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/*
* This program source code file is part of KiCad, a free EDA CAD application. * * Copyright 2013-2017 CERN * @author Maciej Suminski <maciej.suminski@cern.ch> * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */
#include <gal/opengl/gpu_manager.h>
#include <gal/opengl/cached_container_gpu.h>
#include <gal/opengl/cached_container_ram.h>
#include <gal/opengl/noncached_container.h>
#include <gal/opengl/shader.h>
#include <gal/opengl/utils.h>
#include <typeinfo>
#include <confirm.h>
#ifdef __WXDEBUG__
#include <profile.h>
#include <wx/log.h>
#endif /* __WXDEBUG__ */
using namespace KIGFX;
GPU_MANAGER* GPU_MANAGER::MakeManager( VERTEX_CONTAINER* aContainer ){ if( aContainer->IsCached() ) return new GPU_CACHED_MANAGER( aContainer ); else return new GPU_NONCACHED_MANAGER( aContainer );}
GPU_MANAGER::GPU_MANAGER( VERTEX_CONTAINER* aContainer ) : m_isDrawing( false ), m_container( aContainer ), m_shader( NULL ), m_shaderAttrib( 0 ), m_enableDepthTest( true ){}
GPU_MANAGER::~GPU_MANAGER(){}
void GPU_MANAGER::SetShader( SHADER& aShader ){ m_shader = &aShader; m_shaderAttrib = m_shader->GetAttribute( "attrShaderParams" );
if( m_shaderAttrib == -1 ) { DisplayError( NULL, wxT( "Could not get the shader attribute location" ) ); }}
// Cached manager
GPU_CACHED_MANAGER::GPU_CACHED_MANAGER( VERTEX_CONTAINER* aContainer ) : GPU_MANAGER( aContainer ), m_buffersInitialized( false ), m_indicesPtr( NULL ), m_indicesBuffer( 0 ), m_indicesSize( 0 ), m_indicesCapacity( 0 ){ // Allocate the biggest possible buffer for indices
resizeIndices( aContainer->GetSize() );}
GPU_CACHED_MANAGER::~GPU_CACHED_MANAGER(){ if( m_buffersInitialized ) { if( glBindBuffer ) glBindBuffer( GL_ARRAY_BUFFER, 0 );
if( glDeleteBuffers ) glDeleteBuffers( 1, &m_indicesBuffer ); }}
void GPU_CACHED_MANAGER::BeginDrawing(){ wxASSERT( !m_isDrawing );
if( !m_buffersInitialized ) { glGenBuffers( 1, &m_indicesBuffer ); checkGlError( "generating vertices buffer" ); m_buffersInitialized = true; }
if( m_container->IsDirty() ) resizeIndices( m_container->GetSize() );
// Number of vertices to be drawn in the EndDrawing()
m_indicesSize = 0; // Set the indices pointer to the beginning of the indices-to-draw buffer
m_indicesPtr = m_indices.get();
m_isDrawing = true;}
void GPU_CACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize ){ wxASSERT( m_isDrawing );
// Copy indices of items that should be drawn to GPU memory
for( unsigned int i = aOffset; i < aOffset + aSize; *m_indicesPtr++ = i++ );
m_indicesSize += aSize;}
void GPU_CACHED_MANAGER::DrawAll(){ wxASSERT( m_isDrawing );
for( unsigned int i = 0; i < m_indicesSize; *m_indicesPtr++ = i++ );
m_indicesSize = m_container->GetSize();}
void GPU_CACHED_MANAGER::EndDrawing(){#ifdef __WXDEBUG__
PROF_COUNTER totalRealTime;#endif /* __WXDEBUG__ */
wxASSERT( m_isDrawing );
CACHED_CONTAINER* cached = static_cast<CACHED_CONTAINER*>( m_container );
if( cached->IsMapped() ) cached->Unmap();
if( m_indicesSize == 0 ) { m_isDrawing = false; return; }
if( m_enableDepthTest ) glEnable( GL_DEPTH_TEST ); else glDisable( GL_DEPTH_TEST );
// Prepare buffers
glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_COLOR_ARRAY );
// Bind vertices data buffers
glBindBuffer( GL_ARRAY_BUFFER, cached->GetBufferHandle() ); glVertexPointer( COORD_STRIDE, GL_FLOAT, VERTEX_SIZE, (GLvoid*) COORD_OFFSET ); glColorPointer( COLOR_STRIDE, GL_UNSIGNED_BYTE, VERTEX_SIZE, (GLvoid*) COLOR_OFFSET );
if( m_shader != NULL ) // Use shader if applicable
{ m_shader->Use(); glEnableVertexAttribArray( m_shaderAttrib ); glVertexAttribPointer( m_shaderAttrib, SHADER_STRIDE, GL_FLOAT, GL_FALSE, VERTEX_SIZE, (GLvoid*) SHADER_OFFSET ); }
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indicesBuffer ); glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indicesSize * sizeof(int), (GLvoid*) m_indices.get(), GL_DYNAMIC_DRAW );
glDrawElements( GL_TRIANGLES, m_indicesSize, GL_UNSIGNED_INT, 0 );
#ifdef __WXDEBUG__
wxLogTrace( "GAL_PROFILE", wxT( "Cached manager size: %d" ), m_indicesSize );#endif /* __WXDEBUG__ */
glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); cached->ClearDirty();
// Deactivate vertex array
glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_VERTEX_ARRAY );
if( m_shader != NULL ) { glDisableVertexAttribArray( m_shaderAttrib ); m_shader->Deactivate(); }
m_isDrawing = false;
#ifdef __WXDEBUG__
totalRealTime.Stop(); wxLogTrace( "GAL_PROFILE", wxT( "GPU_CACHED_MANAGER::EndDrawing(): %.1f ms" ), totalRealTime.msecs() );#endif /* __WXDEBUG__ */
}
void GPU_CACHED_MANAGER::resizeIndices( unsigned int aNewSize ){ if( aNewSize > m_indicesCapacity ) { m_indicesCapacity = aNewSize; m_indices.reset( new GLuint[m_indicesCapacity] ); }}
// Noncached manager
GPU_NONCACHED_MANAGER::GPU_NONCACHED_MANAGER( VERTEX_CONTAINER* aContainer ) : GPU_MANAGER( aContainer ){}
void GPU_NONCACHED_MANAGER::BeginDrawing(){ // Nothing has to be prepared
}
void GPU_NONCACHED_MANAGER::DrawIndices( unsigned int aOffset, unsigned int aSize ){ wxASSERT_MSG( false, wxT( "Not implemented yet" ) );}
void GPU_NONCACHED_MANAGER::DrawAll(){ // This is the default use case, nothing has to be done
// The real rendering takes place in the EndDrawing() function
}
void GPU_NONCACHED_MANAGER::EndDrawing(){#ifdef __WXDEBUG__
PROF_COUNTER totalRealTime;#endif /* __WXDEBUG__ */
if( m_container->GetSize() == 0 ) return;
VERTEX* vertices = m_container->GetAllVertices(); GLfloat* coordinates = (GLfloat*) ( vertices ); GLubyte* colors = (GLubyte*) ( vertices ) + COLOR_OFFSET;
if( m_enableDepthTest ) glEnable( GL_DEPTH_TEST ); else glDisable( GL_DEPTH_TEST );
// Prepare buffers
glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_COLOR_ARRAY );
glVertexPointer( COORD_STRIDE, GL_FLOAT, VERTEX_SIZE, coordinates ); glColorPointer( COLOR_STRIDE, GL_UNSIGNED_BYTE, VERTEX_SIZE, colors );
if( m_shader != NULL ) // Use shader if applicable
{ GLfloat* shaders = (GLfloat*) ( vertices ) + SHADER_OFFSET / sizeof(GLfloat);
m_shader->Use(); glEnableVertexAttribArray( m_shaderAttrib ); glVertexAttribPointer( m_shaderAttrib, SHADER_STRIDE, GL_FLOAT, GL_FALSE, VERTEX_SIZE, shaders ); }
glDrawArrays( GL_TRIANGLES, 0, m_container->GetSize() );
#ifdef __WXDEBUG__
wxLogTrace( "GAL_PROFILE", wxT( "Noncached manager size: %d" ), m_container->GetSize() );#endif /* __WXDEBUG__ */
// Deactivate vertex array
glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_VERTEX_ARRAY );
if( m_shader != NULL ) { glDisableVertexAttribArray( m_shaderAttrib ); m_shader->Deactivate(); }
m_container->Clear();
#ifdef __WXDEBUG__
totalRealTime.Stop(); wxLogTrace( "GAL_PROFILE", wxT( "GPU_NONCACHED_MANAGER::EndDrawing(): %.1f ms" ), totalRealTime.msecs() );#endif /* __WXDEBUG__ */
}
void GPU_MANAGER::EnableDepthTest( bool aEnabled ){ m_enableDepthTest = aEnabled;}
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