/* * 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. * */ #ifndef MAPGLWIDGET_H #define MAPGLWIDGET_H #include #include #include #include #include #include #include #include "nextpnr.h" NEXTPNR_NAMESPACE_BEGIN // Vertex2DPOD is a structure of X, Y coordinates that can be passed to OpenGL // directly. struct Vertex2DPOD { GLfloat x; GLfloat y; Vertex2DPOD(GLfloat X, GLfloat Y) : x(X), y(Y) {} } __attribute__((packed)); // Vertex2DPOD is a structure of R, G, B, A values that can be passed to OpenGL // directly. struct ColorPOD { GLfloat r; GLfloat g; GLfloat b; GLfloat a; ColorPOD(GLfloat R, GLfloat G, GLfloat B, GLfloat A) : r(R), g(G), b(B), a(A) {} ColorPOD(const QColor &color) : r(color.redF()), g(color.greenF()), b(color.blueF()), a(color.alphaF()) {} } __attribute__((packed)); // LineShaderData is a built set of vertices that can be rendered by the // LineShader. // Each LineShaderData can have its' own color and thickness. struct LineShaderData { std::vector vertices; std::vector normals; std::vector miters; std::vector indices; GLfloat thickness; ColorPOD color; LineShaderData(GLfloat Thickness, QColor Color) : thickness(Thickness), color(Color) {} }; // PolyLine is a set of segments defined by points, that can be built to a // ShaderLine for GPU rendering. class PolyLine { private: std::vector points_; bool closed_; void buildPoint(LineShaderData *building, const QVector2D *prev, const QVector2D *cur, const QVector2D *next) const; public: // Create an empty PolyLine. PolyLine(bool closed = false) : closed_(closed) {} // Create a non-closed polyline consisting of one segment. PolyLine(float x0, float y0, float x1, float y1) : closed_(false) { point(x0, y0); point(x1, y1); } // Add a point to the PolyLine. void point(float x, float y) { points_.push_back(QVector2D(x, y)); } // Built PolyLine to shader data. void build(LineShaderData &target) const; // Set whether line is closed (ie. a loop). void setClosed(bool closed) { closed_ = closed; } }; // LineShader is an OpenGL shader program that renders LineShaderData on the // GPU. // The LineShader expects two vertices per line point. It will push those // vertices along the given normal * miter. This is used to 'stretch' the line // to be as wide as the given thickness. The normal and miter are calculated // by the PolyLine build method in order to construct a constant thickness line // with miter edge joints. // // +------+------+ // // | // PolyLine.build() // | // V // // ^ ^ ^ // | | | <--- normal vectors (x2, pointing in the same // +/+----+/+----+/+ direction) // // | // vertex shader // | // V // // +------+------+ ^ by normal * miter * thickness/2 // | | | // +------+------+ V by normal * miter * thickness/2 // // (miter is flipped for every second vertex generated) class LineShader { private: QObject *parent_; QOpenGLShaderProgram *program_; // GL attribute locations. struct { // original position of line vertex GLuint position; // normal by which vertex should be translated GLuint normal; // scalar defining: // - how stretched the normal vector should be to // compensate for bends // - which way the normal should be applied (+1 for one vertex, -1 // for the other) GLuint miter; } attributes_; // GL buffers struct { QOpenGLBuffer position; QOpenGLBuffer normal; QOpenGLBuffer miter; QOpenGLBuffer index; } buffers_; // GL uniform locations. struct { // combines m/v/p matrix to apply GLuint projection; // desired thickness of line GLuint thickness; // color of line GLuint color; } uniforms_; QOpenGLVertexArrayObject vao_; public: LineShader(QObject *parent) : parent_(parent), program_(nullptr) { buffers_.position = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer); buffers_.position.setUsagePattern(QOpenGLBuffer::StaticDraw); buffers_.normal = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer); buffers_.normal.setUsagePattern(QOpenGLBuffer::StaticDraw); buffers_.miter = QOpenGLBuffer(QOpenGLBuffer::VertexBuffer); buffers_.miter.setUsagePattern(QOpenGLBuffer::StaticDraw); buffers_.index = QOpenGLBuffer(QOpenGLBuffer::IndexBuffer); buffers_.index.setUsagePattern(QOpenGLBuffer::StaticDraw); } static constexpr const char *vertexShaderSource_ = "attribute highp vec2 position;\n" "attribute highp vec2 normal;\n" "attribute highp float miter;\n" "uniform highp float thickness;\n" "uniform highp mat4 projection;\n" "void main() {\n" " vec2 p = position.xy + vec2(normal * thickness/2.0 / miter);\n" " gl_Position = projection * vec4(p, 0.0, 1.0);\n" "}\n"; static constexpr const char *fragmentShaderSource_ = "uniform lowp vec4 color;\n" "void main() {\n" " gl_FragColor = color;\n" "}\n"; // Must be called on initialization. bool compile(void); // Render a LineShaderData with a given M/V/P transformation. void draw(const LineShaderData &data, const QMatrix4x4 &projection); }; class FPGAViewWidget : public QOpenGLWidget, protected QOpenGLFunctions { Q_OBJECT public: FPGAViewWidget(QWidget *parent = 0); ~FPGAViewWidget(); QSize minimumSizeHint() const override; QSize sizeHint() const override; void setXTranslation(float t_x); void setYTranslation(float t_y); void setZoom(float t_z); void xRotationChanged(int angle); void yRotationChanged(int angle); void zRotationChanged(int angle); protected: void initializeGL() Q_DECL_OVERRIDE; void paintGL() Q_DECL_OVERRIDE; void resizeGL(int width, int height) Q_DECL_OVERRIDE; void mousePressEvent(QMouseEvent *event) Q_DECL_OVERRIDE; void mouseMoveEvent(QMouseEvent *event) Q_DECL_OVERRIDE; void wheelEvent(QWheelEvent *event) Q_DECL_OVERRIDE; void drawElement(LineShaderData &data, const GraphicElement &el); QMainWindow *getMainWindow(); private: QPoint lastPos_; float moveX_; float moveY_; float zoom_; LineShader lineShader_; float startDragX_; float startDragY_; Context *ctx_; }; NEXTPNR_NAMESPACE_END #endif 8 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240