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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 gpu_manager.cpp
+ * @brief Class to handle uploading vertices and indices to GPU in drawing purposes.
+ */
+
+#include <gal/opengl/gpu_manager.h>
+#include <gal/opengl/cached_container.h>
+#include <gal/opengl/noncached_container.h>
+#include <gal/opengl/shader.h>
+#include <typeinfo>
+#include <wx/msgdlg.h>
+#include <confirm.h>
+#ifdef PROFILE
+#include <profile.h>
+#include <wx/debug.h>
+#include <wx/log.h>
+#endif /* PROFILE */
+
+using namespace KIGFX;
+
+GPU_MANAGER* GPU_MANAGER::MakeManager( VERTEX_CONTAINER* aContainer )
+{
+ if( typeid( *aContainer ) == typeid( CACHED_CONTAINER ) )
+ return new GPU_CACHED_MANAGER( aContainer );
+ else if( typeid( *aContainer ) == typeid( NONCACHED_CONTAINER ) )
+ return new GPU_NONCACHED_MANAGER( aContainer );
+
+ wxASSERT_MSG( false, wxT( "Not handled container type" ) );
+ return NULL;
+}
+
+
+GPU_MANAGER::GPU_MANAGER( VERTEX_CONTAINER* aContainer ) :
+ m_isDrawing( false ), m_container( aContainer ), m_shader( NULL ), m_shaderAttrib( 0 )
+{
+}
+
+
+GPU_MANAGER::~GPU_MANAGER()
+{
+}
+
+
+void GPU_MANAGER::SetShader( SHADER& aShader )
+{
+ m_shader = &aShader;
+
+ m_shaderAttrib = m_shader->GetAttribute( "attrShaderParams" );
+
+ if( m_shaderAttrib == -1 )
+ {
+ DisplayError( NULL, wxT( "Could not get the shader attribute location" ) );
+ }
+}
+
+
+// Cached manager
+GPU_CACHED_MANAGER::GPU_CACHED_MANAGER( VERTEX_CONTAINER* aContainer ) :
+ GPU_MANAGER( aContainer ), m_buffersInitialized( false ), m_indicesPtr( NULL ),
+ m_verticesBuffer( 0 ), m_indicesBuffer( 0 ), m_indicesSize( 0 ), m_indicesCapacity( 0 )
+{
+ // Allocate the biggest possible buffer for indices
+ resizeIndices( aContainer->GetSize() );
+}
+
+
+GPU_CACHED_MANAGER::~GPU_CACHED_MANAGER()
+{
+ if( m_buffersInitialized )
+ {
+ glBindBuffer( GL_ARRAY_BUFFER, 0 );
+ glDeleteBuffers( 1, &m_verticesBuffer );
+ glDeleteBuffers( 1, &m_indicesBuffer );
+ }
+}
+
+
+void GPU_CACHED_MANAGER::Initialize()
+{
+ wxASSERT( !m_buffersInitialized );
+
+ if( !m_buffersInitialized )
+ {
+ glGenBuffers( 1, &m_verticesBuffer );
+ glGenBuffers( 1, &m_indicesBuffer );
+ m_buffersInitialized = true;
+ }
+}
+
+
+void GPU_CACHED_MANAGER::BeginDrawing()
+{
+ wxASSERT( !m_isDrawing );
+
+ if( m_container->IsDirty() )
+ uploadToGpu();
+
+ // Number of vertices to be drawn in the EndDrawing()
+ m_indicesSize = 0;
+ // Set the indices pointer to the beginning of the indices-to-draw buffer
+ m_indicesPtr = m_indices.get();
+
+ m_isDrawing = true;
+}
+
+
+void GPU_CACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize )
+{
+ wxASSERT( m_isDrawing );
+
+ // Copy indices of items that should be drawn to GPU memory
+ for( unsigned int i = aOffset; i < aOffset + aSize; *m_indicesPtr++ = i++ );
+
+ m_indicesSize += aSize;
+}
+
+
+void GPU_CACHED_MANAGER::DrawAll()
+{
+ wxASSERT( m_isDrawing );
+
+ m_indicesSize = m_container->GetSize();
+ for( unsigned int i = 0; i < m_indicesSize; *m_indicesPtr++ = i++ );
+}
+
+
+void GPU_CACHED_MANAGER::EndDrawing()
+{
+ wxASSERT( m_isDrawing );
+
+ // Prepare buffers
+ glEnableClientState( GL_VERTEX_ARRAY );
+ glEnableClientState( GL_COLOR_ARRAY );
+
+ // Bind vertices data buffers
+ glBindBuffer( GL_ARRAY_BUFFER, m_verticesBuffer );
+ glVertexPointer( CoordStride, GL_FLOAT, VertexSize, 0 );
+ glColorPointer( ColorStride, GL_UNSIGNED_BYTE, VertexSize, (GLvoid*) ColorOffset );
+
+ if( m_shader != NULL ) // Use shader if applicable
+ {
+ m_shader->Use();
+ glEnableVertexAttribArray( m_shaderAttrib );
+ glVertexAttribPointer( m_shaderAttrib, ShaderStride, GL_FLOAT, GL_FALSE,
+ VertexSize, (GLvoid*) ShaderOffset );
+ }
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indicesBuffer );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indicesSize * sizeof(int), (GLvoid*) m_indices.get(), GL_DYNAMIC_DRAW );
+
+ glDrawElements( GL_TRIANGLES, m_indicesSize, GL_UNSIGNED_INT, 0 );
+
+ glBindBuffer( GL_ARRAY_BUFFER, 0 );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
+
+ // Deactivate vertex array
+ glDisableClientState( GL_COLOR_ARRAY );
+ glDisableClientState( GL_VERTEX_ARRAY );
+
+ if( m_shader != NULL )
+ {
+ glDisableVertexAttribArray( m_shaderAttrib );
+ m_shader->Deactivate();
+ }
+
+ m_isDrawing = false;
+}
+
+
+void GPU_CACHED_MANAGER::uploadToGpu()
+{
+#ifdef PROFILE
+ prof_counter totalTime;
+ prof_start( &totalTime );
+#endif /* PROFILE */
+
+ if( !m_buffersInitialized )
+ Initialize();
+
+ int bufferSize = m_container->GetSize();
+ GLfloat* vertices = (GLfloat*) m_container->GetAllVertices();
+
+ // Upload vertices coordinates and shader types to GPU memory
+ glBindBuffer( GL_ARRAY_BUFFER, m_verticesBuffer );
+ glBufferData( GL_ARRAY_BUFFER, bufferSize * VertexSize, vertices, GL_STATIC_DRAW );
+ glBindBuffer( GL_ARRAY_BUFFER, 0 );
+
+ // Allocate the biggest possible buffer for indices
+ resizeIndices( bufferSize );
+
+ if( glGetError() != GL_NO_ERROR )
+ DisplayError( NULL, wxT( "Error during data upload to the GPU memory" ) );
+
+#ifdef PROFILE
+ prof_end( &totalTime );
+
+ wxLogDebug( wxT( "Uploading %d vertices to GPU / %.1f ms" ), bufferSize, totalTime.msecs() );
+#endif /* PROFILE */
+}
+
+
+void GPU_CACHED_MANAGER::resizeIndices( unsigned int aNewSize )
+{
+ if( aNewSize > m_indicesCapacity )
+ {
+ m_indicesCapacity = aNewSize;
+ m_indices.reset( new GLuint[m_indicesCapacity] );
+ }
+}
+
+
+// Noncached manager
+GPU_NONCACHED_MANAGER::GPU_NONCACHED_MANAGER( VERTEX_CONTAINER* aContainer ) :
+ GPU_MANAGER( aContainer )
+{
+}
+
+
+void GPU_NONCACHED_MANAGER::Initialize()
+{
+ // Nothing has to be intialized
+}
+
+
+void GPU_NONCACHED_MANAGER::BeginDrawing()
+{
+ // Nothing has to be prepared
+}
+
+
+void GPU_NONCACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize )
+{
+ wxASSERT_MSG( false, wxT( "Not implemented yet" ) );
+}
+
+
+void GPU_NONCACHED_MANAGER::DrawAll()
+{
+ // This is the default use case, nothing has to be done
+ // The real rendering takes place in the EndDrawing() function
+}
+
+
+void GPU_NONCACHED_MANAGER::EndDrawing()
+{
+ VERTEX* vertices = m_container->GetAllVertices();
+ GLfloat* coordinates = (GLfloat*) ( vertices );
+ GLubyte* colors = (GLubyte*) ( vertices ) + ColorOffset;
+
+ // Prepare buffers
+ glEnableClientState( GL_VERTEX_ARRAY );
+ glEnableClientState( GL_COLOR_ARRAY );
+
+ glVertexPointer( CoordStride, GL_FLOAT, VertexSize, coordinates );
+ glColorPointer( ColorStride, GL_UNSIGNED_BYTE, VertexSize, colors );
+
+ if( m_shader != NULL ) // Use shader if applicable
+ {
+ GLfloat* shaders = (GLfloat*) ( vertices ) + ShaderOffset / sizeof(GLfloat);
+
+ m_shader->Use();
+ glEnableVertexAttribArray( m_shaderAttrib );
+ glVertexAttribPointer( m_shaderAttrib, ShaderStride, GL_FLOAT, GL_FALSE,
+ VertexSize, shaders );
+ }
+
+ glDrawArrays( GL_TRIANGLES, 0, m_container->GetSize() );
+
+ // Deactivate vertex array
+ glDisableClientState( GL_COLOR_ARRAY );
+ glDisableClientState( GL_VERTEX_ARRAY );
+
+ if( m_shader != NULL )
+ {
+ glDisableVertexAttribArray( m_shaderAttrib );
+ m_shader->Deactivate();
+ }
+}