gui: move polyline/lineshader to gui/lineshader.{h,cc}

This commit is contained in:
Sergiusz Bazanski 2018-07-26 17:37:24 +01:00
parent ba5395d89f
commit 16acc6ea43
2 changed files with 1 additions and 385 deletions

View File

@ -31,217 +31,6 @@
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 directio when rendering and miter to compensate for
// 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 accordinglu.
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;
}
if (!vao_.create())
log_abort();
vao_.bind();
if (!buffers_.position.create())
log_abort();
if (!buffers_.normal.create())
log_abort();
if (!buffers_.miter.create())
log_abort();
if (!buffers_.index.create())
log_abort();
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");
vao_.release();
return true;
}
void LineShader::draw(const LineShaderData &line, const QColor &color, float thickness, const QMatrix4x4 &projection)
{
auto gl = QOpenGLContext::currentContext()->functions();
if (line.vertices.size() == 0)
return;
vao_.bind();
program_->bind();
buffers_.position.bind();
buffers_.position.allocate(&line.vertices[0], sizeof(Vertex2DPOD) * line.vertices.size());
buffers_.normal.bind();
buffers_.normal.allocate(&line.normals[0], sizeof(Vertex2DPOD) * line.normals.size());
buffers_.miter.bind();
buffers_.miter.allocate(&line.miters[0], sizeof(GLfloat) * line.miters.size());
buffers_.index.bind();
buffers_.index.allocate(&line.indices[0], sizeof(GLuint) * line.indices.size());
program_->setUniformValue(uniforms_.projection, projection);
program_->setUniformValue(uniforms_.thickness, thickness);
program_->setUniformValue(uniforms_.color, color.redF(), color.greenF(), color.blueF(), color.alphaF());
buffers_.position.bind();
program_->enableAttributeArray("position");
gl->glVertexAttribPointer(attributes_.position, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
buffers_.normal.bind();
program_->enableAttributeArray("normal");
gl->glVertexAttribPointer(attributes_.normal, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
buffers_.miter.bind();
program_->enableAttributeArray("miter");
gl->glVertexAttribPointer(attributes_.miter, 1, GL_FLOAT, GL_FALSE, 0, (void *)0);
buffers_.index.bind();
gl->glDrawElements(GL_TRIANGLES, line.indices.size(), GL_UNSIGNED_INT, (void *)0);
program_->disableAttributeArray("miter");
program_->disableAttributeArray("normal");
program_->disableAttributeArray("position");
program_->release();
vao_.release();
}
FPGAViewWidget::FPGAViewWidget(QWidget *parent) :
QOpenGLWidget(parent), ctx_(nullptr), paintTimer_(this),
lineShader_(this), zoom_(500.0f),

View File

@ -33,183 +33,10 @@
#include <QWaitCondition>
#include "nextpnr.h"
#include "lineshader.h"
NEXTPNR_NAMESPACE_BEGIN
// Vertex2DPOD is a structure of X, Y coordinates that can be passed to OpenGL
// directly.
NPNR_PACKED_STRUCT(struct Vertex2DPOD {
GLfloat x;
GLfloat y;
Vertex2DPOD(GLfloat X, GLfloat Y) : x(X), y(Y) {}
});
// LineShaderData is a built set of vertices that can be rendered by the
// LineShader.
// Each LineShaderData can have its' own color and thickness.
struct LineShaderData
{
std::vector<Vertex2DPOD> vertices;
std::vector<Vertex2DPOD> normals;
std::vector<GLfloat> miters;
std::vector<GLuint> indices;
LineShaderData(void) {}
void clear(void)
{
vertices.clear();
normals.clear();
miters.clear();
indices.clear();
}
};
// PolyLine is a set of segments defined by points, that can be built to a
// ShaderLine for GPU rendering.
class PolyLine
{
private:
std::vector<QVector2D> points_;
bool closed_;
void buildPoint(LineShaderData *building, const QVector2D *prev, const QVector2D *cur, const QVector2D *next) const;
public:
// Create an empty PolyLine.
PolyLine(bool closed = false) : closed_(closed) {}
// Create a non-closed polyline consisting of one segment.
PolyLine(float x0, float y0, float x1, float y1) : closed_(false)
{
point(x0, y0);
point(x1, y1);
}
// Add a point to the PolyLine.
void point(float x, float y) { points_.push_back(QVector2D(x, y)); }
// Built PolyLine to shader data.
void build(LineShaderData &target) const;
// Set whether line is closed (ie. a loop).
void setClosed(bool closed) { closed_ = closed; }
};
// LineShader is an OpenGL shader program that renders LineShaderData on the
// GPU.
// The LineShader expects two vertices per line point. It will push those
// vertices along the given normal * miter. This is used to 'stretch' the line
// to be as wide as the given thickness. The normal and miter are calculated
// by the PolyLine build method in order to construct a constant thickness line
// with miter edge joints.
//
// +------+------+
//
// |
// PolyLine.build()
// |
// V
//
// ^ ^ ^
// | | | <--- normal vectors (x2, pointing in the same
// +/+----+/+----+/+ direction)
//
// |
// vertex shader
// |
// V
//
// +------+------+ ^ by normal * miter * thickness/2
// | | |
// +------+------+ V by normal * miter * thickness/2
//
// (miter is flipped for every second vertex generated)
class LineShader
{
private:
QObject *parent_;
QOpenGLShaderProgram *program_;
// GL attribute locations.
struct
{
// original position of line vertex
GLuint position;
// normal by which vertex should be translated
GLuint normal;
// scalar defining:
// - how stretched the normal vector should be to
// compensate for bends
// - which way the normal should be applied (+1 for one vertex, -1
// for the other)
GLuint miter;
} attributes_;
// GL buffers
struct
{
QOpenGLBuffer position;
QOpenGLBuffer normal;
QOpenGLBuffer miter;
QOpenGLBuffer index;
} buffers_;
// GL uniform locations.
struct
{
// combines m/v/p matrix to apply
GLuint projection;
// desired thickness of line
GLuint thickness;
// color of line
GLuint color;
} uniforms_;
QOpenGLVertexArrayObject vao_;
public:
LineShader(QObject *parent) : parent_(parent), program_(nullptr)
{
buffers_.position = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
buffers_.position.setUsagePattern(QOpenGLBuffer::StaticDraw);
buffers_.normal = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
buffers_.normal.setUsagePattern(QOpenGLBuffer::StaticDraw);
buffers_.miter = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
buffers_.miter.setUsagePattern(QOpenGLBuffer::StaticDraw);
buffers_.index = QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
buffers_.index.setUsagePattern(QOpenGLBuffer::StaticDraw);
}
static constexpr const char *vertexShaderSource_ =
"#version 110\n"
"attribute highp vec2 position;\n"
"attribute highp vec2 normal;\n"
"attribute highp float miter;\n"
"uniform highp float thickness;\n"
"uniform highp mat4 projection;\n"
"void main() {\n"
" vec2 p = position.xy + vec2(normal * thickness/2.0 / miter);\n"
" gl_Position = projection * vec4(p, 0.0, 1.0);\n"
"}\n";
static constexpr const char *fragmentShaderSource_ = "#version 110\n"
"uniform lowp vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n";
// Must be called on initialization.
bool compile(void);
// Render a LineShaderData with a given M/V/P transformation.
void draw(const LineShaderData &data, const QColor &color, float thickness, const QMatrix4x4 &projection);
};
class PeriodicRunner : public QThread
{
Q_OBJECT