Commit 27113348 authored by Maciej Suminski's avatar Maciej Suminski

Fixed blending function for OpenGL compositing. Corrected documentation,...

Fixed blending function for OpenGL compositing. Corrected documentation, removed unnecessary functions.
parent 67c0cd22
/*i
/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2013 CERN
......@@ -103,58 +103,56 @@ unsigned int OPENGL_COMPOSITOR::GetBuffer()
{
wxASSERT( m_initialized );
if( m_buffers.size() < m_maxBuffers )
{
// GL_COLOR_ATTACHMENTn are consecutive integers
GLuint attachmentPoint = GL_COLOR_ATTACHMENT0 + usedBuffers();
GLuint textureTarget;
if( m_buffers.size() >= m_maxBuffers )
return 0; // Unfortunately we have no more free buffers left
// Generate the texture for the pixel storage
glGenTextures( 1, &textureTarget );
glBindTexture( GL_TEXTURE_2D, textureTarget );
// GL_COLOR_ATTACHMENTn are consecutive integers
GLuint attachmentPoint = GL_COLOR_ATTACHMENT0 + usedBuffers();
GLuint textureTarget;
// Set texture parameters
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
// Generate the texture for the pixel storage
glGenTextures( 1, &textureTarget );
glBindTexture( GL_TEXTURE_2D, textureTarget );
// Bind the texture to the specific attachment point, clear and rebind the screen
glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer );
m_currentFbo = m_framebuffer;
glFramebufferTexture2D( GL_FRAMEBUFFER, attachmentPoint, GL_TEXTURE_2D, textureTarget, 0 );
ClearBuffer();
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
m_currentFbo = 0;
// Set texture parameters
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
// Store the new buffer
BUFFER_ITEM buffer = { textureTarget, attachmentPoint };
m_buffers.push_back( buffer );
// Bind the texture to the specific attachment point, clear and rebind the screen
glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer );
m_currentFbo = m_framebuffer;
glFramebufferTexture2D( GL_FRAMEBUFFER, attachmentPoint, GL_TEXTURE_2D, textureTarget, 0 );
ClearBuffer();
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
m_currentFbo = 0;
return usedBuffers();
}
// Store the new buffer
OPENGL_BUFFER buffer = { textureTarget, attachmentPoint };
m_buffers.push_back( buffer );
// Unfortunately we have no more buffers left
return 0;
return usedBuffers();
}
void OPENGL_COMPOSITOR::SetBuffer( unsigned int aBufferHandle )
{
if( aBufferHandle <= usedBuffers() )
if( aBufferHandle > usedBuffers() )
return;
// Change the rendering destination to the selected attachment point
if( m_currentFbo != m_framebuffer )
{
// Change the rendering destination to the selected attachment point
if( m_currentFbo != m_framebuffer )
{
glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer );
m_currentFbo = m_framebuffer;
}
if( m_current != aBufferHandle - 1 )
{
glDrawBuffer( m_buffers[m_current].attachmentPoint );
m_current = aBufferHandle - 1;
}
glBindFramebuffer( GL_FRAMEBUFFER, m_framebuffer );
m_currentFbo = m_framebuffer;
}
if( m_current != aBufferHandle - 1 )
{
m_current = aBufferHandle - 1;
glDrawBuffer( m_buffers[m_current].attachmentPoint );
}
}
......@@ -168,15 +166,7 @@ void OPENGL_COMPOSITOR::ClearBuffer()
}
void OPENGL_COMPOSITOR::BlitBuffer( unsigned int aBufferHandle )
{
wxASSERT( m_initialized );
wxASSERT_MSG( false, wxT( "Not implemented yet" ) );
}
void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle, double aDepth )
void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle )
{
wxASSERT( m_initialized );
......@@ -202,18 +192,18 @@ void OPENGL_COMPOSITOR::DrawBuffer( unsigned int aBufferHandle, double aDepth )
glBegin( GL_TRIANGLES );
glTexCoord2f( 0.0f, 1.0f );
glVertex3f( -1.0f, -1.0f, aDepth );
glVertex2f( -1.0f, -1.0f );
glTexCoord2f( 1.0f, 1.0f );
glVertex3f( 1.0f, -1.0f, aDepth );
glVertex2f( 1.0f, -1.0f );
glTexCoord2f( 1.0f, 0.0f );
glVertex3f( 1.0f, 1.0f, aDepth );
glVertex2f( 1.0f, 1.0f );
glTexCoord2f( 0.0f, 1.0f );
glVertex3f( -1.0f, -1.0f, aDepth );
glVertex2f( -1.0f, -1.0f );
glTexCoord2f( 1.0f, 0.0f );
glVertex3f( 1.0f, 1.0f, aDepth );
glVertex2f( 1.0f, 1.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex3f( -1.0f, 1.0f, aDepth );
glVertex2f( -1.0f, 1.0f );
glEnd();
glPopMatrix();
......@@ -229,7 +219,7 @@ void OPENGL_COMPOSITOR::clean()
glDeleteFramebuffers( 1, &m_framebuffer );
glDeleteRenderbuffers( 1, &m_depthBuffer );
Buffers::const_iterator it;
OPENGL_BUFFERS::const_iterator it;
for( it = m_buffers.begin(); it != m_buffers.end(); ++it )
{
glDeleteTextures( 1, &it->textureTarget );
......
......@@ -333,8 +333,8 @@ void OPENGL_GAL::EndDrawing()
// Draw the remaining contents, blit the rendering targets to the screen, swap the buffers
glFlush();
compositor.DrawBuffer( mainBuffer, -1.0 );
compositor.DrawBuffer( overlayBuffer, 0.0 );
compositor.DrawBuffer( mainBuffer );
compositor.DrawBuffer( overlayBuffer );
SwapBuffers();
delete clientDC;
......
......@@ -80,22 +80,13 @@ public:
*/
virtual void ClearBuffer() = 0;
/**
* Function BlitBuffer()
* pastes the content of the buffer to the current buffer (set by SetBuffer() function).
*
* @param aBufferHandle is the handle to the buffer that is going to be pasted.
*/
virtual void BlitBuffer( unsigned int aBufferHandle ) = 0;
/**
* Function DrawBuffer()
* draws the selected buffer on the screen.
*
* @param aBufferHandle is the handle of the buffer to be drawn.
* @param aDepth is the depth on which the buffer should be drawn. // TODO mention if higher depth value means close to the screen or is it opposite
*/
virtual void DrawBuffer( unsigned int aBufferHandle, double aDepth ) = 0;
virtual void DrawBuffer( unsigned int aBufferHandle ) = 0;
protected:
unsigned int m_width; ///< Width of the buffer (in pixels)
......
......@@ -33,7 +33,7 @@
#include <gal/compositor.h>
#include <GL/glew.h>
#include <vector>
#include <deque>
namespace KiGfx
{
......@@ -44,41 +44,40 @@ public:
OPENGL_COMPOSITOR();
virtual ~OPENGL_COMPOSITOR();
///< @copydoc COMPOSITOR::Initialize()
/// @copydoc COMPOSITOR::Initialize()
virtual void Initialize();
///< @copydoc COMPOSITOR::Resize()
/// @copydoc COMPOSITOR::Resize()
virtual void Resize( unsigned int aWidth, unsigned int aHeight );
///< @copydoc COMPOSITOR::GetBuffer()
/// @copydoc COMPOSITOR::GetBuffer()
virtual unsigned int GetBuffer();
///< @copydoc COMPOSITOR::SetBuffer()
/// @copydoc COMPOSITOR::SetBuffer()
virtual void SetBuffer( unsigned int aBufferHandle );
///< @copydoc COMPOSITOR::ClearBuffer()
/// @copydoc COMPOSITOR::ClearBuffer()
virtual void ClearBuffer();
///< @copydoc COMPOSITOR::BlitBuffer()
virtual void BlitBuffer( unsigned int aBufferHandle );
///< @copydoc COMPOSITOR::DrawBuffer()
virtual void DrawBuffer( unsigned int aBufferHandle, double aDepth );
/// @copydoc COMPOSITOR::DrawBuffer()
virtual void DrawBuffer( unsigned int aBufferHandle );
protected:
typedef struct
{
GLuint textureTarget; ///< Main texture handle
GLuint attachmentPoint;
} BUFFER_ITEM;
GLuint attachmentPoint; ///< Point to which an image from texture is attached
} OPENGL_BUFFER;
bool m_initialized;
unsigned int m_current;
bool m_initialized; ///< Initialization status flag
unsigned int m_current; ///< Currently used buffer handle
GLuint m_framebuffer; ///< Main FBO handle
GLuint m_depthBuffer; ///< Depth buffer handle
unsigned int m_maxBuffers; ///< Maximal amount of buffers
typedef std::vector<BUFFER_ITEM> Buffers;
Buffers m_buffers;
typedef std::deque<OPENGL_BUFFER> OPENGL_BUFFERS;
/// Stores information about initialized buffers
OPENGL_BUFFERS m_buffers;
/// Store the currently used FBO name in case there was more than one compositor used
static GLuint m_currentFbo;
......@@ -89,7 +88,7 @@ protected:
*/
void clean();
///< Returns number of used buffers
/// Returns number of used buffers
unsigned int usedBuffers()
{
return m_buffers.size();
......
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