296 lines
8.0 KiB
C++
296 lines
8.0 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 2013-2017 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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#include <gal/opengl/gpu_manager.h>
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#include <gal/opengl/cached_container_gpu.h>
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#include <gal/opengl/cached_container_ram.h>
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#include <gal/opengl/noncached_container.h>
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#include <gal/opengl/shader.h>
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#include <gal/opengl/utils.h>
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#include <typeinfo>
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#include <confirm.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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using namespace KIGFX;
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GPU_MANAGER* GPU_MANAGER::MakeManager( VERTEX_CONTAINER* aContainer )
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{
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if( aContainer->IsCached() )
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return new GPU_CACHED_MANAGER( aContainer );
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else
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return new GPU_NONCACHED_MANAGER( aContainer );
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}
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GPU_MANAGER::GPU_MANAGER( VERTEX_CONTAINER* aContainer ) :
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m_isDrawing( false ), m_container( aContainer ), m_shader( NULL ), m_shaderAttrib( 0 )
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{
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}
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GPU_MANAGER::~GPU_MANAGER()
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{
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}
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void GPU_MANAGER::SetShader( SHADER& aShader )
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{
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m_shader = &aShader;
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m_shaderAttrib = m_shader->GetAttribute( "attrShaderParams" );
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if( m_shaderAttrib == -1 )
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{
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DisplayError( NULL, wxT( "Could not get the shader attribute location" ) );
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}
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}
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// Cached manager
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GPU_CACHED_MANAGER::GPU_CACHED_MANAGER( VERTEX_CONTAINER* aContainer ) :
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GPU_MANAGER( aContainer ), m_buffersInitialized( false ), m_indicesPtr( NULL ),
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m_indicesBuffer( 0 ), m_indicesSize( 0 ), m_indicesCapacity( 0 )
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{
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// Allocate the biggest possible buffer for indices
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resizeIndices( aContainer->GetSize() );
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}
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GPU_CACHED_MANAGER::~GPU_CACHED_MANAGER()
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{
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if( m_buffersInitialized )
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{
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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glDeleteBuffers( 1, &m_indicesBuffer );
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}
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}
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void GPU_CACHED_MANAGER::BeginDrawing()
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{
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wxASSERT( !m_isDrawing );
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if( !m_buffersInitialized )
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{
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glGenBuffers( 1, &m_indicesBuffer );
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checkGlError( "generating vertices buffer" );
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m_buffersInitialized = true;
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}
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if( m_container->IsDirty() )
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resizeIndices( m_container->GetSize() );
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// Number of vertices to be drawn in the EndDrawing()
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m_indicesSize = 0;
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// Set the indices pointer to the beginning of the indices-to-draw buffer
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m_indicesPtr = m_indices.get();
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m_isDrawing = true;
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}
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void GPU_CACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize )
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{
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wxASSERT( m_isDrawing );
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// Copy indices of items that should be drawn to GPU memory
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for( unsigned int i = aOffset; i < aOffset + aSize; *m_indicesPtr++ = i++ );
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m_indicesSize += aSize;
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}
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void GPU_CACHED_MANAGER::DrawAll()
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{
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wxASSERT( m_isDrawing );
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for( unsigned int i = 0; i < m_indicesSize; *m_indicesPtr++ = i++ );
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m_indicesSize = m_container->GetSize();
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}
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void GPU_CACHED_MANAGER::EndDrawing()
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{
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#ifdef __WXDEBUG__
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PROF_COUNTER totalRealTime;
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#endif /* __WXDEBUG__ */
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wxASSERT( m_isDrawing );
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CACHED_CONTAINER* cached = static_cast<CACHED_CONTAINER*>( m_container );
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if( cached->IsMapped() )
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cached->Unmap();
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if( m_indicesSize == 0 )
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{
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m_isDrawing = false;
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return;
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}
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// Prepare buffers
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_COLOR_ARRAY );
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// Bind vertices data buffers
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glBindBuffer( GL_ARRAY_BUFFER, cached->GetBufferHandle() );
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glVertexPointer( COORD_STRIDE, GL_FLOAT, VERTEX_SIZE, (GLvoid*) COORD_OFFSET );
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glColorPointer( COLOR_STRIDE, GL_UNSIGNED_BYTE, VERTEX_SIZE, (GLvoid*) COLOR_OFFSET );
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if( m_shader != NULL ) // Use shader if applicable
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{
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m_shader->Use();
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glEnableVertexAttribArray( m_shaderAttrib );
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glVertexAttribPointer( m_shaderAttrib, SHADER_STRIDE, GL_FLOAT, GL_FALSE,
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VERTEX_SIZE, (GLvoid*) SHADER_OFFSET );
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}
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indicesBuffer );
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glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indicesSize * sizeof(int),
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(GLvoid*) m_indices.get(), GL_DYNAMIC_DRAW );
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glDrawElements( GL_TRIANGLES, m_indicesSize, GL_UNSIGNED_INT, 0 );
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#ifdef __WXDEBUG__
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wxLogTrace( "GAL_PROFILE", wxT( "Cached manager size: %d" ), m_indicesSize );
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#endif /* __WXDEBUG__ */
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
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cached->ClearDirty();
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// Deactivate vertex array
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glDisableClientState( GL_COLOR_ARRAY );
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glDisableClientState( GL_VERTEX_ARRAY );
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if( m_shader != NULL )
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{
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glDisableVertexAttribArray( m_shaderAttrib );
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m_shader->Deactivate();
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}
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m_isDrawing = false;
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#ifdef __WXDEBUG__
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totalRealTime.Stop();
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wxLogTrace( "GAL_PROFILE",
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wxT( "GPU_CACHED_MANAGER::EndDrawing(): %.1f ms" ), totalRealTime.msecs() );
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#endif /* __WXDEBUG__ */
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}
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void GPU_CACHED_MANAGER::resizeIndices( unsigned int aNewSize )
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{
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if( aNewSize > m_indicesCapacity )
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{
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m_indicesCapacity = aNewSize;
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m_indices.reset( new GLuint[m_indicesCapacity] );
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}
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}
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// Noncached manager
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GPU_NONCACHED_MANAGER::GPU_NONCACHED_MANAGER( VERTEX_CONTAINER* aContainer ) :
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GPU_MANAGER( aContainer )
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{
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}
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void GPU_NONCACHED_MANAGER::BeginDrawing()
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{
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// Nothing has to be prepared
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}
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void GPU_NONCACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize )
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{
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wxASSERT_MSG( false, wxT( "Not implemented yet" ) );
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}
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void GPU_NONCACHED_MANAGER::DrawAll()
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{
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// This is the default use case, nothing has to be done
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// The real rendering takes place in the EndDrawing() function
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}
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void GPU_NONCACHED_MANAGER::EndDrawing()
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{
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#ifdef __WXDEBUG__
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PROF_COUNTER totalRealTime;
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#endif /* __WXDEBUG__ */
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if( m_container->GetSize() == 0 )
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return;
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VERTEX* vertices = m_container->GetAllVertices();
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GLfloat* coordinates = (GLfloat*) ( vertices );
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GLubyte* colors = (GLubyte*) ( vertices ) + COLOR_OFFSET;
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// Prepare buffers
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_COLOR_ARRAY );
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glVertexPointer( COORD_STRIDE, GL_FLOAT, VERTEX_SIZE, coordinates );
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glColorPointer( COLOR_STRIDE, GL_UNSIGNED_BYTE, VERTEX_SIZE, colors );
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if( m_shader != NULL ) // Use shader if applicable
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{
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GLfloat* shaders = (GLfloat*) ( vertices ) + SHADER_OFFSET / sizeof(GLfloat);
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m_shader->Use();
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glEnableVertexAttribArray( m_shaderAttrib );
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glVertexAttribPointer( m_shaderAttrib, SHADER_STRIDE, GL_FLOAT, GL_FALSE,
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VERTEX_SIZE, shaders );
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}
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glDrawArrays( GL_TRIANGLES, 0, m_container->GetSize() );
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#ifdef __WXDEBUG__
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wxLogTrace( "GAL_PROFILE", wxT( "Noncached manager size: %d" ), m_container->GetSize() );
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#endif /* __WXDEBUG__ */
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// Deactivate vertex array
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glDisableClientState( GL_COLOR_ARRAY );
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glDisableClientState( GL_VERTEX_ARRAY );
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if( m_shader != NULL )
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{
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glDisableVertexAttribArray( m_shaderAttrib );
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m_shader->Deactivate();
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}
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#ifdef __WXDEBUG__
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totalRealTime.Stop();
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wxLogTrace( "GAL_PROFILE",
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wxT( "GPU_NONCACHED_MANAGER::EndDrawing(): %.1f ms" ), totalRealTime.msecs() );
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#endif /* __WXDEBUG__ */
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}
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