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mirror of https://gitlab.com/kicad/code/kicad.git synced 2024-11-22 16:55:00 +00:00
kicad/3d-viewer/3d_rendering/opengl/create_scene.cpp
jean-pierre charras 1f608ec2b0 3D viewer: add option to use board editor copper colors for copper layers.
This is useful to analyze multilayers boards
2024-08-24 10:16:18 +02:00

992 lines
40 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 2023 CERN
* Copyright (C) 2015-2023 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "render_3d_opengl.h"
#include <board.h>
#include <footprint.h>
#include "../../3d_math.h"
#include "convert_basic_shapes_to_polygon.h"
#include <lset.h>
#include <trigo.h>
#include <project.h>
#include <core/profile.h> // To use GetRunningMicroSecs or another profiling utility
#include <fp_lib_table.h>
#include <eda_3d_viewer_frame.h>
#include <project_pcb.h>
void RENDER_3D_OPENGL::addObjectTriangles( const FILLED_CIRCLE_2D* aCircle,
TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop,
float aZbot )
{
const SFVEC2F& center = aCircle->GetCenter();
const float radius = aCircle->GetRadius() * 2.0f; // Double because the render triangle
// This is a small adjustment to the circle texture
const float texture_factor = ( 8.0f / (float) SIZE_OF_CIRCLE_TEXTURE ) + 1.0f;
const float f = ( sqrtf( 2.0f ) / 2.0f ) * radius * texture_factor;
// Top and Bot segments ends are just triangle semi-circles, so need to add it in duplicated.
aDstLayer->m_layer_top_segment_ends->AddTriangle( SFVEC3F( center.x + f, center.y, aZtop ),
SFVEC3F( center.x - f, center.y, aZtop ),
SFVEC3F( center.x, center.y - f, aZtop ) );
aDstLayer->m_layer_top_segment_ends->AddTriangle( SFVEC3F( center.x - f, center.y, aZtop ),
SFVEC3F( center.x + f, center.y, aZtop ),
SFVEC3F( center.x, center.y + f, aZtop ) );
aDstLayer->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( center.x - f, center.y, aZbot ),
SFVEC3F( center.x + f, center.y, aZbot ),
SFVEC3F( center.x, center.y - f, aZbot ) );
aDstLayer->m_layer_bot_segment_ends->AddTriangle( SFVEC3F( center.x + f, center.y, aZbot ),
SFVEC3F( center.x - f, center.y, aZbot ),
SFVEC3F( center.x, center.y + f, aZbot ) );
}
void RENDER_3D_OPENGL::addObjectTriangles( const POLYGON_4PT_2D* aPoly,
TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot )
{
const SFVEC2F& v0 = aPoly->GetV0();
const SFVEC2F& v1 = aPoly->GetV1();
const SFVEC2F& v2 = aPoly->GetV2();
const SFVEC2F& v3 = aPoly->GetV3();
addTopAndBottomTriangles( aDstLayer, v0, v2, v1, aZtop, aZbot );
addTopAndBottomTriangles( aDstLayer, v2, v0, v3, aZtop, aZbot );
}
void RENDER_3D_OPENGL::generateRing( const SFVEC2F& aCenter, float aInnerRadius,
float aOuterRadius, unsigned int aNr_sides_per_circle,
std::vector< SFVEC2F >& aInnerContourResult,
std::vector< SFVEC2F >& aOuterContourResult,
bool aInvertOrder )
{
aInnerContourResult.clear();
aInnerContourResult.reserve( aNr_sides_per_circle + 2 );
aOuterContourResult.clear();
aOuterContourResult.reserve( aNr_sides_per_circle + 2 );
const int delta = 3600 / aNr_sides_per_circle;
for( int ii = 0; ii < 3600; ii += delta )
{
float angle = (float)( aInvertOrder ? ( 3600 - ii ) : ii )
* 2.0f * glm::pi<float>() / 3600.0f;
const SFVEC2F rotatedDir = SFVEC2F( cos( angle ), sin( angle ) );
aInnerContourResult.emplace_back( aCenter.x + rotatedDir.x * aInnerRadius,
aCenter.y + rotatedDir.y * aInnerRadius );
aOuterContourResult.emplace_back( aCenter.x + rotatedDir.x * aOuterRadius,
aCenter.y + rotatedDir.y * aOuterRadius );
}
aInnerContourResult.push_back( aInnerContourResult[0] );
aOuterContourResult.push_back( aOuterContourResult[0] );
wxASSERT( aInnerContourResult.size() == aOuterContourResult.size() );
}
void RENDER_3D_OPENGL::addObjectTriangles( const RING_2D* aRing, TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot )
{
const SFVEC2F& center = aRing->GetCenter();
const float inner = aRing->GetInnerRadius();
const float outer = aRing->GetOuterRadius();
std::vector< SFVEC2F > innerContour;
std::vector< SFVEC2F > outerContour;
generateRing( center, inner, outer, m_boardAdapter.GetCircleSegmentCount( outer * 2.0f ),
innerContour, outerContour, false );
// This will add the top and bot quads that will form the approximated ring
for( unsigned int i = 0; i < ( innerContour.size() - 1 ); ++i )
{
const SFVEC2F& vi0 = innerContour[i + 0];
const SFVEC2F& vi1 = innerContour[i + 1];
const SFVEC2F& vo0 = outerContour[i + 0];
const SFVEC2F& vo1 = outerContour[i + 1];
aDstLayer->m_layer_top_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZtop ),
SFVEC3F( vi0.x, vi0.y, aZtop ),
SFVEC3F( vo0.x, vo0.y, aZtop ),
SFVEC3F( vo1.x, vo1.y, aZtop ) );
aDstLayer->m_layer_bot_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZbot ),
SFVEC3F( vo1.x, vo1.y, aZbot ),
SFVEC3F( vo0.x, vo0.y, aZbot ),
SFVEC3F( vi0.x, vi0.y, aZbot ) );
}
}
void RENDER_3D_OPENGL::addObjectTriangles( const TRIANGLE_2D* aTri,
TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot )
{
const SFVEC2F& v1 = aTri->GetP1();
const SFVEC2F& v2 = aTri->GetP2();
const SFVEC2F& v3 = aTri->GetP3();
addTopAndBottomTriangles( aDstLayer, v1, v2, v3, aZtop, aZbot );
}
void RENDER_3D_OPENGL::addObjectTriangles( const ROUND_SEGMENT_2D* aSeg,
TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot )
{
const SFVEC2F& leftStart = aSeg->GetLeftStar();
const SFVEC2F& leftEnd = aSeg->GetLeftEnd();
const SFVEC2F& leftDir = aSeg->GetLeftDir();
const SFVEC2F& rightStart = aSeg->GetRightStar();
const SFVEC2F& rightEnd = aSeg->GetRightEnd();
const SFVEC2F& rightDir = aSeg->GetRightDir();
const float radius = aSeg->GetRadius();
const SFVEC2F& start = aSeg->GetStart();
const SFVEC2F& end = aSeg->GetEnd();
const float texture_factor = ( 12.0f / (float) SIZE_OF_CIRCLE_TEXTURE ) + 1.0f;
const float texture_factorF = ( 6.0f / (float) SIZE_OF_CIRCLE_TEXTURE ) + 1.0f;
const float radius_of_the_square = sqrtf( aSeg->GetRadiusSquared() * 2.0f );
const float radius_triangle_factor = ( radius_of_the_square - radius ) / radius;
const SFVEC2F factorS = SFVEC2F( -rightDir.y * radius * radius_triangle_factor,
rightDir.x * radius * radius_triangle_factor );
const SFVEC2F factorE = SFVEC2F( -leftDir.y * radius * radius_triangle_factor,
leftDir.x * radius * radius_triangle_factor );
// Top end segment triangles (semi-circles)
aDstLayer->m_layer_top_segment_ends->AddTriangle(
SFVEC3F( rightEnd.x + texture_factor * factorS.x,
rightEnd.y + texture_factor * factorS.y,
aZtop ),
SFVEC3F( leftStart.x + texture_factor * factorE.x,
leftStart.y + texture_factor * factorE.y,
aZtop ),
SFVEC3F( start.x - texture_factorF * leftDir.x * radius * sqrtf( 2.0f ),
start.y - texture_factorF * leftDir.y * radius * sqrtf( 2.0f ),
aZtop ) );
aDstLayer->m_layer_top_segment_ends->AddTriangle(
SFVEC3F( leftEnd.x + texture_factor * factorE.x,
leftEnd.y + texture_factor * factorE.y, aZtop ),
SFVEC3F( rightStart.x + texture_factor * factorS.x,
rightStart.y + texture_factor * factorS.y, aZtop ),
SFVEC3F( end.x - texture_factorF * rightDir.x * radius * sqrtf( 2.0f ),
end.y - texture_factorF * rightDir.y * radius * sqrtf( 2.0f ),
aZtop ) );
// Bot end segment triangles (semi-circles)
aDstLayer->m_layer_bot_segment_ends->AddTriangle(
SFVEC3F( leftStart.x + texture_factor * factorE.x,
leftStart.y + texture_factor * factorE.y,
aZbot ),
SFVEC3F( rightEnd.x + texture_factor * factorS.x,
rightEnd.y + texture_factor * factorS.y,
aZbot ),
SFVEC3F( start.x - texture_factorF * leftDir.x * radius * sqrtf( 2.0f ),
start.y - texture_factorF * leftDir.y * radius * sqrtf( 2.0f ),
aZbot ) );
aDstLayer->m_layer_bot_segment_ends->AddTriangle(
SFVEC3F( rightStart.x + texture_factor * factorS.x,
rightStart.y + texture_factor * factorS.y, aZbot ),
SFVEC3F( leftEnd.x + texture_factor * factorE.x,
leftEnd.y + texture_factor * factorE.y, aZbot ),
SFVEC3F( end.x - texture_factorF * rightDir.x * radius * sqrtf( 2.0f ),
end.y - texture_factorF * rightDir.y * radius * sqrtf( 2.0f ),
aZbot ) );
// Segment top and bot planes
aDstLayer->m_layer_top_triangles->AddQuad(
SFVEC3F( rightEnd.x, rightEnd.y, aZtop ),
SFVEC3F( rightStart.x, rightStart.y, aZtop ),
SFVEC3F( leftEnd.x, leftEnd.y, aZtop ),
SFVEC3F( leftStart.x, leftStart.y, aZtop ) );
aDstLayer->m_layer_bot_triangles->AddQuad(
SFVEC3F( rightEnd.x, rightEnd.y, aZbot ),
SFVEC3F( leftStart.x, leftStart.y, aZbot ),
SFVEC3F( leftEnd.x, leftEnd.y, aZbot ),
SFVEC3F( rightStart.x, rightStart.y, aZbot ) );
}
OPENGL_RENDER_LIST* RENDER_3D_OPENGL::generateHoles( const LIST_OBJECT2D& aListHolesObject2d,
const SHAPE_POLY_SET& aPoly, float aZtop,
float aZbot, bool aInvertFaces,
const BVH_CONTAINER_2D* aThroughHoles )
{
OPENGL_RENDER_LIST* ret = nullptr;
if( aListHolesObject2d.size() > 0 )
{
TRIANGLE_DISPLAY_LIST* layerTriangles =
new TRIANGLE_DISPLAY_LIST( aListHolesObject2d.size() * 2 );
// Convert the list of objects(filled circles) to triangle layer structure
for( const OBJECT_2D* itemOnLayer : aListHolesObject2d )
{
const OBJECT_2D* object2d_A = itemOnLayer;
wxASSERT( ( object2d_A->GetObjectType() == OBJECT_2D_TYPE::FILLED_CIRCLE )
|| ( object2d_A->GetObjectType() == OBJECT_2D_TYPE::ROUNDSEG ) );
switch( object2d_A->GetObjectType() )
{
case OBJECT_2D_TYPE::FILLED_CIRCLE:
addObjectTriangles( static_cast<const FILLED_CIRCLE_2D*>( object2d_A ),
layerTriangles, aZtop, aZbot );
break;
case OBJECT_2D_TYPE::ROUNDSEG:
addObjectTriangles( static_cast<const ROUND_SEGMENT_2D*>( object2d_A ),
layerTriangles, aZtop, aZbot );
break;
default:
wxFAIL_MSG( wxT( "RENDER_3D_OPENGL::generateHoles: Object type not implemented" ) );
break;
}
}
// Note: he can have a aListHolesObject2d with holes but without contours
// eg: when there are only NPTH on the list and the contours were not added
if( aPoly.OutlineCount() > 0 )
{
layerTriangles->AddToMiddleContourns( aPoly, aZbot, aZtop,
m_boardAdapter.BiuTo3dUnits(),
aInvertFaces, aThroughHoles );
}
ret = new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture, aZbot, aZtop );
delete layerTriangles;
}
return ret;
}
OPENGL_RENDER_LIST* RENDER_3D_OPENGL::generateLayerList( const BVH_CONTAINER_2D* aContainer,
const SHAPE_POLY_SET* aPolyList,
PCB_LAYER_ID aLayer,
const BVH_CONTAINER_2D* aThroughHoles )
{
if( aContainer == nullptr )
return nullptr;
const LIST_OBJECT2D& listObject2d = aContainer->GetList();
if( listObject2d.size() == 0 )
return nullptr;
float layer_z_bot = 0.0f;
float layer_z_top = 0.0f;
getLayerZPos( aLayer, layer_z_top, layer_z_bot );
// Calculate an estimation for the nr of triangles based on the nr of objects
unsigned int nrTrianglesEstimation = listObject2d.size() * 8;
TRIANGLE_DISPLAY_LIST* layerTriangles = new TRIANGLE_DISPLAY_LIST( nrTrianglesEstimation );
// store in a list so it will be latter deleted
m_triangles.push_back( layerTriangles );
// Load the 2D (X,Y axis) component of shapes
for( const OBJECT_2D* itemOnLayer : listObject2d )
{
const OBJECT_2D* object2d_A = itemOnLayer;
switch( object2d_A->GetObjectType() )
{
case OBJECT_2D_TYPE::FILLED_CIRCLE:
addObjectTriangles( static_cast<const FILLED_CIRCLE_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
case OBJECT_2D_TYPE::POLYGON4PT:
addObjectTriangles( static_cast<const POLYGON_4PT_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
case OBJECT_2D_TYPE::RING:
addObjectTriangles( static_cast<const RING_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
case OBJECT_2D_TYPE::TRIANGLE:
addObjectTriangles( static_cast<const TRIANGLE_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
case OBJECT_2D_TYPE::ROUNDSEG:
addObjectTriangles( static_cast<const ROUND_SEGMENT_2D*>( object2d_A ),
layerTriangles, layer_z_top, layer_z_bot );
break;
default:
wxFAIL_MSG( wxT( "RENDER_3D_OPENGL: Object type is not implemented" ) );
break;
}
}
if( aPolyList && aPolyList->OutlineCount() > 0 )
{
layerTriangles->AddToMiddleContourns( *aPolyList, layer_z_bot, layer_z_top,
m_boardAdapter.BiuTo3dUnits(), false, aThroughHoles );
}
// Create display list
return new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture, layer_z_bot, layer_z_top );
}
OPENGL_RENDER_LIST* RENDER_3D_OPENGL::generateEmptyLayerList( PCB_LAYER_ID aLayer )
{
float layer_z_bot = 0.0f;
float layer_z_top = 0.0f;
getLayerZPos( aLayer, layer_z_top, layer_z_bot );
TRIANGLE_DISPLAY_LIST* layerTriangles = new TRIANGLE_DISPLAY_LIST( 1 );
// store in a list so it will be latter deleted
m_triangles.push_back( layerTriangles );
return new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture, layer_z_bot, layer_z_top );
}
OPENGL_RENDER_LIST* RENDER_3D_OPENGL::createBoard( const SHAPE_POLY_SET& aBoardPoly,
const BVH_CONTAINER_2D* aThroughHoles )
{
OPENGL_RENDER_LIST* dispLists = nullptr;
CONTAINER_2D boardContainer;
ConvertPolygonToTriangles( aBoardPoly, boardContainer, m_boardAdapter.BiuTo3dUnits(),
(const BOARD_ITEM &)*m_boardAdapter.GetBoard() );
const LIST_OBJECT2D& listBoardObject2d = boardContainer.GetList();
if( listBoardObject2d.size() > 0 )
{
// We will set a unitary Z so it will in future used with transformations since the
// board poly will be used not only to draw itself but also the solder mask layers.
const float layer_z_top = 1.0f;
const float layer_z_bot = 0.0f;
TRIANGLE_DISPLAY_LIST* layerTriangles =
new TRIANGLE_DISPLAY_LIST( listBoardObject2d.size() );
// Convert the list of objects(triangles) to triangle layer structure
for( const OBJECT_2D* itemOnLayer : listBoardObject2d )
{
const OBJECT_2D* object2d_A = itemOnLayer;
wxASSERT( object2d_A->GetObjectType() == OBJECT_2D_TYPE::TRIANGLE );
const TRIANGLE_2D* tri = static_cast<const TRIANGLE_2D*>( object2d_A );
const SFVEC2F& v1 = tri->GetP1();
const SFVEC2F& v2 = tri->GetP2();
const SFVEC2F& v3 = tri->GetP3();
addTopAndBottomTriangles( layerTriangles, v1, v2, v3, layer_z_top, layer_z_bot );
}
if( aBoardPoly.OutlineCount() > 0 )
{
layerTriangles->AddToMiddleContourns( aBoardPoly, layer_z_bot, layer_z_top,
m_boardAdapter.BiuTo3dUnits(), false,
aThroughHoles );
dispLists = new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture,
layer_z_top, layer_z_top );
}
delete layerTriangles;
}
return dispLists;
}
void RENDER_3D_OPENGL::reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter )
{
m_reloadRequested = false;
freeAllLists();
OBJECT_2D_STATS::Instance().ResetStats();
int64_t stats_startReloadTime = GetRunningMicroSecs();
m_boardAdapter.InitSettings( aStatusReporter, aWarningReporter );
SFVEC3F camera_pos = m_boardAdapter.GetBoardCenter();
m_camera.SetBoardLookAtPos( camera_pos );
if( aStatusReporter )
aStatusReporter->Report( _( "Load OpenGL: board" ) );
// Create Board
m_board = createBoard( m_boardAdapter.GetBoardPoly(), &m_boardAdapter.GetTH_IDs() );
m_antiBoardPolys.RemoveAllContours();
m_antiBoardPolys.NewOutline();
m_antiBoardPolys.Append( VECTOR2I( -INT_MAX/2, -INT_MAX/2 ) );
m_antiBoardPolys.Append( VECTOR2I( INT_MAX/2, -INT_MAX/2 ) );
m_antiBoardPolys.Append( VECTOR2I( INT_MAX/2, INT_MAX/2 ) );
m_antiBoardPolys.Append( VECTOR2I( -INT_MAX/2, INT_MAX/2 ) );
m_antiBoardPolys.Outline( 0 ).SetClosed( true );
m_antiBoardPolys.BooleanSubtract( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
m_antiBoard = createBoard( m_antiBoardPolys );
SHAPE_POLY_SET board_poly_with_holes = m_boardAdapter.GetBoardPoly().CloneDropTriangulation();
board_poly_with_holes.BooleanSubtract( m_boardAdapter.GetTH_ODPolys(), SHAPE_POLY_SET::PM_FAST );
board_poly_with_holes.BooleanSubtract( m_boardAdapter.GetNPTH_ODPolys(), SHAPE_POLY_SET::PM_FAST );
m_boardWithHoles = createBoard( board_poly_with_holes );
if( m_antiBoard )
m_antiBoard->SetItIsTransparent( true );
// Create Through Holes and vias
if( aStatusReporter )
aStatusReporter->Report( _( "Load OpenGL: holes and vias" ) );
SHAPE_POLY_SET outerPolyTHT = m_boardAdapter.GetTH_ODPolys().CloneDropTriangulation();
outerPolyTHT.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_STRICTLY_SIMPLE );
m_outerThroughHoles = generateHoles( m_boardAdapter.GetTH_ODs().GetList(), outerPolyTHT,
1.0f, 0.0f, false, &m_boardAdapter.GetTH_IDs() );
m_outerViaThroughHoles = generateHoles( m_boardAdapter.GetViaTH_ODs().GetList(),
m_boardAdapter.GetViaTH_ODPolys(), 1.0f, 0.0f, false );
if( m_boardAdapter.m_Cfg->m_Render.clip_silk_on_via_annuli )
{
m_outerThroughHoleRings = generateHoles( m_boardAdapter.GetViaAnnuli().GetList(),
m_boardAdapter.GetViaAnnuliPolys(),
1.0f, 0.0f, false );
}
const MAP_POLY& innerMapHoles = m_boardAdapter.GetHoleIdPolysMap();
const MAP_POLY& outerMapHoles = m_boardAdapter.GetHoleOdPolysMap();
wxASSERT( innerMapHoles.size() == outerMapHoles.size() );
const MAP_CONTAINER_2D_BASE& map_holes = m_boardAdapter.GetLayerHoleMap();
if( outerMapHoles.size() > 0 )
{
float layer_z_bot = 0.0f;
float layer_z_top = 0.0f;
for( const auto& [ layer, poly ] : outerMapHoles )
{
getLayerZPos( layer, layer_z_top, layer_z_bot );
m_outerLayerHoles[layer] = generateHoles( map_holes.at( layer )->GetList(), *poly,
layer_z_top, layer_z_bot, false );
}
for( const auto& [ layer, poly ] : innerMapHoles )
{
getLayerZPos( layer, layer_z_top, layer_z_bot );
m_innerLayerHoles[layer] = generateHoles( map_holes.at( layer )->GetList(), *poly,
layer_z_top, layer_z_bot, false );
}
}
// Generate vertical cylinders of vias and pads (copper)
generateViasAndPads();
// Add layers maps
if( aStatusReporter )
aStatusReporter->Report( _( "Load OpenGL: layers" ) );
std::bitset<LAYER_3D_END> visibilityFlags = m_boardAdapter.GetVisibleLayers();
const MAP_POLY& map_poly = m_boardAdapter.GetPolyMap();
wxString msg;
for( const auto& [ layer, container2d ] : m_boardAdapter.GetLayerMap() )
{
if( !m_boardAdapter.Is3dLayerEnabled( layer, visibilityFlags ) )
continue;
if( aStatusReporter )
{
msg = m_boardAdapter.GetBoard()->GetLayerName( layer );
aStatusReporter->Report( wxString::Format( _( "Load OpenGL layer %s" ), msg ) );
}
SHAPE_POLY_SET polyListSubtracted;
SHAPE_POLY_SET* polyList = nullptr;
// Load the vertical (Z axis) component of shapes
if( m_boardAdapter.m_Cfg->m_Render.opengl_copper_thickness )
{
if( map_poly.find( layer ) != map_poly.end() )
{
polyListSubtracted = *map_poly.at( layer );
if( LSET::PhysicalLayersMask().test( layer ) )
{
polyListSubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_FAST );
}
if( layer != B_Mask && layer != F_Mask )
{
polyListSubtracted.BooleanSubtract( m_boardAdapter.GetTH_ODPolys(),
SHAPE_POLY_SET::PM_FAST );
polyListSubtracted.BooleanSubtract( m_boardAdapter.GetNPTH_ODPolys(),
SHAPE_POLY_SET::PM_FAST );
}
if( m_boardAdapter.m_Cfg->m_Render.subtract_mask_from_silk )
{
if( layer == B_SilkS && map_poly.find( B_Mask ) != map_poly.end() )
{
polyListSubtracted.BooleanSubtract( *map_poly.at( B_Mask ),
SHAPE_POLY_SET::PM_FAST );
}
else if( layer == F_SilkS && map_poly.find( F_Mask ) != map_poly.end() )
{
polyListSubtracted.BooleanSubtract( *map_poly.at( F_Mask ),
SHAPE_POLY_SET::PM_FAST );
}
}
polyList = &polyListSubtracted;
}
}
OPENGL_RENDER_LIST* oglList = generateLayerList( container2d, polyList, layer,
&m_boardAdapter.GetTH_IDs() );
if( oglList != nullptr )
m_layers[layer] = oglList;
}
if( m_boardAdapter.m_Cfg->m_Render.DifferentiatePlatedCopper() )
{
const SHAPE_POLY_SET* frontPlatedPadAndGraphicPolys = m_boardAdapter.GetFrontPlatedPadAndGraphicPolys();
const SHAPE_POLY_SET* backPlatedPadAndGraphicPolys = m_boardAdapter.GetBackPlatedPadAndGraphicPolys();
if( frontPlatedPadAndGraphicPolys )
{
SHAPE_POLY_SET poly = frontPlatedPadAndGraphicPolys->CloneDropTriangulation();
poly.BooleanIntersection( m_boardAdapter.GetBoardPoly(), SHAPE_POLY_SET::PM_FAST );
poly.BooleanSubtract( m_boardAdapter.GetTH_ODPolys(), SHAPE_POLY_SET::PM_FAST );
poly.BooleanSubtract( m_boardAdapter.GetNPTH_ODPolys(), SHAPE_POLY_SET::PM_FAST );
m_platedPadsFront = generateLayerList( m_boardAdapter.GetPlatedPadsFront(), &poly, F_Cu );
// An entry for F_Cu must exist in m_layers or we'll never look at m_platedPadsFront
if( m_layers.count( F_Cu ) == 0 )
m_layers[F_Cu] = generateEmptyLayerList( F_Cu );
}
if( backPlatedPadAndGraphicPolys )
{
SHAPE_POLY_SET poly = backPlatedPadAndGraphicPolys->CloneDropTriangulation();
poly.BooleanIntersection( m_boardAdapter.GetBoardPoly(), SHAPE_POLY_SET::PM_FAST );
poly.BooleanSubtract( m_boardAdapter.GetTH_ODPolys(), SHAPE_POLY_SET::PM_FAST );
poly.BooleanSubtract( m_boardAdapter.GetNPTH_ODPolys(), SHAPE_POLY_SET::PM_FAST );
m_platedPadsBack = generateLayerList( m_boardAdapter.GetPlatedPadsBack(), &poly, B_Cu );
// An entry for B_Cu must exist in m_layers or we'll never look at m_platedPadsBack
if( m_layers.count( B_Cu ) == 0 )
m_layers[B_Cu] = generateEmptyLayerList( B_Cu );
}
}
if( m_boardAdapter.m_Cfg->m_Render.show_off_board_silk )
{
if( const BVH_CONTAINER_2D* padsFront = m_boardAdapter.GetOffboardPadsFront() )
m_offboardPadsFront = generateLayerList( padsFront, nullptr, F_Cu );
if( const BVH_CONTAINER_2D* padsBack = m_boardAdapter.GetOffboardPadsBack() )
m_offboardPadsBack = generateLayerList( padsBack, nullptr, B_Cu );
}
// Load 3D models
if( aStatusReporter )
aStatusReporter->Report( _( "Loading 3D models..." ) );
load3dModels( aStatusReporter );
if( aStatusReporter )
{
// Calculation time in seconds
double calculation_time = (double)( GetRunningMicroSecs() - stats_startReloadTime) / 1e6;
aStatusReporter->Report( wxString::Format( _( "Reload time %.3f s" ), calculation_time ) );
}
}
void RENDER_3D_OPENGL::addTopAndBottomTriangles( TRIANGLE_DISPLAY_LIST* aDst, const SFVEC2F& v0,
const SFVEC2F& v1, const SFVEC2F& v2, float top,
float bot )
{
aDst->m_layer_bot_triangles->AddTriangle( SFVEC3F( v0.x, v0.y, bot ),
SFVEC3F( v1.x, v1.y, bot ),
SFVEC3F( v2.x, v2.y, bot ) );
aDst->m_layer_top_triangles->AddTriangle( SFVEC3F( v2.x, v2.y, top ),
SFVEC3F( v1.x, v1.y, top ),
SFVEC3F( v0.x, v0.y, top ) );
}
void RENDER_3D_OPENGL::getLayerZPos( PCB_LAYER_ID aLayer, float& aOutZtop, float& aOutZbot ) const
{
aOutZbot = m_boardAdapter.GetLayerBottomZPos( aLayer );
aOutZtop = m_boardAdapter.GetLayerTopZPos( aLayer );
if( aOutZtop < aOutZbot )
{
float tmpFloat = aOutZbot;
aOutZbot = aOutZtop;
aOutZtop = tmpFloat;
}
}
void RENDER_3D_OPENGL::generateCylinder( const SFVEC2F& aCenter, float aInnerRadius,
float aOuterRadius, float aZtop, float aZbot,
unsigned int aNr_sides_per_circle,
TRIANGLE_DISPLAY_LIST* aDstLayer )
{
std::vector< SFVEC2F > innerContour;
std::vector< SFVEC2F > outerContour;
generateRing( aCenter, aInnerRadius, aOuterRadius, aNr_sides_per_circle, innerContour,
outerContour, false );
for( unsigned int i = 0; i < ( innerContour.size() - 1 ); ++i )
{
const SFVEC2F& vi0 = innerContour[i + 0];
const SFVEC2F& vi1 = innerContour[i + 1];
const SFVEC2F& vo0 = outerContour[i + 0];
const SFVEC2F& vo1 = outerContour[i + 1];
aDstLayer->m_layer_top_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZtop ),
SFVEC3F( vi0.x, vi0.y, aZtop ),
SFVEC3F( vo0.x, vo0.y, aZtop ),
SFVEC3F( vo1.x, vo1.y, aZtop ) );
aDstLayer->m_layer_bot_triangles->AddQuad( SFVEC3F( vi1.x, vi1.y, aZbot ),
SFVEC3F( vo1.x, vo1.y, aZbot ),
SFVEC3F( vo0.x, vo0.y, aZbot ),
SFVEC3F( vi0.x, vi0.y, aZbot ) );
}
aDstLayer->AddToMiddleContourns( outerContour, aZbot, aZtop, true );
aDstLayer->AddToMiddleContourns( innerContour, aZbot, aZtop, false );
}
void RENDER_3D_OPENGL::generateViasAndPads()
{
if( !m_boardAdapter.GetBoard() )
return;
const int platingThickness = m_boardAdapter.GetHolePlatingThickness();
const float platingThickness3d = platingThickness * m_boardAdapter.BiuTo3dUnits();
if( m_boardAdapter.GetViaCount() > 0 )
{
float averageDiameter = m_boardAdapter.GetAverageViaHoleDiameter();
unsigned int averageSegCount = m_boardAdapter.GetCircleSegmentCount( averageDiameter );
unsigned int trianglesEstimate = averageSegCount * 8 * m_boardAdapter.GetViaCount();
TRIANGLE_DISPLAY_LIST* layerTriangleVIA = new TRIANGLE_DISPLAY_LIST( trianglesEstimate );
// Insert plated vertical holes inside the board
// Insert vias holes (vertical cylinders)
for( const PCB_TRACK* track : m_boardAdapter.GetBoard()->Tracks() )
{
if( track->Type() == PCB_VIA_T )
{
const PCB_VIA* via = static_cast<const PCB_VIA*>( track );
if( via->GetViaType() == VIATYPE::THROUGH )
continue; // handle with pad holes so castellation is taken into account
const float holediameter = via->GetDrillValue() * m_boardAdapter.BiuTo3dUnits();
const int nrSegments = m_boardAdapter.GetCircleSegmentCount( via->GetDrillValue() );
const float hole_inner_radius = holediameter / 2.0f;
const SFVEC2F via_center( via->GetStart().x * m_boardAdapter.BiuTo3dUnits(),
-via->GetStart().y * m_boardAdapter.BiuTo3dUnits() );
PCB_LAYER_ID top_layer, bottom_layer;
via->LayerPair( &top_layer, &bottom_layer );
float ztop, zbot, dummy;
getLayerZPos( top_layer, ztop, dummy );
getLayerZPos( bottom_layer, dummy, zbot );
wxASSERT( zbot < ztop );
generateCylinder( via_center, hole_inner_radius,
hole_inner_radius + platingThickness3d,
ztop, zbot, nrSegments, layerTriangleVIA );
}
}
m_vias = new OPENGL_RENDER_LIST( *layerTriangleVIA, 0, 0.0f, 0.0f );
delete layerTriangleVIA;
}
if( m_boardAdapter.GetHoleCount() > 0 || m_boardAdapter.GetViaCount() > 0 )
{
SHAPE_POLY_SET tht_outer_holes_poly; // Stores the outer poly of the copper holes
SHAPE_POLY_SET tht_inner_holes_poly; // Stores the inner poly of the copper holes
tht_outer_holes_poly.RemoveAllContours();
tht_inner_holes_poly.RemoveAllContours();
// Insert through-via holes (vertical cylinders)
for( const PCB_TRACK* track : m_boardAdapter.GetBoard()->Tracks() )
{
if( track->Type() == PCB_VIA_T )
{
const PCB_VIA* via = static_cast<const PCB_VIA*>( track );
if( via->GetViaType() == VIATYPE::THROUGH )
{
TransformCircleToPolygon( tht_outer_holes_poly, via->GetPosition(),
via->GetDrill() / 2 + platingThickness,
ARC_HIGH_DEF, ERROR_INSIDE );
TransformCircleToPolygon( tht_inner_holes_poly, via->GetPosition(),
via->GetDrill() / 2, ARC_HIGH_DEF, ERROR_INSIDE );
}
}
}
// Insert pads holes (vertical cylinders)
for( const FOOTPRINT* footprint : m_boardAdapter.GetBoard()->Footprints() )
{
for( const PAD* pad : footprint->Pads() )
{
if( pad->GetAttribute() != PAD_ATTRIB::NPTH )
{
const VECTOR2I drillsize = pad->GetDrillSize();
const bool hasHole = drillsize.x && drillsize.y;
if( !hasHole )
continue;
pad->TransformHoleToPolygon( tht_outer_holes_poly, platingThickness,
ARC_HIGH_DEF, ERROR_INSIDE );
pad->TransformHoleToPolygon( tht_inner_holes_poly, 0, ARC_HIGH_DEF,
ERROR_INSIDE );
}
}
}
// Subtract the holes
tht_outer_holes_poly.BooleanSubtract( tht_inner_holes_poly, SHAPE_POLY_SET::PM_FAST );
tht_outer_holes_poly.BooleanSubtract( m_antiBoardPolys, SHAPE_POLY_SET::PM_FAST );
CONTAINER_2D holesContainer;
ConvertPolygonToTriangles( tht_outer_holes_poly, holesContainer,
m_boardAdapter.BiuTo3dUnits(), *m_boardAdapter.GetBoard() );
const LIST_OBJECT2D& holes2D = holesContainer.GetList();
if( holes2D.size() > 0 )
{
float layer_z_top, layer_z_bot, dummy;
getLayerZPos( F_Cu, layer_z_top, dummy );
getLayerZPos( B_Cu, dummy, layer_z_bot );
TRIANGLE_DISPLAY_LIST* layerTriangles = new TRIANGLE_DISPLAY_LIST( holes2D.size() );
// Convert the list of objects(triangles) to triangle layer structure
for( const OBJECT_2D* itemOnLayer : holes2D )
{
const OBJECT_2D* object2d_A = itemOnLayer;
wxASSERT( object2d_A->GetObjectType() == OBJECT_2D_TYPE::TRIANGLE );
const TRIANGLE_2D* tri = static_cast<const TRIANGLE_2D*>( object2d_A );
const SFVEC2F& v1 = tri->GetP1();
const SFVEC2F& v2 = tri->GetP2();
const SFVEC2F& v3 = tri->GetP3();
addTopAndBottomTriangles( layerTriangles, v1, v2, v3, layer_z_top, layer_z_bot );
}
wxASSERT( tht_outer_holes_poly.OutlineCount() > 0 );
if( tht_outer_holes_poly.OutlineCount() > 0 )
{
layerTriangles->AddToMiddleContourns( tht_outer_holes_poly,
layer_z_bot, layer_z_top,
m_boardAdapter.BiuTo3dUnits(), false );
m_padHoles = new OPENGL_RENDER_LIST( *layerTriangles, m_circleTexture,
layer_z_top, layer_z_top );
}
delete layerTriangles;
}
}
}
void RENDER_3D_OPENGL::Load3dModelsIfNeeded()
{
if( m_3dModelMap.size() > 0 )
return;
wxFrame* frame = dynamic_cast<EDA_3D_VIEWER_FRAME*>( m_canvas->GetParent() );
if( frame )
{
STATUSBAR_REPORTER activityReporter( frame->GetStatusBar(),
(int) EDA_3D_VIEWER_STATUSBAR::ACTIVITY );
load3dModels( &activityReporter );
}
else
{
load3dModels( nullptr );
}
}
void RENDER_3D_OPENGL::load3dModels( REPORTER* aStatusReporter )
{
if( !m_boardAdapter.GetBoard() )
return;
// Building the 3D models late crashes on recent versions of macOS
// Unclear the exact mechanism, but as a workaround, just build them
// all the time. See https://gitlab.com/kicad/code/kicad/-/issues/17198
#ifndef __WXMAC__
if( !m_boardAdapter.m_IsPreviewer
&& !m_boardAdapter.m_Cfg->m_Render.show_footprints_normal
&& !m_boardAdapter.m_Cfg->m_Render.show_footprints_insert
&& !m_boardAdapter.m_Cfg->m_Render.show_footprints_virtual )
{
return;
}
#endif
// Go for all footprints
for( const FOOTPRINT* footprint : m_boardAdapter.GetBoard()->Footprints() )
{
wxString libraryName = footprint->GetFPID().GetLibNickname();
wxString footprintBasePath = wxEmptyString;
if( m_boardAdapter.GetBoard()->GetProject() )
{
try
{
// FindRow() can throw an exception
const FP_LIB_TABLE_ROW* fpRow =
PROJECT_PCB::PcbFootprintLibs( m_boardAdapter.GetBoard()->GetProject() )
->FindRow( libraryName, false );
if( fpRow )
footprintBasePath = fpRow->GetFullURI( true );
}
catch( ... )
{
// Do nothing if the libraryName is not found in lib table
}
}
for( const FP_3DMODEL& fp_model : footprint->Models() )
{
if( fp_model.m_Show && !fp_model.m_Filename.empty() )
{
if( aStatusReporter )
{
// Display the short filename of the 3D fp_model loaded:
// (the full name is usually too long to be displayed)
wxFileName fn( fp_model.m_Filename );
aStatusReporter->Report( wxString::Format( _( "Loading %s..." ),
fn.GetFullName() ) );
}
// Check if the fp_model is not present in our cache map
// (Not already loaded in memory)
if( m_3dModelMap.find( fp_model.m_Filename ) == m_3dModelMap.end() )
{
// It is not present, try get it from cache
const S3DMODEL* modelPtr =
m_boardAdapter.Get3dCacheManager()->GetModel( fp_model.m_Filename, footprintBasePath, footprint );
// only add it if the return is not NULL
if( modelPtr )
{
MATERIAL_MODE materialMode = m_boardAdapter.m_Cfg->m_Render.material_mode;
MODEL_3D* model = new MODEL_3D( *modelPtr, materialMode );
m_3dModelMap[ fp_model.m_Filename ] = model;
}
}
}
}
}
}