view src/Modules/Output/Graphics/Devices/GraphicsOutputDevicewxGLCanvas.cc @ 116:47b009f2c936

- First add of a lot of graphics code from the old version. Not working yet, not even compiling yet.
author tomwalters
date Fri, 15 Oct 2010 05:40:53 +0000
parents
children c5ac2f0c7fc5
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// Copyright 2006, Willem van Engen
//
// AIM-C: A C++ implementation of the Auditory Image Model
// http://www.acousticscale.org/AIMC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

/*!
 * \file
 * \brief Output device for output to a wxWidgets OpenGL canvas
 *
 * \author Willem van Engen <cnbh@willem.engen.nl>
 * \date created 2006/09/21
 * \version \$Id: $
 */

#include "Support/Common.h"

/*! \class GraphicsOutputDevicewxGLCanvas
 *
 *  Graphics output takes a large part of the application's performance at the
 *  moment when it is inline with the Process() loop. Much is gained by
 *  putting it in a separate thread, which can be done using ShotTargetThreaded.
 *
 *  OpenGL-related documents:
 *   - http://www.opengl.org/
 *   - http://www.sgi.com/products/software/opengl/
 *   - http://developer.apple.com/graphicsimaging/opengl/
 *   - http://developer.nvidia.com/page/documentation.html
 *   - Vertex arrays
 *     - http://www.opengl.org/registry/specs/EXT/vertex_array.txt
 *     - http://www.awprofessional.com/articles/article.asp?p=461848&seqNum=2&rl=1
 *     - http://jdobry.webpark.cz/opengl/opengl_maximum_performance.html
 *   - Fonts and OpenGL
 *     - http://gltt.sourceforge.net/
 */

// And finally our own
#include "Support/util.h"
#include "Output/GraphicsOutputDevice.h"
#include "Output/GraphicsOutputDevicewxGLCanvas.h"

BEGIN_EVENT_TABLE(GraphicsOutputDevicewxGLCanvas, wxGLCanvas)
    EVT_SIZE(GraphicsOutputDevicewxGLCanvas::OnSize)
    EVT_PAINT(GraphicsOutputDevicewxGLCanvas::OnPaint)
    EVT_ERASE_BACKGROUND(GraphicsOutputDevicewxGLCanvas::OnEraseBackground)
END_EVENT_TABLE()

// wxGLCanvas attributes
int GraphicsOutputDevicewxGLCanvas::GLAttrlist[] = {
  WX_GL_RGBA, 1,
  WX_GL_DOUBLEBUFFER, 1,
  WX_GL_MIN_RED, 5,
  WX_GL_MIN_GREEN, 5,
  WX_GL_MIN_BLUE, 5,
  WX_GL_MIN_ALPHA, 3,
  WX_GL_DEPTH_SIZE, 16,
  0
};

// OpenGL get procaddress function pointer, differs across platforms
typedef void (*(*glGetProcAddressPtr_t)(const char*))();

GraphicsOutputDevicewxGLCanvas::GraphicsOutputDevicewxGLCanvas(Parameters *pParam,
	                                                             wxWindow *parent,
                                                               wxWindowID id,
                                                               const wxPoint& pos,
                                                               const wxSize& size,
                                                               long style,
                                                               const wxString& name)
	: wxGLCanvas(parent, (wxGLCanvas*) NULL, id, pos, size,
               style|wxFULL_REPAINT_ON_RESIZE, name, GLAttrlist),
	  GraphicsOutputDevice(pParam) {
	m_init = false;
	m_gllist = 0;
	m_pWorkerContext = NULL;
	m_bAntialiasing = true;
	m_pFont = NULL;
	m_sFontFile = NULL;
	m_iFontsize = -1;
#if !defined(_MACOSX)
	s_bWorkerNeedsInit = false;
#endif

#ifdef WITH_GL_VERTEX_ARRAYS
	m_iVertexType = 0xffff; // no gBegin() has happened yet
	m_bStaticColor = false;
	m_pVertices = NULL;
	m_iVerticesMax = 0;
	// Enable vertex arrays if possible
#ifdef _MACOSX
	m_glLockArraysEXT = ::glLockArraysEXT;
	m_glUnlockArraysEXT = ::glUnlockArraysEXT;
	m_bVertexArrayLock = true;
#else
	m_bVertexArrayLock = false;
	// OpenGL command needed to fetch entry point, do it in InitGL()
#endif /* _MACOSX */
#endif /* WITH_GL_VERTEX_ARRAYS */
}

GraphicsOutputDevicewxGLCanvas::~GraphicsOutputDevicewxGLCanvas() {
	// Cleanup OpenGL display list
	if (m_init) {
		glDeleteLists(m_gllist, 1);
	}
	DELETE_IF_NONNULL(m_pWorkerContext);
	DELETE_IF_NONNULL(m_pFont);
#ifdef WITH_GL_VERTEX_ARRAYS
	DELETE_ARRAY_IF_NONNULL(m_pVertices);
#endif
}

void GraphicsOutputDevicewxGLCanvas::Start() {
	// This seems to be needed to prevent a crash on windows, but why????
	SetCurrent();
	return GraphicsOutputDevice::Start();
}

bool GraphicsOutputDevicewxGLCanvas::Initialize(unsigned int iVerticesMax) {
	AIM_ASSERT(m_pParam);
	// Give a chance to update anti-aliasing settings
	if (m_bAntialiasing != m_pParam->GetBool("output.antialias")) {
	  m_bAntialiasing = m_pParam->GetBool("output.antialias");
		if (SetCurrent()) {
		  InitGL();
#if !defined(_MACOSX)
			{
				wxMutexLocker lock(s_mutexOpenGL);
				s_bWorkerNeedsInit = true;
			}
#endif
		}
	}

#ifdef WITH_GL_VERTEX_ARRAYS
	// Re-allocate vertices
	if (iVerticesMax > m_iVerticesMax) {
		DELETE_IF_NONNULL(m_pVertices);
		m_iVerticesMax = iVerticesMax;
		// If color is static, we need not store the color
		if (m_bStaticColor)
			m_pVertices = new GLfloat[(iVerticesMax+1)*3];
		else
			m_pVertices = new GLfloat[(iVerticesMax+1)*6];
	}
#endif

  // Change font if requested
	const char *sFontFile = m_pParam->GetString("output.gl.fontfile");
	unsigned int iFontsize = m_pParam->GetUInt("output.fontsize");
	if (!m_sFontFile
      || !strcmp(m_sFontFile,sFontFile)==0
      || m_iFontsize!=(int)iFontsize) {
		wxMutexLocker lock(s_mutexOpenGL);
		DELETE_IF_NONNULL(m_pFont);
		wxString sWorkingFontFilename = wxString::FromAscii(sFontFile);
		if (!wxFileExists(sWorkingFontFilename)) {
	    sWorkingFontFilename = wxString::FromAscii(aimDataDir());
		  sWorkingFontFilename += _T("/");
		  sWorkingFontFilename += wxString::FromAscii(sFontFile);
		}
		//if (!wxFileExists(sWorkingFontFilename))
		//sWorkingFontFilename.replace("Font:").append(sFontFile);
		m_pFont = static_cast<FTFont*>(new FTGLBitmapFont(sWorkingFontFilename.fn_str()));
		if (!m_pFont || m_pFont->Error()) {
			aimERROR(_T("Couldn't load font '%s'"), sFontFile);
			DELETE_IF_NONNULL(m_pFont);
		} else {
			// Display lists don't mix with our own usage :(
			// May not be needed for a Bitmap font
			//m_pFont->UseDisplayList(false);
			if ( !m_pFont->FaceSize(iFontsize) ) {
				AIM_ERROR(_T("Couldn't select font size %u on font '%s'"), iFontsize, sFontFile);
				DELETE_IF_NONNULL(m_pFont);
			}
		}
		m_sFontFile = sFontFile;
		m_iFontsize = iFontsize;
	}
	return true;
}
bool GraphicsOutputDevicewxGLCanvas::Initialize() {
	return Initialize(0);
}

void GraphicsOutputDevicewxGLCanvas::Render() {
	wxPaintDC dc(this);
	// We want to initialize first from main thread.
	if (!m_init) {
	  if (!SetCurrent()) return;
	  InitGL();
	}
	// Render saved list only if not animating (redrawn anyway in that case)
	if (!m_bRunning) {
		if (!SetCurrent()) {
      return;
    }
		glClear(GL_COLOR_BUFFER_BIT/*|GL_DEPTH_BUFFER_BIT*/);
		glCallList(m_gllist);
		SwapBuffers();
	}
}

void GraphicsOutputDevicewxGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) {
  Render();
}

void GraphicsOutputDevicewxGLCanvas::OnSize(wxSizeEvent& event) {
  // this is also necessary to update the context on some platforms
  wxGLCanvas::OnSize(event);

  // set GL viewport
	// (not called by wxGLCanvas::OnSize on all platforms...)
  if (SetCurrent()) {
		DoResize();
		// It is only sensible to update the other thread when it's running
		// Don't acquire the mutex when s_bWorkerNeedsInit already to avoid deadlock
		if (/*m_bRunning &&*/ !s_bWorkerNeedsInit) {
			wxMutexLocker lock(s_mutexOpenGL);
			s_bWorkerNeedsInit = true;
		}
	}
}

void GraphicsOutputDevicewxGLCanvas::OnEraseBackground(wxEraseEvent& WXUNUSED(event)) {
}

bool GraphicsOutputDevicewxGLCanvas::SetCurrent() {
  bool bRet=true;

#ifndef __WXMOTIF__
	bRet = (GetContext()!=NULL);
	if (bRet)
#endif
	{
		wxGLCanvas::SetCurrent();
	}
	return bRet;
}

void GraphicsOutputDevicewxGLCanvas::DoResize() {
  int w, h;
	GetClientSize(&w, &h);
	glViewport(0, 0, (GLint)w, (GLint)h);
}

void GraphicsOutputDevicewxGLCanvas::InitGL() {
  /* No SetCurrent() here, because this can be called from different GL contexts.
	 * Convenient for multi-threaded operation. */
  //aimERROR(_T("InitGL Called"));
#if defined(WITH_GL_VERTEX_ARRAYS) && !defined(_MACOSX)
	if (!m_init) {
	  /* This needs to be done here, because OpenGL commands may need SetCurrent()
		 * and an already shown window. */
		char *extensions = (char *)glGetString(GL_EXTENSIONS);
		if (!extensions) {
			AIM_INFO(_T("Could not query OpenGL extensions, vertex arrays disabled"));
    }	else if (strstr(extensions, "GL_EXT_compiled_vertex_array")) {
			m_glLockArraysEXT = (LOCAL_PFNGLLOCKARRAYSEXTPROC)GL_GET_PROC_ADDRESS("glLockArraysEXT");
			m_glUnlockArraysEXT = (LOCAL_PFNGLUNLOCKARRAYSEXTPROC)GL_GET_PROC_ADDRESS("glUnlockArraysEXT");
			if(!m_glLockArraysEXT || !m_glUnlockArraysEXT)
				AIM_ERROR(_T("OpenGL error on GL_EXT_compiled_vertex_array"));
			else
				m_bVertexArrayLock = true;
		}
	}
#endif
	DoResize();
	glClearColor(0, 0, 0, 1);
	glMatrixMode( GL_PROJECTION );
	glLoadIdentity( );

	glEnable(GL_VERTEX_ARRAY);

	// Window limits in OpenGL co-ordiantes
	//! \todo Make this configurable, or change and document fixed values
	glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
	glTranslatef(0.0, 0.0, 0.0);

	if (m_bAntialiasing) {
		glEnable(GL_LINE_SMOOTH);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		//glBlendFunc(GL_ONE, GL_ONE);
		glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
	} else {
		glDisable(GL_LINE_SMOOTH);
		glDisable(GL_BLEND);
	}
	glLineWidth(1.0);

	// Get a free display list only the first time
	if (!m_init) {
#if !defined(_MACOSX)
		// Windows and Linux need a separate worker context
		aimASSERT(wxIsMainThread());
#if wxCHECK_VERSION(2,8,0)
		m_pWorkerContext = new wxGLContext(this, m_glContext);
#else
		m_pWorkerContext = new wxGLContext(true,
                                       this,
                                       wxNullPalette,
                                       m_glContext);
#endif
		aimASSERT(m_pWorkerContext);
		s_bWorkerNeedsInit = true;
#endif
		m_gllist = glGenLists(1);
		aimASSERT(m_gllist);
		// Empty window at start
		glNewList(m_gllist, GL_COMPILE_AND_EXECUTE);
		glEndList();
		m_init = true;
	}
}

// Call before any other render* functions
void GraphicsOutputDevicewxGLCanvas::gGrab() {
	AimwxGuiLocker __lock__;
#if !defined(_MACOSX)
	// Detect if we're the main thread or not.
	if (!wxIsMainThread()) {
		// We're called by a worker thread, make sure there's a right context
		AIM_ASSERT(m_pWorkerContext);
#if wxCHECK_VERSION(2,8,0)
		m_pWorkerContext->SetCurrent(*this);
#else
		m_pWorkerContext->SetCurrent();
#endif
		// Update OpenGL settings if needed
		wxMutexLocker lock(s_mutexOpenGL);
		if (s_bWorkerNeedsInit) {
			InitGL();
			s_bWorkerNeedsInit = false;
		}
	} else
#endif
	{
		// Either called by main thread, or we need no special worker glContext
		if (!SetCurrent()) {
		  return;
		}
		// Init OpenGL once, but after SetCurrent
		if (!m_init) {
			InitGL();
		}
	}
	glClear(GL_COLOR_BUFFER_BIT);

	// Start and store in a display list for redrawing
	glNewList(m_gllist, GL_COMPILE);
}

void GraphicsOutputDevicewxGLCanvas::gBeginLineStrip() {
#ifdef WITH_GL_VERTEX_ARRAYS
	aimASSERT(m_iVertexType == 0xffff); // Previous gBegin*() must be gEnd()ed
	// New lines vertex array
	m_iVertexCount = 0;
	m_iVertexType = GL_LINE_STRIP;
#else
	AimwxGuiLocker __lock__;
	glBegin(GL_LINE_STRIP);
#endif
}

void GraphicsOutputDevicewxGLCanvas::gBeginQuadStrip() {
#ifdef WITH_GL_VERTEX_ARRAYS
	aimASSERT(m_iVertexType == 0xffff); // Previous gBegin*() must be gEnd()ed
	// New quads vertex array
	m_iVertexCount = 0;
	m_iVertexType = GL_QUAD_STRIP;
#else
	AimwxGuiLocker __lock__;
	glBegin(GL_QUAD_STRIP);
#endif
}

void GraphicsOutputDevicewxGLCanvas::gVertex3f(float x, float y, float z) {
#ifdef WITH_GL_VERTEX_ARRAYS
	aimASSERT(m_iVertexType != 0xffff); // Must be inside gBegin*()
	if (m_iVertexCount>=m_iVerticesMax) {
		static bool errShown=false;
		if (!errShown) {
			aimERROR(_T("Error: max vertex count reached: %d"), m_iVertexCount);
			errShown=true;
		}
		return;
	}
	if (m_bStaticColor) {
		m_pVertices[m_iVertexCount*3+0] = x;
		m_pVertices[m_iVertexCount*3+1] = y;
		m_pVertices[m_iVertexCount*3+2] = z;
	} else {
		m_pVertices[m_iVertexCount*6+0] = m_fCurColorR;
		m_pVertices[m_iVertexCount*6+1] = m_fCurColorG;
		m_pVertices[m_iVertexCount*6+2] = m_fCurColorB;
		m_pVertices[m_iVertexCount*6+3] = x;
		m_pVertices[m_iVertexCount*6+4] = y;
		m_pVertices[m_iVertexCount*6+5] = z;
	}
	m_iVertexCount++;
#else
	AimwxGuiLocker __lock__;
	glVertex3f(x,y,z);
#endif
}

void GraphicsOutputDevicewxGLCanvas::gColor3f(float r, float g, float b) {
#ifdef WITH_GL_VERTEX_ARRAYS
	if (m_iVertexType==0xffff || m_bStaticColor) {
		// If not inside vertex array run, use the ordinary command
		glColor3f(r, g, b);
	}
	if (!m_bStaticColor) {
		// Set current color for vertex array usage
		m_fCurColorR = r;
		m_fCurColorG = g;
		m_fCurColorB = b;
	}
#else
	AimwxGuiLocker __lock__;
    glColor3f(r, g, b);
#endif
}

void GraphicsOutputDevicewxGLCanvas::gEnd() {
#ifdef WITH_GL_VERTEX_ARRAYS
	aimASSERT(m_iVertexType != 0xffff); // Must be inside gBegin*()
	AimwxGuiLocker __lock__;

	// Draw the vertex array
	glEnableClientState(GL_VERTEX_ARRAY);

	// Draw vertices
	if (m_bStaticColor)
		glVertexPointer(3, GL_FLOAT, 0, m_pVertices);
	else
		glInterleavedArrays(GL_C3F_V3F, 0, m_pVertices);
	if (m_bVertexArrayLock) m_glLockArraysEXT(0, m_iVertexCount);
	glDrawArrays(m_iVertexType, 0, m_iVertexCount);
	if (m_bVertexArrayLock) m_glUnlockArraysEXT();

	glDisableClientState(GL_VERTEX_ARRAY);

	// Remember we're outside a gBegin()..gEnd() loop
	m_iVertexType = 0xffff;
#else
	AimwxGuiLocker __lock__;
	glEnd();
#endif
}

void GraphicsOutputDevicewxGLCanvas::gText3f(float x,
                                             float y,
                                             float z,
                                             const char *sStr,
                                             bool bRotated) {
#ifdef WITH_GL_VERTEX_ARRAYS
	aimASSERT(m_iVertexType == 0xffff); // Must be outside gBegin*()
#endif

	if (!m_pFont)
	  return;

	//! \todo make rotation work
	if (bRotated)
		return;

	{
		AimwxGuiLocker __lock__;
		/*
		if (bRotated) {
			glPushMatrix();
			glTranslatef(x,y,z);
			glRotatef(90.0f, 0, 0, 1.0f);
			glRasterPos3f(0,0,0);
			m_pFont->Render(sStr);
			glPopMatrix();
		} else {
		*/
		glRasterPos3f(x, y, z);
		m_pFont->Render(sStr);
	}
}

void GraphicsOutputDevicewxGLCanvas::gRelease() {
#ifdef WITH_GL_VERTEX_ARRAYS
	aimASSERT(m_iVertexType == 0xffff); // Must be gEnd()ed
#endif
	AimwxGuiLocker __lock__;
	glEndList();
	glCallList(m_gllist);
	//glFlush();
 	SwapBuffers(); // Doesn't matter in what context
}