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https://gitlab.com/kicad/code/kicad.git
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247 lines
9.0 KiB
C++
247 lines
9.0 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) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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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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#ifndef RENDER_3D_OPENGL_H
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#define RENDER_3D_OPENGL_H
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#include "../render_3d_base.h"
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#include "layer_triangles.h"
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#include "../raytracing/shapes2D/polygon_2d.h"
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#include "../raytracing/shapes2D/triangle_2d.h"
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#include "../raytracing/shapes2D/4pt_polygon_2d.h"
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#include "../raytracing/shapes2D/filled_circle_2d.h"
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#include "../raytracing/shapes2D/ring_2d.h"
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#include "../raytracing/shapes2D/round_segment_2d.h"
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#include "3d_model.h"
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#include "3d_cache/3d_info.h"
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#include <map>
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typedef std::map< PCB_LAYER_ID, OPENGL_RENDER_LIST* > MAP_OGL_DISP_LISTS;
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typedef std::list<TRIANGLE_DISPLAY_LIST* > LIST_TRIANGLES;
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#define SIZE_OF_CIRCLE_TEXTURE 1024
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/**
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* Object to render the board using openGL.
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*/
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class RENDER_3D_OPENGL : public RENDER_3D_BASE
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{
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public:
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explicit RENDER_3D_OPENGL( EDA_3D_CANVAS* aCanvas, BOARD_ADAPTER& aAdapter, CAMERA& aCamera );
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~RENDER_3D_OPENGL();
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void SetCurWindowSize( const wxSize& aSize ) override;
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bool Redraw( bool aIsMoving, REPORTER* aStatusReporter, REPORTER* aWarningReporter ) override;
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int GetWaitForEditingTimeOut() override;
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void SetCurrentRollOverItem( BOARD_ITEM* aRollOverItem )
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{
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m_currentRollOverItem = aRollOverItem;
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}
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/**
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* Load footprint models if they are not already loaded, i.e. if m_3dModelMap is empty
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*/
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void Load3dModelsIfNeeded();
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private:
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OPENGL_RENDER_LIST* generateHoles( const LIST_OBJECT2D& aListHolesObject2d,
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const SHAPE_POLY_SET& aPoly, float aZtop, float aZbot,
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bool aInvertFaces,
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const BVH_CONTAINER_2D* aThroughHoles = nullptr );
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OPENGL_RENDER_LIST* generateLayerList( const BVH_CONTAINER_2D* aContainer,
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const SHAPE_POLY_SET* aPolyList, PCB_LAYER_ID aLayer,
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const BVH_CONTAINER_2D* aThroughHoles = nullptr );
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OPENGL_RENDER_LIST* generateEmptyLayerList( PCB_LAYER_ID aLayer );
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void addTopAndBottomTriangles( TRIANGLE_DISPLAY_LIST* aDst, const SFVEC2F& v0,
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const SFVEC2F& v1, const SFVEC2F& v2, float top, float bot );
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void addObjectTriangles( const RING_2D* aRing, TRIANGLE_DISPLAY_LIST* aDstLayer,
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float aZtop, float aZbot );
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void addObjectTriangles( const POLYGON_4PT_2D* aPoly, TRIANGLE_DISPLAY_LIST* aDstLayer,
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float aZtop, float aZbot );
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void addObjectTriangles( const FILLED_CIRCLE_2D* aCircle, TRIANGLE_DISPLAY_LIST* aDstLayer,
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float aZtop, float aZbot );
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void addObjectTriangles( const TRIANGLE_2D* aTri, TRIANGLE_DISPLAY_LIST* aDstLayer,
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float aZtop, float aZbot );
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void addObjectTriangles( const ROUND_SEGMENT_2D* aSeg, TRIANGLE_DISPLAY_LIST* aDstLayer,
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float aZtop, float aZbot );
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void renderSolderMaskLayer( PCB_LAYER_ID aLayerID, float aZPos, bool aShowThickness,
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bool aSkipRenderHoles );
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void renderBoardBody( bool aSkipRenderHoles );
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void getLayerZPos( PCB_LAYER_ID aLayerID, float& aOutZtop, float& aOutZbot ) const;
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void generateRing( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius,
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unsigned int aNr_sides_per_circle,
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std::vector< SFVEC2F >& aInnerContourResult,
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std::vector< SFVEC2F >& aOuterContourResult, bool aInvertOrder );
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void generateCylinder( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius,
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float aZtop, float aZbot, unsigned int aNr_sides_per_circle,
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TRIANGLE_DISPLAY_LIST* aDstLayer );
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void generateViasAndPads();
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/**
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* Load footprint models from the cache and load it to openGL lists in the form of
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* #MODEL_3D objects.
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*
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* This map of models will work as a local cache for this render. (cache based on
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* MODEL_3D with associated openGL lists in GPU memory)
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*/
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void load3dModels( REPORTER* aStatusReporter );
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struct MODELTORENDER
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{
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glm::mat4 m_modelWorldMat;
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const MODEL_3D* m_model;
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float m_opacity;
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bool m_isTransparent;
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bool m_isSelected;
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MODELTORENDER( glm::mat4 aModelWorldMat,
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const MODEL_3D* aNodel,
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float aOpacity,
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bool aIsTransparent,
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bool aIsSelected ) :
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m_modelWorldMat( std::move( aModelWorldMat ) ),
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m_model( aNodel ),
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m_opacity( aOpacity ),
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m_isTransparent( aIsTransparent ),
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m_isSelected( aIsSelected )
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{
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}
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};
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void renderOpaqueModels( const glm::mat4 &aCameraViewMatrix );
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void renderTransparentModels( const glm::mat4 &aCameraViewMatrix );
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void renderModel( const glm::mat4 &aCameraViewMatrix, const MODELTORENDER &aModelToRender,
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const SFVEC3F &aSelColor, const SFVEC3F *aCameraWorldPos );
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void get3dModelsSelected( std::list<MODELTORENDER> &aDstRenderList, bool aGetTop, bool aGetBot,
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bool aRenderTransparentOnly, bool aRenderSelectedOnly );
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void get3dModelsFromFootprint( std::list<MODELTORENDER> &aDstRenderList,
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const FOOTPRINT* aFootprint, bool aRenderTransparentOnly,
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bool aIsSelected );
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void setLightFront( bool enabled );
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void setLightTop( bool enabled );
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void setLightBottom( bool enabled );
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void render3dArrows();
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/**
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* Create a 3D grid to an OpenGL display list.
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*
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* A horizontal grid (XY plane and Z = 0, and a vertical grid (XZ plane and Y = 0).
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*/
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void generate3dGrid( GRID3D_TYPE aGridType );
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// Materials
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void setupMaterials();
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void setCopperMaterial();
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void setPlatedCopperAndDepthOffset( PCB_LAYER_ID aLayer_id );
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void unsetDepthOffset();
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void setLayerMaterial( PCB_LAYER_ID aLayerID );
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bool initializeOpenGL();
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OPENGL_RENDER_LIST* createBoard( const SHAPE_POLY_SET& aBoardPoly,
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const BVH_CONTAINER_2D* aThroughHoles = nullptr );
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void reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter );
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void setArrowMaterial();
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void freeAllLists();
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struct
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{
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SMATERIAL m_Paste;
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SMATERIAL m_SilkSBot;
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SMATERIAL m_SilkSTop;
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SMATERIAL m_SolderMask;
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SMATERIAL m_EpoxyBoard;
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SMATERIAL m_NonPlatedCopper; // raw copper
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SMATERIAL m_Copper;
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SMATERIAL m_Plastic;
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SMATERIAL m_GrayMaterial;
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} m_materials;
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EDA_3D_CANVAS* m_canvas;
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MAP_OGL_DISP_LISTS m_layers;
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OPENGL_RENDER_LIST* m_platedPadsFront;
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OPENGL_RENDER_LIST* m_platedPadsBack;
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OPENGL_RENDER_LIST* m_offboardPadsFront;
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OPENGL_RENDER_LIST* m_offboardPadsBack;
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MAP_OGL_DISP_LISTS m_outerLayerHoles;
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MAP_OGL_DISP_LISTS m_innerLayerHoles;
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OPENGL_RENDER_LIST* m_board;
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OPENGL_RENDER_LIST* m_boardWithHoles;
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OPENGL_RENDER_LIST* m_antiBoard;
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OPENGL_RENDER_LIST* m_outerThroughHoles;
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OPENGL_RENDER_LIST* m_outerViaThroughHoles;
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OPENGL_RENDER_LIST* m_outerThroughHoleRings;
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LIST_TRIANGLES m_triangles; ///< store pointers so can be deleted latter
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GLuint m_circleTexture;
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GLuint m_grid; ///< oGL list that stores current grid
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GRID3D_TYPE m_lastGridType; ///< Stores the last grid type.
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OPENGL_RENDER_LIST* m_vias;
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OPENGL_RENDER_LIST* m_padHoles;
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// Caches
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std::map<wxString, MODEL_3D*> m_3dModelMap;
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std::map<std::vector<float>, glm::mat4> m_3dModelMatrixMap;
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BOARD_ITEM* m_currentRollOverItem;
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SHAPE_POLY_SET m_antiBoardPolys; ///< The negative polygon representation of the board
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///< outline.
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};
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#endif // RENDER_3D_OPENGL_H
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