nextpnr/gui/lineshader.cc

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/*
* nextpnr -- Next Generation Place and Route
*
* Copyright (C) 2018 Serge Bazanski <q3k@symbioticeda.com>
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
*/
#include "lineshader.h"
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#include "log.h"
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NEXTPNR_NAMESPACE_BEGIN
void PolyLine::buildPoint(LineShaderData *building, const QVector2D *prev, const QVector2D *cur,
const QVector2D *next) const
{
// buildPoint emits two vertices per line point, along with normals to move
// them the right direction when rendering and miter to compensate for
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// bends.
if (cur == nullptr) {
// BUG
return;
}
if (prev == nullptr && next == nullptr) {
// BUG
return;
}
// TODO(q3k): fast path for vertical/horizontal lines?
// TODO(q3k): consider moving some of the linear algebra to the GPU,
// they're better at this than poor old CPUs.
// Build two unit vectors pointing in the direction of the two segments
// defined by (prev, cur) and (cur, next)
QVector2D dprev, dnext;
if (prev == nullptr) {
dnext = *next - *cur;
dprev = dnext;
} else if (next == nullptr) {
dprev = *cur - *prev;
dnext = dprev;
} else {
dprev = *cur - *prev;
dnext = *next - *cur;
}
dprev.normalize();
dnext.normalize();
// Calculate tangent unit vector.
QVector2D tangent(dprev + dnext);
tangent.normalize();
// Calculate normal to tangent - this is the line on which the vectors need
// to be pushed to build a thickened line.
const QVector2D tangent_normal = QVector2D(-tangent.y(), tangent.x());
// Calculate normal to one of the lines.
const QVector2D dprev_normal = QVector2D(-dprev.y(), dprev.x());
// https://people.eecs.berkeley.edu/~sequin/CS184/IMGS/Sweep_PolyLine.jpg
// (the ^-1 is performed in the shader)
const float miter = QVector2D::dotProduct(tangent_normal, dprev_normal);
const float x = cur->x();
const float y = cur->y();
const float mx = tangent_normal.x();
const float my = tangent_normal.y();
// Push back 'left' vertex.
building->vertices.push_back(Vertex2DPOD(x, y));
building->normals.push_back(Vertex2DPOD(mx, my));
building->miters.push_back(miter);
// Push back 'right' vertex.
building->vertices.push_back(Vertex2DPOD(x, y));
building->normals.push_back(Vertex2DPOD(mx, my));
building->miters.push_back(-miter);
}
void PolyLine::build(LineShaderData &target) const
{
if (points_.size() < 2) {
return;
}
const QVector2D *first = &points_.front();
const QVector2D *last = &points_.back();
// Index number of vertices, used to build the index buffer.
unsigned int startIndex = target.vertices.size();
unsigned int index = startIndex;
// For every point on the line, call buildPoint with (prev, point, next).
// If we're building a closed line, prev/next wrap around. Otherwise
// they are passed as nullptr and buildPoint interprets that accordingly.
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const QVector2D *prev = nullptr;
// Loop iterator used to ensure next is valid.
unsigned int i = 0;
for (const QVector2D &point : points_) {
const QVector2D *next = nullptr;
if (++i < points_.size()) {
next = (&point + 1);
}
// If the line is closed, wrap around. Otherwise, pass nullptr.
if (prev == nullptr && closed_) {
buildPoint(&target, last, &point, next);
} else if (next == nullptr && closed_) {
buildPoint(&target, prev, &point, first);
} else {
buildPoint(&target, prev, &point, next);
}
// If we have a prev point relative to cur, build a pair of triangles
// to render vertices into lines.
if (prev != nullptr) {
target.indices.push_back(index);
target.indices.push_back(index + 1);
target.indices.push_back(index + 2);
target.indices.push_back(index + 2);
target.indices.push_back(index + 1);
target.indices.push_back(index + 3);
index += 2;
}
prev = &point;
}
// If we're closed, build two more vertices that loop the line around.
if (closed_) {
target.indices.push_back(index);
target.indices.push_back(index + 1);
target.indices.push_back(startIndex);
target.indices.push_back(startIndex);
target.indices.push_back(index + 1);
target.indices.push_back(startIndex + 1);
}
}
bool LineShader::compile(void)
{
program_ = new QOpenGLShaderProgram(parent_);
program_->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource_);
program_->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource_);
if (!program_->link()) {
printf("could not link program: %s\n", program_->log().toStdString().c_str());
return false;
}
program_->bind();
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attributes_.position = program_->attributeLocation("position");
attributes_.normal = program_->attributeLocation("normal");
attributes_.miter = program_->attributeLocation("miter");
uniforms_.thickness = program_->uniformLocation("thickness");
uniforms_.projection = program_->uniformLocation("projection");
uniforms_.color = program_->uniformLocation("color");
program_->release();
for (int style = 0; style < GraphicElement::STYLE_MAX; style++) {
buffers_[style].position = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
buffers_[style].normal = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
buffers_[style].miter = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
buffers_[style].index = QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
if (!buffers_[style].vao.create())
log_abort();
buffers_[style].vao.bind();
if (!buffers_[style].position.create())
log_abort();
if (!buffers_[style].normal.create())
log_abort();
if (!buffers_[style].miter.create())
log_abort();
if (!buffers_[style].index.create())
log_abort();
buffers_[style].position.setUsagePattern(QOpenGLBuffer::StaticDraw);
buffers_[style].normal.setUsagePattern(QOpenGLBuffer::StaticDraw);
buffers_[style].miter.setUsagePattern(QOpenGLBuffer::StaticDraw);
buffers_[style].index.setUsagePattern(QOpenGLBuffer::StaticDraw);
buffers_[style].position.bind();
buffers_[style].normal.bind();
buffers_[style].miter.bind();
buffers_[style].index.bind();
buffers_[style].vao.release();
}
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return true;
}
void LineShader::update_vbos(enum GraphicElement::style_t style, const LineShaderData &line)
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{
if (buffers_[style].last_vbo_update == line.last_render)
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return;
buffers_[style].last_vbo_update = line.last_render;
buffers_[style].indices = line.indices.size();
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if (buffers_[style].indices == 0)
return;
buffers_[style].position.bind();
buffers_[style].position.allocate(&line.vertices[0], sizeof(Vertex2DPOD) * line.vertices.size());
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buffers_[style].normal.bind();
buffers_[style].normal.allocate(&line.normals[0], sizeof(Vertex2DPOD) * line.normals.size());
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buffers_[style].miter.bind();
buffers_[style].miter.allocate(&line.miters[0], sizeof(GLfloat) * line.miters.size());
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buffers_[style].index.bind();
buffers_[style].index.allocate(&line.indices[0], sizeof(GLuint) * line.indices.size());
}
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void LineShader::draw(enum GraphicElement::style_t style, const QColor &color, float thickness,
const QMatrix4x4 &projection)
{
auto gl = QOpenGLContext::currentContext()->functions();
if (buffers_[style].indices == 0)
return;
program_->bind();
buffers_[style].vao.bind();
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program_->setUniformValue(uniforms_.projection, projection);
program_->setUniformValue(uniforms_.thickness, thickness);
program_->setUniformValue(uniforms_.color, color.redF(), color.greenF(), color.blueF(), color.alphaF());
buffers_[style].position.bind();
program_->enableAttributeArray(attributes_.position);
program_->setAttributeBuffer(attributes_.position, GL_FLOAT, 0, 2);
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buffers_[style].normal.bind();
program_->enableAttributeArray(attributes_.normal);
program_->setAttributeBuffer(attributes_.normal, GL_FLOAT, 0, 2);
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buffers_[style].miter.bind();
program_->enableAttributeArray(attributes_.miter);
program_->setAttributeBuffer(attributes_.miter, GL_FLOAT, 0, 1);
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buffers_[style].index.bind();
gl->glDrawElements(GL_TRIANGLES, buffers_[style].indices, GL_UNSIGNED_INT, (void *)0);
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program_->disableAttributeArray(attributes_.position);
program_->disableAttributeArray(attributes_.normal);
program_->disableAttributeArray(attributes_.miter);
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buffers_[style].vao.release();
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program_->release();
}
NEXTPNR_NAMESPACE_END