296 lines
9.1 KiB
C++
296 lines
9.1 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:O//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 opengl_compositor.cpp
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* @brief Class that handles multitarget rendering (ie. to different textures/surfaces) and
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* later compositing into a single image (OpenGL flavour).
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*/
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#include <gal/opengl/opengl_compositor.h>
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#include <wx/log.h>
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using namespace KiGfx;
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OPENGL_COMPOSITOR::OPENGL_COMPOSITOR() :
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m_initialized( false ), m_current( 0 )
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{
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}
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OPENGL_COMPOSITOR::~OPENGL_COMPOSITOR()
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{
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if( m_initialized )
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clean();
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}
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void OPENGL_COMPOSITOR::Initialize()
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{
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if( m_initialized )
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return;
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// Get the maximum number of buffers
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glGetIntegerv( GL_MAX_COLOR_ATTACHMENTS, (GLint*) &m_maxBuffers );
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// We need framebuffer objects for drawing the screen contents
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// Generate framebuffer and a depth buffer
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glGenFramebuffers( 1, &m_framebuffer );
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glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer );
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m_currentFbo = m_framebuffer;
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// Allocate memory for the depth buffer
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// Attach the depth buffer to the framebuffer
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glGenRenderbuffers( 1, &m_depthBuffer );
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glBindRenderbuffer( GL_RENDERBUFFER, m_depthBuffer );
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// Use here a size of 24 bits for the depth buffer, 8 bits for the stencil buffer
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// this is required later for anti-aliasing
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glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_STENCIL, m_width, m_height );
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, m_depthBuffer );
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glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, m_depthBuffer );
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// Unbind the framebuffer, so by default all the rendering goes directly to the display
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glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING );
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m_currentFbo = 0;
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m_initialized = true;
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}
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void OPENGL_COMPOSITOR::Resize( unsigned int aWidth, unsigned int aHeight )
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{
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if( m_initialized )
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clean();
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m_width = aWidth;
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m_height = aHeight;
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}
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unsigned int OPENGL_COMPOSITOR::CreateBuffer()
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{
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wxASSERT( m_initialized );
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//if( usedBuffers() >= m_maxBuffers )
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{
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wxLogError( wxT( "Cannot create more framebuffers. OpenGL rendering backend requires at"
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"least 3 framebuffers. You may try to update/change "
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"your graphic drivers." ) );
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return 0; // Unfortunately we have no more free buffers left
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}
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// GL_COLOR_ATTACHMENTn are consecutive integers
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GLuint attachmentPoint = GL_COLOR_ATTACHMENT0 + usedBuffers();
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GLuint textureTarget;
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// Generate the texture for the pixel storage
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glGenTextures( 1, &textureTarget );
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glBindTexture( GL_TEXTURE_2D, textureTarget );
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// Set texture parameters
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glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, NULL );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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// Bind the texture to the specific attachment point, clear and rebind the screen
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glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer );
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m_currentFbo = m_framebuffer;
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glFramebufferTexture2D( GL_FRAMEBUFFER, attachmentPoint, GL_TEXTURE_2D, textureTarget, 0 );
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// Check the status, exit if the framebuffer can't be created
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GLenum status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
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if( status != GL_FRAMEBUFFER_COMPLETE )
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{
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switch( status )
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{
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case GL_FRAMEBUFFER_UNDEFINED:
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wxLogFatalError( wxT( "Target is the default framebuffer, "
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"but the default framebuffer does not exist." ) );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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wxLogFatalError( wxT( "Cannot create the framebuffer." ) );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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wxLogFatalError( wxT( "The framebuffer attachment points are incomplete." ) );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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wxLogFatalError( wxT( "The framebuffer does not have at least "
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"one image attached to it." ) );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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wxLogFatalError( wxT( "The framebuffer read buffer is incomplete." ) );
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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wxLogFatalError( wxT( "The combination of internal formats of the attached images "
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"violates an implementation-dependent set of restrictions." ) );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
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wxLogFatalError( wxT( "GL_RENDERBUFFER_SAMPLES is not the same "
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"for all attached renderbuffers" ) );
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
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wxLogFatalError( wxT( "Framebuffer incomplete layer targets errors." ) );
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break;
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default:
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wxLogFatalError( wxT( "Cannot create the framebuffer." ) );
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break;
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}
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return 0;
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}
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ClearBuffer();
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// Return to direct rendering (we were asked only to create a buffer, not switch to one)
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glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING );
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m_currentFbo = DIRECT_RENDERING;
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// Store the new buffer
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OPENGL_BUFFER buffer = { textureTarget, attachmentPoint };
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m_buffers.push_back( buffer );
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return usedBuffers();
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}
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void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle )
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{
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if( aBufferHandle > usedBuffers() )
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return;
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// Change the rendering destination to the selected attachment point
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if( aBufferHandle == DIRECT_RENDERING )
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{
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glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING );
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m_currentFbo = DIRECT_RENDERING;
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}
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else if( m_currentFbo != m_framebuffer )
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{
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glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer );
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m_currentFbo = m_framebuffer;
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}
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if( m_currentFbo != DIRECT_RENDERING )
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{
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m_current = aBufferHandle - 1;
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glDrawBuffer( m_buffers[m_current].attachmentPoint );
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}
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}
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void OPENGL_COMPOSITOR::ClearBuffer()
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{
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wxASSERT( m_initialized );
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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}
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void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle )
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{
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wxASSERT( m_initialized );
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if( aBufferHandle == 0 || aBufferHandle > usedBuffers() )
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{
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wxLogError( wxT( "Wrong framebuffer handle" ) );
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return;
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}
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// Switch to the main framebuffer and blit the scene
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glBindFramebuffer( GL_FRAMEBUFFER, DIRECT_RENDERING );
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m_currentFbo = DIRECT_RENDERING;
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// Depth test has to be disabled to make transparency working
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glDisable( GL_DEPTH_TEST );
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glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
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// Enable texturing and bind the main texture
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glEnable( GL_TEXTURE_2D );
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glBindTexture( GL_TEXTURE_2D, m_buffers[aBufferHandle - 1].textureTarget );
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// Draw a full screen quad with the texture
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glMatrixMode( GL_MODELVIEW );
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode( GL_PROJECTION );
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glPushMatrix();
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glLoadIdentity();
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glBegin( GL_TRIANGLES );
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glTexCoord2f( 0.0f, 1.0f );
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glVertex2f( -1.0f, -1.0f );
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glTexCoord2f( 1.0f, 1.0f );
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glVertex2f( 1.0f, -1.0f );
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glTexCoord2f( 1.0f, 0.0f );
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glVertex2f( 1.0f, 1.0f );
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glTexCoord2f( 0.0f, 1.0f );
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glVertex2f( -1.0f, -1.0f );
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glTexCoord2f( 1.0f, 0.0f );
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glVertex2f( 1.0f, 1.0f );
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glTexCoord2f( 0.0f, 0.0f );
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glVertex2f( -1.0f, 1.0f );
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glEnd();
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glPopMatrix();
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glMatrixMode( GL_MODELVIEW );
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glPopMatrix();
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}
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void OPENGL_COMPOSITOR::clean()
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{
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wxASSERT( m_initialized );
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glDeleteFramebuffers( 1, &m_framebuffer );
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glDeleteRenderbuffers( 1, &m_depthBuffer );
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OPENGL_BUFFERS::const_iterator it;
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for( it = m_buffers.begin(); it != m_buffers.end(); ++it )
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{
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glDeleteTextures( 1, &it->textureTarget );
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}
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m_buffers.clear();
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m_initialized = false;
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}
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GLuint OPENGL_COMPOSITOR::m_currentFbo = DIRECT_RENDERING;
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