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rendergl3.cpp
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1102 lines (919 loc) · 34.6 KB
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//-----------------------------------------------------------------------------
// OpenGL ES 2.0 and OpenGL 3.0 based rendering interface.
//
// Copyright 2016 Aleksey Egorov
//-----------------------------------------------------------------------------
#include "solvespace.h"
#include "gl3shader.h"
namespace SolveSpace {
class TextureCache {
public:
std::map<std::weak_ptr<const Pixmap>, GLuint,
std::owner_less<std::weak_ptr<const Pixmap>>> items;
bool Lookup(std::shared_ptr<const Pixmap> ptr, GLuint *result) {
auto it = items.find(ptr);
if(it == items.end()) {
GLuint id;
glGenTextures(1, &id);
items[ptr] = id;
*result = id;
return false;
}
*result = it->second;
return true;
}
void CleanupUnused() {
for(auto it = items.begin(); it != items.end();) {
if(it->first.expired()) {
glDeleteTextures(1, &it->second);
it = items.erase(it);
continue;
}
it++;
}
}
};
// A canvas that uses the core OpenGL 3 profile, for desktop systems.
class OpenGl3Renderer final : public ViewportCanvas {
public:
struct SEdgeListItem {
hStroke h;
SEdgeList lines;
void Clear() { lines.Clear(); }
};
struct SMeshListItem {
hFill h;
SIndexedMesh mesh;
void Clear() { mesh.Clear(); }
};
struct SPointListItem {
hStroke h;
SIndexedMesh points;
void Clear() { points.Clear(); }
};
IdList<SEdgeListItem, hStroke> lines;
IdList<SMeshListItem, hFill> meshes;
IdList<SPointListItem, hStroke> points;
TextureCache pixmapCache;
std::shared_ptr<Pixmap> masks[3];
bool initialized;
StippleAtlas atlas;
MeshRenderer meshRenderer;
IndexedMeshRenderer imeshRenderer;
EdgeRenderer edgeRenderer;
OutlineRenderer outlineRenderer;
Camera camera;
Lighting lighting;
// Cached OpenGL state.
struct {
hStroke hcs;
Stroke *stroke;
hFill hcf;
Fill *fill;
std::weak_ptr<const Pixmap> texture;
} current;
const char *vendor = "<uninitialized>";
const char *renderer = "<uninitialized>";
const char *version = "<uninitialized>";
// List-initialize current to work around MSVC bug 746973.
OpenGl3Renderer() :
lines(), meshes(), points(), pixmapCache(), masks(),
initialized(), atlas(), meshRenderer(), imeshRenderer(),
edgeRenderer(), outlineRenderer(), camera(), lighting(),
current({}) {}
void Init();
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 mode) override;
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, hStroke hs) override;
void DrawPolygon(const SPolygon &p, hFill hcf) override;
void DrawMesh(const SMesh &m, hFill hcfFront, hFill hcfBack) 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;
std::shared_ptr<BatchCanvas> CreateBatch() override;
Stroke *SelectStroke(hStroke hcs);
Fill *SelectFill(hFill hcf);
void SelectMask(FillPattern pattern);
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, hStroke hs);
void DoStippledLine(const Vector &a, const Vector &b, hStroke hcs);
void UpdateProjection();
void SetCamera(const Camera &c) override;
void SetLighting(const Lighting &l) override;
void StartFrame() override;
void FlushFrame() override;
void FinishFrame() override;
void Clear() override;
std::shared_ptr<Pixmap> ReadFrame() override;
void GetIdent(const char **vendor, const char **renderer, const char **version) override;
};
//-----------------------------------------------------------------------------
// Thin wrappers around OpenGL functions to fix bugs, adapt them to our
// data structures, etc.
//-----------------------------------------------------------------------------
static void ssglDepthRange(Canvas::Layer layer, int zIndex) {
switch(layer) {
case Canvas::Layer::NORMAL:
case Canvas::Layer::FRONT:
case Canvas::Layer::BACK:
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case Canvas::Layer::DEPTH_ONLY:
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
break;
case Canvas::Layer::OCCLUDED:
glDepthFunc(GL_GREATER);
glDepthMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
}
switch(layer) {
case Canvas::Layer::FRONT:
glDepthRangef(0.0f, 0.0f);
break;
case Canvas::Layer::BACK:
glDepthRangef(1.0f, 1.0f);
break;
case Canvas::Layer::NORMAL:
case Canvas::Layer::DEPTH_ONLY:
case Canvas::Layer::OCCLUDED:
// The size of this step depends on the resolution of the Z buffer; for
// a 16-bit buffer, this should be fine.
double offset = 1.0 / (65535 * 0.8) * zIndex;
glDepthRangef((float)(0.1 - offset), (float)(1.0 - offset));
break;
}
}
//-----------------------------------------------------------------------------
// A simple OpenGL state tracker to group consecutive draw calls.
//-----------------------------------------------------------------------------
Canvas::Stroke *OpenGl3Renderer::SelectStroke(hStroke hcs) {
if(current.hcs == hcs) return current.stroke;
Stroke *stroke = strokes.FindById(hcs);
ssglDepthRange(stroke->layer, stroke->zIndex);
current.hcs = hcs;
current.stroke = stroke;
current.hcf = {};
current.fill = NULL;
current.texture.reset();
return stroke;
}
void OpenGl3Renderer::SelectMask(FillPattern pattern) {
if(!masks[0]) {
masks[0] = Pixmap::Create(Pixmap::Format::A, 32, 32);
masks[1] = Pixmap::Create(Pixmap::Format::A, 32, 32);
masks[2] = Pixmap::Create(Pixmap::Format::A, 32, 32);
for(int x = 0; x < 32; x++) {
for(int y = 0; y < 32; y++) {
masks[0]->data[y * 32 + x] = ((x / 2) % 2 == 0 && (y / 2) % 2 == 0) ? 0xFF : 0x00;
masks[1]->data[y * 32 + x] = ((x / 2) % 2 == 1 && (y / 2) % 2 == 1) ? 0xFF : 0x00;
masks[2]->data[y * 32 + x] = 0xFF;
}
}
}
switch(pattern) {
case Canvas::FillPattern::SOLID:
SelectTexture(masks[2]);
break;
case Canvas::FillPattern::CHECKERED_A:
SelectTexture(masks[0]);
break;
case Canvas::FillPattern::CHECKERED_B:
SelectTexture(masks[1]);
break;
default: ssassert(false, "Unexpected fill pattern");
}
}
Canvas::Fill *OpenGl3Renderer::SelectFill(hFill hcf) {
if(current.hcf == hcf) return current.fill;
Fill *fill = fills.FindById(hcf);
ssglDepthRange(fill->layer, fill->zIndex);
current.hcs = {};
current.stroke = NULL;
current.hcf = hcf;
current.fill = fill;
if(fill->pattern != FillPattern::SOLID) {
SelectMask(fill->pattern);
} else if(fill->texture) {
SelectTexture(fill->texture);
} else {
SelectMask(FillPattern::SOLID);
}
return fill;
}
static bool IsPowerOfTwo(size_t n) {
return (n & (n - 1)) == 0;
}
void OpenGl3Renderer::InvalidatePixmap(std::shared_ptr<const Pixmap> pm) {
GLuint id;
pixmapCache.Lookup(pm, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if(IsPowerOfTwo(pm->width) && IsPowerOfTwo(pm->height)) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
GLenum format = 0;
switch(pm->format) {
case Pixmap::Format::RGBA: format = GL_RGBA; break;
case Pixmap::Format::RGB: format = GL_RGB; break;
#if defined(HAVE_GLES)
case Pixmap::Format::A: format = GL_ALPHA; break;
#else
case Pixmap::Format::A: format = GL_RED; break;
#endif
case Pixmap::Format::BGRA:
case Pixmap::Format::BGR:
ssassert(false, "Unexpected pixmap format");
}
glTexImage2D(GL_TEXTURE_2D, 0, format, pm->width, pm->height, 0,
format, GL_UNSIGNED_BYTE, &pm->data[0]);
}
void OpenGl3Renderer::SelectTexture(std::shared_ptr<const Pixmap> pm) {
if(current.texture.lock() == pm) return;
GLuint id;
if(!pixmapCache.Lookup(pm, &id)) {
InvalidatePixmap(pm);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, id);
current.texture = pm;
}
void OpenGl3Renderer::DoLine(const Vector &a, const Vector &b, hStroke hcs) {
SEdgeListItem *eli = lines.FindByIdNoOops(hcs);
if(eli == NULL) {
SEdgeListItem item = {};
item.h = hcs;
lines.Add(&item);
eli = lines.FindByIdNoOops(hcs);
}
eli->lines.AddEdge(a, b);
}
void OpenGl3Renderer::DoPoint(Vector p, hStroke hs) {
SPointListItem *pli = points.FindByIdNoOops(hs);
if(pli == NULL) {
SPointListItem item = {};
item.h = hs;
points.Add(&item);
pli = points.FindByIdNoOops(hs);
}
pli->points.AddPoint(p);
}
void OpenGl3Renderer::DoStippledLine(const Vector &a, const Vector &b, hStroke hcs) {
Stroke *stroke = strokes.FindById(hcs);
if(stroke->stipplePattern != StipplePattern::FREEHAND &&
stroke->stipplePattern != StipplePattern::ZIGZAG)
{
DoLine(a, b, hcs);
return;
}
const char *patternSeq = NULL;
Stroke s = *stroke;
s.stipplePattern = StipplePattern::CONTINUOUS;
hcs = GetStroke(s);
switch(stroke->stipplePattern) {
case StipplePattern::CONTINUOUS: DoLine(a, b, hcs); return;
case StipplePattern::SHORT_DASH: patternSeq = "- "; break;
case StipplePattern::DASH: patternSeq = "- "; break;
case StipplePattern::LONG_DASH: patternSeq = "_ "; break;
case StipplePattern::DASH_DOT: patternSeq = "-."; break;
case StipplePattern::DASH_DOT_DOT: patternSeq = "-.."; break;
case StipplePattern::DOT: patternSeq = "."; break;
case StipplePattern::FREEHAND: patternSeq = "~"; break;
case StipplePattern::ZIGZAG: patternSeq = "~__"; break;
}
Vector dir = b.Minus(a);
double len = dir.Magnitude();
dir = dir.WithMagnitude(1.0);
const char *si = patternSeq;
double end = len;
double ss = stroke->stippleScale / 2.0;
do {
double start = end;
switch(*si) {
case ' ':
end -= 1.0 * ss;
break;
case '-':
start = max(start - 0.5 * ss, 0.0);
end = max(start - 2.0 * ss, 0.0);
if(start == end) break;
DoLine(a.Plus(dir.ScaledBy(start)), a.Plus(dir.ScaledBy(end)), hcs);
end = max(end - 0.5 * ss, 0.0);
break;
case '_':
end = max(end - 4.0 * ss, 0.0);
DoLine(a.Plus(dir.ScaledBy(start)), a.Plus(dir.ScaledBy(end)), hcs);
break;
case '.':
end = max(end - 0.5 * ss, 0.0);
if(end == 0.0) break;
DoPoint(a.Plus(dir.ScaledBy(end)), hcs);
end = max(end - 0.5 * ss, 0.0);
break;
case '~': {
Vector ab = b.Minus(a);
Vector gn = (camera.projRight).Cross(camera.projUp);
Vector abn = (ab.Cross(gn)).WithMagnitude(1);
abn = abn.Minus(gn.ScaledBy(gn.Dot(abn)));
double pws = 2.0 * stroke->width / camera.scale;
end = max(end - 0.5 * ss, 0.0);
Vector aa = a.Plus(dir.ScaledBy(start));
Vector bb = a.Plus(dir.ScaledBy(end))
.Plus(abn.ScaledBy(pws * (start - end) / (0.5 * ss)));
DoLine(aa, bb, hcs);
if(end == 0.0) break;
start = end;
end = max(end - 1.0 * ss, 0.0);
aa = a.Plus(dir.ScaledBy(end))
.Plus(abn.ScaledBy(pws))
.Minus(abn.ScaledBy(2.0 * pws * (start - end) / ss));
DoLine(bb, aa, hcs);
if(end == 0.0) break;
start = end;
end = max(end - 0.5 * ss, 0.0);
bb = a.Plus(dir.ScaledBy(end))
.Minus(abn.ScaledBy(pws))
.Plus(abn.ScaledBy(pws * (start - end) / (0.5 * ss)));
DoLine(aa, bb, hcs);
break;
}
default: ssassert(false, "Unexpected stipple pattern element");
}
if(*(++si) == 0) si = patternSeq;
} while(end > 0.0);
}
//-----------------------------------------------------------------------------
// A canvas implemented using OpenGL 3 vertex buffer objects.
//-----------------------------------------------------------------------------
void OpenGl3Renderer::Init() {
atlas.Init();
edgeRenderer.Init(&atlas);
outlineRenderer.Init(&atlas);
meshRenderer.Init();
imeshRenderer.Init();
vendor = (const char *)glGetString(GL_VENDOR);
renderer = (const char *)glGetString(GL_RENDERER);
version = (const char *)glGetString(GL_VERSION);
#if !defined(HAVE_GLES) && !defined(__APPLE__)
GLuint array;
glGenVertexArrays(1, &array);
glBindVertexArray(array);
#endif
UpdateProjection();
}
void OpenGl3Renderer::DrawLine(const Vector &a, const Vector &b, hStroke hcs) {
DoStippledLine(a, b, hcs);
}
void OpenGl3Renderer::DrawEdges(const SEdgeList &el, hStroke hcs) {
for(const SEdge &e : el.l) {
DoStippledLine(e.a, e.b, hcs);
}
}
void OpenGl3Renderer::DrawOutlines(const SOutlineList &ol, hStroke hcs, DrawOutlinesAs mode) {
if(ol.l.IsEmpty())
return;
Stroke *stroke = SelectStroke(hcs);
ssassert(stroke->stipplePattern != StipplePattern::ZIGZAG &&
stroke->stipplePattern != StipplePattern::FREEHAND,
"ZIGZAG and FREEHAND not supported for outlines");
outlineRenderer.SetStroke(*stroke, 1.0 / camera.scale);
outlineRenderer.Draw(ol, mode);
}
void OpenGl3Renderer::DrawVectorText(const std::string &text, double height,
const Vector &o, const Vector &u, const Vector &v,
hStroke hcs) {
SEdgeListItem *eli = lines.FindByIdNoOops(hcs);
if(eli == NULL) {
SEdgeListItem item = {};
item.h = hcs;
lines.Add(&item);
eli = lines.FindByIdNoOops(hcs);
}
SEdgeList &lines = eli->lines;
auto traceEdge = [&](Vector a, Vector b) { lines.AddEdge(a, b); };
VectorFont::Builtin()->Trace(height, o, u, v, text, traceEdge, camera);
}
void OpenGl3Renderer::DrawQuad(const Vector &a, const Vector &b, const Vector &c, const Vector &d,
hFill hcf) {
SMeshListItem *li = meshes.FindByIdNoOops(hcf);
if(li == NULL) {
SMeshListItem item = {};
item.h = hcf;
meshes.Add(&item);
li = meshes.FindByIdNoOops(hcf);
}
li->mesh.AddQuad(a, b, c, d);
}
void OpenGl3Renderer::DrawPoint(const Vector &o, hStroke hs) {
DoPoint(o, hs);
}
void OpenGl3Renderer::DrawPolygon(const SPolygon &p, hFill hcf) {
Fill *fill = SelectFill(hcf);
SMesh m = {};
p.TriangulateInto(&m);
meshRenderer.UseFilled(*fill);
meshRenderer.Draw(m);
m.Clear();
}
void OpenGl3Renderer::DrawMesh(const SMesh &m, hFill hcfFront, hFill hcfBack) {
ssassert(false, "Not implemented");
}
void OpenGl3Renderer::DrawFaces(const SMesh &m, const std::vector<uint32_t> &faces, hFill hcf) {
if(faces.empty()) return;
Fill *fill = SelectFill(hcf);
SMesh facesMesh = {};
for(uint32_t f : faces) {
for(const STriangle &t : m.l) {
if(f != t.meta.face) continue;
facesMesh.l.Add(&t);
}
}
meshRenderer.UseFilled(*fill);
meshRenderer.Draw(facesMesh);
facesMesh.Clear();
}
void OpenGl3Renderer::DrawPixmap(std::shared_ptr<const Pixmap> pm,
const Vector &o, const Vector &u, const Vector &v,
const Point2d &ta, const Point2d &tb, hFill hcf) {
Fill fill = *fills.FindById(hcf);
fill.texture = pm;
hcf = GetFill(fill);
SMeshListItem *mli = meshes.FindByIdNoOops(hcf);
if(mli == NULL) {
SMeshListItem item = {};
item.h = hcf;
meshes.Add(&item);
mli = meshes.FindByIdNoOops(hcf);
}
mli->mesh.AddPixmap(o, u, v, ta, tb);
}
void OpenGl3Renderer::UpdateProjection() {
glViewport(0, 0,
(int)(camera.width * camera.pixelRatio),
(int)(camera.height * camera.pixelRatio));
double mat1[16];
double mat2[16];
double sx = camera.scale * 2.0 / camera.width;
double sy = camera.scale * 2.0 / camera.height;
double sz = camera.scale * 1.0 / 30000;
MakeMatrix(mat1,
sx, 0, 0, 0,
0, sy, 0, 0,
0, 0, sz, 0,
0, 0, 0, 1
);
// Last thing before display is to apply the perspective
double clp = camera.tangent * camera.scale;
MakeMatrix(mat2,
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, clp, 1
);
double projection[16];
MultMatrix(mat1, mat2, projection);
// Before that, we apply the rotation
Vector u = camera.projRight,
v = camera.projUp,
n = camera.projUp.Cross(camera.projRight);
MakeMatrix(mat1,
u.x, u.y, u.z, 0,
v.x, v.y, v.z, 0,
n.x, n.y, n.z, 0,
0, 0, 0, 1
);
// And before that, the translation
Vector o = camera.offset;
MakeMatrix(mat2,
1, 0, 0, o.x,
0, 1, 0, o.y,
0, 0, 1, o.z,
0, 0, 0, 1
);
double modelview[16];
MultMatrix(mat1, mat2, modelview);
imeshRenderer.SetProjection(projection);
imeshRenderer.SetModelview(modelview);
meshRenderer.SetProjection(projection);
meshRenderer.SetModelview(modelview);
edgeRenderer.SetProjection(projection);
edgeRenderer.SetModelview(modelview);
outlineRenderer.SetProjection(projection);
outlineRenderer.SetModelview(modelview);
glClearDepthf(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
}
void OpenGl3Renderer::StartFrame() {
if(!initialized) {
Init();
initialized = true;
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
RgbaColor backgroundColor = lighting.backgroundColor;
glClearColor(backgroundColor.redF(), backgroundColor.greenF(),
backgroundColor.blueF(), backgroundColor.alphaF());
glClearDepthf(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFrontFace(GL_CW);
}
void OpenGl3Renderer::FlushFrame() {
for(SMeshListItem &li : meshes) {
Fill *fill = SelectFill(li.h);
imeshRenderer.UseFilled(*fill);
imeshRenderer.Draw(li.mesh);
li.mesh.Clear();
}
meshes.Clear();
for(SEdgeListItem &eli : lines) {
Stroke *stroke = SelectStroke(eli.h);
edgeRenderer.SetStroke(*stroke, 1.0 / camera.scale);
edgeRenderer.Draw(eli.lines);
eli.lines.Clear();
}
lines.Clear();
for(SPointListItem &li : points) {
Stroke *stroke = SelectStroke(li.h);
imeshRenderer.UsePoint(*stroke, 1.0 / camera.scale);
imeshRenderer.Draw(li.points);
li.points.Clear();
}
points.Clear();
glFlush();
}
void OpenGl3Renderer::FinishFrame() {
glFinish();
GLenum error = glGetError();
if(error != GL_NO_ERROR) {
dbp("glGetError() == 0x%X", error);
}
}
void OpenGl3Renderer::Clear() {
ViewportCanvas::Clear();
pixmapCache.CleanupUnused();
}
std::shared_ptr<Pixmap> OpenGl3Renderer::ReadFrame() {
int width = (int)(camera.width * camera.pixelRatio);
int height = (int)(camera.height * camera.pixelRatio);
std::shared_ptr<Pixmap> pixmap =
Pixmap::Create(Pixmap::Format::RGBA, (size_t)width, (size_t)height);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &pixmap->data[0]);
ssassert(glGetError() == GL_NO_ERROR, "Unexpected glReadPixels error");
return pixmap;
}
void OpenGl3Renderer::GetIdent(const char **vendor, const char **renderer, const char **version) {
*vendor = this->vendor;
*renderer = this->renderer;
*version = this->version;
}
void OpenGl3Renderer::SetCamera(const Camera &c) {
camera = c;
if(initialized) {
UpdateProjection();
}
}
void OpenGl3Renderer::SetLighting(const Lighting &l) {
lighting = l;
}
//-----------------------------------------------------------------------------
// A batch canvas implemented using OpenGL 3 vertex buffer objects.
//-----------------------------------------------------------------------------
class DrawCall {
public:
virtual Canvas::Layer GetLayer() const = 0;
virtual int GetZIndex() const = 0;
virtual void Draw(OpenGl3Renderer *renderer) = 0;
virtual void Remove(OpenGl3Renderer *renderer) = 0;
};
class EdgeDrawCall final : public DrawCall {
public:
// Key
Canvas::Stroke stroke;
// Data
EdgeRenderer::Handle handle;
Canvas::Layer GetLayer() const override { return stroke.layer; }
int GetZIndex() const override { return stroke.zIndex; }
static std::shared_ptr<DrawCall> Create(OpenGl3Renderer *renderer, const SEdgeList &el,
Canvas::Stroke *stroke) {
EdgeDrawCall *dc = new EdgeDrawCall();
dc->stroke = *stroke;
dc->handle = renderer->edgeRenderer.Add(el);
return std::shared_ptr<DrawCall>(dc);
}
void Draw(OpenGl3Renderer *renderer) override {
ssglDepthRange(stroke.layer, stroke.zIndex);
renderer->edgeRenderer.SetStroke(stroke, 1.0 / renderer->camera.scale);
renderer->edgeRenderer.Draw(handle);
}
void Remove(OpenGl3Renderer *renderer) override {
renderer->edgeRenderer.Remove(handle);
}
};
class OutlineDrawCall final : public DrawCall {
public:
// Key
Canvas::Stroke stroke;
// Data
OutlineRenderer::Handle handle;
Canvas::DrawOutlinesAs drawAs;
Canvas::Layer GetLayer() const override { return stroke.layer; }
int GetZIndex() const override { return stroke.zIndex; }
static std::shared_ptr<DrawCall> Create(OpenGl3Renderer *renderer, const SOutlineList &ol,
Canvas::Stroke *stroke,
Canvas::DrawOutlinesAs drawAs) {
OutlineDrawCall *dc = new OutlineDrawCall();
dc->stroke = *stroke;
dc->handle = renderer->outlineRenderer.Add(ol);
dc->drawAs = drawAs;
return std::shared_ptr<DrawCall>(dc);
}
void Draw(OpenGl3Renderer *renderer) override {
ssglDepthRange(stroke.layer, stroke.zIndex);
renderer->outlineRenderer.SetStroke(stroke, 1.0 / renderer->camera.scale);
renderer->outlineRenderer.Draw(handle, drawAs);
}
void Remove(OpenGl3Renderer *renderer) override {
renderer->outlineRenderer.Remove(handle);
}
};
class PointDrawCall final : public DrawCall {
public:
// Key
Canvas::Stroke stroke;
// Data
IndexedMeshRenderer::Handle handle;
Canvas::Layer GetLayer() const override { return stroke.layer; }
int GetZIndex() const override { return stroke.zIndex; }
static std::shared_ptr<DrawCall> Create(OpenGl3Renderer *renderer, const SIndexedMesh &mesh,
Canvas::Stroke *stroke) {
PointDrawCall *dc = new PointDrawCall();
dc->stroke = *stroke;
dc->handle = renderer->imeshRenderer.Add(mesh);
return std::shared_ptr<DrawCall>(dc);
}
void Draw(OpenGl3Renderer *renderer) override {
ssglDepthRange(stroke.layer, stroke.zIndex);
renderer->imeshRenderer.UsePoint(stroke, 1.0 / renderer->camera.scale);
renderer->imeshRenderer.Draw(handle);
}
void Remove(OpenGl3Renderer *renderer) override {
renderer->imeshRenderer.Remove(handle);
}
};
class PixmapDrawCall final : public DrawCall {
public:
// Key
Canvas::Fill fill;
// Data
IndexedMeshRenderer::Handle handle;
Canvas::Layer GetLayer() const override { return fill.layer; }
int GetZIndex() const override { return fill.zIndex; }
static std::shared_ptr<DrawCall> Create(OpenGl3Renderer *renderer, const SIndexedMesh &mesh,
Canvas::Fill *fill) {
PixmapDrawCall *dc = new PixmapDrawCall();
dc->fill = *fill;
dc->handle = renderer->imeshRenderer.Add(mesh);
return std::shared_ptr<DrawCall>(dc);
}
void Draw(OpenGl3Renderer *renderer) override {
ssglDepthRange(fill.layer, fill.zIndex);
if(fill.pattern != Canvas::FillPattern::SOLID) {
renderer->SelectMask(fill.pattern);
} else if(fill.texture) {
renderer->SelectTexture(fill.texture);
} else {
renderer->SelectMask(Canvas::FillPattern::SOLID);
}
renderer->imeshRenderer.UseFilled(fill);
renderer->imeshRenderer.Draw(handle);
}
void Remove(OpenGl3Renderer *renderer) override {
renderer->imeshRenderer.Remove(handle);
}
};
class MeshDrawCall final : public DrawCall {
public:
// Key
Canvas::Fill fillFront;
// Data
MeshRenderer::Handle handle;
Canvas::Fill fillBack;
bool hasFillBack;
bool isShaded;
Canvas::Layer GetLayer() const override { return fillFront.layer; }
int GetZIndex() const override { return fillFront.zIndex; }
static std::shared_ptr<DrawCall> Create(OpenGl3Renderer *renderer, const SMesh &m,
Canvas::Fill *fillFront, Canvas::Fill *fillBack = NULL,
bool isShaded = false) {
MeshDrawCall *dc = new MeshDrawCall();
dc->fillFront = *fillFront;
dc->handle = renderer->meshRenderer.Add(m);
dc->fillBack = *fillBack;
dc->isShaded = isShaded;
dc->hasFillBack = (fillBack != NULL);
return std::shared_ptr<DrawCall>(dc);
}
void DrawFace(OpenGl3Renderer *renderer, GLenum cullFace, const Canvas::Fill &fill) {
glCullFace(cullFace);
ssglDepthRange(fill.layer, fill.zIndex);
if(fill.pattern != Canvas::FillPattern::SOLID) {
renderer->SelectMask(fill.pattern);
} else if(fill.texture) {
renderer->SelectTexture(fill.texture);
} else {
renderer->SelectMask(Canvas::FillPattern::SOLID);
}
if(isShaded) {
renderer->meshRenderer.UseShaded(renderer->lighting);
} else {
renderer->meshRenderer.UseFilled(fill);
}
renderer->meshRenderer.Draw(handle, /*useColors=*/fill.color.IsEmpty(), fill.color);
}
void Draw(OpenGl3Renderer *renderer) override {
glEnable(GL_CULL_FACE);
if(hasFillBack)
DrawFace(renderer, GL_BACK, fillBack);
DrawFace(renderer, GL_FRONT, fillFront);
glDisable(GL_CULL_FACE);
}
void Remove(OpenGl3Renderer *renderer) override {
renderer->meshRenderer.Remove(handle);
}
};
struct CompareDrawCall {
bool operator()(const std::shared_ptr<DrawCall> &a, const std::shared_ptr<DrawCall> &b) const {
const Canvas::Layer stackup[] = {
Canvas::Layer::BACK,
Canvas::Layer::DEPTH_ONLY,
Canvas::Layer::NORMAL,
Canvas::Layer::OCCLUDED,
Canvas::Layer::FRONT
};
int aLayerIndex =
std::find(std::begin(stackup), std::end(stackup), a->GetLayer()) - std::begin(stackup);
int bLayerIndex =
std::find(std::begin(stackup), std::end(stackup), b->GetLayer()) - std::begin(stackup);
if(aLayerIndex == bLayerIndex) {
return a->GetZIndex() < b->GetZIndex();
} else {
return aLayerIndex < bLayerIndex;
}
}
};
class OpenGl3RendererBatch final : public BatchCanvas {
public:
struct EdgeBuffer {
hStroke h;
SEdgeList edges;
void Clear() {
edges.Clear();
}
};
struct PointBuffer {
hStroke h;
SIndexedMesh points;
void Clear() {
points.Clear();
}
};
OpenGl3Renderer *renderer;
IdList<EdgeBuffer, hStroke> edgeBuffer;
IdList<PointBuffer, hStroke> pointBuffer;
std::multiset<std::shared_ptr<DrawCall>, CompareDrawCall> drawCalls;
OpenGl3RendererBatch() : renderer(), edgeBuffer(), pointBuffer() {}
void DrawLine(const Vector &a, const Vector &b, hStroke hcs) override {
EdgeBuffer *eb = edgeBuffer.FindByIdNoOops(hcs);
if(!eb) {
EdgeBuffer neb = {};
neb.h = hcs;
edgeBuffer.Add(&neb);
eb = edgeBuffer.FindById(hcs);
}
eb->edges.AddEdge(a, b);
}
void DrawEdges(const SEdgeList &el, hStroke hcs) override {
EdgeBuffer *eb = edgeBuffer.FindByIdNoOops(hcs);
if(!eb) {
EdgeBuffer neb = {};
neb.h = hcs;
edgeBuffer.Add(&neb);
eb = edgeBuffer.FindById(hcs);
}
for(const SEdge &e : el.l) {
eb->edges.AddEdge(e.a, e.b);
}
}
bool DrawBeziers(const SBezierList &bl, hStroke hcs) override {
return false;
}
void DrawOutlines(const SOutlineList &ol, hStroke hcs, DrawOutlinesAs drawAs) override {
drawCalls.emplace(OutlineDrawCall::Create(renderer, ol, strokes.FindById(hcs), drawAs));
}