/* * nextpnr -- Next Generation Place and Route * * Copyright (C) 2018 Serge Bazanski * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. * */ #include "lineshader.h" #include "log.h" 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(); } NEXTPNR_NAMESPACE_END