kicad-source/common/gal/opengl/opengl_gal.cpp
Jeff Young 4ed267394a Outline font performance improvements.
1) Don't fracture font glyphs when generating them; we're going
   to fracture during triangulation anyway.
2) Don't check for self-intersection when deciding to fracture.
   It costs nearly as much as the fracture does.
3) Cache drawing sheet text.
4) Use the current font when checking for cache validity.
5) Parallelize glyph triangulation.
6) Don't invalidate bounding box caches when offset by {0,0}
7) Use the glyph cache when generating text effective shape.
8) Short-circuit NormalizeJustification() if its center/center.
9) Don't triangulate for GuessSelectionCandidates()
10) Avoid sqrt whenever possible.
11) Pre-allocate bezier and SHAPE_LINE_CHAIN buffers.

Fixes https://gitlab.com/kicad/code/kicad/-/issues/14303
2023-05-27 01:35:40 +01:00

2875 lines
88 KiB
C++

/*
* 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) 2012-2023 Kicad Developers, see AUTHORS.txt for contributors.
* Copyright (C) 2013-2017 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
*/
// Apple, in their infinite wisdom, has decided to mark OpenGL as deprecated.
// Luckily we can silence warnings about its deprecation.
#ifdef __APPLE__
#define GL_SILENCE_DEPRECATION 1
#endif
#include <advanced_config.h>
#include <gal/opengl/opengl_gal.h>
#include <gal/opengl/utils.h>
#include <gal/definitions.h>
#include <gl_context_mgr.h>
#include <geometry/shape_poly_set.h>
#include <math/vector2wx.h>
#include <bitmap_base.h>
#include <bezier_curves.h>
#include <math/util.h> // for KiROUND
#include <trace_helpers.h>
#include <wx/frame.h>
#include <macros.h>
#include <geometry/geometry_utils.h>
#include <thread_pool.h>
#include <profile.h>
#include <trace_helpers.h>
#include <gl_utils.h>
#include <functional>
#include <limits>
#include <memory>
#include <list>
using namespace std::placeholders;
using namespace KIGFX;
//#define DISABLE_BITMAP_CACHE
// The current font is "Ubuntu Mono" available under Ubuntu Font Licence 1.0
// (see ubuntu-font-licence-1.0.txt for details)
#include "gl_resources.h"
#include <glsl_kicad_frag.h>
#include <glsl_kicad_vert.h>
using namespace KIGFX::BUILTIN_FONT;
static void InitTesselatorCallbacks( GLUtesselator* aTesselator );
static const int glAttributes[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 8, 0 };
wxGLContext* OPENGL_GAL::m_glMainContext = nullptr;
int OPENGL_GAL::m_instanceCounter = 0;
GLuint OPENGL_GAL::g_fontTexture = 0;
bool OPENGL_GAL::m_isBitmapFontLoaded = false;
namespace KIGFX
{
class GL_BITMAP_CACHE
{
public:
GL_BITMAP_CACHE() :
m_cacheSize( 0 )
{}
~GL_BITMAP_CACHE();
GLuint RequestBitmap( const BITMAP_BASE* aBitmap );
private:
struct CACHED_BITMAP
{
GLuint id;
int w, h;
size_t size;
};
GLuint cacheBitmap( const BITMAP_BASE* aBitmap );
const size_t m_cacheMaxElements = 50;
const size_t m_cacheMaxSize = 256 * 1024 * 1024;
std::map<const KIID, CACHED_BITMAP> m_bitmaps;
std::list<KIID> m_cacheLru;
size_t m_cacheSize;
std::list<GLuint> m_freedTextureIds;
};
}; // namespace KIGFX
GL_BITMAP_CACHE::~GL_BITMAP_CACHE()
{
for( auto& bitmap : m_bitmaps )
glDeleteTextures( 1, &bitmap.second.id );
}
GLuint GL_BITMAP_CACHE::RequestBitmap( const BITMAP_BASE* aBitmap )
{
#ifndef DISABLE_BITMAP_CACHE
auto it = m_bitmaps.find( aBitmap->GetImageID() );
if( it != m_bitmaps.end() )
{
// A bitmap is found in cache bitmap. Ensure the associated texture is still valid.
if( glIsTexture( it->second.id ) )
{
return it->second.id;
}
else
{
// Delete the invalid bitmap cache and its data
glDeleteTextures( 1, &it->second.id );
m_freedTextureIds.emplace_back( it->second.id );
auto listIt = std::find( m_cacheLru.begin(), m_cacheLru.end(), it->first );
if( listIt != m_cacheLru.end() )
m_cacheLru.erase( listIt );
m_cacheSize -= it->second.size;
m_bitmaps.erase( it );
}
// the cached bitmap is not valid and deleted, it will be recreated.
}
#endif
return cacheBitmap( aBitmap );
}
GLuint GL_BITMAP_CACHE::cacheBitmap( const BITMAP_BASE* aBitmap )
{
CACHED_BITMAP bmp;
const wxImage* imgPtr = aBitmap->GetOriginalImageData();
if( !imgPtr )
return std::numeric_limits< GLuint >::max();
const wxImage& imgData = *imgPtr;
bmp.w = imgData.GetSize().x;
bmp.h = imgData.GetSize().y;
GLuint textureID;
if( m_freedTextureIds.empty() )
{
glGenTextures( 1, &textureID );
}
else
{
textureID = m_freedTextureIds.front();
m_freedTextureIds.pop_front();
}
bmp.size = bmp.w * bmp.h * 4;
auto buf = std::make_unique<uint8_t[]>( bmp.size );
for( int y = 0; y < bmp.h; y++ )
{
for( int x = 0; x < bmp.w; x++ )
{
uint8_t* p = buf.get() + ( bmp.w * y + x ) * 4;
p[0] = imgData.GetRed( x, y );
p[1] = imgData.GetGreen( x, y );
p[2] = imgData.GetBlue( x, y );
if( imgData.HasAlpha() )
p[3] = imgData.GetAlpha( x, y );
else if( imgData.HasMask() && p[0] == imgData.GetMaskRed()
&& p[1] == imgData.GetMaskGreen() && p[2] == imgData.GetMaskBlue() )
p[3] = wxALPHA_TRANSPARENT;
else
p[3] = wxALPHA_OPAQUE;
}
}
glBindTexture( GL_TEXTURE_2D, textureID );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, bmp.w, bmp.h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
buf.get() );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
bmp.id = textureID;
#ifndef DISABLE_BITMAP_CACHE
m_cacheLru.emplace_back( aBitmap->GetImageID() );
m_cacheSize += bmp.size;
m_bitmaps.emplace( aBitmap->GetImageID(), std::move( bmp ) );
if( m_cacheLru.size() > m_cacheMaxElements
|| m_cacheSize > m_cacheMaxSize )
{
KIID last = m_cacheLru.front();
CACHED_BITMAP& cachedBitmap = m_bitmaps[last];
m_cacheSize -= cachedBitmap.size;
glDeleteTextures( 1, &cachedBitmap.id );
m_freedTextureIds.emplace_back( cachedBitmap.id );
m_bitmaps.erase( last );
m_cacheLru.pop_front();
}
#endif
return textureID;
}
OPENGL_GAL::OPENGL_GAL( GAL_DISPLAY_OPTIONS& aDisplayOptions, wxWindow* aParent,
wxEvtHandler* aMouseListener, wxEvtHandler* aPaintListener,
const wxString& aName ) :
GAL( aDisplayOptions ),
HIDPI_GL_CANVAS( aParent, wxID_ANY, (int*) glAttributes, wxDefaultPosition, wxDefaultSize,
wxEXPAND, aName ),
m_mouseListener( aMouseListener ),
m_paintListener( aPaintListener ),
m_currentManager( nullptr ),
m_cachedManager( nullptr ),
m_nonCachedManager( nullptr ),
m_overlayManager( nullptr ),
m_tempManager( nullptr ),
m_mainBuffer( 0 ),
m_overlayBuffer( 0 ),
m_tempBuffer( 0 ),
m_isContextLocked( false ),
m_lockClientCookie( 0 )
{
if( m_glMainContext == nullptr )
{
m_glMainContext = GL_CONTEXT_MANAGER::Get().CreateCtx( this );
m_glPrivContext = m_glMainContext;
}
else
{
m_glPrivContext = GL_CONTEXT_MANAGER::Get().CreateCtx( this, m_glMainContext );
}
m_shader = new SHADER();
++m_instanceCounter;
m_bitmapCache = std::make_unique<GL_BITMAP_CACHE>();
m_compositor = new OPENGL_COMPOSITOR;
m_compositor->SetAntialiasingMode( m_options.gl_antialiasing_mode );
// Initialize the flags
m_isFramebufferInitialized = false;
m_isBitmapFontInitialized = false;
m_isInitialized = false;
m_isGrouping = false;
m_groupCounter = 0;
// Connect the native cursor handler
Connect( wxEVT_SET_CURSOR, wxSetCursorEventHandler( OPENGL_GAL::onSetNativeCursor ), nullptr,
this );
// 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_AUX1_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_AUX1_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_AUX1_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_AUX2_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_AUX2_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_AUX2_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_MOUSEWHEEL, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
#if wxCHECK_VERSION( 3, 1, 0 ) || defined( 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->GetClientSize() );
m_screenSize = ToVECTOR2I( GetNativePixelSize() );
// Grid color settings are different in Cairo and OpenGL
SetGridColor( COLOR4D( 0.8, 0.8, 0.8, 0.1 ) );
SetAxesColor( COLOR4D( BLUE ) );
// Tesselator initialization
m_tesselator = gluNewTess();
InitTesselatorCallbacks( m_tesselator );
gluTessProperty( m_tesselator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE );
SetTarget( TARGET_NONCACHED );
// Avoid uninitialized variables:
ufm_worldPixelSize = 1;
ufm_screenPixelSize = 1;
ufm_pixelSizeMultiplier = 1;
ufm_antialiasingOffset = 1;
m_swapInterval = 0;
}
OPENGL_GAL::~OPENGL_GAL()
{
GL_CONTEXT_MANAGER::Get().LockCtx( m_glPrivContext, this );
--m_instanceCounter;
glFlush();
gluDeleteTess( m_tesselator );
ClearCache();
delete m_compositor;
if( m_isInitialized )
{
delete m_cachedManager;
delete m_nonCachedManager;
delete m_overlayManager;
delete m_tempManager;
}
GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glPrivContext );
// If it was the main context, then it will be deleted
// when the last OpenGL GAL instance is destroyed (a few lines below)
if( m_glPrivContext != m_glMainContext )
GL_CONTEXT_MANAGER::Get().DestroyCtx( m_glPrivContext );
delete m_shader;
// Are we destroying the last GAL instance?
if( m_instanceCounter == 0 )
{
GL_CONTEXT_MANAGER::Get().LockCtx( m_glMainContext, this );
if( m_isBitmapFontLoaded )
{
glDeleteTextures( 1, &g_fontTexture );
m_isBitmapFontLoaded = false;
}
GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glMainContext );
GL_CONTEXT_MANAGER::Get().DestroyCtx( m_glMainContext );
m_glMainContext = nullptr;
}
}
wxString OPENGL_GAL::CheckFeatures( GAL_DISPLAY_OPTIONS& aOptions )
{
wxString retVal = wxEmptyString;
wxFrame* testFrame = new wxFrame( nullptr, wxID_ANY, wxT( "" ), wxDefaultPosition,
wxSize( 1, 1 ), wxFRAME_TOOL_WINDOW | wxNO_BORDER );
KIGFX::OPENGL_GAL* opengl_gal = nullptr;
try
{
opengl_gal = new KIGFX::OPENGL_GAL( aOptions, testFrame );
testFrame->Raise();
testFrame->Show();
GAL_CONTEXT_LOCKER lock( opengl_gal );
opengl_gal->init();
}
catch( std::runtime_error& err )
{
//Test failed
retVal = wxString( err.what() );
}
delete opengl_gal;
delete testFrame;
return retVal;
}
void OPENGL_GAL::PostPaint( wxPaintEvent& aEvent )
{
// posts an event to m_paint_listener to ask for redraw the canvas.
if( m_paintListener )
wxPostEvent( m_paintListener, aEvent );
}
bool OPENGL_GAL::updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions )
{
GAL_CONTEXT_LOCKER lock( this );
bool refresh = false;
if( m_options.gl_antialiasing_mode != m_compositor->GetAntialiasingMode() )
{
m_compositor->SetAntialiasingMode( m_options.gl_antialiasing_mode );
m_isFramebufferInitialized = false;
refresh = true;
}
if( m_options.m_scaleFactor != GetScaleFactor() )
{
SetScaleFactor( m_options.m_scaleFactor );
refresh = true;
}
if( super::updatedGalDisplayOptions( aOptions ) || refresh )
{
Refresh();
refresh = true;
}
return refresh;
}
double OPENGL_GAL::getWorldPixelSize() const
{
MATRIX3x3D matrix = GetScreenWorldMatrix();
return std::min( std::abs( matrix.GetScale().x ), std::abs( matrix.GetScale().y ) );
}
VECTOR2D OPENGL_GAL::getScreenPixelSize() const
{
double sf = GetScaleFactor();
return VECTOR2D( 2.0 / (double) ( m_screenSize.x * sf ), 2.0 /
(double) ( m_screenSize.y * sf ) );
}
void OPENGL_GAL::BeginDrawing()
{
#ifdef KICAD_GAL_PROFILE
PROF_TIMER totalRealTime( "OPENGL_GAL::beginDrawing()", true );
#endif /* KICAD_GAL_PROFILE */
wxASSERT_MSG( m_isContextLocked, "GAL_DRAWING_CONTEXT RAII object should have locked context. "
"Calling GAL::beginDrawing() directly is not allowed." );
wxASSERT_MSG( IsVisible(), "GAL::beginDrawing() must not be entered when GAL is not visible. "
"Other drawing routines will expect everything to be initialized "
"which will not be the case." );
if( !m_isInitialized )
init();
// Set up the view port
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
// Create the screen transformation (Do the RH-LH conversion here)
glOrtho( 0, (GLint) m_screenSize.x, (GLsizei) m_screenSize.y, 0,
-m_depthRange.x, -m_depthRange.y );
if( !m_isFramebufferInitialized )
{
// Prepare rendering target buffers
m_compositor->Initialize();
m_mainBuffer = m_compositor->CreateBuffer();
try
{
m_tempBuffer = m_compositor->CreateBuffer();
}
catch( const std::runtime_error& )
{
wxLogVerbose( "Could not create a framebuffer for diff mode blending.\n" );
m_tempBuffer = 0;
}
try
{
m_overlayBuffer = m_compositor->CreateBuffer();
}
catch( const std::runtime_error& )
{
wxLogVerbose( "Could not create a framebuffer for overlays.\n" );
m_overlayBuffer = 0;
}
m_isFramebufferInitialized = true;
}
m_compositor->Begin();
// Disable 2D Textures
glDisable( GL_TEXTURE_2D );
glShadeModel( GL_FLAT );
// 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] = m_worldScreenMatrix.m_data[0][0];
matrixData[1] = m_worldScreenMatrix.m_data[1][0];
matrixData[2] = m_worldScreenMatrix.m_data[2][0];
matrixData[4] = m_worldScreenMatrix.m_data[0][1];
matrixData[5] = m_worldScreenMatrix.m_data[1][1];
matrixData[6] = m_worldScreenMatrix.m_data[2][1];
matrixData[12] = m_worldScreenMatrix.m_data[0][2];
matrixData[13] = m_worldScreenMatrix.m_data[1][2];
matrixData[14] = m_worldScreenMatrix.m_data[2][2];
glLoadMatrixd( matrixData );
// Set defaults
SetFillColor( m_fillColor );
SetStrokeColor( m_strokeColor );
// Remove all previously stored items
m_nonCachedManager->Clear();
m_overlayManager->Clear();
m_tempManager->Clear();
m_cachedManager->BeginDrawing();
m_nonCachedManager->BeginDrawing();
m_overlayManager->BeginDrawing();
m_tempManager->BeginDrawing();
if( !m_isBitmapFontInitialized )
{
// Keep bitmap font texture always bound to the second texturing unit
const GLint FONT_TEXTURE_UNIT = 2;
// Either load the font atlas to video memory, or simply bind it to a texture unit
if( !m_isBitmapFontLoaded )
{
glActiveTexture( GL_TEXTURE0 + FONT_TEXTURE_UNIT );
glGenTextures( 1, &g_fontTexture );
glBindTexture( GL_TEXTURE_2D, g_fontTexture );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, font_image.width, font_image.height, 0, GL_RGB,
GL_UNSIGNED_BYTE, font_image.pixels );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
checkGlError( "loading bitmap font", __FILE__, __LINE__ );
glActiveTexture( GL_TEXTURE0 );
m_isBitmapFontLoaded = true;
}
else
{
glActiveTexture( GL_TEXTURE0 + FONT_TEXTURE_UNIT );
glBindTexture( GL_TEXTURE_2D, g_fontTexture );
glActiveTexture( GL_TEXTURE0 );
}
// Set shader parameter
GLint ufm_fontTexture = m_shader->AddParameter( "u_fontTexture" );
GLint ufm_fontTextureWidth = m_shader->AddParameter( "u_fontTextureWidth" );
ufm_worldPixelSize = m_shader->AddParameter( "u_worldPixelSize" );
ufm_screenPixelSize = m_shader->AddParameter( "u_screenPixelSize" );
ufm_pixelSizeMultiplier = m_shader->AddParameter( "u_pixelSizeMultiplier" );
ufm_antialiasingOffset = m_shader->AddParameter( "u_antialiasingOffset" );
m_shader->Use();
m_shader->SetParameter( ufm_fontTexture, (int) FONT_TEXTURE_UNIT );
m_shader->SetParameter( ufm_fontTextureWidth, (int) font_image.width );
m_shader->Deactivate();
checkGlError( "setting bitmap font sampler as shader parameter", __FILE__, __LINE__ );
m_isBitmapFontInitialized = true;
}
m_shader->Use();
m_shader->SetParameter( ufm_worldPixelSize,
(float) ( getWorldPixelSize() / GetScaleFactor() ) );
const VECTOR2D& screenPixelSize = getScreenPixelSize();
m_shader->SetParameter( ufm_screenPixelSize, screenPixelSize );
double pixelSizeMultiplier = m_compositor->GetAntialiasSupersamplingFactor();
m_shader->SetParameter( ufm_pixelSizeMultiplier, (float) pixelSizeMultiplier );
VECTOR2D renderingOffset = m_compositor->GetAntialiasRenderingOffset();
renderingOffset.x *= screenPixelSize.x;
renderingOffset.y *= screenPixelSize.y;
m_shader->SetParameter( ufm_antialiasingOffset, renderingOffset );
m_shader->Deactivate();
// Something betreen BeginDrawing and EndDrawing seems to depend on
// this texture unit being active, but it does not assure it itself.
glActiveTexture( GL_TEXTURE0 );
// Unbind buffers - set compositor for direct drawing
m_compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
#ifdef KICAD_GAL_PROFILE
totalRealTime.Stop();
wxLogTrace( traceGalProfile, wxT( "OPENGL_GAL::beginDrawing(): %.1f ms" ),
totalRealTime.msecs() );
#endif /* KICAD_GAL_PROFILE */
}
void OPENGL_GAL::EndDrawing()
{
wxASSERT_MSG( m_isContextLocked, "What happened to the context lock?" );
PROF_TIMER cntTotal("gl-end-total");
PROF_TIMER cntEndCached("gl-end-cached");
PROF_TIMER cntEndNoncached("gl-end-noncached");
PROF_TIMER cntEndOverlay("gl-end-overlay");
PROF_TIMER cntComposite("gl-composite");
PROF_TIMER cntSwap("gl-swap");
cntTotal.Start();
// Cached & non-cached containers are rendered to the same buffer
m_compositor->SetBuffer( m_mainBuffer );
cntEndNoncached.Start();
m_nonCachedManager->EndDrawing();
cntEndNoncached.Stop();
cntEndCached.Start();
m_cachedManager->EndDrawing();
cntEndCached.Stop();
cntEndOverlay.Start();
// Overlay container is rendered to a different buffer
if( m_overlayBuffer )
m_compositor->SetBuffer( m_overlayBuffer );
m_overlayManager->EndDrawing();
cntEndOverlay.Stop();
cntComposite.Start();
// 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
m_compositor->DrawBuffer( m_mainBuffer );
if( m_overlayBuffer )
m_compositor->DrawBuffer( m_overlayBuffer );
m_compositor->Present();
blitCursor();
cntComposite.Stop();
cntSwap.Start();
SwapBuffers();
cntSwap.Stop();
cntTotal.Stop();
KI_TRACE( traceGalProfile, "Timing: %s %s %s %s %s %s\n", cntTotal.to_string(),
cntEndCached.to_string(), cntEndNoncached.to_string(), cntEndOverlay.to_string(),
cntComposite.to_string(), cntSwap.to_string() );
}
void OPENGL_GAL::LockContext( int aClientCookie )
{
wxASSERT_MSG( !m_isContextLocked, "Context already locked." );
m_isContextLocked = true;
m_lockClientCookie = aClientCookie;
GL_CONTEXT_MANAGER::Get().LockCtx( m_glPrivContext, this );
}
void OPENGL_GAL::UnlockContext( int aClientCookie )
{
wxASSERT_MSG( m_isContextLocked, "Context not locked. A GAL_CONTEXT_LOCKER RAII object must "
"be stacked rather than making separate lock/unlock calls." );
wxASSERT_MSG( m_lockClientCookie == aClientCookie, "Context was locked by a different client. "
"Should not be possible with RAII objects." );
m_isContextLocked = false;
GL_CONTEXT_MANAGER::Get().UnlockCtx( m_glPrivContext );
}
void OPENGL_GAL::beginUpdate()
{
wxASSERT_MSG( m_isContextLocked, "GAL_UPDATE_CONTEXT RAII object should have locked context. "
"Calling this from anywhere else is not allowed." );
wxASSERT_MSG( IsVisible(), "GAL::beginUpdate() must not be entered when GAL is not visible. "
"Other update routines will expect everything to be initialized "
"which will not be the case." );
if( !m_isInitialized )
init();
m_cachedManager->Map();
}
void OPENGL_GAL::endUpdate()
{
if( !m_isInitialized )
return;
m_cachedManager->Unmap();
}
void OPENGL_GAL::DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b, m_strokeColor.a );
drawLineQuad( aStartPoint, aEndPoint );
}
void OPENGL_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
double aWidth )
{
drawSegment( aStartPoint, aEndPoint, aWidth );
}
void OPENGL_GAL::drawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint, double aWidth,
bool aReserve )
{
VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineLength = startEndVector.EuclideanNorm();
float startx = aStartPoint.x;
float starty = aStartPoint.y;
float endx = aStartPoint.x + lineLength;
float endy = aStartPoint.y + lineLength;
// Be careful about floating point rounding. As we draw segments in larger and larger
// coordinates, the shader (which uses floats) will lose precision and stop drawing small
// segments. In this case, we need to draw a circle for the minimal segment.
if( startx == endx || starty == endy )
{
drawCircle( aStartPoint, aWidth / 2, aReserve );
return;
}
if( m_isFillEnabled || aWidth == 1.0 )
{
m_currentManager->Color( m_fillColor.r, m_fillColor.g, m_fillColor.b, m_fillColor.a );
SetLineWidth( aWidth );
drawLineQuad( aStartPoint, aEndPoint, aReserve );
}
else
{
EDA_ANGLE lineAngle( startEndVector );
// Outlined tracks
SetLineWidth( 1.0 );
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b,
m_strokeColor.a );
Save();
if( aReserve )
m_currentManager->Reserve( 6 + 6 + 3 + 3 ); // Two line quads and two semicircles
m_currentManager->Translate( aStartPoint.x, aStartPoint.y, 0.0 );
m_currentManager->Rotate( lineAngle.AsRadians(), 0.0f, 0.0f, 1.0f );
drawLineQuad( VECTOR2D( 0.0, aWidth / 2.0 ), VECTOR2D( lineLength, aWidth / 2.0 ), false );
drawLineQuad( VECTOR2D( 0.0, -aWidth / 2.0 ), VECTOR2D( lineLength, -aWidth / 2.0 ),
false );
// Draw line caps
drawStrokedSemiCircle( VECTOR2D( 0.0, 0.0 ), aWidth / 2, M_PI / 2, false );
drawStrokedSemiCircle( VECTOR2D( lineLength, 0.0 ), aWidth / 2, -M_PI / 2, false );
Restore();
}
}
void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
{
drawCircle( aCenterPoint, aRadius );
}
void OPENGL_GAL::drawCircle( const VECTOR2D& aCenterPoint, double aRadius, bool aReserve )
{
if( m_isFillEnabled )
{
if( aReserve )
m_currentManager->Reserve( 3 );
m_currentManager->Color( m_fillColor.r, m_fillColor.g, m_fillColor.b, m_fillColor.a );
/* Draw a triangle that contains the circle, then shade it leaving only the circle.
* Parameters given to Shader() 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.
* Does the calculations in the vertex shader now (pixel alignment)
* v2
* /\
* //\\
* v0 /_\/_\ v1
*/
m_currentManager->Shader( SHADER_FILLED_CIRCLE, 1.0, aRadius );
m_currentManager->Vertex( aCenterPoint.x, aCenterPoint.y, m_layerDepth );
m_currentManager->Shader( SHADER_FILLED_CIRCLE, 2.0, aRadius );
m_currentManager->Vertex( aCenterPoint.x, aCenterPoint.y, m_layerDepth );
m_currentManager->Shader( SHADER_FILLED_CIRCLE, 3.0, aRadius );
m_currentManager->Vertex( aCenterPoint.x, aCenterPoint.y, m_layerDepth );
}
if( m_isStrokeEnabled )
{
if( aReserve )
m_currentManager->Reserve( 3 );
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b,
m_strokeColor.a );
/* Draw a triangle that contains the circle, then shade it leaving only the circle.
* Parameters given to Shader() 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
*/
m_currentManager->Shader( SHADER_STROKED_CIRCLE, 1.0, aRadius, m_lineWidth );
m_currentManager->Vertex( aCenterPoint.x, // v0
aCenterPoint.y, m_layerDepth );
m_currentManager->Shader( SHADER_STROKED_CIRCLE, 2.0, aRadius, m_lineWidth );
m_currentManager->Vertex( aCenterPoint.x, // v1
aCenterPoint.y, m_layerDepth );
m_currentManager->Shader( SHADER_STROKED_CIRCLE, 3.0, aRadius, m_lineWidth );
m_currentManager->Vertex( aCenterPoint.x, aCenterPoint.y, // v2
m_layerDepth );
}
}
void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius,
const EDA_ANGLE& aStartAngle, const EDA_ANGLE& aEndAngle )
{
if( aRadius <= 0 )
return;
double startAngle = aStartAngle.AsRadians();
double endAngle = aEndAngle.AsRadians();
// Swap the angles, if start angle is greater than end angle
SWAP( startAngle, >, endAngle );
const double alphaIncrement = calcAngleStep( aRadius );
Save();
m_currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0 );
if( m_isFillEnabled )
{
double alpha;
m_currentManager->Color( m_fillColor.r, m_fillColor.g, m_fillColor.b, m_fillColor.a );
m_currentManager->Shader( SHADER_NONE );
// Triangle fan
for( alpha = startAngle; ( alpha + alphaIncrement ) < endAngle; )
{
m_currentManager->Reserve( 3 );
m_currentManager->Vertex( 0.0, 0.0, m_layerDepth );
m_currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius,
m_layerDepth );
alpha += alphaIncrement;
m_currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius,
m_layerDepth );
}
// The last missing triangle
const VECTOR2D endPoint( cos( endAngle ) * aRadius, sin( endAngle ) * aRadius );
m_currentManager->Reserve( 3 );
m_currentManager->Vertex( 0.0, 0.0, m_layerDepth );
m_currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, m_layerDepth );
m_currentManager->Vertex( endPoint.x, endPoint.y, m_layerDepth );
}
if( m_isStrokeEnabled )
{
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b,
m_strokeColor.a );
VECTOR2D p( cos( startAngle ) * aRadius, sin( startAngle ) * aRadius );
double alpha;
for( alpha = startAngle + alphaIncrement; alpha <= endAngle; 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 != endAngle )
{
VECTOR2D p_last( cos( endAngle ) * aRadius, sin( endAngle ) * aRadius );
DrawLine( p, p_last );
}
}
Restore();
}
void OPENGL_GAL::DrawArcSegment( const VECTOR2D& aCenterPoint, double aRadius,
const EDA_ANGLE& aStartAngle, const EDA_ANGLE& aEndAngle,
double aWidth, double aMaxError )
{
if( aRadius <= 0 )
{
// Arcs of zero radius are a circle of aWidth diameter
if( aWidth > 0 )
DrawCircle( aCenterPoint, aWidth / 2.0 );
return;
}
double startAngle = aStartAngle.AsRadians();
double endAngle = aEndAngle.AsRadians();
// Swap the angles, if start angle is greater than end angle
SWAP( startAngle, >, endAngle );
// Calculate the seg count to approximate the arc with aMaxError or less
int segCount360 = GetArcToSegmentCount( aRadius, aMaxError, FULL_CIRCLE );
segCount360 = std::max( SEG_PER_CIRCLE_COUNT, segCount360 );
double alphaIncrement = 2.0 * M_PI / segCount360;
// Refinement: Use a segment count multiple of 2, because we have a control point
// on the middle of the arc, and the look is better if it is on a segment junction
// because there is no approx error
int seg_count = KiROUND( ( endAngle - startAngle ) / alphaIncrement );
if( seg_count % 2 != 0 )
seg_count += 1;
// Recalculate alphaIncrement with a even integer number of segment
if( seg_count )
alphaIncrement = ( endAngle - startAngle ) / seg_count;
Save();
m_currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0 );
if( m_isStrokeEnabled )
{
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b,
m_strokeColor.a );
double width = aWidth / 2.0;
VECTOR2D startPoint( cos( startAngle ) * aRadius, sin( startAngle ) * aRadius );
VECTOR2D endPoint( cos( endAngle ) * aRadius, sin( endAngle ) * aRadius );
drawStrokedSemiCircle( startPoint, width, startAngle + M_PI );
drawStrokedSemiCircle( endPoint, width, endAngle );
VECTOR2D pOuter( cos( startAngle ) * ( aRadius + width ),
sin( startAngle ) * ( aRadius + width ) );
VECTOR2D pInner( cos( startAngle ) * ( aRadius - width ),
sin( startAngle ) * ( aRadius - width ) );
double alpha;
for( alpha = startAngle + alphaIncrement; alpha <= endAngle; alpha += alphaIncrement )
{
VECTOR2D pNextOuter( cos( alpha ) * ( aRadius + width ),
sin( alpha ) * ( aRadius + width ) );
VECTOR2D pNextInner( cos( alpha ) * ( aRadius - width ),
sin( alpha ) * ( aRadius - width ) );
DrawLine( pOuter, pNextOuter );
DrawLine( pInner, pNextInner );
pOuter = pNextOuter;
pInner = pNextInner;
}
// Draw the last missing part
if( alpha != endAngle )
{
VECTOR2D pLastOuter( cos( endAngle ) * ( aRadius + width ),
sin( endAngle ) * ( aRadius + width ) );
VECTOR2D pLastInner( cos( endAngle ) * ( aRadius - width ),
sin( endAngle ) * ( aRadius - width ) );
DrawLine( pOuter, pLastOuter );
DrawLine( pInner, pLastInner );
}
}
if( m_isFillEnabled )
{
m_currentManager->Color( m_fillColor.r, m_fillColor.g, m_fillColor.b, m_fillColor.a );
SetLineWidth( aWidth );
VECTOR2D p( cos( startAngle ) * aRadius, sin( startAngle ) * aRadius );
double alpha;
int lineCount = 0;
for( alpha = startAngle + alphaIncrement; alpha <= endAngle; alpha += alphaIncrement )
{
lineCount++;
}
// The last missing part
if( alpha != endAngle )
{
lineCount++;
}
reserveLineQuads( lineCount );
for( alpha = startAngle + alphaIncrement; alpha <= endAngle; alpha += alphaIncrement )
{
VECTOR2D p_next( cos( alpha ) * aRadius, sin( alpha ) * aRadius );
drawLineQuad( p, p_next, false );
p = p_next;
}
// Draw the last missing part
if( alpha != endAngle )
{
VECTOR2D p_last( cos( endAngle ) * aRadius, sin( endAngle ) * aRadius );
drawLineQuad( p, p_last, false );
}
}
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 );
// Fill the rectangle
if( m_isFillEnabled )
{
m_currentManager->Reserve( 6 );
m_currentManager->Shader( SHADER_NONE );
m_currentManager->Color( m_fillColor.r, m_fillColor.g, m_fillColor.b, m_fillColor.a );
m_currentManager->Vertex( aStartPoint.x, aStartPoint.y, m_layerDepth );
m_currentManager->Vertex( diagonalPointA.x, diagonalPointA.y, m_layerDepth );
m_currentManager->Vertex( aEndPoint.x, aEndPoint.y, m_layerDepth );
m_currentManager->Vertex( aStartPoint.x, aStartPoint.y, m_layerDepth );
m_currentManager->Vertex( aEndPoint.x, aEndPoint.y, m_layerDepth );
m_currentManager->Vertex( diagonalPointB.x, diagonalPointB.y, m_layerDepth );
}
// Stroke the outline
if( m_isStrokeEnabled )
{
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b,
m_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 );
}
}
void OPENGL_GAL::DrawSegmentChain( const std::vector<VECTOR2D>& aPointList, double aWidth )
{
drawSegmentChain(
[&]( int idx )
{
return aPointList[idx];
},
aPointList.size(), aWidth );
}
void OPENGL_GAL::DrawSegmentChain( const SHAPE_LINE_CHAIN& aLineChain, double aWidth )
{
auto numPoints = aLineChain.PointCount();
if( aLineChain.IsClosed() )
numPoints += 1;
drawSegmentChain(
[&]( int idx )
{
return aLineChain.CPoint( idx );
},
numPoints, aWidth );
}
void OPENGL_GAL::DrawPolyline( const std::deque<VECTOR2D>& aPointList )
{
drawPolyline(
[&]( int idx )
{
return aPointList[idx];
},
aPointList.size() );
}
void OPENGL_GAL::DrawPolyline( const std::vector<VECTOR2D>& aPointList )
{
drawPolyline(
[&]( int idx )
{
return aPointList[idx];
},
aPointList.size() );
}
void OPENGL_GAL::DrawPolyline( const VECTOR2D aPointList[], int aListSize )
{
drawPolyline(
[&]( int idx )
{
return aPointList[idx];
},
aListSize );
}
void OPENGL_GAL::DrawPolyline( const SHAPE_LINE_CHAIN& aLineChain )
{
auto numPoints = aLineChain.PointCount();
if( aLineChain.IsClosed() )
numPoints += 1;
drawPolyline(
[&]( int idx )
{
return aLineChain.CPoint( idx );
},
numPoints );
}
void OPENGL_GAL::DrawPolylines( const std::vector<std::vector<VECTOR2D>>& aPointList )
{
int lineQuadCount = 0;
for( const std::vector<VECTOR2D>& points : aPointList )
lineQuadCount += points.size() - 1;
reserveLineQuads( lineQuadCount );
for( const std::vector<VECTOR2D>& points : aPointList )
{
drawPolyline(
[&]( int idx )
{
return points[idx];
},
points.size(), false );
}
}
void OPENGL_GAL::DrawPolygon( const std::deque<VECTOR2D>& aPointList )
{
wxCHECK( aPointList.size() >= 2, /* void */ );
auto points = std::unique_ptr<GLdouble[]>( new GLdouble[3 * aPointList.size()] );
GLdouble* ptr = points.get();
for( const VECTOR2D& p : aPointList )
{
*ptr++ = p.x;
*ptr++ = p.y;
*ptr++ = m_layerDepth;
}
drawPolygon( points.get(), aPointList.size() );
}
void OPENGL_GAL::DrawPolygon( const VECTOR2D aPointList[], int aListSize )
{
wxCHECK( aListSize >= 2, /* void */ );
auto points = std::unique_ptr<GLdouble[]>( new GLdouble[3 * aListSize] );
GLdouble* target = points.get();
const VECTOR2D* src = aPointList;
for( int i = 0; i < aListSize; ++i )
{
*target++ = src->x;
*target++ = src->y;
*target++ = m_layerDepth;
++src;
}
drawPolygon( points.get(), aListSize );
}
void OPENGL_GAL::drawTriangulatedPolyset( const SHAPE_POLY_SET& aPolySet,
bool aStrokeTriangulation )
{
m_currentManager->Shader( SHADER_NONE );
m_currentManager->Color( m_fillColor.r, m_fillColor.g, m_fillColor.b, m_fillColor.a );
if( m_isFillEnabled )
{
int totalTriangleCount = 0;
for( unsigned int j = 0; j < aPolySet.TriangulatedPolyCount(); ++j )
{
auto triPoly = aPolySet.TriangulatedPolygon( j );
totalTriangleCount += triPoly->GetTriangleCount();
}
m_currentManager->Reserve( 3 * totalTriangleCount );
for( unsigned int j = 0; j < aPolySet.TriangulatedPolyCount(); ++j )
{
auto triPoly = aPolySet.TriangulatedPolygon( j );
for( size_t i = 0; i < triPoly->GetTriangleCount(); i++ )
{
VECTOR2I a, b, c;
triPoly->GetTriangle( i, a, b, c );
m_currentManager->Vertex( a.x, a.y, m_layerDepth );
m_currentManager->Vertex( b.x, b.y, m_layerDepth );
m_currentManager->Vertex( c.x, c.y, m_layerDepth );
}
}
}
if( m_isStrokeEnabled )
{
for( int j = 0; j < aPolySet.OutlineCount(); ++j )
{
const auto& poly = aPolySet.Polygon( j );
for( const auto& lc : poly )
{
DrawPolyline( lc );
}
}
}
if( ADVANCED_CFG::GetCfg().m_DrawTriangulationOutlines )
{
aStrokeTriangulation = true;
SetStrokeColor( COLOR4D( 0.0, 1.0, 0.2, 1.0 ) );
}
if( aStrokeTriangulation )
{
COLOR4D oldStrokeColor = m_strokeColor;
double oldLayerDepth = m_layerDepth;
SetLayerDepth( m_layerDepth - 1 );
for( unsigned int j = 0; j < aPolySet.TriangulatedPolyCount(); ++j )
{
auto triPoly = aPolySet.TriangulatedPolygon( j );
for( size_t i = 0; i < triPoly->GetTriangleCount(); i++ )
{
VECTOR2I a, b, c;
triPoly->GetTriangle( i, a, b, c );
DrawLine( a, b );
DrawLine( b, c );
DrawLine( c, a );
}
}
SetStrokeColor( oldStrokeColor );
SetLayerDepth( oldLayerDepth );
}
}
void OPENGL_GAL::DrawPolygon( const SHAPE_POLY_SET& aPolySet, bool aStrokeTriangulation )
{
if( aPolySet.IsTriangulationUpToDate() )
{
drawTriangulatedPolyset( aPolySet, aStrokeTriangulation );
return;
}
for( int j = 0; j < aPolySet.OutlineCount(); ++j )
{
const SHAPE_LINE_CHAIN& outline = aPolySet.COutline( j );
DrawPolygon( outline );
}
}
void OPENGL_GAL::DrawPolygon( const SHAPE_LINE_CHAIN& aPolygon )
{
wxCHECK( aPolygon.PointCount() >= 2, /* void */ );
const int pointCount = aPolygon.SegmentCount() + 1;
std::unique_ptr<GLdouble[]> points( new GLdouble[3 * pointCount] );
GLdouble* ptr = points.get();
for( int i = 0; i < pointCount; ++i )
{
const VECTOR2I& p = aPolygon.CPoint( i );
*ptr++ = p.x;
*ptr++ = p.y;
*ptr++ = m_layerDepth;
}
drawPolygon( points.get(), pointCount );
}
void OPENGL_GAL::DrawCurve( const VECTOR2D& aStartPoint, const VECTOR2D& aControlPointA,
const VECTOR2D& aControlPointB, const VECTOR2D& aEndPoint,
double aFilterValue )
{
std::vector<VECTOR2D> output;
std::vector<VECTOR2D> pointCtrl;
pointCtrl.push_back( aStartPoint );
pointCtrl.push_back( aControlPointA );
pointCtrl.push_back( aControlPointB );
pointCtrl.push_back( aEndPoint );
BEZIER_POLY converter( pointCtrl );
converter.GetPoly( output, aFilterValue );
DrawPolyline( &output[0], output.size() );
}
void OPENGL_GAL::DrawBitmap( const BITMAP_BASE& aBitmap, double alphaBlend )
{
GLfloat alpha = std::clamp( alphaBlend, 0.0, 1.0 );
// We have to calculate the pixel size in users units to draw the image.
// m_worldUnitLength is a factor used for converting IU to inches
double scale = 1.0 / ( aBitmap.GetPPI() * m_worldUnitLength );
double w = (double) aBitmap.GetSizePixels().x * scale;
double h = (double) aBitmap.GetSizePixels().y * scale;
auto xform = m_currentManager->GetTransformation();
glm::vec4 v0 = xform * glm::vec4( -w / 2, -h / 2, 0.0, 0.0 );
glm::vec4 v1 = xform * glm::vec4( w / 2, h / 2, 0.0, 0.0 );
glm::vec4 trans = xform[3];
auto texture_id = m_bitmapCache->RequestBitmap( &aBitmap );
if( !glIsTexture( texture_id ) ) // ensure the bitmap texture is still valid
return;
glMatrixMode( GL_TEXTURE );
glPushMatrix();
glTranslated( 0.5, 0.5, 0.5 );
glRotated( aBitmap.Rotation().AsDegrees(), 0, 0, 1 );
glTranslated( -0.5, -0.5, -0.5 );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glTranslated( trans.x, trans.y, trans.z );
glEnable( GL_TEXTURE_2D );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, texture_id );
float texStartX = aBitmap.IsMirroredX() ? 1.0 : 0.0;
float texEndX = aBitmap.IsMirroredX() ? 0.0 : 1.0;
float texStartY = aBitmap.IsMirroredY() ? 1.0 : 0.0;
float texEndY = aBitmap.IsMirroredY() ? 0.0 : 1.0;
glBegin( GL_QUADS );
glColor4f( 1.0, 1.0, 1.0, alpha );
glTexCoord2f( texStartX, texStartY );
glVertex3f( v0.x, v0.y, m_layerDepth );
glColor4f( 1.0, 1.0, 1.0, alpha );
glTexCoord2f( texEndX, texStartY);
glVertex3f( v1.x, v0.y, m_layerDepth );
glColor4f( 1.0, 1.0, 1.0, alpha );
glTexCoord2f( texEndX, texEndY);
glVertex3f( v1.x, v1.y, m_layerDepth );
glColor4f( 1.0, 1.0, 1.0, alpha );
glTexCoord2f( texStartX, texEndY);
glVertex3f( v0.x, v1.y, m_layerDepth );
glEnd();
glBindTexture( GL_TEXTURE_2D, 0 );
#ifdef DISABLE_BITMAP_CACHE
glDeleteTextures( 1, &texture_id );
#endif
glPopMatrix();
glMatrixMode( GL_TEXTURE );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
}
void OPENGL_GAL::BitmapText( const wxString& aText, const VECTOR2I& aPosition,
const EDA_ANGLE& aAngle )
{
// Fallback to generic impl (which uses the stroke font) on cases we don't handle
if( IsTextMirrored()
|| aText.Contains( wxT( "^{" ) )
|| aText.Contains( wxT( "_{" ) )
|| aText.Contains( wxT( "\n" ) ) )
{
return GAL::BitmapText( aText, aPosition, aAngle );
}
const UTF8 text( aText );
VECTOR2D textSize;
float commonOffset;
std::tie( textSize, commonOffset ) = computeBitmapTextSize( text );
const double SCALE = 1.4 * GetGlyphSize().y / textSize.y;
double overbarHeight = textSize.y;
Save();
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b, m_strokeColor.a );
m_currentManager->Translate( aPosition.x, aPosition.y, m_layerDepth );
m_currentManager->Rotate( aAngle.AsRadians(), 0.0f, 0.0f, -1.0f );
double sx = SCALE * ( m_globalFlipX ? -1.0 : 1.0 );
double sy = SCALE * ( m_globalFlipY ? -1.0 : 1.0 );
m_currentManager->Scale( sx, sy, 0 );
m_currentManager->Translate( 0, -commonOffset, 0 );
switch( GetHorizontalJustify() )
{
case GR_TEXT_H_ALIGN_CENTER:
Translate( VECTOR2D( -textSize.x / 2.0, 0 ) );
break;
case GR_TEXT_H_ALIGN_RIGHT:
//if( !IsTextMirrored() )
Translate( VECTOR2D( -textSize.x, 0 ) );
break;
case GR_TEXT_H_ALIGN_LEFT:
//if( IsTextMirrored() )
//Translate( VECTOR2D( -textSize.x, 0 ) );
break;
}
switch( GetVerticalJustify() )
{
case GR_TEXT_V_ALIGN_TOP:
break;
case GR_TEXT_V_ALIGN_CENTER:
Translate( VECTOR2D( 0, -textSize.y / 2.0 ) );
overbarHeight = 0;
break;
case GR_TEXT_V_ALIGN_BOTTOM:
Translate( VECTOR2D( 0, -textSize.y ) );
overbarHeight = -textSize.y / 2.0;
break;
}
int overbarLength = 0;
int overbarDepth = -1;
int braceNesting = 0;
auto iterateString =
[&]( std::function<void( int aOverbarLength, int aOverbarHeight )> overbarFn,
std::function<int( unsigned long aChar )> bitmapCharFn )
{
for( UTF8::uni_iter chIt = text.ubegin(), end = text.uend(); chIt < end; ++chIt )
{
wxASSERT_MSG( *chIt != '\n' && *chIt != '\r',
"No support for multiline bitmap text yet" );
if( *chIt == '~' && overbarDepth == -1 )
{
UTF8::uni_iter lookahead = chIt;
if( ++lookahead != end && *lookahead == '{' )
{
chIt = lookahead;
overbarDepth = braceNesting;
braceNesting++;
continue;
}
}
else if( *chIt == '{' )
{
braceNesting++;
}
else if( *chIt == '}' )
{
if( braceNesting > 0 )
braceNesting--;
if( braceNesting == overbarDepth )
{
overbarFn( overbarLength, overbarHeight );
overbarLength = 0;
overbarDepth = -1;
continue;
}
}
if( overbarDepth != -1 )
overbarLength += bitmapCharFn( *chIt );
else
bitmapCharFn( *chIt );
}
};
// First, calculate the amount of characters and overbars to reserve
int charsCount = 0;
int overbarsCount = 0;
iterateString(
[&overbarsCount]( int aOverbarLength, int aOverbarHeight )
{
overbarsCount++;
},
[&charsCount]( unsigned long aChar ) -> int
{
if( aChar != ' ' )
charsCount++;
return 0;
} );
m_currentManager->Reserve( 6 * charsCount + 6 * overbarsCount );
// Now reset the state and actually draw the characters and overbars
overbarLength = 0;
overbarDepth = -1;
braceNesting = 0;
iterateString(
[&]( int aOverbarLength, int aOverbarHeight )
{
drawBitmapOverbar( aOverbarLength, aOverbarHeight, false );
},
[&]( unsigned long aChar ) -> int
{
return drawBitmapChar( aChar, false );
} );
// Handle the case when overbar is active till the end of the drawn text
m_currentManager->Translate( 0, commonOffset, 0 );
if( overbarDepth != -1 && overbarLength > 0 )
drawBitmapOverbar( overbarLength, overbarHeight );
Restore();
}
void OPENGL_GAL::DrawGrid()
{
SetTarget( TARGET_NONCACHED );
m_compositor->SetBuffer( m_mainBuffer );
m_nonCachedManager->EnableDepthTest( false );
// sub-pixel lines all render the same
float minorLineWidth = std::fmax( 1.0f,
m_gridLineWidth ) * getWorldPixelSize() / GetScaleFactor();
float majorLineWidth = minorLineWidth * 2.0f;
// Draw the axis and grid
// For the drawing the start points, end points and increments have
// to be calculated in world coordinates
VECTOR2D worldStartPoint = m_screenWorldMatrix * VECTOR2D( 0.0, 0.0 );
VECTOR2D worldEndPoint = m_screenWorldMatrix * VECTOR2D( m_screenSize );
// Draw axes if desired
if( m_axesEnabled )
{
SetLineWidth( minorLineWidth );
SetStrokeColor( m_axesColor );
DrawLine( VECTOR2D( worldStartPoint.x, 0 ), VECTOR2D( worldEndPoint.x, 0 ) );
DrawLine( VECTOR2D( 0, worldStartPoint.y ), VECTOR2D( 0, worldEndPoint.y ) );
}
// force flush
m_nonCachedManager->EndDrawing();
if( !m_gridVisibility || m_gridSize.x == 0 || m_gridSize.y == 0 )
return;
VECTOR2D gridScreenSize = GetVisibleGridSize();
// Compute grid starting and ending indexes to draw grid points on the
// visible screen area
// Note: later any point coordinate will be offset by m_gridOrigin
int gridStartX = KiROUND( ( worldStartPoint.x - m_gridOrigin.x ) / gridScreenSize.x );
int gridEndX = KiROUND( ( worldEndPoint.x - m_gridOrigin.x ) / gridScreenSize.x );
int gridStartY = KiROUND( ( worldStartPoint.y - m_gridOrigin.y ) / gridScreenSize.y );
int gridEndY = KiROUND( ( worldEndPoint.y - m_gridOrigin.y ) / gridScreenSize.y );
// Ensure start coordinate > end coordinate
SWAP( gridStartX, >, gridEndX );
SWAP( gridStartY, >, gridEndY );
// Ensure the grid fills the screen
--gridStartX;
++gridEndX;
--gridStartY;
++gridEndY;
glDisable( GL_DEPTH_TEST );
glDisable( GL_TEXTURE_2D );
if( m_gridStyle == GRID_STYLE::DOTS )
{
glEnable( GL_STENCIL_TEST );
glStencilFunc( GL_ALWAYS, 1, 1 );
glStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
glColor4d( 0.0, 0.0, 0.0, 0.0 );
SetStrokeColor( COLOR4D( 0.0, 0.0, 0.0, 0.0 ) );
}
else
{
glColor4d( m_gridColor.r, m_gridColor.g, m_gridColor.b, m_gridColor.a );
SetStrokeColor( m_gridColor );
}
if( m_gridStyle == GRID_STYLE::SMALL_CROSS )
{
// Vertical positions
for( int j = gridStartY; j <= gridEndY; j++ )
{
bool tickY = ( j % m_gridTick == 0 );
const double posY = j * gridScreenSize.y + m_gridOrigin.y;
// Horizontal positions
for( int i = gridStartX; i <= gridEndX; i++ )
{
bool tickX = ( i % m_gridTick == 0 );
SetLineWidth( ( ( tickX && tickY ) ? majorLineWidth : minorLineWidth ) );
auto lineLen = 2.0 * GetLineWidth();
auto posX = i * gridScreenSize.x + m_gridOrigin.x;
DrawLine( VECTOR2D( posX - lineLen, posY ), VECTOR2D( posX + lineLen, posY ) );
DrawLine( VECTOR2D( posX, posY - lineLen ), VECTOR2D( posX, posY + lineLen ) );
}
}
m_nonCachedManager->EndDrawing();
}
else
{
// Vertical lines
for( int j = gridStartY; j <= gridEndY; j++ )
{
const double y = j * gridScreenSize.y + m_gridOrigin.y;
// If axes are drawn, skip the lines that would cover them
if( m_axesEnabled && y == 0.0 )
continue;
SetLineWidth( ( j % m_gridTick == 0 ) ? majorLineWidth : minorLineWidth );
VECTOR2D a( gridStartX * gridScreenSize.x + m_gridOrigin.x, y );
VECTOR2D b( gridEndX * gridScreenSize.x + m_gridOrigin.x, y );
DrawLine( a, b );
}
m_nonCachedManager->EndDrawing();
if( m_gridStyle == GRID_STYLE::DOTS )
{
glStencilFunc( GL_NOTEQUAL, 0, 1 );
glColor4d( m_gridColor.r, m_gridColor.g, m_gridColor.b, m_gridColor.a );
SetStrokeColor( m_gridColor );
}
// Horizontal lines
for( int i = gridStartX; i <= gridEndX; i++ )
{
const double x = i * gridScreenSize.x + m_gridOrigin.x;
// If axes are drawn, skip the lines that would cover them
if( m_axesEnabled && x == 0.0 )
continue;
SetLineWidth( ( i % m_gridTick == 0 ) ? majorLineWidth : minorLineWidth );
VECTOR2D a( x, gridStartY * gridScreenSize.y + m_gridOrigin.y );
VECTOR2D b( x, gridEndY * gridScreenSize.y + m_gridOrigin.y );
DrawLine( a, b );
}
m_nonCachedManager->EndDrawing();
if( m_gridStyle == GRID_STYLE::DOTS )
glDisable( GL_STENCIL_TEST );
}
glEnable( GL_DEPTH_TEST );
glEnable( GL_TEXTURE_2D );
}
void OPENGL_GAL::ResizeScreen( int aWidth, int aHeight )
{
m_screenSize = VECTOR2I( aWidth, aHeight );
// Resize framebuffers
const float scaleFactor = GetScaleFactor();
m_compositor->Resize( aWidth * scaleFactor, aHeight * scaleFactor );
m_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()
{
// Clear screen
m_compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
// NOTE: Black used here instead of m_clearColor; it will be composited later
glClearColor( 0, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_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 )
{
m_currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f );
}
void OPENGL_GAL::Translate( const VECTOR2D& aVector )
{
m_currentManager->Translate( aVector.x, aVector.y, 0.0f );
}
void OPENGL_GAL::Scale( const VECTOR2D& aScale )
{
m_currentManager->Scale( aScale.x, aScale.y, 0.0f );
}
void OPENGL_GAL::Save()
{
m_currentManager->PushMatrix();
}
void OPENGL_GAL::Restore()
{
m_currentManager->PopMatrix();
}
int OPENGL_GAL::BeginGroup()
{
m_isGrouping = true;
std::shared_ptr<VERTEX_ITEM> newItem = std::make_shared<VERTEX_ITEM>( *m_cachedManager );
int groupNumber = getNewGroupNumber();
m_groups.insert( std::make_pair( groupNumber, newItem ) );
return groupNumber;
}
void OPENGL_GAL::EndGroup()
{
m_cachedManager->FinishItem();
m_isGrouping = false;
}
void OPENGL_GAL::DrawGroup( int aGroupNumber )
{
auto group = m_groups.find( aGroupNumber );
if( group != m_groups.end() )
m_cachedManager->DrawItem( *group->second );
}
void OPENGL_GAL::ChangeGroupColor( int aGroupNumber, const COLOR4D& aNewColor )
{
auto group = m_groups.find( aGroupNumber );
if( group != m_groups.end() )
m_cachedManager->ChangeItemColor( *group->second, aNewColor );
}
void OPENGL_GAL::ChangeGroupDepth( int aGroupNumber, int aDepth )
{
auto group = m_groups.find( aGroupNumber );
if( group != m_groups.end() )
m_cachedManager->ChangeItemDepth( *group->second, aDepth );
}
void OPENGL_GAL::DeleteGroup( int aGroupNumber )
{
// Frees memory in the container as well
m_groups.erase( aGroupNumber );
}
void OPENGL_GAL::ClearCache()
{
m_bitmapCache = std::make_unique<GL_BITMAP_CACHE>();
m_groups.clear();
if( m_isInitialized )
m_cachedManager->Clear();
}
void OPENGL_GAL::SetTarget( RENDER_TARGET aTarget )
{
switch( aTarget )
{
default:
case TARGET_CACHED: m_currentManager = m_cachedManager; break;
case TARGET_NONCACHED: m_currentManager = m_nonCachedManager; break;
case TARGET_OVERLAY: m_currentManager = m_overlayManager; break;
case TARGET_TEMP: m_currentManager = m_tempManager; break;
}
m_currentTarget = aTarget;
}
RENDER_TARGET OPENGL_GAL::GetTarget() const
{
return m_currentTarget;
}
void OPENGL_GAL::ClearTarget( RENDER_TARGET aTarget )
{
// Save the current state
unsigned int oldTarget = m_compositor->GetBuffer();
switch( aTarget )
{
// Cached and noncached items are rendered to the same buffer
default:
case TARGET_CACHED:
case TARGET_NONCACHED:
m_compositor->SetBuffer( m_mainBuffer );
break;
case TARGET_TEMP:
if( m_tempBuffer )
m_compositor->SetBuffer( m_tempBuffer );
break;
case TARGET_OVERLAY:
if( m_overlayBuffer )
m_compositor->SetBuffer( m_overlayBuffer );
break;
}
if( aTarget != TARGET_OVERLAY )
m_compositor->ClearBuffer( m_clearColor );
else if( m_overlayBuffer )
m_compositor->ClearBuffer( COLOR4D::BLACK );
// Restore the previous state
m_compositor->SetBuffer( oldTarget );
}
bool OPENGL_GAL::HasTarget( RENDER_TARGET aTarget )
{
switch( aTarget )
{
default:
case TARGET_CACHED:
case TARGET_NONCACHED: return true;
case TARGET_OVERLAY: return ( m_overlayBuffer != 0 );
case TARGET_TEMP: return ( m_tempBuffer != 0 );
}
}
void OPENGL_GAL::StartDiffLayer()
{
m_currentManager->EndDrawing();
if( m_tempBuffer )
{
SetTarget( TARGET_TEMP );
ClearTarget( TARGET_TEMP );
}
}
void OPENGL_GAL::EndDiffLayer()
{
if( m_tempBuffer )
{
glBlendEquation( GL_MAX );
m_currentManager->EndDrawing();
glBlendEquation( GL_FUNC_ADD );
m_compositor->DrawBuffer( m_tempBuffer, m_mainBuffer );
}
else
{
// Fall back to imperfect alpha blending on single buffer
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
m_currentManager->EndDrawing();
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
}
bool OPENGL_GAL::SetNativeCursorStyle( KICURSOR aCursor )
{
// Store the current cursor type and get the wxCursor for it
if( !GAL::SetNativeCursorStyle( aCursor ) )
return false;
m_currentwxCursor = CURSOR_STORE::GetCursor( m_currentNativeCursor );
// Update the cursor in the wx control
HIDPI_GL_CANVAS::SetCursor( m_currentwxCursor );
return true;
}
void OPENGL_GAL::onSetNativeCursor( wxSetCursorEvent& aEvent )
{
aEvent.SetCursor( m_currentwxCursor );
}
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 = m_worldScreenMatrix * aCursorPosition;
//m_cursorPosition = m_screenWorldMatrix * VECTOR2D( screenCursor.x, screenCursor.y );
m_cursorPosition = aCursorPosition;
}
void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
const bool aReserve )
{
/* Helper drawing: ____--- v3 ^
* ____---- ... \ \
* ____---- ... \ end \
* v1 ____---- ... ____---- \ width
* ---- ...___---- \ \
* \ ___...-- \ v
* \ ____----... ____---- v2
* ---- ... ____----
* start \ ... ____----
* \... ____----
* ----
* v0
* dots mark triangles' hypotenuses
*/
auto v1 = m_currentManager->GetTransformation()
* glm::vec4( aStartPoint.x, aStartPoint.y, 0.0, 0.0 );
auto v2 = m_currentManager->GetTransformation()
* glm::vec4( aEndPoint.x, aEndPoint.y, 0.0, 0.0 );
VECTOR2D vs( v2.x - v1.x, v2.y - v1.y );
if( aReserve )
reserveLineQuads( 1 );
// Line width is maintained by the vertex shader
m_currentManager->Shader( SHADER_LINE_A, m_lineWidth, vs.x, vs.y );
m_currentManager->Vertex( aStartPoint, m_layerDepth );
m_currentManager->Shader( SHADER_LINE_B, m_lineWidth, vs.x, vs.y );
m_currentManager->Vertex( aStartPoint, m_layerDepth );
m_currentManager->Shader( SHADER_LINE_C, m_lineWidth, vs.x, vs.y );
m_currentManager->Vertex( aEndPoint, m_layerDepth );
m_currentManager->Shader( SHADER_LINE_D, m_lineWidth, vs.x, vs.y );
m_currentManager->Vertex( aEndPoint, m_layerDepth );
m_currentManager->Shader( SHADER_LINE_E, m_lineWidth, vs.x, vs.y );
m_currentManager->Vertex( aEndPoint, m_layerDepth );
m_currentManager->Shader( SHADER_LINE_F, m_lineWidth, vs.x, vs.y );
m_currentManager->Vertex( aStartPoint, m_layerDepth );
}
void OPENGL_GAL::reserveLineQuads( const int aLineCount )
{
m_currentManager->Reserve( 6 * aLineCount );
}
void OPENGL_GAL::drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle )
{
if( m_isFillEnabled )
{
m_currentManager->Color( m_fillColor.r, m_fillColor.g, m_fillColor.b, m_fillColor.a );
drawFilledSemiCircle( aCenterPoint, aRadius, aAngle );
}
if( m_isStrokeEnabled )
{
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b,
m_strokeColor.a );
drawStrokedSemiCircle( aCenterPoint, aRadius, aAngle );
}
}
void OPENGL_GAL::drawFilledSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle )
{
Save();
m_currentManager->Reserve( 3 );
m_currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0f );
m_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 Shader() 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
*/
m_currentManager->Shader( SHADER_FILLED_CIRCLE, 4.0f );
m_currentManager->Vertex( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, m_layerDepth ); // v0
m_currentManager->Shader( SHADER_FILLED_CIRCLE, 5.0f );
m_currentManager->Vertex( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, m_layerDepth ); // v1
m_currentManager->Shader( SHADER_FILLED_CIRCLE, 6.0f );
m_currentManager->Vertex( 0.0f, aRadius * 2.0f, m_layerDepth ); // v2
Restore();
}
void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle,
bool aReserve )
{
double outerRadius = aRadius + ( m_lineWidth / 2 );
Save();
if( aReserve )
m_currentManager->Reserve( 3 );
m_currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0f );
m_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 Shader() 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
*/
m_currentManager->Shader( SHADER_STROKED_CIRCLE, 4.0f, aRadius, m_lineWidth );
m_currentManager->Vertex( -outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, m_layerDepth ); // v0
m_currentManager->Shader( SHADER_STROKED_CIRCLE, 5.0f, aRadius, m_lineWidth );
m_currentManager->Vertex( outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, m_layerDepth ); // v1
m_currentManager->Shader( SHADER_STROKED_CIRCLE, 6.0f, aRadius, m_lineWidth );
m_currentManager->Vertex( 0.0f, outerRadius * 2.0f, m_layerDepth ); // v2
Restore();
}
void OPENGL_GAL::drawPolygon( GLdouble* aPoints, int aPointCount )
{
if( m_isFillEnabled )
{
m_currentManager->Shader( SHADER_NONE );
m_currentManager->Color( m_fillColor.r, m_fillColor.g, m_fillColor.b, m_fillColor.a );
// Any non convex polygon needs to be tesselated
// for this purpose the GLU standard functions are used
TessParams params = { m_currentManager, m_tessIntersects };
gluTessBeginPolygon( m_tesselator, &params );
gluTessBeginContour( m_tesselator );
GLdouble* point = aPoints;
for( int i = 0; i < aPointCount; ++i )
{
gluTessVertex( m_tesselator, point, point );
point += 3; // 3 coordinates
}
gluTessEndContour( m_tesselator );
gluTessEndPolygon( m_tesselator );
// Free allocated intersecting points
m_tessIntersects.clear();
}
if( m_isStrokeEnabled )
{
drawPolyline(
[&]( int idx )
{
return VECTOR2D( aPoints[idx * 3], aPoints[idx * 3 + 1] );
},
aPointCount );
}
}
void OPENGL_GAL::drawPolyline( const std::function<VECTOR2D( int )>& aPointGetter, int aPointCount,
bool aReserve )
{
wxCHECK( aPointCount > 0, /* return */ );
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b, m_strokeColor.a );
if( aPointCount == 1 )
{
drawLineQuad( aPointGetter( 0 ), aPointGetter( 0 ), aReserve );
return;
}
if( aReserve )
{
reserveLineQuads( aPointCount - 1 );
}
for( int i = 1; i < aPointCount; ++i )
{
auto start = aPointGetter( i - 1 );
auto end = aPointGetter( i );
drawLineQuad( start, end, false );
}
}
void OPENGL_GAL::drawSegmentChain( const std::function<VECTOR2D( int )>& aPointGetter,
int aPointCount, double aWidth, bool aReserve )
{
wxCHECK( aPointCount >= 2, /* return */ );
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b, m_strokeColor.a );
int vertices = 0;
for( int i = 1; i < aPointCount; ++i )
{
auto start = aPointGetter( i - 1 );
auto end = aPointGetter( i );
VECTOR2D startEndVector = start - end;
double lineLength = startEndVector.EuclideanNorm();
float startx = start.x;
float starty = end.y;
float endx = start.x + lineLength;
float endy = end.y + lineLength;
// Be careful about floating point rounding. As we draw segments in larger and larger
// coordinates, the shader (which uses floats) will lose precision and stop drawing small
// segments. In this case, we need to draw a circle for the minimal segment.
if( startx == endx || starty == endy )
{
vertices += 3; // One circle
continue;
}
if( m_isFillEnabled || aWidth == 1.0 )
{
vertices += 6; // One line
}
else
{
vertices += 6 + 6 + 3 + 3; // Two lines and two half-circles
}
}
m_currentManager->Reserve( vertices );
for( int i = 1; i < aPointCount; ++i )
{
auto start = aPointGetter( i - 1 );
auto end = aPointGetter( i );
drawSegment( start, end, aWidth, false );
}
}
int OPENGL_GAL::drawBitmapChar( unsigned long aChar, bool aReserve )
{
const float TEX_X = font_image.width;
const float TEX_Y = font_image.height;
// handle space
if( aChar == ' ' )
{
const FONT_GLYPH_TYPE* g = LookupGlyph( 'x' );
wxCHECK( g, 0 );
// Match stroke font as well as possible
double spaceWidth = g->advance * 0.74;
Translate( VECTOR2D( spaceWidth, 0 ) );
return KiROUND( spaceWidth );
}
const FONT_GLYPH_TYPE* glyph = LookupGlyph( aChar );
// If the glyph is not found (happens for many esoteric unicode chars)
// shows a '?' instead.
if( !glyph )
glyph = LookupGlyph( '?' );
if( !glyph ) // Should not happen.
return 0;
const float X = glyph->atlas_x + font_information.smooth_pixels;
const float Y = glyph->atlas_y + font_information.smooth_pixels;
const float XOFF = glyph->minx;
// adjust for height rounding
const float round_adjust = ( glyph->maxy - glyph->miny )
- float( glyph->atlas_h - font_information.smooth_pixels * 2 );
const float top_adjust = font_information.max_y - glyph->maxy;
const float YOFF = round_adjust + top_adjust;
const float W = glyph->atlas_w - font_information.smooth_pixels * 2;
const float H = glyph->atlas_h - font_information.smooth_pixels * 2;
const float B = 0;
if( aReserve )
m_currentManager->Reserve( 6 );
Translate( VECTOR2D( XOFF, YOFF ) );
/* Glyph:
* v0 v1
* +--+
* | /|
* |/ |
* +--+
* v2 v3
*/
m_currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
m_currentManager->Vertex( -B, -B, 0 ); // v0
m_currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
m_currentManager->Vertex( W + B, -B, 0 ); // v1
m_currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
m_currentManager->Vertex( -B, H + B, 0 ); // v2
m_currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
m_currentManager->Vertex( W + B, -B, 0 ); // v1
m_currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
m_currentManager->Vertex( -B, H + B, 0 ); // v2
m_currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
m_currentManager->Vertex( W + B, H + B, 0 ); // v3
Translate( VECTOR2D( -XOFF + glyph->advance, -YOFF ) );
return glyph->advance;
}
void OPENGL_GAL::drawBitmapOverbar( double aLength, double aHeight, bool aReserve )
{
// To draw an overbar, simply draw an overbar
const FONT_GLYPH_TYPE* glyph = LookupGlyph( '_' );
wxCHECK( glyph, /* void */ );
const float H = glyph->maxy - glyph->miny;
Save();
Translate( VECTOR2D( -aLength, -aHeight ) );
if( aReserve )
m_currentManager->Reserve( 6 );
m_currentManager->Color( m_strokeColor.r, m_strokeColor.g, m_strokeColor.b, m_strokeColor.a );
m_currentManager->Shader( 0 );
m_currentManager->Vertex( 0, 0, 0 ); // v0
m_currentManager->Vertex( aLength, 0, 0 ); // v1
m_currentManager->Vertex( 0, H, 0 ); // v2
m_currentManager->Vertex( aLength, 0, 0 ); // v1
m_currentManager->Vertex( 0, H, 0 ); // v2
m_currentManager->Vertex( aLength, H, 0 ); // v3
Restore();
}
std::pair<VECTOR2D, float> OPENGL_GAL::computeBitmapTextSize( const UTF8& aText ) const
{
static const FONT_GLYPH_TYPE* defaultGlyph = LookupGlyph( '(' ); // for strange chars
VECTOR2D textSize( 0, 0 );
float commonOffset = std::numeric_limits<float>::max();
float charHeight = font_information.max_y - defaultGlyph->miny;
int overbarDepth = -1;
int braceNesting = 0;
for( UTF8::uni_iter chIt = aText.ubegin(), end = aText.uend(); chIt < end; ++chIt )
{
if( *chIt == '~' && overbarDepth == -1 )
{
UTF8::uni_iter lookahead = chIt;
if( ++lookahead != end && *lookahead == '{' )
{
chIt = lookahead;
overbarDepth = braceNesting;
braceNesting++;
continue;
}
}
else if( *chIt == '{' )
{
braceNesting++;
}
else if( *chIt == '}' )
{
if( braceNesting > 0 )
braceNesting--;
if( braceNesting == overbarDepth )
{
overbarDepth = -1;
continue;
}
}
const FONT_GLYPH_TYPE* glyph = LookupGlyph( *chIt );
if( !glyph // Not coded in font
|| *chIt == '-' || *chIt == '_' ) // Strange size of these 2 chars
{
glyph = defaultGlyph;
}
if( glyph )
textSize.x += glyph->advance;
}
textSize.y = std::max<float>( textSize.y, charHeight );
commonOffset = std::min<float>( font_information.max_y - defaultGlyph->maxy, commonOffset );
textSize.y -= commonOffset;
return std::make_pair( textSize, commonOffset );
}
void OPENGL_GAL::onPaint( wxPaintEvent& aEvent )
{
PostPaint( aEvent );
}
void OPENGL_GAL::skipMouseEvent( wxMouseEvent& aEvent )
{
// Post the mouse event to the event listener registered in constructor, if any
if( m_mouseListener )
wxPostEvent( m_mouseListener, aEvent );
}
void OPENGL_GAL::blitCursor()
{
if( !IsCursorEnabled() )
return;
m_compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
const int cursorSize = m_fullscreenCursor ? 8000 : 80;
VECTOR2D cursorBegin = m_cursorPosition - cursorSize / ( 2 * m_worldScale );
VECTOR2D cursorEnd = m_cursorPosition + cursorSize / ( 2 * m_worldScale );
VECTOR2D cursorCenter = ( cursorBegin + cursorEnd ) / 2;
const COLOR4D cColor = getCursorColor();
const COLOR4D color( cColor.r * cColor.a, cColor.g * cColor.a, cColor.b * cColor.a, 1.0 );
glActiveTexture( GL_TEXTURE0 );
glDisable( GL_TEXTURE_2D );
glLineWidth( 1.0 );
glColor4d( color.r, color.g, color.b, color.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( m_groups.size() < std::numeric_limits<unsigned int>::max(),
wxT( "There are no free slots to store a group" ) );
while( m_groups.find( m_groupCounter ) != m_groups.end() )
m_groupCounter++;
return m_groupCounter++;
}
void OPENGL_GAL::init()
{
wxASSERT( IsShownOnScreen() );
wxASSERT_MSG( m_isContextLocked, "This should only be called from within a locked context." );
// IsDisplayAttr() handles WX_GL_{MAJOR,MINOR}_VERSION correctly only in 3.0.4
// starting with 3.1.0 one should use wxGLContext::IsOk() (done by GL_CONTEXT_MANAGER)
#if wxCHECK_VERSION( 3, 0, 3 ) and !wxCHECK_VERSION( 3, 1, 0 )
const int attr[] = { WX_GL_MAJOR_VERSION, 2, WX_GL_MINOR_VERSION, 1, 0 };
if( !IsDisplaySupported( attr ) )
throw std::runtime_error( "OpenGL 2.1 or higher is required!" );
#endif /* wxCHECK_VERSION( 3, 0, 3 ) */
// Check correct initialization from the constructor
if( !m_glMainContext )
throw std::runtime_error( "Could not create the main OpenGL context" );
if( !m_glPrivContext )
throw std::runtime_error( "Could not create a private OpenGL context" );
if( m_tesselator == nullptr )
throw std::runtime_error( "Could not create the m_tesselator" );
// End initialization checks
GLenum err = glewInit();
if( GLEW_OK != err )
throw std::runtime_error( (const char*) glewGetErrorString( err ) );
// Check the OpenGL version (minimum 2.1 is required)
if( !GLEW_VERSION_2_1 )
throw std::runtime_error( "OpenGL 2.1 or higher is required!" );
#if defined( __LINUX__ ) // calling enableGlDebug crashes opengl on some OS (OSX and some Windows)
#ifdef DEBUG
if( GLEW_ARB_debug_output )
enableGlDebug( true );
#endif
#endif
// Framebuffers have to be supported
if( !GLEW_EXT_framebuffer_object )
throw std::runtime_error( "Framebuffer objects are not supported!" );
// Vertex buffer has to be supported
if( !GLEW_ARB_vertex_buffer_object )
throw std::runtime_error( "Vertex buffer objects are not supported!" );
// Prepare shaders
if( !m_shader->IsLinked()
&& !m_shader->LoadShaderFromStrings( SHADER_TYPE_VERTEX,
BUILTIN_SHADERS::glsl_kicad_vert ) )
{
throw std::runtime_error( "Cannot compile vertex shader!" );
}
if( !m_shader->IsLinked()
&& !m_shader->LoadShaderFromStrings( SHADER_TYPE_FRAGMENT,
BUILTIN_SHADERS::glsl_kicad_frag ) )
{
throw std::runtime_error( "Cannot compile fragment shader!" );
}
if( !m_shader->IsLinked() && !m_shader->Link() )
throw std::runtime_error( "Cannot link the shaders!" );
// Check if video card supports textures big enough to fit the font atlas
int maxTextureSize;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &maxTextureSize );
if( maxTextureSize < (int) font_image.width || maxTextureSize < (int) font_image.height )
{
// TODO implement software texture scaling
// for bitmap fonts and use a higher resolution texture?
throw std::runtime_error( "Requested texture size is not supported" );
}
m_swapInterval = GL_UTILS::SetSwapInterval( -1 );
m_cachedManager = new VERTEX_MANAGER( true );
m_nonCachedManager = new VERTEX_MANAGER( false );
m_overlayManager = new VERTEX_MANAGER( false );
m_tempManager = new VERTEX_MANAGER( false );
// Make VBOs use shaders
m_cachedManager->SetShader( *m_shader );
m_nonCachedManager->SetShader( *m_shader );
m_overlayManager->SetShader( *m_shader );
m_tempManager->SetShader( *m_shader );
m_isInitialized = true;
}
// 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;
assert( 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
// Note, we use the default_delete for an array because macOS
// decides to bundle an ancient libc++ that mismatches the C++17 support of clang
param->intersectPoints.emplace_back( vertex, std::default_delete<GLdouble[]>() );
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 );
}
void OPENGL_GAL::EnableDepthTest( bool aEnabled )
{
m_cachedManager->EnableDepthTest( aEnabled );
m_nonCachedManager->EnableDepthTest( aEnabled );
m_overlayManager->EnableDepthTest( aEnabled );
}
inline double round_to_half_pixel( double f, double r )
{
return ( ceil( f / r ) - 0.5 ) * r;
}
void OPENGL_GAL::ComputeWorldScreenMatrix()
{
computeWorldScale();
auto pixelSize = m_worldScale;
// we need -m_lookAtPoint == -k * pixelSize + 0.5 * pixelSize for OpenGL
// meaning m_lookAtPoint = (k-0.5)*pixelSize with integer k
m_lookAtPoint.x = round_to_half_pixel( m_lookAtPoint.x, pixelSize );
m_lookAtPoint.y = round_to_half_pixel( m_lookAtPoint.y, pixelSize );
GAL::ComputeWorldScreenMatrix();
}
void OPENGL_GAL::DrawGlyph( const KIFONT::GLYPH& aGlyph, int aNth, int aTotal )
{
if( aGlyph.IsStroke() )
{
const auto& strokeGlyph = static_cast<const KIFONT::STROKE_GLYPH&>( aGlyph );
DrawPolylines( strokeGlyph );
}
else if( aGlyph.IsOutline() )
{
const auto& outlineGlyph = static_cast<const KIFONT::OUTLINE_GLYPH&>( aGlyph );
m_currentManager->Shader( SHADER_NONE );
m_currentManager->Color( m_fillColor );
outlineGlyph.Triangulate(
[&]( const VECTOR2D& aPt1, const VECTOR2D& aPt2, const VECTOR2D& aPt3 )
{
m_currentManager->Reserve( 3 );
m_currentManager->Vertex( aPt1.x, aPt1.y, m_layerDepth );
m_currentManager->Vertex( aPt2.x, aPt2.y, m_layerDepth );
m_currentManager->Vertex( aPt3.x, aPt3.y, m_layerDepth );
} );
}
}
void OPENGL_GAL::DrawGlyphs( const std::vector<std::unique_ptr<KIFONT::GLYPH>>& aGlyphs )
{
if( aGlyphs.empty() )
return;
bool allGlyphsAreStroke = true;
bool allGlyphsAreOutline = true;
for( const std::unique_ptr<KIFONT::GLYPH>& glyph : aGlyphs )
{
if( !glyph->IsStroke() )
{
allGlyphsAreStroke = false;
break;
}
}
for( const std::unique_ptr<KIFONT::GLYPH>& glyph : aGlyphs )
{
if( !glyph->IsOutline() )
{
allGlyphsAreOutline = false;
break;
}
}
if( allGlyphsAreStroke )
{
// Optimized path for stroke fonts that pre-reserves line quads.
int lineQuadCount = 0;
for( const std::unique_ptr<KIFONT::GLYPH>& glyph : aGlyphs )
{
const auto& strokeGlyph = static_cast<const KIFONT::STROKE_GLYPH&>( *glyph );
for( const std::vector<VECTOR2D>& points : strokeGlyph )
lineQuadCount += points.size() - 1;
}
reserveLineQuads( lineQuadCount );
for( const std::unique_ptr<KIFONT::GLYPH>& glyph : aGlyphs )
{
const auto& strokeGlyph = static_cast<const KIFONT::STROKE_GLYPH&>( *glyph );
for( const std::vector<VECTOR2D>& points : strokeGlyph )
{
drawPolyline(
[&]( int idx )
{
return points[idx];
},
points.size(), false );
}
}
return;
}
else if( allGlyphsAreOutline )
{
// Optimized path for stroke fonts that pre-reserves glyph triangles.
int triangleCount = 0;
if( aGlyphs.size() > 2 )
{
thread_pool& tp = GetKiCadThreadPool();
tp.push_loop( aGlyphs.size(),
[&]( const int a, const int b)
{
for( int ii = a; ii < b; ++ii )
{
auto glyph = static_cast<KIFONT::OUTLINE_GLYPH*>( aGlyphs.at( ii ).get() );
// Only call CacheTriangulation() if it has never been done before.
// Otherwise we'll hash the triangulation to see if it has been edited,
// and all our glpyh editing ops update the triangulation anyway.
if( glyph->TriangulatedPolyCount() == 0 )
glyph->CacheTriangulation( false );
}
} );
tp.wait_for_tasks();
}
for( const std::unique_ptr<KIFONT::GLYPH>& glyph : aGlyphs )
{
const auto& outlineGlyph = static_cast<const KIFONT::OUTLINE_GLYPH&>( *glyph );
for( unsigned int i = 0; i < outlineGlyph.TriangulatedPolyCount(); i++ )
{
const SHAPE_POLY_SET::TRIANGULATED_POLYGON* polygon =
outlineGlyph.TriangulatedPolygon( i );
triangleCount += polygon->GetTriangleCount();
}
}
m_currentManager->Shader( SHADER_NONE );
m_currentManager->Color( m_fillColor );
m_currentManager->Reserve( 3 * triangleCount );
for( const std::unique_ptr<KIFONT::GLYPH>& glyph : aGlyphs )
{
const auto& outlineGlyph = static_cast<const KIFONT::OUTLINE_GLYPH&>( *glyph );
for( unsigned int i = 0; i < outlineGlyph.TriangulatedPolyCount(); i++ )
{
const SHAPE_POLY_SET::TRIANGULATED_POLYGON* polygon =
outlineGlyph.TriangulatedPolygon( i );
for( size_t j = 0; j < polygon->GetTriangleCount(); j++ )
{
VECTOR2I a, b, c;
polygon->GetTriangle( j, a, b, c );
m_currentManager->Vertex( a.x, a.y, m_layerDepth );
m_currentManager->Vertex( b.x, b.y, m_layerDepth );
m_currentManager->Vertex( c.x, c.y, m_layerDepth );
}
}
}
}
else
{
// Regular path
for( size_t i = 0; i < aGlyphs.size(); i++ )
DrawGlyph( *aGlyphs[i], i, aGlyphs.size() );
}
}