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author | saurabhb17 | 2020-02-26 16:20:48 +0530 |
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committer | GitHub | 2020-02-26 16:20:48 +0530 |
commit | b77f5d9d8097c38159c6f60917995d6af13bbe1c (patch) | |
tree | 1392c90227aeea231c1d86371131e04c40382918 /common/gal/opengl/vertex_manager.cpp | |
parent | dadc4d490966a24efe15b5cc533ef8695986048a (diff) | |
parent | 003d02608917e7a69d1a98438837e94ccf68352a (diff) | |
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Merge pull request #4 from FOSSEE/develop
merging dev into master
Diffstat (limited to 'common/gal/opengl/vertex_manager.cpp')
-rw-r--r-- | common/gal/opengl/vertex_manager.cpp | 234 |
1 files changed, 234 insertions, 0 deletions
diff --git a/common/gal/opengl/vertex_manager.cpp b/common/gal/opengl/vertex_manager.cpp new file mode 100644 index 0000000..d055b52 --- /dev/null +++ b/common/gal/opengl/vertex_manager.cpp @@ -0,0 +1,234 @@ +/* + * 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]; + } +} |