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Recommendation is to avoid using the year nomenclature as this information is already encoded in the git repo. Avoids needing to repeatly update. Also updates AUTHORS.txt from current repo with contributor names
229 lines
7.7 KiB
C++
229 lines
7.7 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright The KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file ogl_utils.cpp
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* @brief implements generic openGL functions that are common to any openGL target
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*/
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#include <stdexcept>
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#include <gal/opengl/kiglew.h> // Must be included first
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#include "openGL_includes.h"
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#include "ogl_utils.h"
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void OglGetScreenshot( wxImage& aDstImage )
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{
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struct viewport_params
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{
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GLint originX;
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GLint originY;
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GLint x;
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GLint y;
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} viewport;
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glGetIntegerv( GL_VIEWPORT, (GLint*) &viewport );
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unsigned char* pixelbuffer = (unsigned char*) malloc( viewport.x * viewport.y * 4 );
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// Call glFinish before screenshot to ensure everything is fully drawn.
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glFinish();
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glPixelStorei( GL_PACK_ALIGNMENT, 1 );
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glReadBuffer( GL_BACK_LEFT );
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glReadPixels( viewport.originX, viewport.originY, viewport.x, viewport.y, GL_RGBA,
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GL_UNSIGNED_BYTE, pixelbuffer );
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unsigned char* rgbBuffer = (unsigned char*) malloc( viewport.x * viewport.y * 3 );
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unsigned char* alphaBuffer = (unsigned char*) malloc( viewport.x * viewport.y );
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unsigned char* rgbaPtr = pixelbuffer;
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unsigned char* rgbPtr = rgbBuffer;
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unsigned char* alphaPtr = alphaBuffer;
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for( int y = 0; y < viewport.y; y++ )
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{
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for( int x = 0; x < viewport.x; x++ )
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{
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rgbPtr[0] = rgbaPtr[0];
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rgbPtr[1] = rgbaPtr[1];
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rgbPtr[2] = rgbaPtr[2];
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alphaPtr[0] = rgbaPtr[3];
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rgbaPtr += 4;
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rgbPtr += 3;
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alphaPtr += 1;
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}
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}
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// "Sets the image data without performing checks.
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// The data given must have the size (width*height*3)
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// The data must have been allocated with malloc()
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// If static_data is false, after this call the pointer to the data is owned
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// by the wxImage object, that will be responsible for deleting it."
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aDstImage.SetData( rgbBuffer, viewport.x, viewport.y, false );
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aDstImage.SetAlpha( alphaBuffer, false );
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free( pixelbuffer );
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aDstImage = aDstImage.Mirror( false );
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}
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GLuint OglLoadTexture( const IMAGE& aImage )
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{
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unsigned char* rgbaBuffer = (unsigned char*) malloc( aImage.GetWidth() *
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aImage.GetHeight() * 4 );
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unsigned char* dst = rgbaBuffer;
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const unsigned char* ori = aImage.GetBuffer();
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for( unsigned int i = 0; i < ( aImage.GetWidth() * aImage.GetHeight() ); ++i )
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{
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unsigned char v = *ori;
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ori++;
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dst[0] = 255;
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dst[1] = 255;
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dst[2] = 255;
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dst[3] = v;
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dst+= 4;
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}
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GLuint texture;
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glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
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glPixelStorei( GL_PACK_ALIGNMENT, 4 );
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glGenTextures( 1, &texture );
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glBindTexture( GL_TEXTURE_2D, texture );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, aImage.GetWidth(), aImage.GetHeight(), 0, GL_RGBA,
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GL_UNSIGNED_BYTE, rgbaBuffer );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glBindTexture( GL_TEXTURE_2D, 0 );
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glFlush();
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free( rgbaBuffer );
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return texture;
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}
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void OglSetMaterial( const SMATERIAL& aMaterial, float aOpacity, bool aUseSelectedMaterial,
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SFVEC3F aSelectionColor )
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{
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const SFVEC4F ambient = SFVEC4F( aMaterial.m_Ambient, 1.0f );
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// !TODO: at this moment, diffuse color is added via
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// glEnableClientState( GL_COLOR_ARRAY ) so this line may has no effect
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// but can be used for optimization
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const SFVEC4F diffuse = SFVEC4F( aUseSelectedMaterial ? aSelectionColor : aMaterial.m_Diffuse,
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( 1.0f - aMaterial.m_Transparency ) * aOpacity );
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const SFVEC4F specular = SFVEC4F( aMaterial.m_Specular, 1.0f );
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const SFVEC4F emissive = SFVEC4F( aMaterial.m_Emissive, 1.0f );
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const float shininess =
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128.0f * ( (aMaterial.m_Shininess > 1.0f) ? 1.0f : aMaterial.m_Shininess );
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glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
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glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, shininess );
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}
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void OglSetDiffuseMaterial( const SFVEC3F &aMaterialDiffuse, float aOpacity,
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bool aUseSelectedMaterial, SFVEC3F aSelectionColor )
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{
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const SFVEC4F ambient = SFVEC4F( 0.2f, 0.2f, 0.2f, 1.0f );
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const SFVEC4F diffuse = SFVEC4F( aUseSelectedMaterial ? aSelectionColor : aMaterialDiffuse,
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aOpacity );
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const SFVEC4F specular = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
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const SFVEC4F emissive = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
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glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
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glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
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glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 0.0f );
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}
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void OglDrawBackground( const SFVEC4F& aTopColor, const SFVEC4F& aBotColor )
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{
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glDisable( GL_LIGHTING );
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glDisable( GL_COLOR_MATERIAL );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_BLEND );
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glDisable( GL_ALPHA_TEST );
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glBegin( GL_QUADS );
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glColor4f( aTopColor.r, aTopColor.g, aTopColor.b, aTopColor.a );
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glVertex2f( -1.0, 1.0 ); // Top left corner
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glColor4f( aBotColor.r, aBotColor.g, aBotColor.b, aBotColor.a );
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glVertex2f( -1.0,-1.0 ); // bottom left corner
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glVertex2f( 1.0,-1.0 ); // bottom right corner
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glColor4f( aTopColor.r, aTopColor.g, aTopColor.b, aTopColor.a);
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glVertex2f( 1.0, 1.0 ); // top right corner
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glEnd();
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}
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void OglResetTextureState()
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{
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if( !glActiveTexture || !glClientActiveTexture )
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throw std::runtime_error( "The OpenGL context no longer exists: unable to Reset Textures" );
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glActiveTexture( GL_TEXTURE0 );
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glBindTexture( GL_TEXTURE_2D, 0 );
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glClientActiveTexture( GL_TEXTURE0 );
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glDisable( GL_TEXTURE_2D );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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const SFVEC4F zero = SFVEC4F( 0.0f );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, static_cast<const float*>( &zero.x ) );
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}
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