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Difference between revisions of "GSoC 2019 Dev Log"
Kartik Kumar (Talk | contribs) (→Week 6) |
Kartik Kumar (Talk | contribs) (→Week 6) |
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== '''Week 6''' == | == '''Week 6''' == | ||
+ | '''July 1st''' | ||
+ | |||
+ | > Completed the Gradient rendering ( Gradient Entity , functions etc ) | ||
+ | |||
+ | > Implemented the Linear_Gradient calculation function using vector geometry math | ||
+ | |||
+ | > Finally got the correct gradient background and paper background result all working OK | ||
+ | |||
+ | '''July 2nd''' | ||
+ | |||
+ | > Found out some issues with the coordinate system | ||
+ | |||
+ | > Solved the issue , Finally the coordinate system is corrected , rendering correct , gradient correct , DXF files opening correctly | ||
+ | |||
+ | '''July 3rd''' | ||
+ | |||
+ | > Started learning about the shader based linepattern, dashes | ||
+ | |||
+ | '''July 4th''' | ||
+ | |||
+ | > Searched some articles on how to render linepattern and dashes | ||
+ | |||
+ | > Learning how to design the fragment shader to render dashes | ||
+ | |||
+ | '''July 5th''' | ||
+ | |||
+ | > Implemented few simple linepattern ( consist of dash and gap only ) roughly in seperate codes | ||
+ | |||
+ | > Debugging how the LC3 stores the line pattern in vector | ||
+ | |||
+ | '''July 6th''' | ||
+ | |||
+ | > BREAK | ||
+ | |||
+ | '''July 7th''' | ||
+ | |||
+ | > Discussion with mentor on how to implement the linepattern based on the research work done yet | ||
+ | |||
+ | > Got a bug reported by mentor , discussing with him and trying to debug. | ||
+ | |||
+ | == '''Week 7''' == | ||
'''July 1st''' | '''July 1st''' | ||
Revision as of 13:23, 9 July 2019
Contents
[hide] Community Bonding Period (May 6th - May 27th)
> During Community Bonding Period i continued doing more research work for the LibreCAD OpenGL rendering project.
> Linked a partial implemented OpenGL painter with the LibreCAD 3 which uses BufferObjects for rendering
> Implemented basic facilities like pan, zoom
> I started with finding the connections of rendering functions of drawables,drawentities etc.
> Implement and connect the drawables like grid,cursor, origin pointer etc.
> Found connection of tempentities , drawentities
> Tried and check ways of Text Rendering with OpenGL painter( basic ttf type / MSDF type )
> Found place for the caching the saved entities.
> Implemented few more functions in opengl painter (analogous to Cairo) which does Matrix/Vector/Coordinate manipulations(manually with GLM)
> Deciding the basic complete layout of OpenGL painter and found possible ways of complete implementation : https://github.com/sckorpio/LibreCAD_3
> I created blog for the development log on LibreCAD blog : https://blog.librecad.org/tag/google-summer-of-code-gsoc-2019/
TODO:
> Finalize and implement basic gl_entity class which could hold all type of possible entities and render them
> Create a gl_pack class which could hold a number of gl_entities to cache and render complex entities (like dimensions)
> Decide which text rendering should be used (basic ttf or MSDF or both..)
> little research work left on gradient rendering and line patterns and continuing work to complete the painter implementation
Coding Period Phase 1 (May 27th - June 28th)
Week 1
May 27th
> I started with reviewing the partially implemented opengl painter and used only one painter instance with each viewer (which was earlier 3 instances for background,foreground and document using cairo)
> making the painter instance creation more robust starting from UI
May 28th
> Started with testing the drawables rendering with opengl painter , drawables doest require caching
> Connect the signal(drawevent) and slot(grid's draw() code) , Tested the grid drawing calls with the opengl painter
TODO: Debug later -- the zooming out of grid misses some lines
May 29th
> Connect the lccursor with drawevent signal , Tested the cursor drawing calls with the opengl painter
May 30th
> Connected the tempentities with the signal, Now the entities (during drawing/editing process) can also be rendered
> Connected the dragpoints with the signal, Now the entities can be edited using dragpoints
> Checked the editing options correct working like- translate, rotate, scale , copy etc
May 31st
> Found some errors in cursor during high zoom, debugging the lccursor
> Trying to get the perfect viewport with error free pan and zoom so that later the new entities can be seen while testing
June 1st
> Separated the translate,rotate,scale matrix from the model,view,projection matrix in Renderer
> Fixed the clipping of grid while zooming out also speed up the cursor at high zoom.
June 2nd
> Implemented the reset_transformation function
> Now the zoom is perfect working , zooming into the cursor with stability
> In Cairo all matrix are 3*3 so manually implemented all with 4*4 matrices in OpenGL Renderer Class
Week 2
June 3rd
> Found need of Isolated Transformations
> Need of context saving and restoring which stores the transformation matrices, linewidth, color etc
June 4th
> Created a structure which can save the context attributes like glm::mat , linewidth , color
> Created Stack Implementation for the saving and restoring of context
> Implemented the painters save() and restore() methods, now isolated transformations working correctly
June 5th
> Joined the lcvdimensions with the render calls, dimensions all working fine now
> Temporary Implemented the rendering of empty quads in place of text , just to check the saving and restoring of context. Working fine
June 6th
> Implemented the Rotation Matrix manipulation methods
> The Text Quads are now getting rendered with correct angle, working OK
> Now the basic operations of OpenGL painter are functioning correct ( without caching mechanism )
June 7th
> Starting with Caching mechanism
> Reviewing all draw() codes once again to design and finalize the gl_entity class
June 8th
> Found some possible errors which can clash with opengl painter
> Fix those draw codes to work correctly with painter
June 9th
> BREAK
Week 3
June 10th
> Found possible issue with multiple matrix transformations, Need to remember the transformations after caching
> Redesigned the painter matrix manipulations with single CTM and MVP
> Shifting the model matrix to caching painter
June 11th
> Understanding the kernel and storage part of librecad
> Found the Signal and slot connections of events between the document and documentcanvas
June 12th
> Found error with the remove entity signal emitting code ( of paperviewer )
> Fixed some function in storage manager to solve the issue , now entities are rendering OK in paperviewer tab also
June 13th
> Found the duplication of entities storing in entity container of document canvas
> Tried to make a new cached container with key = id of entity
June 14th
> Found some issue with the draw code of paperbackground
> Fixed the missing stroke() call , now the paper background is rendering correct ( Temporary as a white rectangle )
June 15th
> Reviewed all draw() codes and planned the structure of caching , things which are constant and which are variable
> Updated the gl_entity class to hold attributes need in caching
June 16th
> BREAK
Week 4
June 17th
> Discussed the different ways of caching with mentors and decided to implement a particular
> Started with making a separate class named caching painter which will only cache things without any rendering
June 18th
> Started making other classes like Cacher, gl_pack etc which will work in caching
> Added few more functions in main painter and documentcanvas for making caching more abstracted
June 19th
> Continuing working on these classes
June 20th
> Almost completed with the gl_entity, gl_pack, cacher , cacherpainter classes
> Now able to run the draw() codes through caching painter
> Able to cache the gl_packs and implemented the required query functions regarding caching
June 21st
> Ran Caching with basic entities lines , circle , arc etc and with dimensions ( leaving text) all working OK
> Fixed caching issues , all caching working OK
> Found some signal issues in PAPER viewer while MODEL viewer is all OK
June 22nd
> BREAK
June 23rd
> Fixed the entity storage issue and signals
> Changed the entityDrawItem map in document canvas with key as entity's ID
> Cleaned the Code till now
Week 5
June 24th
> Started with updating the gl_entity to hold the attributes of text rendering
> Making some temporary functions to render direct quads
June 25th
> Merged the old commits from the original repo
> Resolved the issues during compiling and finally updating and cleaning the repo till worked done now
> Submitted the first evaluation form
June 26th
> Got the Feedback on the caching mechanism implemented
> Discussed with mentor how to separate the classes for different types
June 27th
> Started with separating the draw() code from renderer to entity class
> Redesigning the structure of classes to work accordingly
June 28th
> Tried Compiling more than one shader working OK
> One Shader for the basic shape drawing the second one for rendering the gradients
Coding Period Phase 2 (June 29th - July 26th)
June 29th
> Discussed more with Mentor to make the entities more abstracted and robust
> Avoiding the conditional statements and now implementing the draw logic of different entity in their respective classes
June 30th
> First time successfully separated the draw code , working OK
> Now working on making a Base class of entity which others will implement
Week 6
July 1st
> Completed the Gradient rendering ( Gradient Entity , functions etc )
> Implemented the Linear_Gradient calculation function using vector geometry math
> Finally got the correct gradient background and paper background result all working OK
July 2nd
> Found out some issues with the coordinate system
> Solved the issue , Finally the coordinate system is corrected , rendering correct , gradient correct , DXF files opening correctly
July 3rd
> Started learning about the shader based linepattern, dashes
July 4th
> Searched some articles on how to render linepattern and dashes
> Learning how to design the fragment shader to render dashes
July 5th
> Implemented few simple linepattern ( consist of dash and gap only ) roughly in seperate codes
> Debugging how the LC3 stores the line pattern in vector
July 6th
> BREAK
July 7th
> Discussion with mentor on how to implement the linepattern based on the research work done yet
> Got a bug reported by mentor , discussing with him and trying to debug.
Week 7
July 1st
> Completed the Gradient rendering ( Gradient Entity , functions etc )
> Implemented the Linear_Gradient calculation function using vector geometry math
> Finally got the correct gradient background and paper background result all working OK
July 2nd
> Found out some issues with the coordinate system
> Solved the issue , Finally the coordinate system is corrected , rendering correct , gradient correct , DXF files opening correctly
July 3rd
> Started learning about the shader based linepattern, dashes
July 4th
> Searched some articles on how to render linepattern and dashes
> Learning how to design the fragment shader to render dashes
July 5th
> Implemented few simple linepattern ( consist of dash and gap only ) roughly in seperate codes
> Debugging how the LC3 stores the line pattern in vector
July 6th
> BREAK
July 7th
> Discussion with mentor on how to implement the linepattern based on the research work done yet
> Got a bug reported by mentor , discussing with him and trying to debug.