173 lines
4.3 KiB
C++
173 lines
4.3 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2013 CERN
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* @author Maciej Suminski <maciej.suminski@cern.ch>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file vbo_item.cpp
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* @brief Class to handle an item held in a Vertex Buffer Object.
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*/
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#include <gal/opengl/vbo_item.h>
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#include <cstring>
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using namespace KiGfx;
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VBO_ITEM::VBO_ITEM() :
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m_vertices( NULL ),
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m_offset( 0 ),
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m_size( 0 ),
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m_isDirty( true ),
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m_transform( NULL )
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{
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// By default no shader is used
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m_shader[0] = 0;
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// Prepare a block for storing vertices & indices
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useNewBlock();
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}
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VBO_ITEM::~VBO_ITEM()
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{
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if( m_isDirty )
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{
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// Data is still stored in blocks
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std::list<VBO_VERTEX*>::const_iterator v_it, v_end;
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for( v_it = m_vertBlocks.begin(), v_end = m_vertBlocks.end(); v_it != v_end; ++v_it )
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delete[] *v_it;
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}
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if( m_vertices )
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delete m_vertices;
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}
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void VBO_ITEM::PushVertex( const GLfloat* aVertex )
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{
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if( m_spaceLeft == 0 )
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useNewBlock();
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if( m_transform != NULL )
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{
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// Apply transformations
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// X, Y, Z coordinates
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glm::vec4 vertex( aVertex[0], aVertex[1], aVertex[2], 1.0f );
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vertex = *m_transform * vertex;
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// Replace only coordinates, leave color as it is
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memcpy( &m_vertPtr->x, &vertex[0], CoordByteSize );
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}
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else
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{
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// Add the new vertex
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memcpy( &m_vertPtr->x, aVertex, CoordByteSize );
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}
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// Apply currently used color
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memcpy( &m_vertPtr->r, m_color, ColorByteSize );
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// Apply currently used shader
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memcpy( &m_vertPtr->shader, m_shader, ShaderByteSize );
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// Move to the next free space
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m_vertPtr++;
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m_size++;
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m_isDirty = true;
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m_spaceLeft--;
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}
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void VBO_ITEM::PushVertices( const GLfloat* aVertices, GLuint aSize )
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{
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for( unsigned int i = 0; i < aSize; ++i )
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{
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PushVertex( &aVertices[i * VertStride] );
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}
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}
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GLfloat* VBO_ITEM::GetVertices()
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{
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if( m_isDirty )
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prepareFinal();
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return m_vertices;
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}
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void VBO_ITEM::ChangeColor( const COLOR4D& aColor )
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{
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if( m_isDirty )
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prepareFinal();
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// Point to color of vertices
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GLfloat* vertexPtr = m_vertices + ColorOffset;
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const GLfloat newColor[] = { aColor.r, aColor.g, aColor.b, aColor.a };
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for( int i = 0; i < m_size; ++i )
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{
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memcpy( vertexPtr, newColor, ColorByteSize );
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// Move on to the next vertex
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vertexPtr++;
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}
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}
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void VBO_ITEM::useNewBlock()
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{
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VBO_VERTEX* newVertBlock = new VBO_VERTEX[BLOCK_SIZE];
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m_vertPtr = newVertBlock;
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m_vertBlocks.push_back( newVertBlock );
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m_spaceLeft = BLOCK_SIZE;
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}
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void VBO_ITEM::prepareFinal()
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{
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if( m_vertices )
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delete m_vertices;
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// Allocate memory that would store all of vertices
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m_vertices = new GLfloat[m_size * VertStride];
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// Set the pointer that will move along the buffer
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GLfloat* vertPtr = m_vertices;
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// Copy blocks of vertices one after another to m_vertices
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std::list<VBO_VERTEX*>::const_iterator v_it;
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for( v_it = m_vertBlocks.begin(); *v_it != m_vertBlocks.back(); ++v_it )
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{
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memcpy( vertPtr, *v_it, BLOCK_SIZE * VertByteSize );
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delete[] *v_it;
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vertPtr += ( BLOCK_SIZE * VertStride );
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}
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// In the last block we need to copy only used vertices
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memcpy( vertPtr, *v_it, ( BLOCK_SIZE - m_spaceLeft ) * VertByteSize );
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m_isDirty = false;
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}
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