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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/raytracing/raypacket.cpp
Jeff Young 6c0110ecd3 Naming conventions.
There's nothing "legacy" about the OpenGL 3D renderer.
2021-10-21 14:30:03 +01:00

183 lines
5.9 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) 2015-2021 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 "raypacket.h"
#include "../3d_fastmath.h"
#include <wx/debug.h>
static void RAYPACKET_GenerateFrustum( FRUSTUM* m_Frustum, RAY* m_ray )
{
m_Frustum->GenerateFrustum(
m_ray[ 0 * RAYPACKET_DIM + 0 ],
m_ray[ 0 * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ],
m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + 0 ],
m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ] );
}
RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2I& aWindowsPosition )
{
unsigned int i = 0;
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
{
SFVEC3F rayOrigin;
SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x, aWindowsPosition.y + y ),
rayOrigin, rayDir );
m_ray[i].Init( rayOrigin, rayDir );
i++;
}
}
wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
}
RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition )
{
RAYPACKET_InitRays( aCamera, aWindowsPosition, m_ray );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
}
RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition,
const SFVEC2F& a2DWindowsPosDisplacementFactor )
{
RAYPACKET_InitRays_with2DDisplacement( aCamera, aWindowsPosition,
a2DWindowsPosDisplacementFactor, m_ray );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
}
RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2I& aWindowsPosition,
const SFVEC3F& aDirectionDisplacementFactor )
{
unsigned int i = 0;
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
{
SFVEC3F rayOrigin;
SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x, aWindowsPosition.y + y ),
rayOrigin, rayDir );
const SFVEC3F randVector = SFVEC3F( Fast_RandFloat() * aDirectionDisplacementFactor.x,
Fast_RandFloat() * aDirectionDisplacementFactor.y,
Fast_RandFloat() * aDirectionDisplacementFactor.z );
m_ray[i].Init( rayOrigin, glm::normalize( rayDir + randVector ) );
i++;
}
}
wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
}
RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2I& aWindowsPosition,
unsigned int aPixelMultiple )
{
unsigned int i = 0;
for( unsigned int y = 0; y < RAYPACKET_DIM; y++ )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; x++ )
{
SFVEC3F rayOrigin;
SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x * aPixelMultiple,
aWindowsPosition.y + y * aPixelMultiple),
rayOrigin, rayDir );
m_ray[i].Init( rayOrigin, rayDir );
i++;
}
}
wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
}
void RAYPACKET_InitRays( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition, RAY* aRayPck )
{
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
{
SFVEC3F rayOrigin;
SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2F( aWindowsPosition.x + (float)x,
aWindowsPosition.y + (float)y ),
rayOrigin, rayDir );
aRayPck[i].Init( rayOrigin, rayDir );
}
}
}
void RAYPACKET_InitRays_with2DDisplacement( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition,
const SFVEC2F& a2DWindowsPosDisplacementFactor,
RAY* aRayPck )
{
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
{
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
{
SFVEC3F rayOrigin;
SFVEC3F rayDir;
aCamera.MakeRay( SFVEC2F( aWindowsPosition.x +(float)x +
Fast_RandFloat() * a2DWindowsPosDisplacementFactor.x,
aWindowsPosition.y + (float)y +
Fast_RandFloat() * a2DWindowsPosDisplacementFactor.y ),
rayOrigin, rayDir );
aRayPck[i].Init( rayOrigin, rayDir );
}
}
}