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https://gitlab.com/kicad/code/kicad.git
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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
183 lines
5.9 KiB
C++
183 lines
5.9 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) 2015-2021 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 "raypacket.h"
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#include "../3d_fastmath.h"
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#include <wx/debug.h>
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static void RAYPACKET_GenerateFrustum( FRUSTUM* m_Frustum, RAY* m_ray )
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{
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m_Frustum->GenerateFrustum(
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m_ray[ 0 * RAYPACKET_DIM + 0 ],
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m_ray[ 0 * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ],
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m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + 0 ],
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m_ray[ (RAYPACKET_DIM - 1) * RAYPACKET_DIM + (RAYPACKET_DIM - 1) ] );
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}
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RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2I& aWindowsPosition )
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{
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unsigned int i = 0;
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for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
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{
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for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
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{
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SFVEC3F rayOrigin;
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SFVEC3F rayDir;
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aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x, aWindowsPosition.y + y ),
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rayOrigin, rayDir );
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m_ray[i].Init( rayOrigin, rayDir );
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i++;
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}
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}
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wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
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RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
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}
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RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition )
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{
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RAYPACKET_InitRays( aCamera, aWindowsPosition, m_ray );
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RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
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}
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RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition,
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const SFVEC2F& a2DWindowsPosDisplacementFactor )
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{
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RAYPACKET_InitRays_with2DDisplacement( aCamera, aWindowsPosition,
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a2DWindowsPosDisplacementFactor, m_ray );
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RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
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}
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RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2I& aWindowsPosition,
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const SFVEC3F& aDirectionDisplacementFactor )
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{
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unsigned int i = 0;
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for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
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{
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for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
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{
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SFVEC3F rayOrigin;
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SFVEC3F rayDir;
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aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x, aWindowsPosition.y + y ),
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rayOrigin, rayDir );
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const SFVEC3F randVector = SFVEC3F( Fast_RandFloat() * aDirectionDisplacementFactor.x,
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Fast_RandFloat() * aDirectionDisplacementFactor.y,
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Fast_RandFloat() * aDirectionDisplacementFactor.z );
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m_ray[i].Init( rayOrigin, glm::normalize( rayDir + randVector ) );
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i++;
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}
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}
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wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
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RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
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}
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RAYPACKET::RAYPACKET( const CAMERA& aCamera, const SFVEC2I& aWindowsPosition,
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unsigned int aPixelMultiple )
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{
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unsigned int i = 0;
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for( unsigned int y = 0; y < RAYPACKET_DIM; y++ )
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{
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for( unsigned int x = 0; x < RAYPACKET_DIM; x++ )
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{
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SFVEC3F rayOrigin;
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SFVEC3F rayDir;
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aCamera.MakeRay( SFVEC2I( aWindowsPosition.x + x * aPixelMultiple,
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aWindowsPosition.y + y * aPixelMultiple),
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rayOrigin, rayDir );
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m_ray[i].Init( rayOrigin, rayDir );
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i++;
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}
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}
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wxASSERT( i == RAYPACKET_RAYS_PER_PACKET );
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RAYPACKET_GenerateFrustum( &m_Frustum, m_ray );
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}
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void RAYPACKET_InitRays( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition, RAY* aRayPck )
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{
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for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
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{
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for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
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{
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SFVEC3F rayOrigin;
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SFVEC3F rayDir;
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aCamera.MakeRay( SFVEC2F( aWindowsPosition.x + (float)x,
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aWindowsPosition.y + (float)y ),
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rayOrigin, rayDir );
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aRayPck[i].Init( rayOrigin, rayDir );
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}
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}
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}
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void RAYPACKET_InitRays_with2DDisplacement( const CAMERA& aCamera, const SFVEC2F& aWindowsPosition,
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const SFVEC2F& a2DWindowsPosDisplacementFactor,
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RAY* aRayPck )
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{
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for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
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{
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for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
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{
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SFVEC3F rayOrigin;
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SFVEC3F rayDir;
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aCamera.MakeRay( SFVEC2F( aWindowsPosition.x +(float)x +
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Fast_RandFloat() * a2DWindowsPosDisplacementFactor.x,
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aWindowsPosition.y + (float)y +
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Fast_RandFloat() * a2DWindowsPosDisplacementFactor.y ),
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rayOrigin, rayDir );
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aRayPck[i].Init( rayOrigin, rayDir );
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}
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}
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}
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