diff options
author | saurabhb17 | 2020-02-26 16:14:17 +0530 |
---|---|---|
committer | GitHub | 2020-02-26 16:14:17 +0530 |
commit | 003d02608917e7a69d1a98438837e94ccf68352a (patch) | |
tree | 1392c90227aeea231c1d86371131e04c40382918 /common/gal/opengl/opengl_gal.cpp | |
parent | 886d9cb772e81d2e5262284bc3082664f084337f (diff) | |
parent | e255d0622297488c1c52755be670733418c994cf (diff) | |
download | KiCad-eSim-003d02608917e7a69d1a98438837e94ccf68352a.tar.gz KiCad-eSim-003d02608917e7a69d1a98438837e94ccf68352a.tar.bz2 KiCad-eSim-003d02608917e7a69d1a98438837e94ccf68352a.zip |
Merge pull request #3 from saurabhb17/master
secondary files
Diffstat (limited to 'common/gal/opengl/opengl_gal.cpp')
-rw-r--r-- | common/gal/opengl/opengl_gal.cpp | 1204 |
1 files changed, 1204 insertions, 0 deletions
diff --git a/common/gal/opengl/opengl_gal.cpp b/common/gal/opengl/opengl_gal.cpp new file mode 100644 index 0000000..945161f --- /dev/null +++ b/common/gal/opengl/opengl_gal.cpp @@ -0,0 +1,1204 @@ +/* + * This program source code file is part of KICAD, a free EDA CAD application. + * + * Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de + * Copyright (C) 2012 Kicad Developers, see change_log.txt for contributors. + * Copyright (C) 2013-2016 CERN + * @author Maciej Suminski <maciej.suminski@cern.ch> + * + * Graphics Abstraction Layer (GAL) for OpenGL + * + * 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/opengl_gal.h> +#include <gal/definitions.h> + +#include <wx/log.h> +#include <macros.h> +#ifdef __WXDEBUG__ +#include <profile.h> +#endif /* __WXDEBUG__ */ + +#include <limits> +#include <boost/bind.hpp> + +using namespace KIGFX; + +static void InitTesselatorCallbacks( GLUtesselator* aTesselator ); +const int glAttributes[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 8, 0 }; +wxGLContext* OPENGL_GAL::glContext = NULL; + +OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener, + wxEvtHandler* aPaintListener, const wxString& aName ) : + wxGLCanvas( aParent, wxID_ANY, (int*) glAttributes, wxDefaultPosition, wxDefaultSize, + wxEXPAND, aName ), + mouseListener( aMouseListener ), + paintListener( aPaintListener ), + cachedManager( true ), + nonCachedManager( false ), + overlayManager( false ) +{ + if( glContext == NULL ) + glContext = new wxGLContext( this ); + + // Check if OpenGL requirements are met + runTest(); + + // Make VBOs use shaders + cachedManager.SetShader( shader ); + nonCachedManager.SetShader( shader ); + overlayManager.SetShader( shader ); + + // Initialize the flags + isFramebufferInitialized = false; + isGrouping = false; + groupCounter = 0; + +#ifdef RETINA_OPENGL_PATCH + SetViewWantsBestResolution( true ); +#endif + + // Connecting the event handlers + Connect( wxEVT_PAINT, wxPaintEventHandler( OPENGL_GAL::onPaint ) ); + + // Mouse events are skipped to the parent + Connect( wxEVT_MOTION, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_LEFT_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_LEFT_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_LEFT_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_MIDDLE_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_MIDDLE_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_MIDDLE_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_RIGHT_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_RIGHT_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_RIGHT_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); + Connect( wxEVT_MOUSEWHEEL, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); +#ifdef USE_OSX_MAGNIFY_EVENT + Connect( wxEVT_MAGNIFY, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); +#endif +#if defined _WIN32 || defined _WIN64 + Connect( wxEVT_ENTER_WINDOW, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) ); +#endif + + SetSize( aParent->GetSize() ); + screenSize = VECTOR2I( aParent->GetSize() ); + + // Grid color settings are different in Cairo and OpenGL + SetGridColor( COLOR4D( 0.8, 0.8, 0.8, 0.1 ) ); + + // Tesselator initialization + tesselator = gluNewTess(); + InitTesselatorCallbacks( tesselator ); + + if( tesselator == NULL ) + throw std::runtime_error( "Could not create the tesselator" ); + + gluTessProperty( tesselator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE ); + + currentManager = &nonCachedManager; +} + + +OPENGL_GAL::~OPENGL_GAL() +{ + glFlush(); + + gluDeleteTess( tesselator ); + ClearCache(); +} + + +void OPENGL_GAL::BeginDrawing() +{ + if( !IsShownOnScreen() ) + return; + + SetCurrent( *glContext ); + clientDC = new wxClientDC( this ); + +#ifdef RETINA_OPENGL_PATCH + const float scaleFactor = GetBackingScaleFactor(); +#else + const float scaleFactor = 1.0f; +#endif + + // Set up the view port + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + glViewport( 0, 0, (GLsizei) screenSize.x * scaleFactor, (GLsizei) screenSize.y * scaleFactor ); + + // Create the screen transformation + glOrtho( 0, (GLint) screenSize.x, 0, (GLsizei) screenSize.y, + -depthRange.x, -depthRange.y ); + + if( !isFramebufferInitialized ) + { + // Prepare rendering target buffers + compositor.Initialize(); + mainBuffer = compositor.CreateBuffer(); + overlayBuffer = compositor.CreateBuffer(); + + isFramebufferInitialized = true; + } + + // Disable 2D Textures + glDisable( GL_TEXTURE_2D ); + + // Enable the depth buffer + glEnable( GL_DEPTH_TEST ); + glDepthFunc( GL_LESS ); + + // Setup blending, required for transparent objects + glEnable( GL_BLEND ); + glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + + glMatrixMode( GL_MODELVIEW ); + + // Set up the world <-> screen transformation + ComputeWorldScreenMatrix(); + GLdouble matrixData[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; + matrixData[0] = worldScreenMatrix.m_data[0][0]; + matrixData[1] = worldScreenMatrix.m_data[1][0]; + matrixData[2] = worldScreenMatrix.m_data[2][0]; + matrixData[4] = worldScreenMatrix.m_data[0][1]; + matrixData[5] = worldScreenMatrix.m_data[1][1]; + matrixData[6] = worldScreenMatrix.m_data[2][1]; + matrixData[12] = worldScreenMatrix.m_data[0][2]; + matrixData[13] = worldScreenMatrix.m_data[1][2]; + matrixData[14] = worldScreenMatrix.m_data[2][2]; + glLoadMatrixd( matrixData ); + + // Set defaults + SetFillColor( fillColor ); + SetStrokeColor( strokeColor ); + + // Unbind buffers - set compositor for direct drawing + compositor.SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING ); + + // Remove all previously stored items + nonCachedManager.Clear(); + overlayManager.Clear(); + + cachedManager.BeginDrawing(); + nonCachedManager.BeginDrawing(); + overlayManager.BeginDrawing(); +} + + +void OPENGL_GAL::EndDrawing() +{ + // Cached & non-cached containers are rendered to the same buffer + compositor.SetBuffer( mainBuffer ); + nonCachedManager.EndDrawing(); + cachedManager.EndDrawing(); + + // Overlay container is rendered to a different buffer + compositor.SetBuffer( overlayBuffer ); + overlayManager.EndDrawing(); + + // Be sure that the framebuffer is not colorized (happens on specific GPU&drivers combinations) + glColor4d( 1.0, 1.0, 1.0, 1.0 ); + + // Draw the remaining contents, blit the rendering targets to the screen, swap the buffers + compositor.DrawBuffer( mainBuffer ); + compositor.DrawBuffer( overlayBuffer ); + blitCursor(); + + glFlush(); + SwapBuffers(); + + delete clientDC; +} + + +void OPENGL_GAL::DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) +{ + const VECTOR2D startEndVector = aEndPoint - aStartPoint; + double lineAngle = startEndVector.Angle(); + + currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); + + drawLineQuad( aStartPoint, aEndPoint ); + + // Line caps + if( lineWidth > 1.0 ) + { + drawFilledSemiCircle( aStartPoint, lineWidth / 2, lineAngle + M_PI / 2 ); + drawFilledSemiCircle( aEndPoint, lineWidth / 2, lineAngle - M_PI / 2 ); + } +} + + +void OPENGL_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint, + double aWidth ) +{ + VECTOR2D startEndVector = aEndPoint - aStartPoint; + double lineAngle = startEndVector.Angle(); + + if( isFillEnabled ) + { + // Filled tracks + currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); + + SetLineWidth( aWidth ); + drawLineQuad( aStartPoint, aEndPoint ); + + // Draw line caps + drawFilledSemiCircle( aStartPoint, aWidth / 2, lineAngle + M_PI / 2 ); + drawFilledSemiCircle( aEndPoint, aWidth / 2, lineAngle - M_PI / 2 ); + } + else + { + // Outlined tracks + double lineLength = startEndVector.EuclideanNorm(); + + currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); + + Save(); + + currentManager->Translate( aStartPoint.x, aStartPoint.y, 0.0 ); + currentManager->Rotate( lineAngle, 0.0f, 0.0f, 1.0f ); + + drawLineQuad( VECTOR2D( 0.0, aWidth / 2.0 ), + VECTOR2D( lineLength, aWidth / 2.0 ) ); + + drawLineQuad( VECTOR2D( 0.0, -aWidth / 2.0 ), + VECTOR2D( lineLength, -aWidth / 2.0 ) ); + + // Draw line caps + drawStrokedSemiCircle( VECTOR2D( 0.0, 0.0 ), aWidth / 2, M_PI / 2 ); + drawStrokedSemiCircle( VECTOR2D( lineLength, 0.0 ), aWidth / 2, -M_PI / 2 ); + + Restore(); + } +} + + +void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) +{ + if( isFillEnabled ) + { + currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); + + /* Draw a triangle that contains the circle, then shade it leaving only the circle. + * Parameters given to setShader are indices of the triangle's vertices + * (if you want to understand more, check the vertex shader source [shader.vert]). + * Shader uses this coordinates to determine if fragments are inside the circle or not. + * v2 + * /\ + * //\\ + * v0 /_\/_\ v1 + */ + currentManager->Shader( SHADER_FILLED_CIRCLE, 1.0 ); + currentManager->Vertex( aCenterPoint.x - aRadius * sqrt( 3.0f ), // v0 + aCenterPoint.y - aRadius, layerDepth ); + + currentManager->Shader( SHADER_FILLED_CIRCLE, 2.0 ); + currentManager->Vertex( aCenterPoint.x + aRadius * sqrt( 3.0f ), // v1 + aCenterPoint.y - aRadius, layerDepth ); + + currentManager->Shader( SHADER_FILLED_CIRCLE, 3.0 ); + currentManager->Vertex( aCenterPoint.x, aCenterPoint.y + aRadius * 2.0f, // v2 + layerDepth ); + } + + if( isStrokeEnabled ) + { + currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); + + /* Draw a triangle that contains the circle, then shade it leaving only the circle. + * Parameters given to setShader are indices of the triangle's vertices + * (if you want to understand more, check the vertex shader source [shader.vert]). + * and the line width. Shader uses this coordinates to determine if fragments are + * inside the circle or not. + * v2 + * /\ + * //\\ + * v0 /_\/_\ v1 + */ + double outerRadius = aRadius + ( lineWidth / 2 ); + currentManager->Shader( SHADER_STROKED_CIRCLE, 1.0, aRadius, lineWidth ); + currentManager->Vertex( aCenterPoint.x - outerRadius * sqrt( 3.0f ), // v0 + aCenterPoint.y - outerRadius, layerDepth ); + + currentManager->Shader( SHADER_STROKED_CIRCLE, 2.0, aRadius, lineWidth ); + currentManager->Vertex( aCenterPoint.x + outerRadius * sqrt( 3.0f ), // v1 + aCenterPoint.y - outerRadius, layerDepth ); + + currentManager->Shader( SHADER_STROKED_CIRCLE, 3.0, aRadius, lineWidth ); + currentManager->Vertex( aCenterPoint.x, aCenterPoint.y + outerRadius * 2.0f, // v2 + layerDepth ); + } +} + + +void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle, + double aEndAngle ) +{ + if( aRadius <= 0 ) + return; + + // Swap the angles, if start angle is greater than end angle + SWAP( aStartAngle, >, aEndAngle ); + + Save(); + currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0 ); + + if( isStrokeEnabled ) + { + const double alphaIncrement = 2.0 * M_PI / CIRCLE_POINTS; + currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); + + VECTOR2D p( cos( aStartAngle ) * aRadius, sin( aStartAngle ) * aRadius ); + double alpha; + + for( alpha = aStartAngle + alphaIncrement; alpha <= aEndAngle; alpha += alphaIncrement ) + { + VECTOR2D p_next( cos( alpha ) * aRadius, sin( alpha ) * aRadius ); + DrawLine( p, p_next ); + + p = p_next; + } + + // Draw the last missing part + if( alpha != aEndAngle ) + { + VECTOR2D p_last( cos( aEndAngle ) * aRadius, sin( aEndAngle ) * aRadius ); + DrawLine( p, p_last ); + } + } + + if( isFillEnabled ) + { + const double alphaIncrement = 2 * M_PI / CIRCLE_POINTS; + double alpha; + currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); + currentManager->Shader( SHADER_NONE ); + + // Triangle fan + for( alpha = aStartAngle; ( alpha + alphaIncrement ) < aEndAngle; ) + { + currentManager->Vertex( 0.0, 0.0, 0.0 ); + currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, 0.0 ); + alpha += alphaIncrement; + currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, 0.0 ); + } + + // The last missing triangle + const VECTOR2D endPoint( cos( aEndAngle ) * aRadius, sin( aEndAngle ) * aRadius ); + currentManager->Vertex( 0.0, 0.0, 0.0 ); + currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, 0.0 ); + currentManager->Vertex( endPoint.x, endPoint.y, 0.0 ); + } + + Restore(); +} + + +void OPENGL_GAL::DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) +{ + // Compute the diagonal points of the rectangle + VECTOR2D diagonalPointA( aEndPoint.x, aStartPoint.y ); + VECTOR2D diagonalPointB( aStartPoint.x, aEndPoint.y ); + + // Stroke the outline + if( isStrokeEnabled ) + { + currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); + + std::deque<VECTOR2D> pointList; + pointList.push_back( aStartPoint ); + pointList.push_back( diagonalPointA ); + pointList.push_back( aEndPoint ); + pointList.push_back( diagonalPointB ); + pointList.push_back( aStartPoint ); + DrawPolyline( pointList ); + } + + // Fill the rectangle + if( isFillEnabled ) + { + currentManager->Shader( SHADER_NONE ); + currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); + + currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); + currentManager->Vertex( diagonalPointA.x, diagonalPointA.y, layerDepth ); + currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); + + currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); + currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); + currentManager->Vertex( diagonalPointB.x, diagonalPointB.y, layerDepth ); + } +} + + +void OPENGL_GAL::DrawPolyline( const std::deque<VECTOR2D>& aPointList ) +{ + if( aPointList.size() < 2 ) + return; + + currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); + + std::deque<VECTOR2D>::const_iterator it = aPointList.begin(); + + // Start from the second point + for( ++it; it != aPointList.end(); ++it ) + { + const VECTOR2D startEndVector = ( *it - *( it - 1 ) ); + double lineAngle = startEndVector.Angle(); + + drawLineQuad( *( it - 1 ), *it ); + + // There is no need to draw line caps on both ends of polyline's segments + drawFilledSemiCircle( *( it - 1 ), lineWidth / 2, lineAngle + M_PI / 2 ); + } + + // ..and now - draw the ending cap + const VECTOR2D startEndVector = ( *( it - 1 ) - *( it - 2 ) ); + double lineAngle = startEndVector.Angle(); + drawFilledSemiCircle( *( it - 1 ), lineWidth / 2, lineAngle - M_PI / 2 ); +} + + +void OPENGL_GAL::DrawPolyline( const VECTOR2D aPointList[], int aListSize ) +{ + if( aListSize < 2 ) + return; + + currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); + + // Start from the second point + for( int i = 1; i < aListSize; ++i ) + { + const VECTOR2D startEndVector = ( aPointList[i] - aPointList[i - 1] ); + double lineAngle = startEndVector.Angle(); + + drawLineQuad( aPointList[i - 1], aPointList[i] ); + + // There is no need to draw line caps on both ends of polyline's segments + drawFilledSemiCircle( aPointList[i - 1], lineWidth / 2, lineAngle + M_PI / 2 ); + } + + // ..and now - draw the ending cap + const VECTOR2D startEndVector = ( aPointList[aListSize - 1] - aPointList[aListSize - 2] ); + double lineAngle = startEndVector.Angle(); + drawFilledSemiCircle( aPointList[aListSize - 1], lineWidth / 2, lineAngle - M_PI / 2 ); +} + + +void OPENGL_GAL::DrawPolygon( const std::deque<VECTOR2D>& aPointList ) +{ + currentManager->Shader( SHADER_NONE ); + currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); + + // Any non convex polygon needs to be tesselated + // for this purpose the GLU standard functions are used + TessParams params = { currentManager, tessIntersects }; + gluTessBeginPolygon( tesselator, ¶ms ); + gluTessBeginContour( tesselator ); + + boost::shared_array<GLdouble> points( new GLdouble[3 * aPointList.size()] ); + int v = 0; + + for( std::deque<VECTOR2D>::const_iterator it = aPointList.begin(); it != aPointList.end(); ++it ) + { + points[v] = it->x; + points[v + 1] = it->y; + points[v + 2] = layerDepth; + gluTessVertex( tesselator, &points[v], &points[v] ); + v += 3; + } + + gluTessEndContour( tesselator ); + gluTessEndPolygon( tesselator ); + + // Free allocated intersecting points + tessIntersects.clear(); + + // vertexList destroyed here +} + + +void OPENGL_GAL::DrawPolygon( const VECTOR2D aPointList[], int aListSize ) +{ + currentManager->Shader( SHADER_NONE ); + currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); + + // Any non convex polygon needs to be tesselated + // for this purpose the GLU standard functions are used + TessParams params = { currentManager, tessIntersects }; + gluTessBeginPolygon( tesselator, ¶ms ); + gluTessBeginContour( tesselator ); + + boost::shared_array<GLdouble> points( new GLdouble[3 * aListSize] ); + int v = 0; + const VECTOR2D* ptr = aPointList; + + for( int i = 0; i < aListSize; ++i ) + { + points[v] = ptr->x; + points[v + 1] = ptr->y; + points[v + 2] = layerDepth; + gluTessVertex( tesselator, &points[v], &points[v] ); + ++ptr; + v += 3; + } + + gluTessEndContour( tesselator ); + gluTessEndPolygon( tesselator ); + + // Free allocated intersecting points + tessIntersects.clear(); + + // vertexList destroyed here +} + + +void OPENGL_GAL::DrawCurve( const VECTOR2D& aStartPoint, const VECTOR2D& aControlPointA, + const VECTOR2D& aControlPointB, const VECTOR2D& aEndPoint ) +{ + // FIXME The drawing quality needs to be improved + // FIXME Perhaps choose a quad/triangle strip instead? + // FIXME Brute force method, use a better (recursive?) algorithm + + std::deque<VECTOR2D> pointList; + + double t = 0.0; + double dt = 1.0 / (double) CURVE_POINTS; + + for( int i = 0; i <= CURVE_POINTS; i++ ) + { + double omt = 1.0 - t; + double omt2 = omt * omt; + double omt3 = omt * omt2; + double t2 = t * t; + double t3 = t * t2; + + VECTOR2D vertex = omt3 * aStartPoint + 3.0 * t * omt2 * aControlPointA + + 3.0 * t2 * omt * aControlPointB + t3 * aEndPoint; + + pointList.push_back( vertex ); + + t += dt; + } + + DrawPolyline( pointList ); +} + + +void OPENGL_GAL::ResizeScreen( int aWidth, int aHeight ) +{ + screenSize = VECTOR2I( aWidth, aHeight ); + +#ifdef RETINA_OPENGL_PATCH + const float scaleFactor = GetBackingScaleFactor(); +#else + const float scaleFactor = 1.0f; +#endif + + // Resize framebuffers + compositor.Resize( aWidth * scaleFactor, aHeight * scaleFactor ); + isFramebufferInitialized = false; + + wxGLCanvas::SetSize( aWidth, aHeight ); +} + + +bool OPENGL_GAL::Show( bool aShow ) +{ + bool s = wxGLCanvas::Show( aShow ); + + if( aShow ) + wxGLCanvas::Raise(); + + return s; +} + + +void OPENGL_GAL::Flush() +{ + glFlush(); +} + + +void OPENGL_GAL::ClearScreen( const COLOR4D& aColor ) +{ + // Clear screen + glClearColor( aColor.r, aColor.g, aColor.b, aColor.a ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); +} + + +void OPENGL_GAL::Transform( const MATRIX3x3D& aTransformation ) +{ + GLdouble matrixData[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; + + matrixData[0] = aTransformation.m_data[0][0]; + matrixData[1] = aTransformation.m_data[1][0]; + matrixData[2] = aTransformation.m_data[2][0]; + matrixData[4] = aTransformation.m_data[0][1]; + matrixData[5] = aTransformation.m_data[1][1]; + matrixData[6] = aTransformation.m_data[2][1]; + matrixData[12] = aTransformation.m_data[0][2]; + matrixData[13] = aTransformation.m_data[1][2]; + matrixData[14] = aTransformation.m_data[2][2]; + + glMultMatrixd( matrixData ); +} + + +void OPENGL_GAL::Rotate( double aAngle ) +{ + currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f ); +} + + +void OPENGL_GAL::Translate( const VECTOR2D& aVector ) +{ + currentManager->Translate( aVector.x, aVector.y, 0.0f ); +} + + +void OPENGL_GAL::Scale( const VECTOR2D& aScale ) +{ + currentManager->Scale( aScale.x, aScale.y, 0.0f ); +} + + +void OPENGL_GAL::Save() +{ + currentManager->PushMatrix(); +} + + +void OPENGL_GAL::Restore() +{ + currentManager->PopMatrix(); +} + + +int OPENGL_GAL::BeginGroup() +{ + isGrouping = true; + + boost::shared_ptr<VERTEX_ITEM> newItem( new VERTEX_ITEM( cachedManager ) ); + int groupNumber = getNewGroupNumber(); + groups.insert( std::make_pair( groupNumber, newItem ) ); + + return groupNumber; +} + + +void OPENGL_GAL::EndGroup() +{ + cachedManager.FinishItem(); + isGrouping = false; +} + + +void OPENGL_GAL::DrawGroup( int aGroupNumber ) +{ + cachedManager.DrawItem( *groups[aGroupNumber] ); +} + + +void OPENGL_GAL::ChangeGroupColor( int aGroupNumber, const COLOR4D& aNewColor ) +{ + cachedManager.ChangeItemColor( *groups[aGroupNumber], aNewColor ); +} + + +void OPENGL_GAL::ChangeGroupDepth( int aGroupNumber, int aDepth ) +{ + cachedManager.ChangeItemDepth( *groups[aGroupNumber], aDepth ); +} + + +void OPENGL_GAL::DeleteGroup( int aGroupNumber ) +{ + // Frees memory in the container as well + groups.erase( aGroupNumber ); +} + + +void OPENGL_GAL::ClearCache() +{ + groups.clear(); + cachedManager.Clear(); +} + + +void OPENGL_GAL::SaveScreen() +{ + wxASSERT_MSG( false, wxT( "Not implemented yet" ) ); +} + + +void OPENGL_GAL::RestoreScreen() +{ + wxASSERT_MSG( false, wxT( "Not implemented yet" ) ); +} + + +void OPENGL_GAL::SetTarget( RENDER_TARGET aTarget ) +{ + switch( aTarget ) + { + default: + case TARGET_CACHED: + currentManager = &cachedManager; + break; + + case TARGET_NONCACHED: + currentManager = &nonCachedManager; + break; + + case TARGET_OVERLAY: + currentManager = &overlayManager; + break; + } + + currentTarget = aTarget; +} + + +RENDER_TARGET OPENGL_GAL::GetTarget() const +{ + return currentTarget; +} + + +void OPENGL_GAL::ClearTarget( RENDER_TARGET aTarget ) +{ + // Save the current state + unsigned int oldTarget = compositor.GetBuffer(); + + switch( aTarget ) + { + // Cached and noncached items are rendered to the same buffer + default: + case TARGET_CACHED: + case TARGET_NONCACHED: + compositor.SetBuffer( mainBuffer ); + break; + + case TARGET_OVERLAY: + compositor.SetBuffer( overlayBuffer ); + break; + } + + compositor.ClearBuffer(); + + // Restore the previous state + compositor.SetBuffer( oldTarget ); +} + + +void OPENGL_GAL::DrawCursor( const VECTOR2D& aCursorPosition ) +{ + // Now we should only store the position of the mouse cursor + // The real drawing routines are in blitCursor() + VECTOR2D screenCursor = worldScreenMatrix * aCursorPosition; + + cursorPosition = screenWorldMatrix * VECTOR2D( screenCursor.x, screenSize.y - screenCursor.y ); +} + + +void OPENGL_GAL::drawGridLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) +{ + compositor.SetBuffer( mainBuffer ); + + // We do not need a very precise comparison here (the lineWidth is set by GAL::DrawGrid()) + if( fabs( lineWidth - 2.0 * gridLineWidth / worldScale ) < 0.1 ) + glLineWidth( 1.0 ); + else + glLineWidth( 2.0 ); + + glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a ); + + glBegin( GL_LINES ); + glVertex3d( aStartPoint.x, aStartPoint.y, layerDepth ); + glVertex3d( aEndPoint.x, aEndPoint.y, layerDepth ); + glEnd(); + + // Restore the default color, so textures will be drawn properly + glColor4d( 1.0, 1.0, 1.0, 1.0 ); +} + + +void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint ) +{ + /* Helper drawing: ____--- v3 ^ + * ____---- ... \ \ + * ____---- ... \ end \ + * v1 ____---- ... ____---- \ width + * ---- ...___---- \ \ + * \ ___...-- \ v + * \ ____----... ____---- v2 + * ---- ... ____---- + * start \ ... ____---- + * \... ____---- + * ---- + * v0 + * dots mark triangles' hypotenuses + */ + + VECTOR2D startEndVector = aEndPoint - aStartPoint; + double lineLength = startEndVector.EuclideanNorm(); + + if( lineLength <= 0.0 ) + return; + + double scale = 0.5 * lineWidth / lineLength; + + // The perpendicular vector also needs transformations + glm::vec4 vector = currentManager->GetTransformation() * + glm::vec4( -startEndVector.y * scale, startEndVector.x * scale, 0.0, 0.0 ); + + // Line width is maintained by the vertex shader + currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth ); + currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v0 + + currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth ); + currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v1 + + currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth ); + currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v3 + + currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth ); + currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v0 + + currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth ); + currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v3 + + currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth ); + currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v2 +} + + +void OPENGL_GAL::drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle ) +{ + if( isFillEnabled ) + { + currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); + drawFilledSemiCircle( aCenterPoint, aRadius, aAngle ); + } + + if( isStrokeEnabled ) + { + currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); + drawStrokedSemiCircle( aCenterPoint, aRadius, aAngle ); + } +} + + +void OPENGL_GAL::drawFilledSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, + double aAngle ) +{ + Save(); + currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0f ); + currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f ); + + /* Draw a triangle that contains the semicircle, then shade it to leave only + * the semicircle. Parameters given to setShader are indices of the triangle's vertices + * (if you want to understand more, check the vertex shader source [shader.vert]). + * Shader uses these coordinates to determine if fragments are inside the semicircle or not. + * v2 + * /\ + * /__\ + * v0 //__\\ v1 + */ + currentManager->Shader( SHADER_FILLED_CIRCLE, 4.0f ); + currentManager->Vertex( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0 + + currentManager->Shader( SHADER_FILLED_CIRCLE, 5.0f ); + currentManager->Vertex( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1 + + currentManager->Shader( SHADER_FILLED_CIRCLE, 6.0f ); + currentManager->Vertex( 0.0f, aRadius * 2.0f, layerDepth ); // v2 + + Restore(); +} + + +void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, + double aAngle ) +{ + double outerRadius = aRadius + ( lineWidth / 2 ); + + Save(); + currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0f ); + currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f ); + + /* Draw a triangle that contains the semicircle, then shade it to leave only + * the semicircle. Parameters given to setShader are indices of the triangle's vertices + * (if you want to understand more, check the vertex shader source [shader.vert]), the + * radius and the line width. Shader uses these coordinates to determine if fragments are + * inside the semicircle or not. + * v2 + * /\ + * /__\ + * v0 //__\\ v1 + */ + currentManager->Shader( SHADER_STROKED_CIRCLE, 4.0f, aRadius, lineWidth ); + currentManager->Vertex( -outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0 + + currentManager->Shader( SHADER_STROKED_CIRCLE, 5.0f, aRadius, lineWidth ); + currentManager->Vertex( outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1 + + currentManager->Shader( SHADER_STROKED_CIRCLE, 6.0f, aRadius, lineWidth ); + currentManager->Vertex( 0.0f, outerRadius * 2.0f, layerDepth ); // v2 + + Restore(); +} + + +void OPENGL_GAL::onPaint( wxPaintEvent& WXUNUSED( aEvent ) ) +{ + PostPaint(); +} + + +void OPENGL_GAL::skipMouseEvent( wxMouseEvent& aEvent ) +{ + // Post the mouse event to the event listener registered in constructor, if any + if( mouseListener ) + wxPostEvent( mouseListener, aEvent ); +} + + +void OPENGL_GAL::blitCursor() +{ + if( !isCursorEnabled ) + return; + + compositor.SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING ); + + VECTOR2D cursorBegin = cursorPosition - cursorSize / ( 2 * worldScale ); + VECTOR2D cursorEnd = cursorPosition + cursorSize / ( 2 * worldScale ); + VECTOR2D cursorCenter = ( cursorBegin + cursorEnd ) / 2; + + glDisable( GL_TEXTURE_2D ); + glLineWidth( 1.0 ); + glColor4d( cursorColor.r, cursorColor.g, cursorColor.b, cursorColor.a ); + + glBegin( GL_LINES ); + glVertex2d( cursorCenter.x, cursorBegin.y ); + glVertex2d( cursorCenter.x, cursorEnd.y ); + + glVertex2d( cursorBegin.x, cursorCenter.y ); + glVertex2d( cursorEnd.x, cursorCenter.y ); + glEnd(); +} + + +unsigned int OPENGL_GAL::getNewGroupNumber() +{ + wxASSERT_MSG( groups.size() < std::numeric_limits<unsigned int>::max(), + wxT( "There are no free slots to store a group" ) ); + + while( groups.find( groupCounter ) != groups.end() ) + { + groupCounter++; + } + + return groupCounter++; +} + + +bool OPENGL_GAL::runTest() +{ + wxDialog dlgtest( GetParent(), -1, wxT( "opengl test" ), wxPoint( 50, 50 ), + wxDLG_UNIT( GetParent(), wxSize( 50, 50 ) ) ); + OPENGL_TEST* test = new OPENGL_TEST( &dlgtest, this ); + + dlgtest.Raise(); // on Linux, on some windows managers (Unity for instance) this is needed to actually show the dialog + dlgtest.ShowModal(); + bool result = test->IsOk(); + + if( !result ) + throw std::runtime_error( test->GetError() ); + + return result; +} + + +OPENGL_GAL::OPENGL_TEST::OPENGL_TEST( wxDialog* aParent, OPENGL_GAL* aGal ) : + wxGLCanvas( aParent, wxID_ANY, glAttributes, wxDefaultPosition, + wxDefaultSize, 0, wxT( "GLCanvas" ) ), + m_parent( aParent ), m_gal( aGal ), m_tested( false ), m_result( false ) +{ + m_timeoutTimer.SetOwner( this ); + Connect( wxEVT_PAINT, wxPaintEventHandler( OPENGL_GAL::OPENGL_TEST::Render ) ); + Connect( wxEVT_TIMER, wxTimerEventHandler( OPENGL_GAL::OPENGL_TEST::OnTimeout ) ); + m_parent->Connect( wxEVT_PAINT, wxPaintEventHandler( OPENGL_GAL::OPENGL_TEST::OnDialogPaint ), NULL, this ); +} + + +void OPENGL_GAL::OPENGL_TEST::Render( wxPaintEvent& WXUNUSED( aEvent ) ) +{ + if( !m_tested ) + { + if( !IsShownOnScreen() ) + return; + + m_timeoutTimer.Stop(); + m_result = true; // Assume everything is fine, until proven otherwise + + // One test is enough - close the testing dialog when the test is finished + Disconnect( wxEVT_PAINT, wxPaintEventHandler( OPENGL_GAL::OPENGL_TEST::Render ) ); + CallAfter( boost::bind( &wxDialog::EndModal, m_parent, wxID_NONE ) ); + + SetCurrent( *OPENGL_GAL::glContext ); + GLenum err = glewInit(); + + if( GLEW_OK != err ) + { + error( (const char*) glewGetErrorString( err ) ); + return; + } + else + { + wxLogDebug( wxString( wxT( "Status: Using GLEW " ) ) + + FROM_UTF8( (char*) glewGetString( GLEW_VERSION ) ) ); + } + + // Check the OpenGL version (minimum 2.1 is required) + if( GLEW_VERSION_2_1 ) + { + wxLogInfo( wxT( "OpenGL 2.1 supported." ) ); + } + else + { + error( "OpenGL 2.1 or higher is required!" ); + return; + } + + // Framebuffers have to be supported + if( !GLEW_EXT_framebuffer_object ) + { + error( "Framebuffer objects are not supported!" ); + return; + } + + // Vertex buffer has to be supported + if( !GLEW_ARB_vertex_buffer_object ) + { + error( "Vertex buffer objects are not supported!" ); + return; + } + + // Prepare shaders + if( !m_gal->shader.LoadBuiltinShader( 0, SHADER_TYPE_VERTEX ) ) + { + error( "Cannot compile vertex shader!" ); + return; + } + + if( !m_gal->shader.LoadBuiltinShader( 1, SHADER_TYPE_FRAGMENT ) ) + { + error( "Cannot compile fragment shader!" ); + return; + } + + if( !m_gal->shader.Link() ) + { + error( "Cannot link the shaders!" ); + return; + } + + m_tested = true; + } +} + + +void OPENGL_GAL::OPENGL_TEST::OnTimeout( wxTimerEvent& aEvent ) +{ + error( "Could not create OpenGL canvas" ); + m_parent->EndModal( wxID_NONE ); +} + + +void OPENGL_GAL::OPENGL_TEST::OnDialogPaint( wxPaintEvent& aEvent ) +{ + // GL canvas may never appear on the screen (e.g. due to missing GL extensions), and the test + // will not be run. Therefore give at most a second to perform the test, otherwise we conclude + // it has failed. + // Also, wxWidgets OnShow event is triggered before a window is shown, therefore here we use + // OnPaint event, which is executed when a window is actually visible. + m_timeoutTimer.StartOnce( 1000 ); +} + + +void OPENGL_GAL::OPENGL_TEST::error( const std::string& aError ) +{ + m_timeoutTimer.Stop(); + m_result = false; + m_tested = true; + m_error = aError; +} + +// ------------------------------------- // Callback functions for the tesselator // ------------------------------------- // Compare Redbook Chapter 11 +void CALLBACK VertexCallback( GLvoid* aVertexPtr, void* aData ) +{ + GLdouble* vertex = static_cast<GLdouble*>( aVertexPtr ); + OPENGL_GAL::TessParams* param = static_cast<OPENGL_GAL::TessParams*>( aData ); + VERTEX_MANAGER* vboManager = param->vboManager; + + if( vboManager ) + vboManager->Vertex( vertex[0], vertex[1], vertex[2] ); +} + + +void CALLBACK CombineCallback( GLdouble coords[3], + GLdouble* vertex_data[4], + GLfloat weight[4], GLdouble** dataOut, void* aData ) +{ + GLdouble* vertex = new GLdouble[3]; + OPENGL_GAL::TessParams* param = static_cast<OPENGL_GAL::TessParams*>( aData ); + + // Save the pointer so we can delete it later + param->intersectPoints.push_back( boost::shared_array<GLdouble>( vertex ) ); + + memcpy( vertex, coords, 3 * sizeof(GLdouble) ); + + *dataOut = vertex; +} + + +void CALLBACK EdgeCallback( GLboolean aEdgeFlag ) +{ + // This callback is needed to force GLU tesselator to use triangles only +} + + +void CALLBACK ErrorCallback( GLenum aErrorCode ) +{ + //throw std::runtime_error( std::string( "Tessellation error: " ) + + //std::string( (const char*) gluErrorString( aErrorCode ) ); +} + + +static void InitTesselatorCallbacks( GLUtesselator* aTesselator ) +{ + gluTessCallback( aTesselator, GLU_TESS_VERTEX_DATA, ( void (CALLBACK*)() )VertexCallback ); + gluTessCallback( aTesselator, GLU_TESS_COMBINE_DATA, ( void (CALLBACK*)() )CombineCallback ); + gluTessCallback( aTesselator, GLU_TESS_EDGE_FLAG, ( void (CALLBACK*)() )EdgeCallback ); + gluTessCallback( aTesselator, GLU_TESS_ERROR, ( void (CALLBACK*)() )ErrorCallback ); +} |