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authorsaurabhb172020-02-26 16:14:17 +0530
committerGitHub2020-02-26 16:14:17 +0530
commit003d02608917e7a69d1a98438837e94ccf68352a (patch)
tree1392c90227aeea231c1d86371131e04c40382918 /common/gal/opengl/vertex_manager.cpp
parent886d9cb772e81d2e5262284bc3082664f084337f (diff)
parente255d0622297488c1c52755be670733418c994cf (diff)
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Merge pull request #3 from saurabhb17/master
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+/*
+ * This program source code file is part of KiCad, a free EDA CAD application.
+ *
+ * Copyright (C) 2013 CERN
+ * @author Maciej Suminski <maciej.suminski@cern.ch>
+ *
+ * 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 vertex_manager.cpp
+ * @brief Class to control vertex container and GPU with possibility of emulating old-style OpenGL
+ * 1.0 state machine using modern OpenGL methods.
+ */
+
+#include <gal/opengl/vertex_manager.h>
+#include <gal/opengl/cached_container.h>
+#include <gal/opengl/noncached_container.h>
+#include <gal/opengl/gpu_manager.h>
+#include <gal/opengl/vertex_item.h>
+#include <confirm.h>
+
+using namespace KIGFX;
+
+VERTEX_MANAGER::VERTEX_MANAGER( bool aCached ) :
+ m_noTransform( true ), m_transform( 1.0f )
+{
+ m_container.reset( VERTEX_CONTAINER::MakeContainer( aCached ) );
+ m_gpu.reset( GPU_MANAGER::MakeManager( m_container.get() ) );
+
+ // There is no shader used by default
+ for( unsigned int i = 0; i < ShaderStride; ++i )
+ m_shader[i] = 0.0f;
+}
+
+
+void VERTEX_MANAGER::Vertex( GLfloat aX, GLfloat aY, GLfloat aZ ) const
+{
+ // flag to avoid hanging by calling DisplayError too many times:
+ static bool show_err = true;
+
+ // Obtain the pointer to the vertex in the currently used container
+ VERTEX* newVertex = m_container->Allocate( 1 );
+
+ if( newVertex == NULL )
+ {
+ if( show_err )
+ {
+ DisplayError( NULL, wxT( "VERTEX_MANAGER::Vertex: Vertex allocation error" ) );
+ show_err = false;
+ }
+
+ return;
+ }
+
+ putVertex( *newVertex, aX, aY, aZ );
+}
+
+
+void VERTEX_MANAGER::Vertices( const VERTEX aVertices[], unsigned int aSize ) const
+{
+ // flag to avoid hanging by calling DisplayError too many times:
+ static bool show_err = true;
+
+ // Obtain pointer to the vertex in currently used container
+ VERTEX* newVertex = m_container->Allocate( aSize );
+
+ if( newVertex == NULL )
+ {
+ if( show_err )
+ {
+ DisplayError( NULL, wxT( "VERTEX_MANAGER::Vertices: Vertex allocation error" ) );
+ show_err = false;
+ }
+
+ return;
+ }
+
+ // Put vertices in already allocated memory chunk
+ for( unsigned int i = 0; i < aSize; ++i )
+ {
+ putVertex( newVertex[i], aVertices[i].x, aVertices[i].y, aVertices[i].z );
+ }
+}
+
+
+void VERTEX_MANAGER::SetItem( VERTEX_ITEM& aItem ) const
+{
+ m_container->SetItem( &aItem );
+}
+
+
+void VERTEX_MANAGER::FinishItem() const
+{
+ m_container->FinishItem();
+}
+
+
+void VERTEX_MANAGER::FreeItem( VERTEX_ITEM& aItem ) const
+{
+ m_container->Delete( &aItem );
+}
+
+
+void VERTEX_MANAGER::ChangeItemColor( const VERTEX_ITEM& aItem, const COLOR4D& aColor ) const
+{
+ unsigned int size = aItem.GetSize();
+ unsigned int offset = aItem.GetOffset();
+
+ VERTEX* vertex = m_container->GetVertices( offset );
+
+ for( unsigned int i = 0; i < size; ++i )
+ {
+ vertex->r = aColor.r * 255.0;
+ vertex->g = aColor.g * 255.0;
+ vertex->b = aColor.b * 255.0;
+ vertex->a = aColor.a * 255.0;
+ vertex++;
+ }
+
+ m_container->SetDirty();
+}
+
+
+void VERTEX_MANAGER::ChangeItemDepth( const VERTEX_ITEM& aItem, GLfloat aDepth ) const
+{
+ unsigned int size = aItem.GetSize();
+ unsigned int offset = aItem.GetOffset();
+
+ VERTEX* vertex = m_container->GetVertices( offset );
+
+ for( unsigned int i = 0; i < size; ++i )
+ {
+ vertex->z = aDepth;
+ vertex++;
+ }
+
+ m_container->SetDirty();
+}
+
+
+VERTEX* VERTEX_MANAGER::GetVertices( const VERTEX_ITEM& aItem ) const
+{
+ if( aItem.GetSize() == 0 )
+ return NULL; // The item is not stored in the container
+
+ return m_container->GetVertices( aItem.GetOffset() );
+}
+
+
+void VERTEX_MANAGER::SetShader( SHADER& aShader ) const
+{
+ m_gpu->SetShader( aShader );
+}
+
+
+void VERTEX_MANAGER::Clear() const
+{
+ m_container->Clear();
+}
+
+
+void VERTEX_MANAGER::BeginDrawing() const
+{
+ m_gpu->BeginDrawing();
+}
+
+
+void VERTEX_MANAGER::DrawItem( const VERTEX_ITEM& aItem ) const
+{
+ int size = aItem.GetSize();
+
+ if( size > 0 )
+ {
+ int offset = aItem.GetOffset();
+ m_gpu->DrawIndices( offset, size );
+ }
+}
+
+
+void VERTEX_MANAGER::EndDrawing() const
+{
+ m_gpu->EndDrawing();
+}
+
+
+void VERTEX_MANAGER::putVertex( VERTEX& aTarget, GLfloat aX, GLfloat aY, GLfloat aZ ) const
+{
+ // Modify the vertex according to the currently used transformations
+ if( m_noTransform )
+ {
+ // Simply copy coordinates, when the transform matrix is the identity matrix
+ aTarget.x = aX;
+ aTarget.y = aY;
+ aTarget.z = aZ;
+ }
+ else
+ {
+ // Apply transformations
+ glm::vec4 transVertex( aX, aY, aZ, 1.0f );
+ transVertex = m_transform * transVertex;
+
+ aTarget.x = transVertex.x;
+ aTarget.y = transVertex.y;
+ aTarget.z = transVertex.z;
+ }
+
+ // Apply currently used color
+ aTarget.r = m_color[0];
+ aTarget.g = m_color[1];
+ aTarget.b = m_color[2];
+ aTarget.a = m_color[3];
+
+ // Apply currently used shader
+ for( unsigned int j = 0; j < ShaderStride; ++j )
+ {
+ aTarget.shader[j] = m_shader[j];
+ }
+}