KiCad PCB EDA Suite
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vertex_manager.h
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1/*
2 * This program source code file is part of KiCad, a free EDA CAD application.
3 *
4 * Copyright (C) 2013-2016 CERN
5 * Copyright (C) 2020 KiCad Developers, see AUTHORS.txt for contributors.
6 *
7 * @author Maciej Suminski <[email protected]>
8 *
9 * This program is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU General Public License
11 * as published by the Free Software Foundation; either version 2
12 * of the License, or (at your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, you may find one here:
21 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
22 * or you may search the http://www.gnu.org website for the version 2 license,
23 * or you may write to the Free Software Foundation, Inc.,
24 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
25 */
26
31#ifndef VERTEX_MANAGER_H_
32#define VERTEX_MANAGER_H_
33
34#define GLM_FORCE_RADIANS
35#include <glm/gtc/matrix_transform.hpp>
36#include <glm/glm.hpp>
38#include <gal/color4d.h>
39#include <stack>
40#include <memory>
41
42namespace KIGFX
43{
44class SHADER;
45class VERTEX_ITEM;
46class VERTEX_CONTAINER;
47class GPU_MANAGER;
48
54{
55public:
60 VERTEX_MANAGER( bool aCached );
61
65 void Map();
66
70 void Unmap();
71
78 bool Reserve( unsigned int aSize );
79
90 inline bool Vertex( const VERTEX& aVertex )
91 {
92 return Vertex( aVertex.x, aVertex.y, aVertex.z );
93 }
94
105 bool Vertex( GLfloat aX, GLfloat aY, GLfloat aZ );
106
116 bool Vertex( const VECTOR2D& aXY, GLfloat aZ )
117 {
118 return Vertex( aXY.x, aXY.y, aZ );
119 }
120
133 bool Vertices( const VERTEX aVertices[], unsigned int aSize );
134
140 inline void Color( const COLOR4D& aColor )
141 {
142 m_color[0] = aColor.r * 255.0;
143 m_color[1] = aColor.g * 255.0;
144 m_color[2] = aColor.b * 255.0;
145 m_color[3] = aColor.a * 255.0;
146 }
147
158 inline void Color( GLfloat aRed, GLfloat aGreen, GLfloat aBlue, GLfloat aAlpha )
159 {
160 m_color[0] = aRed * 255.0;
161 m_color[1] = aGreen * 255.0;
162 m_color[2] = aBlue * 255.0;
163 m_color[3] = aAlpha * 255.0;
164 }
165
179 inline void Shader( GLfloat aShaderType, GLfloat aParam1 = 0.0f, GLfloat aParam2 = 0.0f,
180 GLfloat aParam3 = 0.0f )
181 {
182 m_shader[0] = aShaderType;
183 m_shader[1] = aParam1;
184 m_shader[2] = aParam2;
185 m_shader[3] = aParam3;
186 }
187
198 inline void Translate( GLfloat aX, GLfloat aY, GLfloat aZ )
199 {
200 m_transform = glm::translate( m_transform, glm::vec3( aX, aY, aZ ) );
201 }
202
214 inline void Rotate( GLfloat aAngle, GLfloat aX, GLfloat aY, GLfloat aZ )
215 {
216 m_transform = glm::rotate( m_transform, aAngle, glm::vec3( aX, aY, aZ ) );
217 }
218
229 inline void Scale( GLfloat aX, GLfloat aY, GLfloat aZ )
230 {
231 m_transform = glm::scale( m_transform, glm::vec3( aX, aY, aZ ) );
232 }
233
239 inline void PushMatrix()
240 {
242
243 // Every transformation starts with PushMatrix
244 m_noTransform = false;
245 }
246
253 {
254 wxASSERT( !m_transformStack.empty() );
255
257 m_transformStack.pop();
258
259 if( m_transformStack.empty() )
260 {
261 // We return back to the identity matrix, thus no vertex transformation is needed
262 m_noTransform = true;
263 }
264 }
265
273 void SetItem( VERTEX_ITEM& aItem ) const;
274
278 void FinishItem() const;
279
285 void FreeItem( VERTEX_ITEM& aItem ) const;
286
293 void ChangeItemColor( const VERTEX_ITEM& aItem, const COLOR4D& aColor ) const;
294
301 void ChangeItemDepth( const VERTEX_ITEM& aItem, GLfloat aDepth ) const;
302
309 VERTEX* GetVertices( const VERTEX_ITEM& aItem ) const;
310
311 const glm::mat4& GetTransformation() const
312 {
313 return m_transform;
314 }
315
321 void SetShader( SHADER& aShader ) const;
322
326 void Clear() const;
327
331 void BeginDrawing() const;
332
338 void DrawItem( const VERTEX_ITEM& aItem ) const;
339
343 void EndDrawing() const;
344
348 void EnableDepthTest( bool aEnabled );
349
350protected:
360 void putVertex( VERTEX& aTarget, GLfloat aX, GLfloat aY, GLfloat aZ ) const;
361
363 std::shared_ptr<VERTEX_CONTAINER> m_container;
365 std::shared_ptr<GPU_MANAGER> m_gpu;
366
371 glm::mat4 m_transform;
373 std::stack<glm::mat4> m_transformStack;
378
381
383 unsigned int m_reservedSpace;
384};
385
386} // namespace KIGFX
387
388#endif /* VERTEX_MANAGER_H_ */
A color representation with 4 components: red, green, blue, alpha.
Definition: color4d.h:104
double r
Red component.
Definition: color4d.h:392
double g
Green component.
Definition: color4d.h:393
double a
Alpha component.
Definition: color4d.h:395
double b
Blue component.
Definition: color4d.h:394
Provide the access to the OpenGL shaders.
Definition: shader.h:77
Class to control vertex container and GPU with possibility of emulating old-style OpenGL 1....
void EndDrawing() const
Finish drawing operations.
bool Vertex(const VERTEX &aVertex)
Add a vertex with the given coordinates to the currently set item.
const glm::mat4 & GetTransformation() const
void Map()
Map vertex buffer.
bool m_noTransform
State machine variables True in case there is no need to transform vertices.
void SetItem(VERTEX_ITEM &aItem) const
Set an item to start its modifications.
void Clear() const
Remove all the stored vertices from the container.
void BeginDrawing() const
Prepare buffers and items to start drawing.
void ChangeItemColor(const VERTEX_ITEM &aItem, const COLOR4D &aColor) const
Change the color of all vertices owned by an item.
void Color(const COLOR4D &aColor)
Changes currently used color that will be applied to newly added vertices.
bool Reserve(unsigned int aSize)
Allocate space for vertices, so it will be used with subsequent Vertex() calls.
void FinishItem() const
Clean after adding an item.
void ChangeItemDepth(const VERTEX_ITEM &aItem, GLfloat aDepth) const
Change the depth of all vertices owned by an item.
void Rotate(GLfloat aAngle, GLfloat aX, GLfloat aY, GLfloat aZ)
Multiply the current matrix by a rotation matrix, so the newly vertices will be rotated by the given ...
void FreeItem(VERTEX_ITEM &aItem) const
Free the memory occupied by the item, so it is no longer stored in the container.
void Color(GLfloat aRed, GLfloat aGreen, GLfloat aBlue, GLfloat aAlpha)
Change currently used color that will be applied to newly added vertices.
void putVertex(VERTEX &aTarget, GLfloat aX, GLfloat aY, GLfloat aZ) const
Apply all transformation to the given coordinates and store them at the specified target.
void EnableDepthTest(bool aEnabled)
Enable/disable Z buffer depth test.
glm::mat4 m_transform
Currently used transform matrix.
void PopMatrix()
Pop the current transformation matrix stack.
void Shader(GLfloat aShaderType, GLfloat aParam1=0.0f, GLfloat aParam2=0.0f, GLfloat aParam3=0.0f)
Change currently used shader and its parameters that will be applied to newly added vertices.
std::stack< glm::mat4 > m_transformStack
Stack of transformation matrices, used for Push/PopMatrix.
unsigned int m_reservedSpace
Currently available reserved space.
VERTEX * GetVertices(const VERTEX_ITEM &aItem) const
Return a pointer to the vertices owned by an item.
VERTEX * m_reserved
Currently reserved chunk to store vertices.
GLubyte m_color[COLOR_STRIDE]
Currently used color.
bool Vertex(const VECTOR2D &aXY, GLfloat aZ)
Add a vertex with the given coordinates to the currently set item.
void PushMatrix()
Push the current transformation matrix stack.
void Scale(GLfloat aX, GLfloat aY, GLfloat aZ)
Multiply the current matrix by a scaling matrix, so the newly vertices will be scaled by the given fa...
GLfloat m_shader[SHADER_STRIDE]
Currently used shader and its parameters.
void Unmap()
Unmap vertex buffer.
bool Vertices(const VERTEX aVertices[], unsigned int aSize)
Add one or more vertices to the currently set item.
void SetShader(SHADER &aShader) const
Set a shader program that is going to be used during rendering.
std::shared_ptr< GPU_MANAGER > m_gpu
GPU manager for data transfers and drawing operations.
void Translate(GLfloat aX, GLfloat aY, GLfloat aZ)
Multiply the current matrix by a translation matrix, so newly vertices will be translated by the give...
std::shared_ptr< VERTEX_CONTAINER > m_container
Container for vertices, may be cached or noncached.
void DrawItem(const VERTEX_ITEM &aItem) const
Draw an item to the buffer.
The Cairo implementation of the graphics abstraction layer.
Definition: color4d.cpp:247
static constexpr size_t COLOR_STRIDE
Definition: vertex_common.h:76
static constexpr size_t SHADER_STRIDE
Definition: vertex_common.h:81
Common defines and consts used in vertex related classes.