mirror of
https://gitlab.com/kicad/code/kicad.git
synced 2024-11-22 17:05:03 +00:00
1443 lines
48 KiB
C++
1443 lines
48 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2020 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2023 CERN
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* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <cstdint>
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#include <gal/opengl/kiglew.h> // Must be included first
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#include "plugins/3dapi/xv3d_types.h"
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#include "render_3d_opengl.h"
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#include "opengl_utils.h"
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#include "common_ogl/ogl_utils.h"
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#include <board.h>
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#include <footprint.h>
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#include <gal/opengl/gl_context_mgr.h>
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#include <3d_math.h>
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#include <glm/geometric.hpp>
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#include <lset.h>
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#include <math/util.h> // for KiROUND
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#include <utility>
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#include <vector>
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#include <wx/log.h>
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#include <base_units.h>
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/**
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* Scale conversion from 3d model units to pcb units
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*/
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#define UNITS3D_TO_UNITSPCB ( pcbIUScale.IU_PER_MM )
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RENDER_3D_OPENGL::RENDER_3D_OPENGL( EDA_3D_CANVAS* aCanvas, BOARD_ADAPTER& aAdapter,
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CAMERA& aCamera ) :
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RENDER_3D_BASE( aAdapter, aCamera ),
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m_canvas( aCanvas )
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{
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wxLogTrace( m_logTrace, wxT( "RENDER_3D_OPENGL::RENDER_3D_OPENGL" ) );
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m_layers.clear();
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m_outerLayerHoles.clear();
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m_innerLayerHoles.clear();
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m_triangles.clear();
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m_board = nullptr;
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m_antiBoard = nullptr;
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m_platedPadsFront = nullptr;
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m_platedPadsBack = nullptr;
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m_offboardPadsFront = nullptr;
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m_offboardPadsBack = nullptr;
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m_outerThroughHoles = nullptr;
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m_outerThroughHoleRings = nullptr;
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m_outerViaThroughHoles = nullptr;
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m_vias = nullptr;
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m_padHoles = nullptr;
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m_circleTexture = 0;
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m_grid = 0;
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m_lastGridType = GRID3D_TYPE::NONE;
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m_currentRollOverItem = nullptr;
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m_boardWithHoles = nullptr;
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m_3dModelMap.clear();
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}
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RENDER_3D_OPENGL::~RENDER_3D_OPENGL()
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{
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wxLogTrace( m_logTrace, wxT( "RENDER_3D_OPENGL::RENDER_3D_OPENGL" ) );
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freeAllLists();
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glDeleteTextures( 1, &m_circleTexture );
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}
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int RENDER_3D_OPENGL::GetWaitForEditingTimeOut()
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{
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return 50; // ms
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}
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void RENDER_3D_OPENGL::SetCurWindowSize( const wxSize& aSize )
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{
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if( m_windowSize != aSize )
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{
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m_windowSize = aSize;
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glViewport( 0, 0, m_windowSize.x, m_windowSize.y );
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// Initialize here any screen dependent data here
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}
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}
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void RENDER_3D_OPENGL::setLightFront( bool enabled )
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{
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if( enabled )
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glEnable( GL_LIGHT0 );
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else
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glDisable( GL_LIGHT0 );
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}
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void RENDER_3D_OPENGL::setLightTop( bool enabled )
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{
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if( enabled )
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glEnable( GL_LIGHT1 );
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else
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glDisable( GL_LIGHT1 );
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}
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void RENDER_3D_OPENGL::setLightBottom( bool enabled )
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{
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if( enabled )
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glEnable( GL_LIGHT2 );
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else
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glDisable( GL_LIGHT2 );
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}
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void RENDER_3D_OPENGL::render3dArrows()
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{
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const float arrow_size = RANGE_SCALE_3D * 0.30f;
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glDisable( GL_CULL_FACE );
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// YxY squared view port, this is on propose
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glViewport( 4, 4, m_windowSize.y / 8 , m_windowSize.y / 8 );
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glClear( GL_DEPTH_BUFFER_BIT );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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gluPerspective( 45.0f, 1.0f, 0.001f, RANGE_SCALE_3D );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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const glm::mat4 TranslationMatrix =
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glm::translate( glm::mat4( 1.0f ), SFVEC3F( 0.0f, 0.0f, -( arrow_size * 2.75f ) ) );
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const glm::mat4 ViewMatrix = TranslationMatrix * m_camera.GetRotationMatrix();
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glLoadMatrixf( glm::value_ptr( ViewMatrix ) );
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setArrowMaterial();
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glColor3f( 0.9f, 0.0f, 0.0f );
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DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( arrow_size, 0.0f, 0.0f ), 0.275f );
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glColor3f( 0.0f, 0.9f, 0.0f );
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DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, arrow_size, 0.0f ), 0.275f );
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glColor3f( 0.0f, 0.0f, 0.9f );
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DrawRoundArrow( SFVEC3F( 0.0f, 0.0f, 0.0f ), SFVEC3F( 0.0f, 0.0f, arrow_size ), 0.275f );
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glEnable( GL_CULL_FACE );
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}
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void RENDER_3D_OPENGL::setupMaterials()
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{
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m_materials = {};
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// http://devernay.free.fr/cours/opengl/materials.html
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// Plated copper
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// Copper material mixed with the copper color
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m_materials.m_Copper.m_Ambient = SFVEC3F( m_boardAdapter.m_CopperColor.r * 0.1f,
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m_boardAdapter.m_CopperColor.g * 0.1f,
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m_boardAdapter.m_CopperColor.b * 0.1f);
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m_materials.m_Copper.m_Specular = SFVEC3F( m_boardAdapter.m_CopperColor.r * 0.75f + 0.25f,
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m_boardAdapter.m_CopperColor.g * 0.75f + 0.25f,
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m_boardAdapter.m_CopperColor.b * 0.75f + 0.25f );
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// This guess the material type(ex: copper vs gold) to determine the
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// shininess factor between 0.1 and 0.4
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float shininessfactor = 0.40f - mapf( fabs( m_boardAdapter.m_CopperColor.r -
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m_boardAdapter.m_CopperColor.g ),
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0.15f, 1.00f,
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0.00f, 0.30f );
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m_materials.m_Copper.m_Shininess = shininessfactor * 128.0f;
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m_materials.m_Copper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Non plated copper (raw copper)
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m_materials.m_NonPlatedCopper.m_Ambient = SFVEC3F( 0.191f, 0.073f, 0.022f );
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m_materials.m_NonPlatedCopper.m_Diffuse = SFVEC3F( 184.0f / 255.0f, 115.0f / 255.0f,
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50.0f / 255.0f );
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m_materials.m_NonPlatedCopper.m_Specular = SFVEC3F( 0.256f, 0.137f, 0.086f );
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m_materials.m_NonPlatedCopper.m_Shininess = 0.1f * 128.0f;
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m_materials.m_NonPlatedCopper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Paste material mixed with paste color
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m_materials.m_Paste.m_Ambient = SFVEC3F( m_boardAdapter.m_SolderPasteColor.r,
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m_boardAdapter.m_SolderPasteColor.g,
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m_boardAdapter.m_SolderPasteColor.b );
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m_materials.m_Paste.m_Specular = SFVEC3F( m_boardAdapter.m_SolderPasteColor.r *
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m_boardAdapter.m_SolderPasteColor.r,
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m_boardAdapter.m_SolderPasteColor.g *
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m_boardAdapter.m_SolderPasteColor.g,
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m_boardAdapter.m_SolderPasteColor.b *
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m_boardAdapter.m_SolderPasteColor.b );
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m_materials.m_Paste.m_Shininess = 0.1f * 128.0f;
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m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Silk screen material mixed with silk screen color
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m_materials.m_SilkSTop.m_Ambient = SFVEC3F( m_boardAdapter.m_SilkScreenColorTop.r,
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m_boardAdapter.m_SilkScreenColorTop.g,
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m_boardAdapter.m_SilkScreenColorTop.b );
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m_materials.m_SilkSTop.m_Specular = SFVEC3F(
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m_boardAdapter.m_SilkScreenColorTop.r * m_boardAdapter.m_SilkScreenColorTop.r + 0.10f,
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m_boardAdapter.m_SilkScreenColorTop.g * m_boardAdapter.m_SilkScreenColorTop.g + 0.10f,
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m_boardAdapter.m_SilkScreenColorTop.b * m_boardAdapter.m_SilkScreenColorTop.b + 0.10f );
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m_materials.m_SilkSTop.m_Shininess = 0.078125f * 128.0f;
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m_materials.m_SilkSTop.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Silk screen material mixed with silk screen color
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m_materials.m_SilkSBot.m_Ambient = SFVEC3F( m_boardAdapter.m_SilkScreenColorBot.r,
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m_boardAdapter.m_SilkScreenColorBot.g,
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m_boardAdapter.m_SilkScreenColorBot.b );
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m_materials.m_SilkSBot.m_Specular = SFVEC3F(
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m_boardAdapter.m_SilkScreenColorBot.r * m_boardAdapter.m_SilkScreenColorBot.r + 0.10f,
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m_boardAdapter.m_SilkScreenColorBot.g * m_boardAdapter.m_SilkScreenColorBot.g + 0.10f,
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m_boardAdapter.m_SilkScreenColorBot.b * m_boardAdapter.m_SilkScreenColorBot.b + 0.10f );
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m_materials.m_SilkSBot.m_Shininess = 0.078125f * 128.0f;
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m_materials.m_SilkSBot.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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m_materials.m_SolderMask.m_Shininess = 0.8f * 128.0f;
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m_materials.m_SolderMask.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Epoxy material
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m_materials.m_EpoxyBoard.m_Ambient = SFVEC3F( 117.0f / 255.0f, 97.0f / 255.0f,
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47.0f / 255.0f );
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m_materials.m_EpoxyBoard.m_Specular = SFVEC3F( 18.0f / 255.0f, 3.0f / 255.0f,
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20.0f / 255.0f );
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m_materials.m_EpoxyBoard.m_Shininess = 0.1f * 128.0f;
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m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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}
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void RENDER_3D_OPENGL::setLayerMaterial( PCB_LAYER_ID aLayerID )
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{
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EDA_3D_VIEWER_SETTINGS::RENDER_SETTINGS& cfg = m_boardAdapter.m_Cfg->m_Render;
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if( cfg.use_board_editor_copper_colors && IsCopperLayer( aLayerID ) )
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{
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COLOR4D copper_color = m_boardAdapter.m_BoardEditorColors[aLayerID];
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m_materials.m_Copper.m_Diffuse = SFVEC3F( copper_color.r, copper_color.g,
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copper_color.b );
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OglSetMaterial( m_materials.m_Copper, 1.0f );
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m_materials.m_NonPlatedCopper.m_Diffuse = m_materials.m_Copper.m_Diffuse;
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OglSetMaterial( m_materials.m_NonPlatedCopper, 1.0f );
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return;
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}
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switch( aLayerID )
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{
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case F_Mask:
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case B_Mask:
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{
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const SFVEC4F layerColor = aLayerID == F_Mask ? m_boardAdapter.m_SolderMaskColorTop
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: m_boardAdapter.m_SolderMaskColorBot;
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m_materials.m_SolderMask.m_Diffuse = layerColor;
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// Convert Opacity to Transparency
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m_materials.m_SolderMask.m_Transparency = 1.0f - layerColor.a;
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m_materials.m_SolderMask.m_Ambient = m_materials.m_SolderMask.m_Diffuse * 0.3f;
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m_materials.m_SolderMask.m_Specular = m_materials.m_SolderMask.m_Diffuse
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* m_materials.m_SolderMask.m_Diffuse;
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OglSetMaterial( m_materials.m_SolderMask, 1.0f );
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break;
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}
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case B_Paste:
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case F_Paste:
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m_materials.m_Paste.m_Diffuse = m_boardAdapter.m_SolderPasteColor;
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OglSetMaterial( m_materials.m_Paste, 1.0f );
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break;
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case B_SilkS:
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m_materials.m_SilkSBot.m_Diffuse = m_boardAdapter.m_SilkScreenColorBot;
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OglSetMaterial( m_materials.m_SilkSBot, 1.0f );
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break;
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case F_SilkS:
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m_materials.m_SilkSTop.m_Diffuse = m_boardAdapter.m_SilkScreenColorTop;
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OglSetMaterial( m_materials.m_SilkSTop, 1.0f );
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break;
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case B_Adhes:
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case F_Adhes:
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case Dwgs_User:
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case Cmts_User:
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case Eco1_User:
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case Eco2_User:
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case Edge_Cuts:
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case Margin:
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case B_CrtYd:
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case F_CrtYd:
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case B_Fab:
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case F_Fab:
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switch( aLayerID )
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{
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case Dwgs_User: m_materials.m_Plastic.m_Diffuse = m_boardAdapter.m_UserDrawingsColor; break;
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case Cmts_User: m_materials.m_Plastic.m_Diffuse = m_boardAdapter.m_UserCommentsColor; break;
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case Eco1_User: m_materials.m_Plastic.m_Diffuse = m_boardAdapter.m_ECO1Color; break;
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case Eco2_User: m_materials.m_Plastic.m_Diffuse = m_boardAdapter.m_ECO2Color; break;
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case Edge_Cuts: m_materials.m_Plastic.m_Diffuse = m_boardAdapter.m_UserDrawingsColor; break;
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case Margin: m_materials.m_Plastic.m_Diffuse = m_boardAdapter.m_UserDrawingsColor; break;
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default:
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m_materials.m_Plastic.m_Diffuse = m_boardAdapter.GetLayerColor( aLayerID );
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break;
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}
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m_materials.m_Plastic.m_Ambient = SFVEC3F( m_materials.m_Plastic.m_Diffuse.r * 0.05f,
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m_materials.m_Plastic.m_Diffuse.g * 0.05f,
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m_materials.m_Plastic.m_Diffuse.b * 0.05f );
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m_materials.m_Plastic.m_Specular = SFVEC3F( m_materials.m_Plastic.m_Diffuse.r * 0.7f,
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m_materials.m_Plastic.m_Diffuse.g * 0.7f,
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m_materials.m_Plastic.m_Diffuse.b * 0.7f );
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m_materials.m_Plastic.m_Shininess = 0.078125f * 128.0f;
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m_materials.m_Plastic.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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OglSetMaterial( m_materials.m_Plastic, 1.0f );
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break;
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default:
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m_materials.m_Copper.m_Diffuse = m_boardAdapter.m_CopperColor;
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OglSetMaterial( m_materials.m_Copper, 1.0f );
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break;
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}
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}
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void init_lights()
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{
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// Setup light
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// https://www.opengl.org/sdk/docs/man2/xhtml/glLight.xml
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const GLfloat ambient[] = { 0.084f, 0.084f, 0.084f, 1.0f };
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const GLfloat diffuse0[] = { 0.3f, 0.3f, 0.3f, 1.0f };
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const GLfloat specular0[] = { 0.5f, 0.5f, 0.5f, 1.0f };
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glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
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glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse0 );
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glLightfv( GL_LIGHT0, GL_SPECULAR, specular0 );
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const GLfloat diffuse12[] = { 0.7f, 0.7f, 0.7f, 1.0f };
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const GLfloat specular12[] = { 0.7f, 0.7f, 0.7f, 1.0f };
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// defines a directional light that points along the negative z-axis
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GLfloat position[4] = { 0.0f, 0.0f, 1.0f, 0.0f };
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// This makes a vector slight not perpendicular with XZ plane
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const SFVEC3F vectorLight = SphericalToCartesian( glm::pi<float>() * 0.03f,
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glm::pi<float>() * 0.25f );
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position[0] = vectorLight.x;
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position[1] = vectorLight.y;
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position[2] = vectorLight.z;
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glLightfv( GL_LIGHT1, GL_AMBIENT, ambient );
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glLightfv( GL_LIGHT1, GL_DIFFUSE, diffuse12 );
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glLightfv( GL_LIGHT1, GL_SPECULAR, specular12 );
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glLightfv( GL_LIGHT1, GL_POSITION, position );
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// defines a directional light that points along the positive z-axis
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position[2] = -position[2];
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glLightfv( GL_LIGHT2, GL_AMBIENT, ambient );
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glLightfv( GL_LIGHT2, GL_DIFFUSE, diffuse12 );
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glLightfv( GL_LIGHT2, GL_SPECULAR, specular12 );
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glLightfv( GL_LIGHT2, GL_POSITION, position );
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const GLfloat lmodel_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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glLightModelfv( GL_LIGHT_MODEL_AMBIENT, lmodel_ambient );
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glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::setCopperMaterial()
|
|
{
|
|
OglSetMaterial( m_materials.m_NonPlatedCopper, 1.0f );
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::setPlatedCopperAndDepthOffset( PCB_LAYER_ID aLayer_id )
|
|
{
|
|
glEnable( GL_POLYGON_OFFSET_FILL );
|
|
glPolygonOffset( -0.1f, -2.0f );
|
|
setLayerMaterial( aLayer_id );
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::unsetDepthOffset()
|
|
{
|
|
glDisable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::renderBoardBody( bool aSkipRenderHoles )
|
|
{
|
|
m_materials.m_EpoxyBoard.m_Diffuse = m_boardAdapter.m_BoardBodyColor;
|
|
|
|
// opacity to transparency
|
|
m_materials.m_EpoxyBoard.m_Transparency = 1.0f - m_boardAdapter.m_BoardBodyColor.a;
|
|
|
|
OglSetMaterial( m_materials.m_EpoxyBoard, 1.0f );
|
|
|
|
OPENGL_RENDER_LIST* ogl_disp_list = nullptr;
|
|
|
|
if( aSkipRenderHoles )
|
|
ogl_disp_list = m_board;
|
|
else
|
|
ogl_disp_list = m_boardWithHoles;
|
|
|
|
if( ogl_disp_list )
|
|
{
|
|
ogl_disp_list->ApplyScalePosition( -m_boardAdapter.GetBoardBodyThickness() / 2.0f,
|
|
m_boardAdapter.GetBoardBodyThickness() );
|
|
|
|
ogl_disp_list->SetItIsTransparent( true );
|
|
ogl_disp_list->DrawAll();
|
|
}
|
|
}
|
|
|
|
|
|
static inline SFVEC4F premultiplyAlpha( const SFVEC4F& aInput )
|
|
{
|
|
return SFVEC4F( aInput.r * aInput.a, aInput.g * aInput.a, aInput.b * aInput.a, aInput.a );
|
|
}
|
|
|
|
|
|
bool RENDER_3D_OPENGL::Redraw( bool aIsMoving, REPORTER* aStatusReporter,
|
|
REPORTER* aWarningReporter )
|
|
{
|
|
// Initialize OpenGL
|
|
if( !m_canvasInitialized )
|
|
{
|
|
if( !initializeOpenGL() )
|
|
return false;
|
|
}
|
|
|
|
EDA_3D_VIEWER_SETTINGS::RENDER_SETTINGS& cfg = m_boardAdapter.m_Cfg->m_Render;
|
|
|
|
if( m_reloadRequested )
|
|
{
|
|
std::unique_ptr<BUSY_INDICATOR> busy = CreateBusyIndicator();
|
|
|
|
if( aStatusReporter )
|
|
aStatusReporter->Report( _( "Loading..." ) );
|
|
|
|
// Careful here!
|
|
// We are in the middle of rendering and the reload method may show
|
|
// a dialog box that requires the opengl context for a redraw
|
|
GL_CONTEXT_MANAGER::Get().RunWithoutCtxLock( [this, aStatusReporter, aWarningReporter]()
|
|
{
|
|
reload( aStatusReporter, aWarningReporter );
|
|
} );
|
|
|
|
// generate a new 3D grid as the size of the board may had changed
|
|
m_lastGridType = static_cast<GRID3D_TYPE>( cfg.grid_type );
|
|
generate3dGrid( m_lastGridType );
|
|
}
|
|
else
|
|
{
|
|
// Check if grid was changed
|
|
if( cfg.grid_type != m_lastGridType )
|
|
{
|
|
// and generate a new one
|
|
m_lastGridType = static_cast<GRID3D_TYPE>( cfg.grid_type );
|
|
generate3dGrid( m_lastGridType );
|
|
}
|
|
}
|
|
|
|
setupMaterials();
|
|
|
|
// Initial setup
|
|
glDepthFunc( GL_LESS );
|
|
glEnable( GL_CULL_FACE );
|
|
glFrontFace( GL_CCW ); // This is the OpenGL default
|
|
glEnable( GL_NORMALIZE ); // This allow OpenGL to normalize the normals after transformations
|
|
glViewport( 0, 0, m_windowSize.x, m_windowSize.y );
|
|
|
|
if( aIsMoving && cfg.opengl_AA_disableOnMove )
|
|
glDisable( GL_MULTISAMPLE );
|
|
else
|
|
glEnable( GL_MULTISAMPLE );
|
|
|
|
// clear color and depth buffers
|
|
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
|
|
glClearDepth( 1.0f );
|
|
glClearStencil( 0x00 );
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
|
|
|
|
OglResetTextureState();
|
|
|
|
// Draw the background ( rectangle with color gradient)
|
|
OglDrawBackground( premultiplyAlpha( m_boardAdapter.m_BgColorTop ),
|
|
premultiplyAlpha( m_boardAdapter.m_BgColorBot ) );
|
|
|
|
glEnable( GL_DEPTH_TEST );
|
|
|
|
// Set projection and modelview matrixes
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadMatrixf( glm::value_ptr( m_camera.GetProjectionMatrix() ) );
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
glLoadMatrixf( glm::value_ptr( m_camera.GetViewMatrix() ) );
|
|
|
|
// Position the headlight
|
|
setLightFront( true );
|
|
setLightTop( true );
|
|
setLightBottom( true );
|
|
|
|
glEnable( GL_LIGHTING );
|
|
|
|
{
|
|
const SFVEC3F& cameraPos = m_camera.GetPos();
|
|
|
|
// Place the light at a minimum Z so the diffuse factor will not drop
|
|
// and the board will still look with good light.
|
|
float zpos;
|
|
|
|
if( cameraPos.z > 0.0f )
|
|
zpos = glm::max( cameraPos.z, 0.5f ) + cameraPos.z * cameraPos.z;
|
|
else
|
|
zpos = glm::min( cameraPos.z,-0.5f ) - cameraPos.z * cameraPos.z;
|
|
|
|
// This is a point light.
|
|
const GLfloat headlight_pos[] = { cameraPos.x, cameraPos.y, zpos, 1.0f };
|
|
|
|
glLightfv( GL_LIGHT0, GL_POSITION, headlight_pos );
|
|
}
|
|
|
|
bool skipThickness = aIsMoving && cfg.opengl_thickness_disableOnMove;
|
|
bool skipRenderHoles = aIsMoving && cfg.opengl_holes_disableOnMove;
|
|
bool skipRenderVias = aIsMoving && cfg.opengl_vias_disableOnMove;
|
|
bool showThickness = !skipThickness;
|
|
|
|
std::bitset<LAYER_3D_END> layerFlags = m_boardAdapter.GetVisibleLayers();
|
|
|
|
setLayerMaterial( B_Cu );
|
|
|
|
if( !( skipRenderVias || skipRenderHoles ) && m_vias )
|
|
m_vias->DrawAll();
|
|
|
|
if( !skipRenderHoles && m_padHoles )
|
|
m_padHoles->DrawAll();
|
|
|
|
// Display copper and tech layers
|
|
for( MAP_OGL_DISP_LISTS::const_iterator ii = m_layers.begin(); ii != m_layers.end(); ++ii )
|
|
{
|
|
const PCB_LAYER_ID layer = ( PCB_LAYER_ID )( ii->first );
|
|
bool isSilkLayer = layer == F_SilkS || layer == B_SilkS;
|
|
bool isMaskLayer = layer == F_Mask || layer == B_Mask;
|
|
bool isPasteLayer = layer == F_Paste || layer == B_Paste;
|
|
|
|
// Mask layers are not processed here because they are a special case
|
|
if( isMaskLayer )
|
|
continue;
|
|
|
|
// Do not show inner layers when it is displaying the board and board body is opaque
|
|
// enough: the time to create inner layers can be *really significant*.
|
|
// So avoid creating them is they are not very visible
|
|
const double opacity_min = 0.8;
|
|
|
|
if( layerFlags.test( LAYER_3D_BOARD ) && m_boardAdapter.m_BoardBodyColor.a > opacity_min )
|
|
{
|
|
// generating internal copper layers is time consumming. so skip them
|
|
// if the board body is masking them (i.e. if the opacity is near 1.0)
|
|
// B_Cu is layer 2 and all inner layers are higher values
|
|
if( layer > B_Cu && IsCopperLayer( layer ) )
|
|
continue;
|
|
}
|
|
|
|
glPushMatrix();
|
|
|
|
OPENGL_RENDER_LIST* pLayerDispList = static_cast<OPENGL_RENDER_LIST*>( ii->second );
|
|
|
|
if( IsCopperLayer( layer ) )
|
|
{
|
|
if( cfg.DifferentiatePlatedCopper() )
|
|
setCopperMaterial();
|
|
else
|
|
setLayerMaterial( layer );
|
|
|
|
OPENGL_RENDER_LIST* outerTH = nullptr;
|
|
OPENGL_RENDER_LIST* viaHoles = nullptr;
|
|
|
|
if( !skipRenderHoles )
|
|
{
|
|
outerTH = m_outerThroughHoles;
|
|
viaHoles = m_outerLayerHoles[layer];
|
|
}
|
|
|
|
if( m_antiBoard )
|
|
m_antiBoard->ApplyScalePosition( pLayerDispList );
|
|
|
|
if( outerTH )
|
|
outerTH->ApplyScalePosition( pLayerDispList );
|
|
|
|
pLayerDispList->DrawCulled( showThickness, outerTH, viaHoles, m_antiBoard );
|
|
|
|
// Draw plated & offboard pads
|
|
if( layer == F_Cu && ( m_platedPadsFront || m_offboardPadsFront ) )
|
|
{
|
|
setPlatedCopperAndDepthOffset( layer );
|
|
|
|
if( m_platedPadsFront )
|
|
m_platedPadsFront->DrawCulled( showThickness, outerTH, viaHoles, m_antiBoard );
|
|
|
|
if( m_offboardPadsFront )
|
|
m_offboardPadsFront->DrawCulled( showThickness, outerTH, viaHoles );
|
|
}
|
|
else if( layer == B_Cu && ( m_platedPadsBack || m_offboardPadsBack ) )
|
|
{
|
|
setPlatedCopperAndDepthOffset( layer );
|
|
|
|
if( m_platedPadsBack )
|
|
m_platedPadsBack->DrawCulled( showThickness, outerTH, viaHoles, m_antiBoard );
|
|
|
|
if( m_offboardPadsBack )
|
|
m_offboardPadsBack->DrawCulled( showThickness, outerTH, viaHoles );
|
|
}
|
|
|
|
unsetDepthOffset();
|
|
}
|
|
else if( isPasteLayer && skipRenderHoles )
|
|
{
|
|
// Do not render paste layers when skipRenderHoles is enabled or we get z-fight issues
|
|
}
|
|
else
|
|
{
|
|
setLayerMaterial( layer );
|
|
|
|
OPENGL_RENDER_LIST* throughHolesOuter = nullptr;
|
|
OPENGL_RENDER_LIST* anti_board = nullptr;
|
|
OPENGL_RENDER_LIST* solder_mask = nullptr;
|
|
|
|
if( isSilkLayer && cfg.clip_silk_on_via_annuli )
|
|
throughHolesOuter = m_outerThroughHoleRings;
|
|
else
|
|
throughHolesOuter = m_outerThroughHoles;
|
|
|
|
if( isSilkLayer && cfg.show_off_board_silk )
|
|
anti_board = nullptr;
|
|
else if( LSET::PhysicalLayersMask().test( layer ) )
|
|
anti_board = m_antiBoard;
|
|
|
|
if( isSilkLayer && cfg.subtract_mask_from_silk && !cfg.show_off_board_silk )
|
|
solder_mask = m_layers[ ( layer == B_SilkS) ? B_Mask : F_Mask ];
|
|
|
|
if( throughHolesOuter )
|
|
throughHolesOuter->ApplyScalePosition( pLayerDispList );
|
|
|
|
if( anti_board )
|
|
anti_board->ApplyScalePosition( pLayerDispList );
|
|
|
|
if( solder_mask )
|
|
solder_mask->ApplyScalePosition( pLayerDispList );
|
|
|
|
pLayerDispList->DrawCulled( showThickness, solder_mask, throughHolesOuter, anti_board );
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
glm::mat4 cameraViewMatrix;
|
|
|
|
glGetFloatv( GL_MODELVIEW_MATRIX, glm::value_ptr( cameraViewMatrix ) );
|
|
|
|
// Render 3D Models (Non-transparent)
|
|
renderOpaqueModels( cameraViewMatrix );
|
|
|
|
// Display board body
|
|
if( layerFlags.test( LAYER_3D_BOARD ) )
|
|
renderBoardBody( skipRenderHoles );
|
|
|
|
// Display transparent mask layers
|
|
if( layerFlags.test( LAYER_3D_SOLDERMASK_TOP ) || layerFlags.test( LAYER_3D_SOLDERMASK_BOTTOM ) )
|
|
{
|
|
// add a depth buffer offset, it will help to hide some artifacts
|
|
// on silkscreen where the SolderMask is removed
|
|
glEnable( GL_POLYGON_OFFSET_FILL );
|
|
glPolygonOffset( 0.0f, -2.0f );
|
|
|
|
if( m_camera.GetPos().z > 0 )
|
|
{
|
|
if( layerFlags.test( LAYER_3D_SOLDERMASK_BOTTOM ) )
|
|
{
|
|
renderSolderMaskLayer( B_Mask, m_boardAdapter.GetLayerTopZPos( B_Mask ),
|
|
showThickness, skipRenderHoles );
|
|
}
|
|
|
|
if( layerFlags.test( LAYER_3D_SOLDERMASK_TOP ) )
|
|
{
|
|
renderSolderMaskLayer( F_Mask, m_boardAdapter.GetLayerBottomZPos( F_Mask ),
|
|
showThickness, skipRenderHoles );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( layerFlags.test( LAYER_3D_SOLDERMASK_TOP ) )
|
|
{
|
|
renderSolderMaskLayer( F_Mask, m_boardAdapter.GetLayerBottomZPos( F_Mask ),
|
|
showThickness, skipRenderHoles );
|
|
}
|
|
|
|
if( layerFlags.test( LAYER_3D_SOLDERMASK_BOTTOM ) )
|
|
{
|
|
renderSolderMaskLayer( B_Mask, m_boardAdapter.GetLayerTopZPos( B_Mask ),
|
|
showThickness, skipRenderHoles );
|
|
}
|
|
}
|
|
|
|
glDisable( GL_POLYGON_OFFSET_FILL );
|
|
glPolygonOffset( 0.0f, 0.0f );
|
|
}
|
|
|
|
// Render 3D Models (Transparent)
|
|
// !TODO: this can be optimized. If there are no transparent models (or no opacity),
|
|
// then there is no need to make this function call.
|
|
glDepthMask( GL_FALSE );
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
|
|
// Enables Texture Env so it can combine model transparency with each footprint opacity
|
|
glEnable( GL_TEXTURE_2D );
|
|
glActiveTexture( GL_TEXTURE0 );
|
|
glBindTexture( GL_TEXTURE_2D, m_circleTexture ); // Uses an existent texture so the glTexEnv operations will work
|
|
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
|
|
glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
|
|
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
|
|
|
|
renderTransparentModels( cameraViewMatrix );
|
|
|
|
glDisable( GL_BLEND );
|
|
OglResetTextureState();
|
|
|
|
glDepthMask( GL_TRUE );
|
|
|
|
// Render Grid
|
|
if( cfg.grid_type != GRID3D_TYPE::NONE )
|
|
{
|
|
glDisable( GL_LIGHTING );
|
|
|
|
if( glIsList( m_grid ) )
|
|
glCallList( m_grid );
|
|
|
|
glEnable( GL_LIGHTING );
|
|
}
|
|
|
|
// Render 3D arrows
|
|
if( cfg.show_axis )
|
|
render3dArrows();
|
|
|
|
// Return back to the original viewport (this is important if we want
|
|
// to take a screenshot after the render)
|
|
glViewport( 0, 0, m_windowSize.x, m_windowSize.y );
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
bool RENDER_3D_OPENGL::initializeOpenGL()
|
|
{
|
|
glEnable( GL_LINE_SMOOTH );
|
|
glShadeModel( GL_SMOOTH );
|
|
|
|
// 4-byte pixel alignment
|
|
glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
|
|
|
|
// Initialize the open GL texture to draw the filled semi-circle of the segments
|
|
IMAGE* circleImage = new IMAGE( SIZE_OF_CIRCLE_TEXTURE, SIZE_OF_CIRCLE_TEXTURE );
|
|
|
|
if( !circleImage )
|
|
return false;
|
|
|
|
unsigned int circleRadius = ( SIZE_OF_CIRCLE_TEXTURE / 2 ) - 4;
|
|
|
|
circleImage->CircleFilled( ( SIZE_OF_CIRCLE_TEXTURE / 2 ) - 0,
|
|
( SIZE_OF_CIRCLE_TEXTURE / 2 ) - 0,
|
|
circleRadius,
|
|
0xFF );
|
|
|
|
IMAGE* circleImageBlured = new IMAGE( circleImage->GetWidth(), circleImage->GetHeight() );
|
|
|
|
circleImageBlured->EfxFilter_SkipCenter( circleImage, IMAGE_FILTER::GAUSSIAN_BLUR, circleRadius - 8 );
|
|
|
|
m_circleTexture = OglLoadTexture( *circleImageBlured );
|
|
|
|
delete circleImageBlured;
|
|
circleImageBlured = nullptr;
|
|
|
|
delete circleImage;
|
|
circleImage = nullptr;
|
|
|
|
init_lights();
|
|
|
|
// Use this mode if you want see the triangle lines (debug proposes)
|
|
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
|
m_canvasInitialized = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::setArrowMaterial()
|
|
{
|
|
glEnable( GL_COLOR_MATERIAL );
|
|
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
|
|
|
|
const SFVEC4F ambient = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
const SFVEC4F diffuse = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
const SFVEC4F emissive = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
|
|
const SFVEC4F specular = SFVEC4F( 0.1f, 0.1f, 0.1f, 1.0f );
|
|
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
|
|
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 96.0f );
|
|
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::freeAllLists()
|
|
{
|
|
#define DELETE_AND_FREE( ptr ) \
|
|
{ \
|
|
delete ptr; \
|
|
ptr = nullptr; \
|
|
} \
|
|
|
|
#define DELETE_AND_FREE_MAP( map ) \
|
|
{ \
|
|
for( auto& [ layer, ptr ] : map ) \
|
|
delete ptr; \
|
|
\
|
|
map.clear(); \
|
|
}
|
|
|
|
if( glIsList( m_grid ) )
|
|
glDeleteLists( m_grid, 1 );
|
|
|
|
m_grid = 0;
|
|
|
|
DELETE_AND_FREE_MAP( m_layers )
|
|
|
|
DELETE_AND_FREE( m_platedPadsFront )
|
|
DELETE_AND_FREE( m_platedPadsBack )
|
|
DELETE_AND_FREE( m_offboardPadsFront )
|
|
DELETE_AND_FREE( m_offboardPadsBack )
|
|
|
|
DELETE_AND_FREE_MAP( m_outerLayerHoles )
|
|
DELETE_AND_FREE_MAP( m_innerLayerHoles )
|
|
|
|
for( TRIANGLE_DISPLAY_LIST* list : m_triangles )
|
|
delete list;
|
|
|
|
m_triangles.clear();
|
|
|
|
DELETE_AND_FREE_MAP( m_3dModelMap )
|
|
|
|
m_3dModelMatrixMap.clear();
|
|
|
|
DELETE_AND_FREE( m_board )
|
|
DELETE_AND_FREE( m_boardWithHoles )
|
|
DELETE_AND_FREE( m_antiBoard )
|
|
|
|
DELETE_AND_FREE( m_outerThroughHoles )
|
|
DELETE_AND_FREE( m_outerViaThroughHoles )
|
|
DELETE_AND_FREE( m_outerThroughHoleRings )
|
|
|
|
DELETE_AND_FREE( m_vias )
|
|
DELETE_AND_FREE( m_padHoles )
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::renderSolderMaskLayer( PCB_LAYER_ID aLayerID, float aZPos,
|
|
bool aShowThickness, bool aSkipRenderHoles )
|
|
{
|
|
wxASSERT( (aLayerID == B_Mask) || (aLayerID == F_Mask) );
|
|
|
|
if( m_board )
|
|
{
|
|
OPENGL_RENDER_LIST* solder_mask = m_layers[ aLayerID ];
|
|
OPENGL_RENDER_LIST* via_holes = aSkipRenderHoles ? nullptr : m_outerThroughHoles;
|
|
|
|
if( via_holes )
|
|
via_holes->ApplyScalePosition( aZPos, m_boardAdapter.GetNonCopperLayerThickness() );
|
|
|
|
m_board->ApplyScalePosition( aZPos, m_boardAdapter.GetNonCopperLayerThickness() );
|
|
|
|
setLayerMaterial( aLayerID );
|
|
m_board->SetItIsTransparent( true );
|
|
m_board->DrawCulled( aShowThickness, solder_mask, via_holes );
|
|
}
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::get3dModelsSelected( std::list<MODELTORENDER> &aDstRenderList, bool aGetTop,
|
|
bool aGetBot, bool aRenderTransparentOnly,
|
|
bool aRenderSelectedOnly )
|
|
{
|
|
wxASSERT( ( aGetTop == true ) || ( aGetBot == true ) );
|
|
|
|
if( !m_boardAdapter.GetBoard() )
|
|
return;
|
|
|
|
EDA_3D_VIEWER_SETTINGS::RENDER_SETTINGS& cfg = m_boardAdapter.m_Cfg->m_Render;
|
|
|
|
// Go for all footprints
|
|
for( FOOTPRINT* fp : m_boardAdapter.GetBoard()->Footprints() )
|
|
{
|
|
bool highlight = false;
|
|
|
|
if( m_boardAdapter.m_IsBoardView )
|
|
{
|
|
if( fp->IsSelected() )
|
|
highlight = true;
|
|
|
|
if( cfg.highlight_on_rollover && fp == m_currentRollOverItem )
|
|
highlight = true;
|
|
|
|
if( aRenderSelectedOnly != highlight )
|
|
continue;
|
|
}
|
|
|
|
if( !fp->Models().empty() )
|
|
{
|
|
if( m_boardAdapter.IsFootprintShown( (FOOTPRINT_ATTR_T) fp->GetAttributes() ) )
|
|
{
|
|
const bool isFlipped = fp->IsFlipped();
|
|
|
|
if( aGetTop == !isFlipped || aGetBot == isFlipped )
|
|
get3dModelsFromFootprint( aDstRenderList, fp, aRenderTransparentOnly, highlight );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::get3dModelsFromFootprint( std::list<MODELTORENDER> &aDstRenderList,
|
|
const FOOTPRINT* aFootprint,
|
|
bool aRenderTransparentOnly, bool aIsSelected )
|
|
{
|
|
if( !aFootprint->Models().empty() )
|
|
{
|
|
const double zpos = m_boardAdapter.GetFootprintZPos( aFootprint->IsFlipped() );
|
|
|
|
VECTOR2I pos = aFootprint->GetPosition();
|
|
|
|
glm::mat4 fpMatrix( 1.0f );
|
|
|
|
fpMatrix = glm::translate( fpMatrix, SFVEC3F( pos.x * m_boardAdapter.BiuTo3dUnits(),
|
|
-pos.y * m_boardAdapter.BiuTo3dUnits(),
|
|
zpos ) );
|
|
|
|
if( !aFootprint->GetOrientation().IsZero() )
|
|
{
|
|
fpMatrix = glm::rotate( fpMatrix, (float) aFootprint->GetOrientation().AsRadians(),
|
|
SFVEC3F( 0.0f, 0.0f, 1.0f ) );
|
|
}
|
|
|
|
if( aFootprint->IsFlipped() )
|
|
{
|
|
fpMatrix = glm::rotate( fpMatrix, glm::pi<float>(), SFVEC3F( 0.0f, 1.0f, 0.0f ) );
|
|
fpMatrix = glm::rotate( fpMatrix, glm::pi<float>(), SFVEC3F( 0.0f, 0.0f, 1.0f ) );
|
|
}
|
|
|
|
double modelunit_to_3d_units_factor = m_boardAdapter.BiuTo3dUnits() * UNITS3D_TO_UNITSPCB;
|
|
|
|
fpMatrix = glm::scale( fpMatrix, SFVEC3F( modelunit_to_3d_units_factor ) );
|
|
|
|
// Get the list of model files for this model
|
|
for( const FP_3DMODEL& sM : aFootprint->Models() )
|
|
{
|
|
if( !sM.m_Show || sM.m_Filename.empty() )
|
|
continue;
|
|
|
|
// Check if the model is present in our cache map
|
|
auto cache_i = m_3dModelMap.find( sM.m_Filename );
|
|
|
|
if( cache_i == m_3dModelMap.end() )
|
|
continue;
|
|
|
|
if( const MODEL_3D* modelPtr = cache_i->second )
|
|
{
|
|
bool opaque = sM.m_Opacity >= 1.0;
|
|
|
|
if( ( !aRenderTransparentOnly && modelPtr->HasOpaqueMeshes() && opaque ) ||
|
|
( aRenderTransparentOnly && ( modelPtr->HasTransparentMeshes() || !opaque ) ) )
|
|
{
|
|
glm::mat4 modelworldMatrix = fpMatrix;
|
|
|
|
const SFVEC3F offset = SFVEC3F( sM.m_Offset.x, sM.m_Offset.y, sM.m_Offset.z );
|
|
const SFVEC3F rotation = SFVEC3F( sM.m_Rotation.x, sM.m_Rotation.y, sM.m_Rotation.z );
|
|
const SFVEC3F scale = SFVEC3F( sM.m_Scale.x, sM.m_Scale.y, sM.m_Scale.z );
|
|
|
|
std::vector<float> key = { offset.x, offset.y, offset.z,
|
|
rotation.x, rotation.y, rotation.z,
|
|
scale.x, scale.y, scale.z };
|
|
|
|
auto it = m_3dModelMatrixMap.find( key );
|
|
|
|
if( it != m_3dModelMatrixMap.end() )
|
|
{
|
|
modelworldMatrix *= it->second;
|
|
}
|
|
else
|
|
{
|
|
glm::mat4 mtx( 1.0f );
|
|
mtx = glm::translate( mtx, offset );
|
|
mtx = glm::rotate( mtx, glm::radians( -rotation.z ), { 0.0f, 0.0f, 1.0f } );
|
|
mtx = glm::rotate( mtx, glm::radians( -rotation.y ), { 0.0f, 1.0f, 0.0f } );
|
|
mtx = glm::rotate( mtx, glm::radians( -rotation.x ), { 1.0f, 0.0f, 0.0f } );
|
|
mtx = glm::scale( mtx, scale );
|
|
m_3dModelMatrixMap[ key ] = mtx;
|
|
|
|
modelworldMatrix *= mtx;
|
|
}
|
|
|
|
aDstRenderList.emplace_back( modelworldMatrix, modelPtr,
|
|
aRenderTransparentOnly ? sM.m_Opacity : 1.0f,
|
|
aRenderTransparentOnly,
|
|
aFootprint->IsSelected() || aIsSelected );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::renderOpaqueModels( const glm::mat4 &aCameraViewMatrix )
|
|
{
|
|
EDA_3D_VIEWER_SETTINGS::RENDER_SETTINGS& cfg = m_boardAdapter.m_Cfg->m_Render;
|
|
|
|
const SFVEC3F selColor = m_boardAdapter.GetColor( cfg.opengl_selection_color );
|
|
|
|
glPushMatrix();
|
|
|
|
std::list<MODELTORENDER> renderList;
|
|
|
|
if( m_boardAdapter.m_IsBoardView )
|
|
{
|
|
renderList.clear();
|
|
|
|
get3dModelsSelected( renderList, true, true, false, true );
|
|
|
|
if( !renderList.empty() )
|
|
{
|
|
MODEL_3D::BeginDrawMulti( false );
|
|
|
|
for( const MODELTORENDER& mtr : renderList )
|
|
renderModel( aCameraViewMatrix, mtr, selColor, nullptr );
|
|
|
|
MODEL_3D::EndDrawMulti();
|
|
}
|
|
}
|
|
|
|
renderList.clear();
|
|
get3dModelsSelected( renderList, true, true, false, false );
|
|
|
|
if( !renderList.empty() )
|
|
{
|
|
MODEL_3D::BeginDrawMulti( true );
|
|
|
|
for( const MODELTORENDER& mtr : renderList )
|
|
renderModel( aCameraViewMatrix, mtr, selColor, nullptr );
|
|
|
|
MODEL_3D::EndDrawMulti();
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::renderTransparentModels( const glm::mat4 &aCameraViewMatrix )
|
|
{
|
|
EDA_3D_VIEWER_SETTINGS::RENDER_SETTINGS& cfg = m_boardAdapter.m_Cfg->m_Render;
|
|
|
|
const SFVEC3F selColor = m_boardAdapter.GetColor( cfg.opengl_selection_color );
|
|
|
|
std::list<MODELTORENDER> renderListModels; // do not clear it until this function returns
|
|
|
|
if( m_boardAdapter.m_IsBoardView )
|
|
{
|
|
// Get Transparent Selected
|
|
get3dModelsSelected( renderListModels, true, true, true, true );
|
|
}
|
|
|
|
// Get Transparent Not Selected
|
|
get3dModelsSelected( renderListModels, true, true, true, false );
|
|
|
|
if( renderListModels.empty() )
|
|
return;
|
|
|
|
std::vector<std::pair<const MODELTORENDER *, float>> transparentModelList;
|
|
|
|
transparentModelList.reserve( renderListModels.size() );
|
|
|
|
// Calculate the distance to the camera for each model
|
|
const SFVEC3F &cameraPos = m_camera.GetPos();
|
|
|
|
for( const MODELTORENDER& mtr : renderListModels )
|
|
{
|
|
const BBOX_3D& bBox = mtr.m_model->GetBBox();
|
|
const SFVEC3F& bBoxCenter = bBox.GetCenter();
|
|
const SFVEC3F bBoxWorld = mtr.m_modelWorldMat * glm::vec4( bBoxCenter, 1.0f );
|
|
|
|
const float distanceToCamera = glm::length( cameraPos - bBoxWorld );
|
|
|
|
transparentModelList.emplace_back( &mtr, distanceToCamera );
|
|
}
|
|
|
|
// Sort from back to front
|
|
std::sort( transparentModelList.begin(), transparentModelList.end(),
|
|
[&]( std::pair<const MODELTORENDER *, float>& a,
|
|
std::pair<const MODELTORENDER *, float>& b )
|
|
{
|
|
if( a.second != b.second )
|
|
return a.second > b.second;
|
|
|
|
return a.first > b.first; // use pointers as a last resort
|
|
} );
|
|
|
|
// Start rendering calls
|
|
glPushMatrix();
|
|
|
|
bool isUsingColorInformation = !( transparentModelList.begin()->first->m_isSelected &&
|
|
m_boardAdapter.m_IsBoardView );
|
|
|
|
MODEL_3D::BeginDrawMulti( isUsingColorInformation );
|
|
|
|
for( const std::pair<const MODELTORENDER *, float>& mtr : transparentModelList )
|
|
{
|
|
if( m_boardAdapter.m_IsBoardView )
|
|
{
|
|
// Toggle between using model color or the select color
|
|
if( !isUsingColorInformation && !mtr.first->m_isSelected )
|
|
{
|
|
isUsingColorInformation = true;
|
|
|
|
glEnableClientState( GL_COLOR_ARRAY );
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
glEnable( GL_COLOR_MATERIAL );
|
|
}
|
|
else if( isUsingColorInformation && mtr.first->m_isSelected )
|
|
{
|
|
isUsingColorInformation = false;
|
|
|
|
glDisableClientState( GL_COLOR_ARRAY );
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
glDisable( GL_COLOR_MATERIAL );
|
|
}
|
|
}
|
|
|
|
// Render model, sort each individuall material group
|
|
// by passing cameraPos
|
|
renderModel( aCameraViewMatrix, *mtr.first, selColor, &cameraPos );
|
|
}
|
|
|
|
MODEL_3D::EndDrawMulti();
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::renderModel( const glm::mat4 &aCameraViewMatrix,
|
|
const MODELTORENDER &aModelToRender,
|
|
const SFVEC3F &aSelColor, const SFVEC3F *aCameraWorldPos )
|
|
{
|
|
EDA_3D_VIEWER_SETTINGS::RENDER_SETTINGS& cfg = m_boardAdapter.m_Cfg->m_Render;
|
|
|
|
const glm::mat4 modelviewMatrix = aCameraViewMatrix * aModelToRender.m_modelWorldMat;
|
|
|
|
glLoadMatrixf( glm::value_ptr( modelviewMatrix ) );
|
|
|
|
aModelToRender.m_model->Draw( aModelToRender.m_isTransparent, aModelToRender.m_opacity,
|
|
aModelToRender.m_isSelected, aSelColor,
|
|
&aModelToRender.m_modelWorldMat, aCameraWorldPos );
|
|
|
|
if( cfg.show_model_bbox )
|
|
{
|
|
const bool wasBlendEnabled = glIsEnabled( GL_BLEND );
|
|
|
|
if( !wasBlendEnabled )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
|
|
glDisable( GL_LIGHTING );
|
|
|
|
glLineWidth( 1 );
|
|
aModelToRender.m_model->DrawBboxes();
|
|
|
|
glLineWidth( 4 );
|
|
aModelToRender.m_model->DrawBbox();
|
|
|
|
glEnable( GL_LIGHTING );
|
|
|
|
if( !wasBlendEnabled )
|
|
glDisable( GL_BLEND );
|
|
}
|
|
}
|
|
|
|
|
|
void RENDER_3D_OPENGL::generate3dGrid( GRID3D_TYPE aGridType )
|
|
{
|
|
if( glIsList( m_grid ) )
|
|
glDeleteLists( m_grid, 1 );
|
|
|
|
m_grid = 0;
|
|
|
|
if( aGridType == GRID3D_TYPE::NONE )
|
|
return;
|
|
|
|
m_grid = glGenLists( 1 );
|
|
|
|
if( !glIsList( m_grid ) )
|
|
return;
|
|
|
|
glNewList( m_grid, GL_COMPILE );
|
|
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
|
|
const double zpos = 0.0;
|
|
|
|
// Color of grid lines
|
|
const SFVEC3F gridColor = m_boardAdapter.GetColor( DARKGRAY );
|
|
|
|
// Color of grid lines every 5 lines
|
|
const SFVEC3F gridColor_marker = m_boardAdapter.GetColor( LIGHTBLUE );
|
|
const double scale = m_boardAdapter.BiuTo3dUnits();
|
|
const GLfloat transparency = 0.35f;
|
|
|
|
double griSizeMM = 0.0;
|
|
|
|
switch( aGridType )
|
|
{
|
|
case GRID3D_TYPE::GRID_1MM: griSizeMM = 1.0; break;
|
|
case GRID3D_TYPE::GRID_2P5MM: griSizeMM = 2.5; break;
|
|
case GRID3D_TYPE::GRID_5MM: griSizeMM = 5.0; break;
|
|
case GRID3D_TYPE::GRID_10MM: griSizeMM = 10.0; break;
|
|
|
|
default:
|
|
case GRID3D_TYPE::NONE: return;
|
|
}
|
|
|
|
glNormal3f( 0.0, 0.0, 1.0 );
|
|
|
|
const VECTOR2I brd_size = m_boardAdapter.GetBoardSize();
|
|
VECTOR2I brd_center_pos = m_boardAdapter.GetBoardPos();
|
|
|
|
brd_center_pos.y = -brd_center_pos.y;
|
|
|
|
const int xsize = std::max( brd_size.x, pcbIUScale.mmToIU( 100 ) ) * 1.2;
|
|
const int ysize = std::max( brd_size.y, pcbIUScale.mmToIU( 100 ) ) * 1.2;
|
|
|
|
// Grid limits, in 3D units
|
|
double xmin = ( brd_center_pos.x - xsize / 2 ) * scale;
|
|
double xmax = ( brd_center_pos.x + xsize / 2 ) * scale;
|
|
double ymin = ( brd_center_pos.y - ysize / 2 ) * scale;
|
|
double ymax = ( brd_center_pos.y + ysize / 2 ) * scale;
|
|
double zmin = pcbIUScale.mmToIU( -50 ) * scale;
|
|
double zmax = pcbIUScale.mmToIU( 100 ) * scale;
|
|
|
|
// Set rasterised line width (min value = 1)
|
|
glLineWidth( 1 );
|
|
|
|
// Draw horizontal grid centered on 3D origin (center of the board)
|
|
for( int ii = 0; ; ii++ )
|
|
{
|
|
if( (ii % 5) )
|
|
glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency );
|
|
else
|
|
glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b,
|
|
transparency );
|
|
|
|
const int delta = KiROUND( ii * griSizeMM * pcbIUScale.IU_PER_MM );
|
|
|
|
if( delta <= xsize / 2 ) // Draw grid lines parallel to X axis
|
|
{
|
|
glBegin( GL_LINES );
|
|
glVertex3f( (brd_center_pos.x + delta) * scale, -ymin, zpos );
|
|
glVertex3f( (brd_center_pos.x + delta) * scale, -ymax, zpos );
|
|
glEnd();
|
|
|
|
if( ii != 0 )
|
|
{
|
|
glBegin( GL_LINES );
|
|
glVertex3f( (brd_center_pos.x - delta) * scale, -ymin, zpos );
|
|
glVertex3f( (brd_center_pos.x - delta) * scale, -ymax, zpos );
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
if( delta <= ysize / 2 ) // Draw grid lines parallel to Y axis
|
|
{
|
|
glBegin( GL_LINES );
|
|
glVertex3f( xmin, -( brd_center_pos.y + delta ) * scale, zpos );
|
|
glVertex3f( xmax, -( brd_center_pos.y + delta ) * scale, zpos );
|
|
glEnd();
|
|
|
|
if( ii != 0 )
|
|
{
|
|
glBegin( GL_LINES );
|
|
glVertex3f( xmin, -( brd_center_pos.y - delta ) * scale, zpos );
|
|
glVertex3f( xmax, -( brd_center_pos.y - delta ) * scale, zpos );
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
if( ( delta > ysize / 2 ) && ( delta > xsize / 2 ) )
|
|
break;
|
|
}
|
|
|
|
// Draw vertical grid on Z axis
|
|
glNormal3f( 0.0, -1.0, 0.0 );
|
|
|
|
// Draw vertical grid lines (parallel to Z axis)
|
|
double posy = -brd_center_pos.y * scale;
|
|
|
|
for( int ii = 0; ; ii++ )
|
|
{
|
|
if( (ii % 5) )
|
|
glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency );
|
|
else
|
|
glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b,
|
|
transparency );
|
|
|
|
const double delta = ii * griSizeMM * pcbIUScale.IU_PER_MM;
|
|
|
|
glBegin( GL_LINES );
|
|
xmax = ( brd_center_pos.x + delta ) * scale;
|
|
|
|
glVertex3f( xmax, posy, zmin );
|
|
glVertex3f( xmax, posy, zmax );
|
|
glEnd();
|
|
|
|
if( ii != 0 )
|
|
{
|
|
glBegin( GL_LINES );
|
|
xmin = ( brd_center_pos.x - delta ) * scale;
|
|
glVertex3f( xmin, posy, zmin );
|
|
glVertex3f( xmin, posy, zmax );
|
|
glEnd();
|
|
}
|
|
|
|
if( delta > xsize / 2.0f )
|
|
break;
|
|
}
|
|
|
|
// Draw horizontal grid lines on Z axis (parallel to X axis)
|
|
for( int ii = 0; ; ii++ )
|
|
{
|
|
if( ii % 5 )
|
|
glColor4f( gridColor.r, gridColor.g, gridColor.b, transparency );
|
|
else
|
|
glColor4f( gridColor_marker.r, gridColor_marker.g, gridColor_marker.b, transparency );
|
|
|
|
const double delta = ii * griSizeMM * pcbIUScale.IU_PER_MM * scale;
|
|
|
|
if( delta <= zmax )
|
|
{
|
|
// Draw grid lines on Z axis (positive Z axis coordinates)
|
|
glBegin( GL_LINES );
|
|
glVertex3f( xmin, posy, delta );
|
|
glVertex3f( xmax, posy, delta );
|
|
glEnd();
|
|
}
|
|
|
|
if( delta <= -zmin && ( ii != 0 ) )
|
|
{
|
|
// Draw grid lines on Z axis (negative Z axis coordinates)
|
|
glBegin( GL_LINES );
|
|
glVertex3f( xmin, posy, -delta );
|
|
glVertex3f( xmax, posy, -delta );
|
|
glEnd();
|
|
}
|
|
|
|
if( ( delta > zmax ) && ( delta > -zmin ) )
|
|
break;
|
|
}
|
|
|
|
glDisable( GL_BLEND );
|
|
|
|
glEndList();
|
|
}
|