solvespace/src/render/render.h

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Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
//-----------------------------------------------------------------------------
// Backend-agnostic rendering interface, and various backends we use.
//
// Copyright 2016 whitequark
//-----------------------------------------------------------------------------
#ifndef SOLVESPACE_RENDER_H
#define SOLVESPACE_RENDER_H
enum class StipplePattern : uint32_t;
// A mapping from 3d sketch coordinates to 2d screen coordinates, using
// an axonometric projection.
class Camera {
public:
size_t width, height;
Vector offset;
Vector projRight;
Vector projUp;
double scale;
double tangent;
bool hasPixels;
bool IsPerspective() const { return tangent != 0.0; }
Point2d ProjectPoint(Vector p) const;
Vector ProjectPoint3(Vector p) const;
Vector ProjectPoint4(Vector p, double *w) const;
Vector UnProjectPoint(Point2d p) const;
Vector UnProjectPoint3(Vector p) const;
Vector VectorFromProjs(Vector rightUpForward) const;
Vector AlignToPixelGrid(Vector v) const;
void LoadIdentity();
void NormalizeProjectionVectors();
};
// A description of scene lighting.
class Lighting {
public:
RgbaColor backgroundColor;
double ambientIntensity;
double lightIntensity[2];
Vector lightDirection[2];
};
// An interface for populating a drawing area with geometry.
class Canvas {
public:
// Stroke and fill styles are addressed with handles to be able to quickly
// group geometry into indexed draw calls.
class hStroke {
public:
uint32_t v;
};
class hFill {
public:
uint32_t v;
};
// The layer of a geometry describes how it occludes other geometry.
// Within a layer, geometry with higher z-index occludes geometry with lower z-index,
// or geometry drawn earlier if z-indexes match.
enum class Layer {
NORMAL, // Occluded by geometry with lower Z coordinate
OCCLUDED, // Only drawn over geometry with lower Z coordinate
DEPTH_ONLY, // Like NORMAL, but only affects future occlusion, not color
BACK, // Always drawn below all other geometry
FRONT, // Always drawn above all other geometry
};
// The outlines are the collection of all edges that may be drawn.
// Outlines can be classified as emphasized or not; emphasized outlines indicate an abrupt
// change in the surface curvature. These are indicated by the SOutline tag.
// Outlines can also be classified as contour or not; contour outlines indicate the boundary
// of the filled mesh. Whether an outline is a part of contour or not depends on point of view.
enum class DrawOutlinesAs {
EMPHASIZED_AND_CONTOUR, // Both emphasized and contour outlines
EMPHASIZED_WITHOUT_CONTOUR, // Emphasized outlines except those also belonging to contour
CONTOUR_ONLY // Contour outlines only
};
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
class Stroke {
public:
hStroke h;
Layer layer;
int zIndex;
RgbaColor color;
double width;
StipplePattern stipplePattern;
double stippleScale;
bool Equals(const Stroke &other) const;
};
enum class FillPattern {
SOLID, CHECKERED_A, CHECKERED_B
};
class Fill {
public:
hFill h;
Layer layer;
int zIndex;
RgbaColor color;
FillPattern pattern;
bool Equals(const Fill &other) const;
};
IdList<Stroke, hStroke> strokes;
IdList<Fill, hFill> fills;
Canvas() : strokes(), fills() {};
hStroke GetStroke(const Stroke &stroke);
hFill GetFill(const Fill &fill);
virtual const Camera &GetCamera() const = 0;
virtual void DrawLine(const Vector &a, const Vector &b, hStroke hcs) = 0;
virtual void DrawEdges(const SEdgeList &el, hStroke hcs) = 0;
virtual bool DrawBeziers(const SBezierList &bl, hStroke hcs) = 0;
virtual void DrawOutlines(const SOutlineList &ol, hStroke hcs, DrawOutlinesAs drawAs) = 0;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
virtual void DrawVectorText(const std::string &text, double height,
const Vector &o, const Vector &u, const Vector &v,
hStroke hcs) = 0;
virtual void DrawQuad(const Vector &a, const Vector &b, const Vector &c, const Vector &d,
hFill hcf) = 0;
virtual void DrawPoint(const Vector &o, double d, hFill hcf) = 0;
virtual void DrawPolygon(const SPolygon &p, hFill hcf) = 0;
virtual void DrawMesh(const SMesh &m, hFill hcfFront, hFill hcfBack = {},
hStroke hcsTriangles = {}) = 0;
virtual void DrawFaces(const SMesh &m, const std::vector<uint32_t> &faces, hFill hcf) = 0;
virtual void DrawPixmap(std::shared_ptr<const Pixmap> pm,
const Vector &o, const Vector &u, const Vector &v,
const Point2d &ta, const Point2d &tb, hFill hcf) = 0;
virtual void InvalidatePixmap(std::shared_ptr<const Pixmap> pm) = 0;
};
// A wrapper around Canvas that simplifies drawing UI in screen coordinates.
class UiCanvas {
public:
Canvas *canvas;
bool flip;
UiCanvas() : canvas(), flip() {};
void DrawLine(int x1, int y1, int x2, int y2, RgbaColor color, int width = 1);
void DrawRect(int l, int r, int t, int b, RgbaColor fillColor, RgbaColor outlineColor);
void DrawPixmap(std::shared_ptr<const Pixmap> pm, int x, int y);
void DrawBitmapChar(char32_t codepoint, int x, int y, RgbaColor color);
void DrawBitmapText(const std::string &str, int x, int y, RgbaColor color);
int Flip(int y) const { return flip ? (int)canvas->GetCamera().height - y : y; }
};
// A canvas that performs picking against drawn geometry.
class ObjectPicker : public Canvas {
public:
Camera camera;
// Configuration.
Point2d point;
double selRadius;
// Picking state.
double minDistance;
int maxZIndex;
uint32_t position;
ObjectPicker() : camera(), point(), selRadius(),
minDistance(), maxZIndex(), position() {}
const Camera &GetCamera() const override { return camera; }
void DrawLine(const Vector &a, const Vector &b, hStroke hcs) override;
void DrawEdges(const SEdgeList &el, hStroke hcs) override;
bool DrawBeziers(const SBezierList &bl, hStroke hcs) override { return false; }
void DrawOutlines(const SOutlineList &ol, hStroke hcs, DrawOutlinesAs drawAs) override;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
void DrawVectorText(const std::string &text, double height,
const Vector &o, const Vector &u, const Vector &v,
hStroke hcs) override;
void DrawQuad(const Vector &a, const Vector &b, const Vector &c, const Vector &d,
hFill hcf) override;
void DrawPoint(const Vector &o, double s, hFill hcf) override;
void DrawPolygon(const SPolygon &p, hFill hcf) override;
void DrawMesh(const SMesh &m, hFill hcfFront, hFill hcfBack, hStroke hcsTriangles) override;
void DrawFaces(const SMesh &m, const std::vector<uint32_t> &faces, hFill hcf) override;
void DrawPixmap(std::shared_ptr<const Pixmap> pm,
const Vector &o, const Vector &u, const Vector &v,
const Point2d &ta, const Point2d &tb, hFill hcf) override;
void InvalidatePixmap(std::shared_ptr<const Pixmap> pm) override {}
void DoCompare(double distance, int zIndex, int comparePosition = 0);
void DoQuad(const Vector &a, const Vector &b, const Vector &c, const Vector &d,
int zIndex, int comparePosition = 0);
bool Pick(std::function<void()> drawFn);
};
// A canvas that uses the core OpenGL profile, for desktop systems.
class OpenGl1Renderer : public Canvas {
public:
Camera camera;
Lighting lighting;
// Cached OpenGL state.
struct {
bool drawing;
unsigned mode; // GLenum, but we don't include GL.h globally
hStroke hcs;
Stroke *stroke;
hFill hcf;
Fill *fill;
std::weak_ptr<const Pixmap> texture;
} current;
OpenGl1Renderer() : camera(), lighting(), current() {}
const Camera &GetCamera() const override { return camera; }
void DrawLine(const Vector &a, const Vector &b, hStroke hcs) override;
void DrawEdges(const SEdgeList &el, hStroke hcs) override;
bool DrawBeziers(const SBezierList &bl, hStroke hcs) override { return false; }
void DrawOutlines(const SOutlineList &ol, hStroke hcs, DrawOutlinesAs drawAs) override;
Abstract all (ex-OpenGL) drawing operations into a Canvas interface. This has several desirable consequences: * It is now possible to port SolveSpace to a later version of OpenGL, such as OpenGLES 2, so that it runs on platforms that only have that OpenGL version; * The majority of geometry is now rendered without references to the camera in C++ code, so a renderer can now submit it to the video card once and re-rasterize with a different projection matrix every time the projection is changed, avoiding expensive reuploads; * The DOGD (draw or get distance) interface is now a straightforward Canvas implementation; * There are no more direct references to SS.GW.(projection) in sketch rendering code, which allows rendering to multiple viewports; * There are no more unnecessary framebuffer flips on CPU on Cocoa and GTK; * The platform-dependent GL code is now confined to rendergl1.cpp. * The Microsoft and Apple headers required by it that are prone to identifier conflicts are no longer included globally; * The rendergl1.cpp implementation can now be omitted from compilation to run SolveSpace headless or with a different OpenGL version. Note these implementation details of Canvas: * GetCamera currently always returns a reference to the field `Camera camera;`. This is so that a future renderer that caches geometry in the video memory can define it as asserting, which would provide assurance against code that could accidentally put something projection-dependent in the cache; * Line and triangle rendering is specified through a level of indirection, hStroke and hFill. This is so that a future renderer that batches geometry could cheaply group identical styles. * DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix. This is so that a future renderer into an output format that uses 2d transforms (e.g. SVG) could easily derive those. Some additional internal changes were required to enable this: * Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>. This is so that the renderer could cache uploaded textures between API calls, which requires it to capture a (weak) reference. * The PlatformPathEqual function was properly extracted into platform-specific code. This is so that the <windows.h> header could be included only where needed (in platform/w32* as well as rendergl1.cpp). * The SBsp{2,3}::DebugDraw functions were removed. They can be rewritten using the Canvas API if they are ever needed. While no visual changes were originally intended, some minor fixes happened anyway: * The "emphasis" yellow line from top-left corner is now correctly rendered much wider. * The marquee rectangle is now pixel grid aligned. * The hidden entities now do not clobber the depth buffer, removing some minor artifacts. * The workplane "tab" now scales with the font used to render the workplane name. * The workplane name font is now taken from the normals style. * Workplane and constraint line stipple is insignificantly different. This is so that it can reuse the existing stipple codepaths; rendering of workplanes and constraints predates those. Some debug functionality was added: * In graphics window, an fps counter that becomes red when rendering under 60fps is drawn.
2016-05-31 00:55:13 +00:00
void DrawVectorText(const std::string &text, double height,
const Vector &o, const Vector &u, const Vector &v,
hStroke hcs) override;
void DrawQuad(const Vector &a, const Vector &b, const Vector &c, const Vector &d,
hFill hcf) override;
void DrawPoint(const Vector &o, double s, hFill hcf) override;
void DrawPolygon(const SPolygon &p, hFill hcf) override;
void DrawMesh(const SMesh &m, hFill hcfFront, hFill hcfBack, hStroke hcsTriangles) override;
void DrawFaces(const SMesh &m, const std::vector<uint32_t> &faces, hFill hcf) override;
void DrawPixmap(std::shared_ptr<const Pixmap> pm,
const Vector &o, const Vector &u, const Vector &v,
const Point2d &ta, const Point2d &tb, hFill hcf) override;
void InvalidatePixmap(std::shared_ptr<const Pixmap> pm) override;
void SelectPrimitive(unsigned mode);
void UnSelectPrimitive();
Stroke *SelectStroke(hStroke hcs);
Fill *SelectFill(hFill hcf);
void SelectTexture(std::shared_ptr<const Pixmap> pm);
void DoFatLineEndcap(const Vector &p, const Vector &u, const Vector &v);
void DoFatLine(const Vector &a, const Vector &b, double width);
void DoLine(const Vector &a, const Vector &b, hStroke hcs);
void DoPoint(Vector p, double radius);
void DoStippledLine(const Vector &a, const Vector &b, hStroke hcs);
void UpdateProjection(bool flip = FLIP_FRAMEBUFFER);
void BeginFrame();
void EndFrame();
std::shared_ptr<Pixmap> ReadFrame();
static void GetIdent(const char **vendor, const char **renderer, const char **version);
};
#endif