kicad-source/common/gal/opengl/opengl_gal.cpp
Seth Hillbrand a6325aab29 Replacing Tesselation
Replaces Poly2Tri with updated code to process polygons faster and more
robustly.  Notably, we can now handle overlapping holes in the polygons,
allowing us to cache the triangulation of complex boards
2018-09-01 19:30:50 -07:00

2063 lines
63 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) 2012-2018 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
*/
#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 <text_utils.h>
#include <bitmap_base.h>
#include <macros.h>
#ifdef __WXDEBUG__
#include <profile.h>
#include <wx/log.h>
#endif /* __WXDEBUG__ */
#include <limits>
#include <functional>
using namespace std::placeholders;
using namespace KIGFX;
// 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 "gl_builtin_shaders.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::glMainContext = NULL;
int OPENGL_GAL::instanceCounter = 0;
GLuint OPENGL_GAL::fontTexture = 0;
bool OPENGL_GAL::isBitmapFontLoaded = false;
SHADER* OPENGL_GAL::shader = NULL;
namespace KIGFX {
class GL_BITMAP_CACHE
{
public:
GL_BITMAP_CACHE()
{
}
~GL_BITMAP_CACHE();
GLuint RequestBitmap( const BITMAP_BASE* aBitmap );
private:
struct CACHED_BITMAP
{
GLuint id;
int w, h;
};
GLuint cacheBitmap( const BITMAP_BASE* aBitmap );
std::map<const BITMAP_BASE*, CACHED_BITMAP> m_bitmaps;
};
};
GL_BITMAP_CACHE::~GL_BITMAP_CACHE()
{
for ( auto b = m_bitmaps.begin(); b != m_bitmaps.end(); ++b )
{
glDeleteTextures( 1, &b->second.id );
}
}
GLuint GL_BITMAP_CACHE::RequestBitmap( const BITMAP_BASE* aBitmap )
{
auto it = m_bitmaps.find( aBitmap) ;
if ( it != m_bitmaps.end() )
{
return it->second.id;
}
else
{
return cacheBitmap( aBitmap );
}
}
GLuint GL_BITMAP_CACHE::cacheBitmap( const BITMAP_BASE* aBitmap )
{
CACHED_BITMAP bmp;
bmp.w = aBitmap->GetSizePixels().x;
bmp.h = aBitmap->GetSizePixels().y;
// There are draw issues (incorrect rendering) with some w values.
// It happens when the w value is not a multiple of 4
// so we use only a sub image with a modified width
bmp.w -= bmp.w % 4;
GLuint textureID;
glGenTextures(1, &textureID);
uint8_t *buf = new uint8_t [ bmp.w * bmp.h * 3];
auto imgData = const_cast<BITMAP_BASE*>( aBitmap )->GetImageData();
for( int y = 0; y < bmp.h; y++ )
{
for( int x = 0; x < bmp.w; x++ )
{
uint8_t *p = buf + ( bmp.w * y + x ) * 3;
p[0] = imgData->GetRed( x, y );
p[1] = imgData->GetGreen( x, y );
p[2] = imgData->GetBlue( x, y );
}
}
glBindTexture( GL_TEXTURE_2D, textureID );
glTexImage2D( GL_TEXTURE_2D, 0,GL_RGB, bmp.w, bmp.h, 0, GL_RGB, GL_UNSIGNED_BYTE, buf );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
delete [] buf;
bmp.id = textureID;
m_bitmaps[ aBitmap ] = bmp;
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 ),
mouseListener( aMouseListener ), paintListener( aPaintListener ), currentManager( nullptr ),
cachedManager( nullptr ), nonCachedManager( nullptr ), overlayManager( nullptr ), mainBuffer( 0 ), overlayBuffer( 0 )
{
// 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 ) */
if( glMainContext == NULL )
{
glMainContext = GL_CONTEXT_MANAGER::Get().CreateCtx( this );
if( !glMainContext )
throw std::runtime_error( "Could not create the main OpenGL context" );
glPrivContext = glMainContext;
shader = new SHADER();
}
else
{
glPrivContext = GL_CONTEXT_MANAGER::Get().CreateCtx( this, glMainContext );
if( !glPrivContext )
throw std::runtime_error( "Could not create a private OpenGL context" );
}
++instanceCounter;
bitmapCache.reset( new GL_BITMAP_CACHE );
compositor = new OPENGL_COMPOSITOR;
compositor->SetAntialiasingMode( options.gl_antialiasing_mode );
// Initialize the flags
isFramebufferInitialized = false;
isBitmapFontInitialized = false;
isInitialized = false;
isGrouping = false;
groupCounter = 0;
// Connecting the event handlers
Connect( wxEVT_PAINT, wxPaintEventHandler( OPENGL_GAL::onPaint ) );
// Mouse events are skipped to the parent
Connect( wxEVT_MOTION, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_LEFT_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_LEFT_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_LEFT_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_MIDDLE_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_MIDDLE_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_MIDDLE_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_RIGHT_DOWN, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_RIGHT_UP, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_RIGHT_DCLICK, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
Connect( wxEVT_MOUSEWHEEL, wxMouseEventHandler( OPENGL_GAL::skipMouseEvent ) );
#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() );
screenSize = VECTOR2I( aParent->GetClientSize() );
// Grid color settings are different in Cairo and OpenGL
SetGridColor( COLOR4D( 0.8, 0.8, 0.8, 0.1 ) );
SetAxesColor( COLOR4D( BLUE ) );
// Tesselator initialization
tesselator = gluNewTess();
InitTesselatorCallbacks( tesselator );
if( tesselator == NULL )
throw std::runtime_error( "Could not create the tesselator" );
gluTessProperty( tesselator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_POSITIVE );
SetTarget( TARGET_NONCACHED );
}
OPENGL_GAL::~OPENGL_GAL()
{
GL_CONTEXT_MANAGER::Get().LockCtx( glPrivContext, this );
--instanceCounter;
glFlush();
gluDeleteTess( tesselator );
ClearCache();
delete compositor;
if( isInitialized )
{
delete cachedManager;
delete nonCachedManager;
delete overlayManager;
}
GL_CONTEXT_MANAGER::Get().UnlockCtx( 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( glPrivContext != glMainContext )
GL_CONTEXT_MANAGER::Get().DestroyCtx( glPrivContext );
// Are we destroying the last GAL instance?
if( instanceCounter == 0 )
{
GL_CONTEXT_MANAGER::Get().LockCtx( glMainContext, this );
if( isBitmapFontLoaded )
{
glDeleteTextures( 1, &fontTexture );
isBitmapFontLoaded = false;
}
delete shader;
GL_CONTEXT_MANAGER::Get().UnlockCtx( glMainContext );
GL_CONTEXT_MANAGER::Get().DestroyCtx( glMainContext );
glMainContext = NULL;
}
}
bool OPENGL_GAL::updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions )
{
bool refresh = false;
if( options.gl_antialiasing_mode != compositor->GetAntialiasingMode() )
{
compositor->SetAntialiasingMode( options.gl_antialiasing_mode );
isFramebufferInitialized = false;
refresh = true;
}
if( super::updatedGalDisplayOptions( aOptions ) || refresh )
{
Refresh();
refresh = true;
}
return refresh;
}
void OPENGL_GAL::BeginDrawing()
{
if( !IsShownOnScreen() )
return;
#ifdef __WXDEBUG__
PROF_COUNTER totalRealTime( "OPENGL_GAL::BeginDrawing()", true );
#endif /* __WXDEBUG__ */
if( !isInitialized )
init();
GL_CONTEXT_MANAGER::Get().LockCtx( glPrivContext, this );
// Set up the view port
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
// Create the screen transformation (Do the RH-LH conversion here)
glOrtho( 0, (GLint) screenSize.x, (GLsizei) screenSize.y, 0, -depthRange.x, -depthRange.y );
if( !isFramebufferInitialized )
{
try
{
// Prepare rendering target buffers
compositor->Initialize();
mainBuffer = compositor->CreateBuffer();
overlayBuffer = compositor->CreateBuffer();
}
catch( std::runtime_error& )
{
GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
throw; // DRAW_PANEL_GAL will handle it
}
isFramebufferInitialized = true;
}
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] = worldScreenMatrix.m_data[0][0];
matrixData[1] = worldScreenMatrix.m_data[1][0];
matrixData[2] = worldScreenMatrix.m_data[2][0];
matrixData[4] = worldScreenMatrix.m_data[0][1];
matrixData[5] = worldScreenMatrix.m_data[1][1];
matrixData[6] = worldScreenMatrix.m_data[2][1];
matrixData[12] = worldScreenMatrix.m_data[0][2];
matrixData[13] = worldScreenMatrix.m_data[1][2];
matrixData[14] = worldScreenMatrix.m_data[2][2];
glLoadMatrixd( matrixData );
// Set defaults
SetFillColor( fillColor );
SetStrokeColor( strokeColor );
// Remove all previously stored items
nonCachedManager->Clear();
overlayManager->Clear();
cachedManager->BeginDrawing();
nonCachedManager->BeginDrawing();
overlayManager->BeginDrawing();
if( !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( !isBitmapFontLoaded )
{
glActiveTexture( GL_TEXTURE0 + FONT_TEXTURE_UNIT );
glGenTextures( 1, &fontTexture );
glBindTexture( GL_TEXTURE_2D, 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" );
glActiveTexture( GL_TEXTURE0 );
isBitmapFontLoaded = true;
}
else
{
glActiveTexture( GL_TEXTURE0 + FONT_TEXTURE_UNIT );
glBindTexture( GL_TEXTURE_2D, fontTexture );
glActiveTexture( GL_TEXTURE0 );
}
// Set shader parameter
GLint ufm_fontTexture = shader->AddParameter( "fontTexture" );
GLint ufm_fontTextureWidth = shader->AddParameter( "fontTextureWidth" );
shader->Use();
shader->SetParameter( ufm_fontTexture, (int) FONT_TEXTURE_UNIT );
shader->SetParameter( ufm_fontTextureWidth, (int) font_image.width );
shader->Deactivate();
checkGlError( "setting bitmap font sampler as shader parameter" );
isBitmapFontInitialized = true;
}
// 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
compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
#ifdef __WXDEBUG__
totalRealTime.Stop();
wxLogTrace( "GAL_PROFILE",
wxT( "OPENGL_GAL::BeginDrawing(): %.1f ms" ), totalRealTime.msecs() );
#endif /* __WXDEBUG__ */
}
void OPENGL_GAL::EndDrawing()
{
#ifdef __WXDEBUG__
PROF_COUNTER totalRealTime( "OPENGL_GAL::EndDrawing()", true );
#endif /* __WXDEBUG__ */
// Cached & non-cached containers are rendered to the same buffer
compositor->SetBuffer( mainBuffer );
nonCachedManager->EndDrawing();
cachedManager->EndDrawing();
// Overlay container is rendered to a different buffer
compositor->SetBuffer( overlayBuffer );
overlayManager->EndDrawing();
// Be sure that the framebuffer is not colorized (happens on specific GPU&drivers combinations)
glColor4d( 1.0, 1.0, 1.0, 1.0 );
// Draw the remaining contents, blit the rendering targets to the screen, swap the buffers
compositor->DrawBuffer( mainBuffer );
compositor->DrawBuffer( overlayBuffer );
compositor->Present();
blitCursor();
SwapBuffers();
GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
#ifdef __WXDEBUG__
totalRealTime.Stop();
wxLogTrace( "GAL_PROFILE", wxT( "OPENGL_GAL::EndDrawing(): %.1f ms" ), totalRealTime.msecs() );
#endif /* __WXDEBUG__ */
}
void OPENGL_GAL::BeginUpdate()
{
if( !IsShownOnScreen() )
return;
if( !isInitialized )
init();
GL_CONTEXT_MANAGER::Get().LockCtx( glPrivContext, this );
cachedManager->Map();
}
void OPENGL_GAL::EndUpdate()
{
if( !isInitialized )
return;
cachedManager->Unmap();
GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
}
void OPENGL_GAL::DrawLine( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
const VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineAngle = startEndVector.Angle();
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
drawLineQuad( aStartPoint, aEndPoint );
// Line caps
if( lineWidth > 1.0 )
{
drawFilledSemiCircle( aStartPoint, lineWidth / 2, lineAngle + M_PI / 2 );
drawFilledSemiCircle( aEndPoint, lineWidth / 2, lineAngle - M_PI / 2 );
}
}
void OPENGL_GAL::DrawSegment( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint,
double aWidth )
{
VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineAngle = startEndVector.Angle();
// Width must be nonzero for anything to appear
if( aWidth <= 0 )
aWidth = 1.0;
if( isFillEnabled )
{
// Filled tracks
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
SetLineWidth( aWidth );
drawLineQuad( aStartPoint, aEndPoint );
// Draw line caps
drawFilledSemiCircle( aStartPoint, aWidth / 2, lineAngle + M_PI / 2 );
drawFilledSemiCircle( aEndPoint, aWidth / 2, lineAngle - M_PI / 2 );
}
else
{
// Outlined tracks
double lineLength = startEndVector.EuclideanNorm();
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
Save();
currentManager->Translate( aStartPoint.x, aStartPoint.y, 0.0 );
currentManager->Rotate( lineAngle, 0.0f, 0.0f, 1.0f );
drawLineQuad( VECTOR2D( 0.0, aWidth / 2.0 ),
VECTOR2D( lineLength, aWidth / 2.0 ) );
drawLineQuad( VECTOR2D( 0.0, -aWidth / 2.0 ),
VECTOR2D( lineLength, -aWidth / 2.0 ) );
// Draw line caps
drawStrokedSemiCircle( VECTOR2D( 0.0, 0.0 ), aWidth / 2, M_PI / 2 );
drawStrokedSemiCircle( VECTOR2D( lineLength, 0.0 ), aWidth / 2, -M_PI / 2 );
Restore();
}
}
void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
{
if( isFillEnabled )
{
currentManager->Reserve( 3 );
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
/* Draw a triangle that contains the circle, then shade it leaving only the circle.
* Parameters given to 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.
* v2
* /\
* //\\
* v0 /_\/_\ v1
*/
currentManager->Shader( SHADER_FILLED_CIRCLE, 1.0 );
currentManager->Vertex( aCenterPoint.x - aRadius * sqrt( 3.0f ), // v0
aCenterPoint.y - aRadius, layerDepth );
currentManager->Shader( SHADER_FILLED_CIRCLE, 2.0 );
currentManager->Vertex( aCenterPoint.x + aRadius * sqrt( 3.0f), // v1
aCenterPoint.y - aRadius, layerDepth );
currentManager->Shader( SHADER_FILLED_CIRCLE, 3.0 );
currentManager->Vertex( aCenterPoint.x, aCenterPoint.y + aRadius * 2.0f, // v2
layerDepth );
}
if( isStrokeEnabled )
{
currentManager->Reserve( 3 );
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
/* Draw a triangle that contains the circle, then shade it leaving only the circle.
* Parameters given to 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
*/
double outerRadius = aRadius + ( lineWidth / 2 );
currentManager->Shader( SHADER_STROKED_CIRCLE, 1.0, aRadius, lineWidth );
currentManager->Vertex( aCenterPoint.x - outerRadius * sqrt( 3.0f ), // v0
aCenterPoint.y - outerRadius, layerDepth );
currentManager->Shader( SHADER_STROKED_CIRCLE, 2.0, aRadius, lineWidth );
currentManager->Vertex( aCenterPoint.x + outerRadius * sqrt( 3.0f ), // v1
aCenterPoint.y - outerRadius, layerDepth );
currentManager->Shader( SHADER_STROKED_CIRCLE, 3.0, aRadius, lineWidth );
currentManager->Vertex( aCenterPoint.x, aCenterPoint.y + outerRadius * 2.0f, // v2
layerDepth );
}
}
void OPENGL_GAL::DrawArc( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
double aEndAngle )
{
if( aRadius <= 0 )
return;
// Swap the angles, if start angle is greater than end angle
SWAP( aStartAngle, >, aEndAngle );
const double alphaIncrement = calcAngleStep( aRadius );
Save();
currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0 );
if( isStrokeEnabled )
{
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
VECTOR2D p( cos( aStartAngle ) * aRadius, sin( aStartAngle ) * aRadius );
double alpha;
for( alpha = aStartAngle + alphaIncrement; alpha <= aEndAngle; alpha += alphaIncrement )
{
VECTOR2D p_next( cos( alpha ) * aRadius, sin( alpha ) * aRadius );
DrawLine( p, p_next );
p = p_next;
}
// Draw the last missing part
if( alpha != aEndAngle )
{
VECTOR2D p_last( cos( aEndAngle ) * aRadius, sin( aEndAngle ) * aRadius );
DrawLine( p, p_last );
}
}
if( isFillEnabled )
{
double alpha;
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
currentManager->Shader( SHADER_NONE );
// Triangle fan
for( alpha = aStartAngle; ( alpha + alphaIncrement ) < aEndAngle; )
{
currentManager->Reserve( 3 );
currentManager->Vertex( 0.0, 0.0, 0.0 );
currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, 0.0 );
alpha += alphaIncrement;
currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, 0.0 );
}
// The last missing triangle
const VECTOR2D endPoint( cos( aEndAngle ) * aRadius, sin( aEndAngle ) * aRadius );
currentManager->Reserve( 3 );
currentManager->Vertex( 0.0, 0.0, 0.0 );
currentManager->Vertex( cos( alpha ) * aRadius, sin( alpha ) * aRadius, 0.0 );
currentManager->Vertex( endPoint.x, endPoint.y, 0.0 );
}
Restore();
}
void OPENGL_GAL::DrawArcSegment( const VECTOR2D& aCenterPoint, double aRadius, double aStartAngle,
double aEndAngle, double aWidth )
{
if( aRadius <= 0 )
{
// Arcs of zero radius are a circle of aWidth diameter
if( aWidth > 0 )
DrawCircle( aCenterPoint, aWidth / 2.0 );
return;
}
// Swap the angles, if start angle is greater than end angle
SWAP( aStartAngle, >, aEndAngle );
const double alphaIncrement = calcAngleStep( aRadius );
Save();
currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0 );
if( isStrokeEnabled )
{
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
double width = aWidth / 2.0;
VECTOR2D startPoint( cos( aStartAngle ) * aRadius,
sin( aStartAngle ) * aRadius );
VECTOR2D endPoint( cos( aEndAngle ) * aRadius,
sin( aEndAngle ) * aRadius );
drawStrokedSemiCircle( startPoint, width, aStartAngle + M_PI );
drawStrokedSemiCircle( endPoint, width, aEndAngle );
VECTOR2D pOuter( cos( aStartAngle ) * ( aRadius + width ),
sin( aStartAngle ) * ( aRadius + width ) );
VECTOR2D pInner( cos( aStartAngle ) * ( aRadius - width ),
sin( aStartAngle ) * ( aRadius - width ) );
double alpha;
for( alpha = aStartAngle + alphaIncrement; alpha <= aEndAngle; 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 != aEndAngle )
{
VECTOR2D pLastOuter( cos( aEndAngle ) * ( aRadius + width ),
sin( aEndAngle ) * ( aRadius + width ) );
VECTOR2D pLastInner( cos( aEndAngle ) * ( aRadius - width ),
sin( aEndAngle ) * ( aRadius - width ) );
DrawLine( pOuter, pLastOuter );
DrawLine( pInner, pLastInner );
}
}
if( isFillEnabled )
{
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
SetLineWidth( aWidth );
VECTOR2D p( cos( aStartAngle ) * aRadius, sin( aStartAngle ) * aRadius );
double alpha;
for( alpha = aStartAngle + alphaIncrement; alpha <= aEndAngle; alpha += alphaIncrement )
{
VECTOR2D p_next( cos( alpha ) * aRadius, sin( alpha ) * aRadius );
DrawLine( p, p_next );
p = p_next;
}
// Draw the last missing part
if( alpha != aEndAngle )
{
VECTOR2D p_last( cos( aEndAngle ) * aRadius, sin( aEndAngle ) * aRadius );
DrawLine( p, p_last );
}
}
Restore();
}
void OPENGL_GAL::DrawRectangle( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
// Compute the diagonal points of the rectangle
VECTOR2D diagonalPointA( aEndPoint.x, aStartPoint.y );
VECTOR2D diagonalPointB( aStartPoint.x, aEndPoint.y );
// Stroke the outline
if( isStrokeEnabled )
{
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
std::deque<VECTOR2D> pointList;
pointList.push_back( aStartPoint );
pointList.push_back( diagonalPointA );
pointList.push_back( aEndPoint );
pointList.push_back( diagonalPointB );
pointList.push_back( aStartPoint );
DrawPolyline( pointList );
}
// Fill the rectangle
if( isFillEnabled )
{
currentManager->Reserve( 6 );
currentManager->Shader( SHADER_NONE );
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth );
currentManager->Vertex( diagonalPointA.x, diagonalPointA.y, layerDepth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth );
currentManager->Vertex( diagonalPointB.x, diagonalPointB.y, layerDepth );
}
}
void OPENGL_GAL::DrawPolyline( const std::deque<VECTOR2D>& aPointList )
{
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::DrawPolygon( const std::deque<VECTOR2D>& aPointList )
{
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++ = layerDepth;
}
drawPolygon( points.get(), aPointList.size() );
}
void OPENGL_GAL::DrawPolygon( const VECTOR2D aPointList[], int aListSize )
{
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++ = layerDepth;
++src;
}
drawPolygon( points.get(), aListSize );
}
void OPENGL_GAL::drawTriangulatedPolyset( const SHAPE_POLY_SET& aPolySet )
{
currentManager->Shader( SHADER_NONE );
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
if( isFillEnabled )
{
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 );
currentManager->Vertex( a.x, a.y, layerDepth );
currentManager->Vertex( b.x, b.y, layerDepth );
currentManager->Vertex( c.x, c.y, layerDepth );
}
}
}
if( isStrokeEnabled )
{
for( int j = 0; j < aPolySet.OutlineCount(); ++j )
{
const auto& poly = aPolySet.Polygon( j );
for( const auto& lc : poly )
{
DrawPolyline( lc );
}
}
}
}
void OPENGL_GAL::DrawPolygon( const SHAPE_POLY_SET& aPolySet )
{
if ( aPolySet.IsTriangulationUpToDate() )
{
drawTriangulatedPolyset( aPolySet );
return;
}
for( int j = 0; j < aPolySet.OutlineCount(); ++j )
{
const SHAPE_LINE_CHAIN& outline = aPolySet.COutline( j );
if( outline.SegmentCount() == 0 )
continue;
const int pointCount = outline.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 = outline.CPoint( i );
*ptr++ = p.x;
*ptr++ = p.y;
*ptr++ = layerDepth;
}
drawPolygon( points.get(), pointCount );
}
}
void OPENGL_GAL::DrawCurve( const VECTOR2D& aStartPoint, const VECTOR2D& aControlPointA,
const VECTOR2D& aControlPointB, const VECTOR2D& aEndPoint )
{
// FIXME The drawing quality needs to be improved
// FIXME Perhaps choose a quad/triangle strip instead?
// FIXME Brute force method, use a better (recursive?) algorithm
std::deque<VECTOR2D> pointList;
double t = 0.0;
double dt = 1.0 / (double) CURVE_POINTS;
for( int i = 0; i <= CURVE_POINTS; i++ )
{
double omt = 1.0 - t;
double omt2 = omt * omt;
double omt3 = omt * omt2;
double t2 = t * t;
double t3 = t * t2;
VECTOR2D vertex = omt3 * aStartPoint + 3.0 * t * omt2 * aControlPointA
+ 3.0 * t2 * omt * aControlPointB + t3 * aEndPoint;
pointList.push_back( vertex );
t += dt;
}
DrawPolyline( pointList );
}
void OPENGL_GAL::DrawBitmap( const BITMAP_BASE& aBitmap )
{
int ppi = aBitmap.GetPPI();
double worldIU_per_mm = 1.0 / ( worldUnitLength / 2.54 )/ 1000;
double pix_size_iu = worldIU_per_mm * ( 25.4 / ppi );
double w = aBitmap.GetSizePixels().x * pix_size_iu;
double h = aBitmap.GetSizePixels().y * pix_size_iu;
auto xform = 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 id = bitmapCache->RequestBitmap( &aBitmap );
auto oldTarget = GetTarget();
glPushMatrix();
glTranslated( trans.x, trans.y, trans.z );
SetTarget( TARGET_NONCACHED );
glEnable(GL_TEXTURE_2D);
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, id );
glBegin( GL_QUADS );
glColor4f(1.0, 1.0, 1.0, 1.0);
glTexCoord2f(0.0, 0.0);
glVertex3f( v0.x, v0.y, layerDepth );
glColor4f(1.0, 1.0, 1.0, 1.0);
glTexCoord2f(1.0, 0.0);
glVertex3f( v1.x, v0.y, layerDepth );
glColor4f(1.0, 1.0, 1.0, 1.0);
glTexCoord2f(1.0, 1.0);
glVertex3f( v1.x, v1.y, layerDepth );
glColor4f(1.0, 1.0, 1.0, 1.0);
glTexCoord2f(0.0, 1.0);
glVertex3f( v0.x, v1.y, layerDepth );
glEnd();
SetTarget( oldTarget );
glBindTexture( GL_TEXTURE_2D, 0 );
glPopMatrix();
}
void OPENGL_GAL::BitmapText( const wxString& aText, const VECTOR2D& aPosition,
double aRotationAngle )
{
wxASSERT_MSG( !IsTextMirrored(), "No support for mirrored text using bitmap fonts." );
auto processedText = ProcessOverbars( aText );
const auto& text = processedText.first;
const auto& overbars = processedText.second;
// Compute text size, so it can be properly justified
VECTOR2D textSize;
float commonOffset;
std::tie( textSize, commonOffset ) = computeBitmapTextSize( text );
const double SCALE = 1.4 * GetGlyphSize().y / textSize.y;
bool overbar = false;
int overbarLength = 0;
double overbarHeight = textSize.y;
Save();
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
currentManager->Translate( aPosition.x, aPosition.y, layerDepth );
currentManager->Rotate( aRotationAngle, 0.0f, 0.0f, -1.0f );
double sx = SCALE * ( globalFlipX ? -1.0 : 1.0 );
double sy = SCALE * ( globalFlipY ? -1.0 : 1.0 );
currentManager->Scale( sx, sy, 0 );
currentManager->Translate( 0, -commonOffset, 0 );
switch( GetHorizontalJustify() )
{
case GR_TEXT_HJUSTIFY_CENTER:
Translate( VECTOR2D( -textSize.x / 2.0, 0 ) );
break;
case GR_TEXT_HJUSTIFY_RIGHT:
//if( !IsTextMirrored() )
Translate( VECTOR2D( -textSize.x, 0 ) );
break;
case GR_TEXT_HJUSTIFY_LEFT:
//if( IsTextMirrored() )
//Translate( VECTOR2D( -textSize.x, 0 ) );
break;
}
switch( GetVerticalJustify() )
{
case GR_TEXT_VJUSTIFY_TOP:
Translate( VECTOR2D( 0, -textSize.y ) );
overbarHeight = -textSize.y / 2.0;
break;
case GR_TEXT_VJUSTIFY_CENTER:
Translate( VECTOR2D( 0, -textSize.y / 2.0 ) );
overbarHeight = 0;
break;
case GR_TEXT_VJUSTIFY_BOTTOM:
break;
}
int i = 0;
for( UTF8::uni_iter chIt = text.ubegin(), end = text.uend(); chIt < end; ++chIt )
{
unsigned int c = *chIt;
wxASSERT_MSG( c != '\n' && c != '\r', wxT( "No support for multiline bitmap text yet" ) );
// Handle overbar
if( overbars[i] && !overbar )
{
overbar = true; // beginning of an overbar
}
else if( overbar && !overbars[i] )
{
overbar = false; // end of an overbar
drawBitmapOverbar( overbarLength, overbarHeight );
overbarLength = 0;
}
if( overbar )
overbarLength += drawBitmapChar( c );
else
drawBitmapChar( c );
++i;
}
// Handle the case when overbar is active till the end of the drawn text
currentManager->Translate( 0, commonOffset, 0 );
if( overbar && overbarLength > 0 )
drawBitmapOverbar( overbarLength, overbarHeight );
Restore();
}
void OPENGL_GAL::DrawGrid()
{
SetTarget( TARGET_NONCACHED );
compositor->SetBuffer( mainBuffer );
// sub-pixel lines all render the same
double minorLineWidth = std::max( 1.0, gridLineWidth );
double majorLineWidth = minorLineWidth * 2.0;
// Draw the axis and grid
// For the drawing the start points, end points and increments have
// to be calculated in world coordinates
VECTOR2D worldStartPoint = screenWorldMatrix * VECTOR2D( 0.0, 0.0 );
VECTOR2D worldEndPoint = screenWorldMatrix * VECTOR2D( screenSize );
// Draw axes if desired
if( axesEnabled )
{
glLineWidth( minorLineWidth );
glColor4d( axesColor.r, axesColor.g, axesColor.b, axesColor.a );
glBegin( GL_LINES );
glVertex2d( worldStartPoint.x, 0 );
glVertex2d( worldEndPoint.x, 0 );
glEnd();
glBegin( GL_LINES );
glVertex2d( 0, worldStartPoint.y );
glVertex2d( 0, worldEndPoint.y );
glEnd();
}
if( !gridVisibility )
return;
int gridScreenSizeDense = KiROUND( gridSize.x * worldScale );
int gridScreenSizeCoarse = KiROUND( gridSize.x * static_cast<double>( gridTick ) * worldScale );
const double gridThreshold = computeMinGridSpacing();
// Check if the grid would not be too dense
if( std::max( gridScreenSizeDense, gridScreenSizeCoarse ) < gridThreshold )
return;
// Compute grid staring and ending indexes to draw grid points on the
// visible screen area
// Note: later any point coordinate will be offsetted by gridOrigin
int gridStartX = KiROUND( ( worldStartPoint.x - gridOrigin.x ) / gridSize.x );
int gridEndX = KiROUND( ( worldEndPoint.x - gridOrigin.x ) / gridSize.x );
int gridStartY = KiROUND( ( worldStartPoint.y - gridOrigin.y ) / gridSize.y );
int gridEndY = KiROUND( ( worldEndPoint.y - gridOrigin.y ) / gridSize.y );
// Ensure start coordinate > end coordinate
if( gridStartX > gridEndX )
std::swap( gridStartX, gridEndX );
if( gridStartY > gridEndY )
std::swap( gridStartY, gridEndY );
// Ensure the grid fills the screen
--gridStartX; ++gridEndX;
--gridStartY; ++gridEndY;
glDisable( GL_DEPTH_TEST );
glDisable( GL_TEXTURE_2D );
if( 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 );
}
else
{
glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
}
if( gridStyle == GRID_STYLE::SMALL_CROSS )
{
glLineWidth( minorLineWidth );
// calculate a line len = 2 minorLineWidth, in internal unit value
// (in fact the size of cross is lineLen*2)
int lineLen = KiROUND( minorLineWidth / worldScale * 2 );
// Vertical positions
for( int j = gridStartY; j <= gridEndY; j++ )
{
if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
|| gridScreenSizeDense > gridThreshold )
{
int posY = j * gridSize.y + gridOrigin.y;
// Horizontal positions
for( int i = gridStartX; i <= gridEndX; i++ )
{
if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
|| gridScreenSizeDense > gridThreshold )
{
int posX = i * gridSize.x + gridOrigin.x;
glBegin( GL_LINES );
glVertex2d( posX -lineLen, posY );
glVertex2d( posX + lineLen, posY );
glVertex2d( posX, posY - lineLen );
glVertex2d( posX, posY + lineLen );
glEnd();
}
}
}
}
}
else
{
// Vertical lines
for( int j = gridStartY; j <= gridEndY; j++ )
{
const double y = j * gridSize.y + gridOrigin.y;
// If axes are drawn, skip the lines that would cover them
if( axesEnabled && y == 0 )
continue;
if( j % gridTick == 0 && gridScreenSizeDense > gridThreshold )
glLineWidth( majorLineWidth );
else
glLineWidth( minorLineWidth );
if( ( j % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
|| gridScreenSizeDense > gridThreshold )
{
glBegin( GL_LINES );
glVertex2d( gridStartX * gridSize.x + gridOrigin.x, y );
glVertex2d( gridEndX * gridSize.x + gridOrigin.x, y );
glEnd();
}
}
if( gridStyle == GRID_STYLE::DOTS )
{
glStencilFunc( GL_NOTEQUAL, 0, 1 );
glColor4d( gridColor.r, gridColor.g, gridColor.b, gridColor.a );
}
// Horizontal lines
for( int i = gridStartX; i <= gridEndX; i++ )
{
const double x = i * gridSize.x + gridOrigin.x;
// If axes are drawn, skip the lines that would cover them
if( axesEnabled && x == 0 )
continue;
if( i % gridTick == 0 && gridScreenSizeDense > gridThreshold )
glLineWidth( majorLineWidth );
else
glLineWidth( minorLineWidth );
if( ( i % gridTick == 0 && gridScreenSizeCoarse > gridThreshold )
|| gridScreenSizeDense > gridThreshold )
{
glBegin( GL_LINES );
glVertex2d( x, gridStartY * gridSize.y + gridOrigin.y );
glVertex2d( x, gridEndY * gridSize.y + gridOrigin.y );
glEnd();
}
}
if( gridStyle == GRID_STYLE::DOTS )
glDisable( GL_STENCIL_TEST );
}
glEnable( GL_DEPTH_TEST );
glEnable( GL_TEXTURE_2D );
}
void OPENGL_GAL::ResizeScreen( int aWidth, int aHeight )
{
screenSize = VECTOR2I( aWidth, aHeight );
// Resize framebuffers
const float scaleFactor = GetBackingScaleFactor();
compositor->Resize( aWidth * scaleFactor, aHeight * scaleFactor );
isFramebufferInitialized = false;
wxGLCanvas::SetSize( aWidth, aHeight );
}
bool OPENGL_GAL::Show( bool aShow )
{
bool s = wxGLCanvas::Show( aShow );
if( aShow )
wxGLCanvas::Raise();
return s;
}
void OPENGL_GAL::Flush()
{
glFlush();
}
void OPENGL_GAL::ClearScreen( )
{
// Clear screen
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 )
{
currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f );
}
void OPENGL_GAL::Translate( const VECTOR2D& aVector )
{
currentManager->Translate( aVector.x, aVector.y, 0.0f );
}
void OPENGL_GAL::Scale( const VECTOR2D& aScale )
{
currentManager->Scale( aScale.x, aScale.y, 0.0f );
}
void OPENGL_GAL::Save()
{
currentManager->PushMatrix();
}
void OPENGL_GAL::Restore()
{
currentManager->PopMatrix();
}
int OPENGL_GAL::BeginGroup()
{
isGrouping = true;
std::shared_ptr<VERTEX_ITEM> newItem = std::make_shared<VERTEX_ITEM>( *cachedManager );
int groupNumber = getNewGroupNumber();
groups.insert( std::make_pair( groupNumber, newItem ) );
return groupNumber;
}
void OPENGL_GAL::EndGroup()
{
cachedManager->FinishItem();
isGrouping = false;
}
void OPENGL_GAL::DrawGroup( int aGroupNumber )
{
cachedManager->DrawItem( *groups[aGroupNumber] );
}
void OPENGL_GAL::ChangeGroupColor( int aGroupNumber, const COLOR4D& aNewColor )
{
cachedManager->ChangeItemColor( *groups[aGroupNumber], aNewColor );
}
void OPENGL_GAL::ChangeGroupDepth( int aGroupNumber, int aDepth )
{
cachedManager->ChangeItemDepth( *groups[aGroupNumber], aDepth );
}
void OPENGL_GAL::DeleteGroup( int aGroupNumber )
{
// Frees memory in the container as well
groups.erase( aGroupNumber );
}
void OPENGL_GAL::ClearCache()
{
bitmapCache.reset( new GL_BITMAP_CACHE );
groups.clear();
if( isInitialized )
cachedManager->Clear();
}
void OPENGL_GAL::SaveScreen()
{
wxASSERT_MSG( false, wxT( "Not implemented yet" ) );
}
void OPENGL_GAL::RestoreScreen()
{
wxASSERT_MSG( false, wxT( "Not implemented yet" ) );
}
void OPENGL_GAL::SetTarget( RENDER_TARGET aTarget )
{
switch( aTarget )
{
default:
case TARGET_CACHED:
currentManager = cachedManager;
break;
case TARGET_NONCACHED:
currentManager = nonCachedManager;
break;
case TARGET_OVERLAY:
currentManager = overlayManager;
break;
}
currentTarget = aTarget;
}
RENDER_TARGET OPENGL_GAL::GetTarget() const
{
return currentTarget;
}
void OPENGL_GAL::ClearTarget( RENDER_TARGET aTarget )
{
// Save the current state
unsigned int oldTarget = compositor->GetBuffer();
switch( aTarget )
{
// Cached and noncached items are rendered to the same buffer
default:
case TARGET_CACHED:
case TARGET_NONCACHED:
compositor->SetBuffer( mainBuffer );
break;
case TARGET_OVERLAY:
compositor->SetBuffer( overlayBuffer );
break;
}
if( aTarget != TARGET_OVERLAY )
compositor->ClearBuffer( m_clearColor );
else
compositor->ClearBuffer( COLOR4D::BLACK );
// Restore the previous state
compositor->SetBuffer( oldTarget );
}
void OPENGL_GAL::DrawCursor( const VECTOR2D& aCursorPosition )
{
// Now we should only store the position of the mouse cursor
// The real drawing routines are in blitCursor()
//VECTOR2D screenCursor = worldScreenMatrix * aCursorPosition;
//cursorPosition = screenWorldMatrix * VECTOR2D( screenCursor.x, screenCursor.y );
cursorPosition = aCursorPosition;
}
void OPENGL_GAL::drawLineQuad( const VECTOR2D& aStartPoint, const VECTOR2D& aEndPoint )
{
/* Helper drawing: ____--- v3 ^
* ____---- ... \ \
* ____---- ... \ end \
* v1 ____---- ... ____---- \ width
* ---- ...___---- \ \
* \ ___...-- \ v
* \ ____----... ____---- v2
* ---- ... ____----
* start \ ... ____----
* \... ____----
* ----
* v0
* dots mark triangles' hypotenuses
*/
VECTOR2D startEndVector = aEndPoint - aStartPoint;
double lineLength = startEndVector.EuclideanNorm();
if( lineLength <= 0.0 )
return;
double scale = 0.5 * lineWidth / lineLength;
// The perpendicular vector also needs transformations
glm::vec4 vector = currentManager->GetTransformation() *
glm::vec4( -startEndVector.y * scale, startEndVector.x * scale, 0.0, 0.0 );
currentManager->Reserve( 6 );
// Line width is maintained by the vertex shader
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v0
currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v1
currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v3
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
currentManager->Vertex( aStartPoint.x, aStartPoint.y, layerDepth ); // v0
currentManager->Shader( SHADER_LINE, -vector.x, -vector.y, lineWidth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v3
currentManager->Shader( SHADER_LINE, vector.x, vector.y, lineWidth );
currentManager->Vertex( aEndPoint.x, aEndPoint.y, layerDepth ); // v2
}
void OPENGL_GAL::drawSemiCircle( const VECTOR2D& aCenterPoint, double aRadius, double aAngle )
{
if( isFillEnabled )
{
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
drawFilledSemiCircle( aCenterPoint, aRadius, aAngle );
}
if( isStrokeEnabled )
{
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
drawStrokedSemiCircle( aCenterPoint, aRadius, aAngle );
}
}
void OPENGL_GAL::drawFilledSemiCircle( const VECTOR2D& aCenterPoint, double aRadius,
double aAngle )
{
Save();
currentManager->Reserve( 3 );
currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0f );
currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f );
/* Draw a triangle that contains the semicircle, then shade it to leave only
* the semicircle. Parameters given to 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
*/
currentManager->Shader( SHADER_FILLED_CIRCLE, 4.0f );
currentManager->Vertex( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0
currentManager->Shader( SHADER_FILLED_CIRCLE, 5.0f );
currentManager->Vertex( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1
currentManager->Shader( SHADER_FILLED_CIRCLE, 6.0f );
currentManager->Vertex( 0.0f, aRadius * 2.0f, layerDepth ); // v2
Restore();
}
void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRadius,
double aAngle )
{
double outerRadius = aRadius + ( lineWidth / 2 );
Save();
currentManager->Reserve( 3 );
currentManager->Translate( aCenterPoint.x, aCenterPoint.y, 0.0f );
currentManager->Rotate( aAngle, 0.0f, 0.0f, 1.0f );
/* Draw a triangle that contains the semicircle, then shade it to leave only
* the semicircle. Parameters given to 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
*/
currentManager->Shader( SHADER_STROKED_CIRCLE, 4.0f, aRadius, lineWidth );
currentManager->Vertex( -outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0
currentManager->Shader( SHADER_STROKED_CIRCLE, 5.0f, aRadius, lineWidth );
currentManager->Vertex( outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1
currentManager->Shader( SHADER_STROKED_CIRCLE, 6.0f, aRadius, lineWidth );
currentManager->Vertex( 0.0f, outerRadius * 2.0f, layerDepth ); // v2
Restore();
}
void OPENGL_GAL::drawPolygon( GLdouble* aPoints, int aPointCount )
{
if( isFillEnabled )
{
currentManager->Shader( SHADER_NONE );
currentManager->Color( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
// Any non convex polygon needs to be tesselated
// for this purpose the GLU standard functions are used
TessParams params = { currentManager, tessIntersects };
gluTessBeginPolygon( tesselator, &params );
gluTessBeginContour( tesselator );
GLdouble* point = aPoints;
for( int i = 0; i < aPointCount; ++i )
{
gluTessVertex( tesselator, point, point );
point += 3; // 3 coordinates
}
gluTessEndContour( tesselator );
gluTessEndPolygon( tesselator );
// Free allocated intersecting points
tessIntersects.clear();
}
if( 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 )
{
if( aPointCount < 2 )
return;
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
int i;
for( i = 1; i < aPointCount; ++i )
{
auto start = aPointGetter( i - 1 );
auto end = aPointGetter( i );
const VECTOR2D startEndVector = ( end - start );
double lineAngle = startEndVector.Angle();
drawLineQuad( start, end );
// There is no need to draw line caps on both ends of polyline's segments
drawFilledSemiCircle( start, lineWidth / 2, lineAngle + M_PI / 2 );
}
// ..and now - draw the ending cap
auto start = aPointGetter( i - 2 );
auto end = aPointGetter( i - 1 );
const VECTOR2D startEndVector = ( end - start );
double lineAngle = startEndVector.Angle();
drawFilledSemiCircle( end, lineWidth / 2, lineAngle - M_PI / 2 );
}
int OPENGL_GAL::drawBitmapChar( unsigned long aChar )
{
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' );
wxASSERT( g );
Translate( VECTOR2D( g->advance, 0 ) );
return g->advance;
}
const FONT_GLYPH_TYPE* glyph = LookupGlyph( aChar );
wxASSERT( glyph );
if( !glyph )
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;
currentManager->Reserve( 6 );
Translate( VECTOR2D( XOFF, YOFF ) );
/* Glyph:
* v0 v1
* +--+
* | /|
* |/ |
* +--+
* v2 v3
*/
currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
currentManager->Vertex( -B, -B, 0 ); // v0
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
currentManager->Vertex( W + B, -B, 0 ); // v1
currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
currentManager->Vertex( -B, H + B, 0 ); // v2
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
currentManager->Vertex( W + B, -B, 0 ); // v1
currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
currentManager->Vertex( -B, H + B, 0 ); // v2
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
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 )
{
// 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-1.5*H ) );
currentManager->Reserve( 6 );
currentManager->Color( strokeColor.r, strokeColor.g, strokeColor.b, 1 );
currentManager->Shader( 0 );
currentManager->Vertex( 0, 0, 0 ); // v0
currentManager->Vertex( aLength, 0, 0 ); // v1
currentManager->Vertex( 0, H, 0 ); // v2
currentManager->Vertex( aLength, 0, 0 ); // v1
currentManager->Vertex( 0, H, 0 ); // v2
currentManager->Vertex( aLength, H, 0 ); // v3
Restore();
}
std::pair<VECTOR2D, float> OPENGL_GAL::computeBitmapTextSize( const UTF8& aText ) const
{
VECTOR2D textSize( 0, 0 );
float commonOffset = std::numeric_limits<float>::max();
static const auto defaultGlyph = LookupGlyph( '(' ); // for strange chars
for( UTF8::uni_iter chIt = aText.ubegin(), end = aText.uend(); chIt < end; ++chIt )
{
unsigned int c = *chIt;
const FONT_GLYPH_TYPE* glyph = LookupGlyph( c );
// Debug: show not coded char in the atlas
wxASSERT_MSG( glyph, wxString::Format( "missing char in font: code 0x%x <%c>", c, c ) );
if( !glyph || // Not coded in font
c == '-' || c == '_' ) // Strange size of these 2 chars
{
glyph = defaultGlyph;
}
if( glyph )
{
textSize.x += glyph->advance;
}
}
textSize.y = std::max<float>( textSize.y, font_information.max_y - defaultGlyph->miny );
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& WXUNUSED( aEvent ) )
{
PostPaint();
}
void OPENGL_GAL::skipMouseEvent( wxMouseEvent& aEvent )
{
// Post the mouse event to the event listener registered in constructor, if any
if( mouseListener )
wxPostEvent( mouseListener, aEvent );
}
void OPENGL_GAL::blitCursor()
{
if( !IsCursorEnabled() )
return;
compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
const int cursorSize = fullscreenCursor ? 8000 : 80;
VECTOR2D cursorBegin = cursorPosition - cursorSize / ( 2 * worldScale );
VECTOR2D cursorEnd = cursorPosition + cursorSize / ( 2 * 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( groups.size() < std::numeric_limits<unsigned int>::max(),
wxT( "There are no free slots to store a group" ) );
while( groups.find( groupCounter ) != groups.end() )
{
groupCounter++;
}
return groupCounter++;
}
void OPENGL_GAL::init()
{
wxASSERT( IsShownOnScreen() );
GL_CONTEXT_MANAGER::Get().LockCtx( glPrivContext, this );
GLenum err = glewInit();
try
{
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( !shader->IsLinked() && !shader->LoadShaderFromStrings( SHADER_TYPE_VERTEX, BUILTIN_SHADERS::kicad_vertex_shader ) )
throw std::runtime_error( "Cannot compile vertex shader!" );
if( !shader->IsLinked() && !shader->LoadShaderFromStrings( SHADER_TYPE_FRAGMENT, BUILTIN_SHADERS::kicad_fragment_shader ) )
throw std::runtime_error( "Cannot compile fragment shader!" );
if( !shader->IsLinked() && !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" );
}
}
catch( std::runtime_error& )
{
GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
throw;
}
cachedManager = new VERTEX_MANAGER( true );
nonCachedManager = new VERTEX_MANAGER( false );
overlayManager = new VERTEX_MANAGER( false );
// Make VBOs use shaders
cachedManager->SetShader( *shader );
nonCachedManager->SetShader( *shader );
overlayManager->SetShader( *shader );
GL_CONTEXT_MANAGER::Get().UnlockCtx( glPrivContext );
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
param->intersectPoints.push_back( boost::shared_array<GLdouble>( vertex ) );
memcpy( vertex, coords, 3 * sizeof(GLdouble) );
*dataOut = vertex;
}
void CALLBACK EdgeCallback( GLboolean aEdgeFlag )
{
// This callback is needed to force GLU tesselator to use triangles only
}
void CALLBACK ErrorCallback( GLenum aErrorCode )
{
//throw std::runtime_error( std::string( "Tessellation error: " ) +
//std::string( (const char*) gluErrorString( aErrorCode ) );
}
static void InitTesselatorCallbacks( GLUtesselator* aTesselator )
{
gluTessCallback( aTesselator, GLU_TESS_VERTEX_DATA, ( void (CALLBACK*)() )VertexCallback );
gluTessCallback( aTesselator, GLU_TESS_COMBINE_DATA, ( void (CALLBACK*)() )CombineCallback );
gluTessCallback( aTesselator, GLU_TESS_EDGE_FLAG, ( void (CALLBACK*)() )EdgeCallback );
gluTessCallback( aTesselator, GLU_TESS_ERROR, ( void (CALLBACK*)() )ErrorCallback );
}