Commit Graph

8 Commits (a5c7fc6ad97db344896c43c13777e49f624baa1a)

Author SHA1 Message Date
Evil-Spirit 1108a6f37d Use Canvas::Stroke, not Canvas::Fill, for drawing a point.
Our points are more like fat lines than actual quads, in that they
are scale-invariant.
2016-10-11 23:32:05 +00:00
whitequark 4f49a8a9d4 Eliminate several memory leaks.
All leaks found with valgrind while running the test suite.
This commit also clears the Cairo cache to improve SNR of Valgrind
output.
2016-08-01 05:39:18 +00:00
whitequark 5e63d8301e Add a simple harness for automated, headless testing.
This commit alters the build system substantially; it adds another
platform, `headless`, that provides stubs in place of all GUI
functions, and provides a library `solvespace_headless` alongside
the main executable. To cut down build times, only the few files
that have #if defined(HEADLESS) are built twice for the executable
and the library; the rest is grouped into a new `solvespace_cad`
library. It is not usable on its own and just serves for grouping.

This commit also gates the tests behind a -DENABLE_TESTS=ON CMake
option, ON by default (but suggested as OFF in the README so that
people don't ever have to install cairo to build the executable.)

The tests introduced in this commit are (so far) rudimentary,
although functional, and they serve as a stepping point towards
introducing coverage analysis.
2016-08-01 00:48:37 +00:00
whitequark 65e2cccde0 Add a Cairo rendering backend.
This backend will be used for reproducible offscreen rendering
in integration tests.
2016-08-01 00:48:37 +00:00
whitequark 8960ee365a Add a new renderer that prepares geometry for 2d backends.
SurfaceRenderer is a new renderer implementing the Canvas interface
running entirely on the CPU; it projects strokes and triangles
in the exact same way as OpenGL would, and it can be used for
rendering into raster or vector 2d surfaces.
2016-08-01 00:48:37 +00:00
whitequark 7265121b24 Refactor GlOffscreen; remove the GLEW dependency.
It was never really needed, since both Linux and OS X, where
GlOffscreen is used, guarantee that the API we need is present,
on all OS versions we're interested in.

Also, reorganize GlOffscreen consistently with the rest of our
codebase, and don't use RAII for OpenGL resource management because
of its requirement for an active context.
2016-07-25 04:21:55 +00:00
EvilSpirit 7f411d1593 Unify displayEdges and displayOutlines.
This has the following benefits:
  * Less geometry to generate; we can do both in one pass;
  * Less geometry to draw;
  * Eliminate overdraw of outlines on top of emphasized edges;
  * In future, being able to seamlessly stitch stippled lines.

The contour edges are now also drawn before emphasized edges;
this makes intersections of contour and emphasized edges look better
as the thinner emphasized edge doesn't clobber the depth buffer.
2016-07-23 22:41:16 +00:00
whitequark e7c8c1c8f2 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.
2016-07-23 22:31:18 +00:00