kicad/3d-viewer/common_ogl/cogl_att_list.cpp

140 lines
5.0 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2020 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
*/
/**
* @file cogl_att_list.cpp
* @brief Implements a attribute list support for openGL
*/
#include "cogl_att_list.h"
#include <macros.h>
#include <wx/glcanvas.h>
#include <fctsys.h>
#include <wx/debug.h>
/**
* Attributes list to be passed to a wxGLCanvas creation.
*
* This array should be 2*n+1
* Sadly wxwidgets / glx < 13 allowed
* a thing named "boolean attributes" that don't take a value.
* (See src/unix/glx11.cpp -> wxGLCanvasX11::ConvertWXAttrsToGL() ).
* To avoid problems due to this, just specify those attributes twice.
* Only WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO are such boolean
* attributes.
*/
const int COGL_ATT_LIST::m_openGL_attributes_list[] = {
// Boolean attributes (using itself at padding):
// 0 1
WX_GL_RGBA, WX_GL_RGBA,
// 2 3
WX_GL_DOUBLEBUFFER, WX_GL_DOUBLEBUFFER,
// Normal attributes with values:
// 4 5
WX_GL_DEPTH_SIZE, 16,
// 6 7
WX_GL_STENCIL_SIZE, 8,
// This ones need to be the last in the list (as the tags will set to 0 if AA fails)
// 8 9
WX_GL_SAMPLES, 0, // Disable AA for the start.
//10 11
WX_GL_SAMPLE_BUFFERS, 1, // Enable multisampling support (antialiasing).
0, 0 // NULL termination
};
#define ATT_WX_GL_SAMPLES_OFFSET 8
#define ATT_WX_GL_SAMPLES_OFFSET_DATA 9
#define ATT_WX_GL_SAMPLE_BUFFERS_OFFSET 10
#define ATT_WX_GL_SAMPLE_BUFFERS_DATA 11
int COGL_ATT_LIST::m_openGL_attributes_list_to_use[
arrayDim( COGL_ATT_LIST::m_openGL_attributes_list ) ] = { 0 };
const int *COGL_ATT_LIST::GetAttributesList( ANTIALIASING_MODE aAntiAliasingMode )
{
wxASSERT( aAntiAliasingMode <= ANTIALIASING_MODE::AA_8X );
memcpy( m_openGL_attributes_list_to_use,
m_openGL_attributes_list,
sizeof( m_openGL_attributes_list_to_use ) );
if( aAntiAliasingMode > ANTIALIASING_MODE::AA_NONE )
{
// There is a bug on wxGLCanvas that makes IsDisplaySupported fail
// while testing for antialiasing.
// http://trac.wxwidgets.org/ticket/16909
// this next code will only work after this bug is fixed
//
// On my experience (Mario) it was only working on Linux but failing on
// Windows, so there was no AA.
// Check if the canvas supports multisampling.
if( wxGLCanvas::IsDisplaySupported( m_openGL_attributes_list_to_use ) )
{
static const int aaSamples[4] = {0, 2, 4, 8};
// Check for possible sample sizes, start form the requested.
int maxSamples = aaSamples[static_cast<int>( aAntiAliasingMode )];
m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLES_OFFSET_DATA] = maxSamples;
for( ; (maxSamples > 0) &&
( !wxGLCanvas::IsDisplaySupported( m_openGL_attributes_list_to_use ) );
maxSamples = maxSamples >> 1 )
{
m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLES_OFFSET_DATA] = maxSamples;
}
}
else
{
DBG( printf("GetAttributesList: AntiAliasing is not supported.\n") );
aAntiAliasingMode = ANTIALIASING_MODE::AA_NONE;
}
}
// Disable antialising if it failed or was not requested
if( aAntiAliasingMode == ANTIALIASING_MODE::AA_NONE )
{
// Remove multisampling information
// (hoping that the GPU driver will decide what is best)
m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLES_OFFSET] = 0;
m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLES_OFFSET_DATA] = 0;
m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLE_BUFFERS_OFFSET] = 0;
m_openGL_attributes_list_to_use[ATT_WX_GL_SAMPLE_BUFFERS_DATA] = 0;
}
return m_openGL_attributes_list_to_use;
}