kicad/3d-viewer/3d_rendering/raytracing/render_3d_raytrace_gl.cpp

244 lines
7.6 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2020 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 2024 Alex Shvartzkop <dudesuchamazing@gmail.com>
* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <gal/opengl/kiglew.h> // Must be included first
#include <algorithm>
#include <atomic>
#include <chrono>
#include <thread>
#include "render_3d_raytrace_gl.h"
#include "../common_ogl/ogl_utils.h"
#include <core/profile.h> // To use GetRunningMicroSecs or another profiling utility
#include <wx/log.h>
RENDER_3D_RAYTRACE_GL::RENDER_3D_RAYTRACE_GL( EDA_3D_CANVAS* aCanvas, BOARD_ADAPTER& aAdapter, CAMERA& aCamera ) :
RENDER_3D_RAYTRACE_BASE( aAdapter, aCamera )
{
wxLogTrace( m_logTrace, wxT( "RENDER_3D_RAYTRACE_GL::RENDER_3D_RAYTRACE_GL" ) );
m_openglSupportsVertexBufferObjects = false;
m_pboId = GL_NONE;
m_pboDataSize = 0;
}
RENDER_3D_RAYTRACE_GL::~RENDER_3D_RAYTRACE_GL()
{
deletePbo();
}
void RENDER_3D_RAYTRACE_GL::deletePbo()
{
// Delete PBO if it was created
if( m_openglSupportsVertexBufferObjects )
{
if( glIsBufferARB( m_pboId ) )
glDeleteBuffers( 1, &m_pboId );
m_pboId = GL_NONE;
}
}
void RENDER_3D_RAYTRACE_GL::SetCurWindowSize( const wxSize& aSize )
{
if( m_windowSize != aSize )
{
m_windowSize = aSize;
glViewport( 0, 0, m_windowSize.x, m_windowSize.y );
initPbo();
}
}
bool RENDER_3D_RAYTRACE_GL::Redraw( bool aIsMoving, REPORTER* aStatusReporter,
REPORTER* aWarningReporter )
{
bool requestRedraw = false;
// Initialize openGL if need
if( !m_canvasInitialized )
{
m_canvasInitialized = true;
//aIsMoving = true;
requestRedraw = true;
// It will assign the first time the windows size, so it will now
// revert to preview mode the first time the Redraw is called
m_oldWindowsSize = m_windowSize;
initializeBlockPositions();
}
std::unique_ptr<BUSY_INDICATOR> busy = CreateBusyIndicator();
// Reload board if it was requested
if( m_reloadRequested )
{
if( aStatusReporter )
aStatusReporter->Report( _( "Loading..." ) );
//aIsMoving = true;
requestRedraw = true;
Reload( aStatusReporter, aWarningReporter, false );
}
// Recalculate constants if windows size was changed
if( m_windowSize != m_oldWindowsSize )
{
m_oldWindowsSize = m_windowSize;
aIsMoving = true;
requestRedraw = true;
initializeBlockPositions();
}
// Clear buffers
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClearDepth( 1.0f );
glClearStencil( 0x00 );
glClear( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
// 4-byte pixel alignment
glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
glDisable( GL_STENCIL_TEST );
glDisable( GL_LIGHTING );
glDisable( GL_COLOR_MATERIAL );
glDisable( GL_DEPTH_TEST );
glDisable( GL_TEXTURE_2D );
glDisable( GL_BLEND );
glDisable( GL_MULTISAMPLE );
const bool was_camera_changed = m_camera.ParametersChanged();
if( requestRedraw || aIsMoving || was_camera_changed )
m_renderState = RT_RENDER_STATE_MAX; // Set to an invalid state,
// so it will restart again latter
// This will only render if need, otherwise it will redraw the PBO on the screen again
if( aIsMoving || was_camera_changed )
{
// Set head light (camera view light) with the opposite direction of the camera
if( m_cameraLight )
m_cameraLight->SetDirection( -m_camera.GetDir() );
OglDrawBackground( premultiplyAlpha( m_boardAdapter.m_BgColorTop ),
premultiplyAlpha( m_boardAdapter.m_BgColorBot ) );
// Bind PBO
glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId );
// Get the PBO pixel pointer to write the data
GLubyte* ptrPBO = (GLubyte *)glMapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB,
GL_WRITE_ONLY_ARB );
if( ptrPBO )
{
renderPreview( ptrPBO );
// release pointer to mapping buffer, this initialize the coping to PBO
glUnmapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB );
}
glWindowPos2i( m_xoffset, m_yoffset );
}
else
{
// Bind PBO
glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId );
if( m_renderState != RT_RENDER_STATE_FINISH )
{
// Get the PBO pixel pointer to write the data
GLubyte* ptrPBO = (GLubyte *)glMapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB,
GL_WRITE_ONLY_ARB );
if( ptrPBO )
{
render( ptrPBO, aStatusReporter );
if( m_renderState != RT_RENDER_STATE_FINISH )
requestRedraw = true;
// release pointer to mapping buffer, this initialize the coping to PBO
glUnmapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB );
}
}
if( m_renderState == RT_RENDER_STATE_FINISH )
{
glClear( GL_COLOR_BUFFER_BIT );
}
glWindowPos2i( m_xoffset, m_yoffset );
}
// This way it will blend the progress rendering with the last buffer. eg:
// if it was called after a openGL.
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_ALPHA_TEST );
glDrawPixels( m_realBufferSize.x, m_realBufferSize.y, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, 0 );
return requestRedraw;
}
void RENDER_3D_RAYTRACE_GL::initPbo()
{
if( GLEW_ARB_pixel_buffer_object )
{
m_openglSupportsVertexBufferObjects = true;
// Try to delete vbo if it was already initialized
deletePbo();
// Learn about Pixel buffer objects at:
// http://www.songho.ca/opengl/gl_pbo.html
// http://web.eecs.umich.edu/~sugih/courses/eecs487/lectures/25-PBO+Mipmapping.pdf
// "create 2 pixel buffer objects, you need to delete them when program exits.
// glBufferDataARB with NULL pointer reserves only memory space."
// This sets the number of RGBA pixels
m_pboDataSize = m_realBufferSize.x * m_realBufferSize.y * 4;
glGenBuffersARB( 1, &m_pboId );
glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId );
glBufferDataARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboDataSize, 0, GL_STREAM_DRAW_ARB );
glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, 0 );
wxLogTrace( m_logTrace,
wxT( "RENDER_3D_RAYTRACE_GL:: GLEW_ARB_pixel_buffer_object is supported" ) );
}
}