225 lines
7.5 KiB
C++
225 lines
7.5 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) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
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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 ogl_utils.cpp
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* @brief implements generic openGL functions that are common to any openGL target
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*/
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#include <GL/glew.h>
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#include "openGL_includes.h"
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#include "ogl_utils.h"
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void OGL_GetScreenshot( wxImage &aDstImage )
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{
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struct viewport_params
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{
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GLint originX;
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GLint originY;
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GLint x;
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GLint y;
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} viewport;
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glGetIntegerv( GL_VIEWPORT, (GLint*) &viewport );
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unsigned char* pixelbuffer = (unsigned char*) malloc( viewport.x *
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viewport.y * 3 );
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// Alphabuffer was causing some transparency problems on some systems (Windows)
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// unsigned char* alphabuffer = (unsigned char*) malloc( viewport.x * viewport.y );
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// Call glFinish before screenshot to ensure everything is fully drawn.
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glFinish();
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glPixelStorei( GL_PACK_ALIGNMENT, 1 );
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glReadBuffer( GL_BACK_LEFT );
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glReadPixels( viewport.originX, viewport.originY,
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viewport.x, viewport.y,
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GL_RGB, GL_UNSIGNED_BYTE, pixelbuffer );
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// glReadPixels( viewport.originX, viewport.originY,
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// viewport.x, viewport.y,
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// GL_ALPHA, GL_UNSIGNED_BYTE, alphabuffer );
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// "Sets the image data without performing checks.
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// The data given must have the size (width*height*3)
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// The data must have been allocated with malloc()
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// If static_data is false, after this call the pointer to the data is owned
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// by the wxImage object, that will be responsible for deleting it."
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aDstImage.SetData( pixelbuffer, viewport.x, viewport.y, false );
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//aDstImage.SetAlpha( alphabuffer, false );
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aDstImage = aDstImage.Mirror( false );
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}
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GLuint OGL_LoadTexture( const CIMAGE &aImage )
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{
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unsigned char* rgbaBuffer = (unsigned char*) malloc( aImage.GetWidth() *
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aImage.GetHeight() * 4 );
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unsigned char* dst = rgbaBuffer;
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const unsigned char* ori = aImage.GetBuffer();
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for( unsigned int i = 0; i < (aImage.GetWidth() * aImage.GetHeight()); ++i )
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{
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unsigned char v = *ori;
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ori++;
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dst[0] = v;
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dst[1] = v;
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dst[2] = v;
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dst[3] = v;
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dst+= 4;
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}
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GLuint texture;
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glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
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glPixelStorei( GL_PACK_ALIGNMENT, 4 );
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glGenTextures( 1, &texture );
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glBindTexture( GL_TEXTURE_2D, texture );
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/*gluBuild2DMipmaps( GL_TEXTURE_2D,
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GL_RGBA,
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aImage.GetWidth(),
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aImage.GetHeight(),
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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rgbaBuffer );*/
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glTexImage2D( GL_TEXTURE_2D,
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0,
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GL_RGBA,
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aImage.GetWidth(),
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aImage.GetHeight(),
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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rgbaBuffer );
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//glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glBindTexture( GL_TEXTURE_2D, 0 );
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glFlush();
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free( rgbaBuffer );
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return texture;
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}
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void OGL_SetMaterial( const SMATERIAL & aMaterial, float aOpacity )
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{
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const SFVEC4F ambient = SFVEC4F( aMaterial.m_Ambient, 1.0f );
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// !TODO: at this moment, diffuse color is added via
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// glEnableClientState( GL_COLOR_ARRAY ) so this line may has no effect
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// but can be used for optimization
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const SFVEC4F diffuse = SFVEC4F( aMaterial.m_Diffuse,
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( 1.0f - aMaterial.m_Transparency ) * aOpacity );
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const SFVEC4F specular = SFVEC4F( aMaterial.m_Specular, 1.0f );
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const SFVEC4F emissive = SFVEC4F( aMaterial.m_Emissive, 1.0f );
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const float shininess = 128.0f * ( (aMaterial.m_Shininess > 1.0f)?
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1.0f:
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aMaterial.m_Shininess );
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glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
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glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, shininess );
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}
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void OGL_SetDiffuseOnlyMaterial( const SFVEC3F &aMaterialDiffuse, float aOpacity )
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{
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const SFVEC4F ambient = SFVEC4F( 0.2f, 0.2f, 0.2f, 1.0f );
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const SFVEC4F diffuse = SFVEC4F( aMaterialDiffuse, aOpacity );
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const SFVEC4F specular = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
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const SFVEC4F emissive = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
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glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
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glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 0.0f );
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}
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void OGL_DrawBackground( const SFVEC3F &aTopColor, const SFVEC3F &aBotColor )
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{
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glDisable( GL_LIGHTING );
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glDisable( GL_COLOR_MATERIAL );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_BLEND );
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glDisable( GL_ALPHA_TEST );
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glBegin( GL_QUADS );
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glColor4f( aTopColor.x, aTopColor.y, aTopColor.z, 1.0f );
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glVertex2f( -1.0, 1.0 ); // Top left corner
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glColor4f( aBotColor.x, aBotColor.y, aBotColor.z, 1.0f );
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glVertex2f( -1.0,-1.0 ); // bottom left corner
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glVertex2f( 1.0,-1.0 ); // bottom right corner
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glColor4f( aTopColor.x, aTopColor.y, aTopColor.z, 1.0f );
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glVertex2f( 1.0, 1.0 ); // top right corner
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glEnd();
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}
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void OGL_ResetTextureStateDefaults()
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{
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glActiveTexture( GL_TEXTURE0 );
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glBindTexture( GL_TEXTURE_2D, 0 );
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glClientActiveTexture( GL_TEXTURE0 );
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glDisable( GL_TEXTURE_2D );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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const SFVEC4F zero = SFVEC4F( 0.0f );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, static_cast<const float*>( &zero.x ) );
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}
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