// Check the OpenGL version (minimum 2.1 is required)
|
|
if( !GLEW_VERSION_2_1 )
|
|
throw std::runtime_error( "OpenGL 2.1 or higher is required!" );
|
|
|
|
#if defined (__LINUX__) // calling enableGlDebug crashes opengl on some OS (OSX and some Windows)
|
|
#ifdef DEBUG
|
|
if( GLEW_ARB_debug_output )
|
|
enableGlDebug( true );
|
|
#endif
|
|
#endif
|
|
|
|
// Framebuffers have to be supported
|
|
if( !GLEW_EXT_framebuffer_object )
|
|
throw std::runtime_error( "Framebuffer objects are not supported!" );
|
|
|
|
// Vertex buffer has to be supported
|
|
if( !GLEW_ARB_vertex_buffer_object )
|
|
throw std::runtime_error( "Vertex buffer objects are not supported!" );
|
|
|
|
// Prepare shaders
|
|
if( !shader->IsLinked() && !shader->LoadShaderFromStrings( SHADER_TYPE_VERTEX, BUILTIN_SHADERS::kicad_vertex_shader ) )
|
|
throw std::runtime_error( "Cannot compile vertex shader!" );
|
|
|
|
if( !shader->IsLinked() && !shader->LoadShaderFromStrings( SHADER_TYPE_FRAGMENT, BUILTIN_SHADERS::kicad_fragment_shader ) )
|
|
throw std::runtime_error( "Cannot compile fragment shader!" );
|
|
|
|
if( !shader->IsLinked() && !shader->Link() )
|
|
throw std::runtime_error( "Cannot link the shaders!" );
|
|
|
|
// Check if video card supports textures big enough to fit the font atlas
|
|
int maxTextureSize;
|
|
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &maxTextureSize );
|
|
|
|
if( maxTextureSize < (int) font_image.width || maxTextureSize < (int)font_image.height )
|
|
{
|
|
// TODO implement software texture scaling
|
|
// for bitmap fonts and use a higher resolution texture?
|
|
throw std::runtime_error( "Requested texture size is not supported" );
|
|
}
|
|
}
|
|
catch( std::runtime_error& )
|
|
{
|
|
GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
|
|
throw;
|
|
}
|
|
|
|
cachedManager = new VERTEX_MANAGER( true );
|
|
nonCachedManager = new VERTEX_MANAGER( false );
|
|
overlayManager = new VERTEX_MANAGER( false );
|
|
|
|
// Make VBOs use shaders
|
|
cachedManager->SetShader( *shader );
|
|
nonCachedManager->SetShader( *shader );
|
|
overlayManager->SetShader( *shader );
|
|
|
|
GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
|
|
isInitialized = true;
|
|
}
|
|
|
|
|
|
// ------------------------------------- // 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;
|
|
|
|
assert( 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 )
|
|
{
|
|
//throw std::runtime_error( std::string( "Tessellation error: " ) +
|
|
//std::string( (const char*) gluErrorString( aErrorCode ) );
|
|
}
|
|
|
|
|
|
static 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 );
|
|
}
|