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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.
328 lines
8.9 KiB
C++
328 lines
8.9 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) 1992-2016 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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/**
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* @file triangle_3d.cpp
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*/
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#include "triangle_3d.h"
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void TRIANGLE::pre_calc_const()
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{
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const SFVEC3F& A = m_vertex[0];
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const SFVEC3F& B = m_vertex[1];
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const SFVEC3F& C = m_vertex[2];
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const SFVEC3F c = B - A;
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const SFVEC3F b = C - A;
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m_bbox.Reset();
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m_bbox.Set( A );
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m_bbox.Union( B );
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m_bbox.Union( C );
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m_bbox.ScaleNextUp();
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m_centroid = m_bbox.GetCenter();
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m_n = glm::cross( b, c );
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if( glm::abs( m_n.x ) > glm::abs( m_n.y ) )
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{
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if( glm::abs( m_n.x ) > glm::abs( m_n.z ) )
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m_k = 0;
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else
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m_k = 2;
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}
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else
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{
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if( glm::abs( m_n.y ) > glm::abs( m_n.z ) )
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m_k = 1;
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else
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m_k = 2;
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}
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int u = ( m_k + 1 ) % 3;
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int v = ( m_k + 2 ) % 3;
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// precomp
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float krec = 1.0f / m_n[m_k];
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m_nu = m_n[u] * krec;
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m_nv = m_n[v] * krec;
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m_nd = glm::dot( m_n, A ) * krec;
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// first line equation
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float reci = 1.0f / (b[u] * c[v] - b[v] * c[u]);
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m_bnu = b[u] * reci;
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m_bnv = -b[v] * reci;
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// second line equation
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m_cnu = c[v] * reci;
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m_cnv = -c[u] * reci;
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// finalize normal
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m_n = glm::normalize( m_n );
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m_normal[0] = m_n;
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m_normal[1] = m_n;
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m_normal[2] = m_n;
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}
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TRIANGLE::TRIANGLE( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3 )
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: OBJECT_3D( OBJECT_3D_TYPE::TRIANGLE )
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{
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m_vertex[0] = aV1;
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m_vertex[1] = aV2;
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m_vertex[2] = aV3;
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m_vertexColorRGBA[0] = 0xFFFFFFFF;
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m_vertexColorRGBA[1] = 0xFFFFFFFF;
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m_vertexColorRGBA[2] = 0xFFFFFFFF;
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pre_calc_const();
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}
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TRIANGLE::TRIANGLE( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3,
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const SFVEC3F& aFaceNormal )
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: OBJECT_3D( OBJECT_3D_TYPE::TRIANGLE )
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{
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m_vertex[0] = aV1;
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m_vertex[1] = aV2;
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m_vertex[2] = aV3;
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m_vertexColorRGBA[0] = 0xFFFFFFFF;
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m_vertexColorRGBA[1] = 0xFFFFFFFF;
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m_vertexColorRGBA[2] = 0xFFFFFFFF;
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pre_calc_const();
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m_normal[0] = aFaceNormal;
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m_normal[1] = aFaceNormal;
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m_normal[2] = aFaceNormal;
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}
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TRIANGLE::TRIANGLE( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3,
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const SFVEC3F& aN1, const SFVEC3F& aN2, const SFVEC3F& aN3 )
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: OBJECT_3D( OBJECT_3D_TYPE::TRIANGLE )
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{
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m_vertex[0] = aV1;
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m_vertex[1] = aV2;
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m_vertex[2] = aV3;
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m_vertexColorRGBA[0] = 0xFFFFFFFF;
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m_vertexColorRGBA[1] = 0xFFFFFFFF;
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m_vertexColorRGBA[2] = 0xFFFFFFFF;
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pre_calc_const();
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m_normal[0] = aN1;
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m_normal[1] = aN2;
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m_normal[2] = aN3;
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}
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void TRIANGLE::SetColor( const SFVEC3F& aColor )
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{
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m_vertexColorRGBA[0] = ( (unsigned int) ( aColor.r * 255 ) << 24 )
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| ( (unsigned int) ( aColor.g * 255 ) << 16 )
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| ( (unsigned int) ( aColor.b * 255 ) << 8 ) | 0xFF;
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m_vertexColorRGBA[1] = m_vertexColorRGBA[0];
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m_vertexColorRGBA[2] = m_vertexColorRGBA[0];
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}
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void TRIANGLE::SetColor( const SFVEC3F& aVC0, const SFVEC3F& aVC1, const SFVEC3F& aVC2 )
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{
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m_vertexColorRGBA[0] = ( (unsigned int) ( aVC0.r * 255 ) << 24 )
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| ( (unsigned int) ( aVC0.g * 255 ) << 16 )
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| ( (unsigned int) ( aVC0.b * 255 ) << 8 ) | 0xFF;
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m_vertexColorRGBA[1] = ( (unsigned int) ( aVC1.r * 255 ) << 24 )
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| ( (unsigned int) ( aVC1.g * 255 ) << 16 )
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| ( (unsigned int) ( aVC1.b * 255 ) << 8 ) | 0xFF;
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m_vertexColorRGBA[2] = ( (unsigned int) ( aVC2.r * 255 ) << 24 )
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| ( (unsigned int) ( aVC2.g * 255 ) << 16 )
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| ( (unsigned int) ( aVC2.b * 255 ) << 8 ) | 0xFF;
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}
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void TRIANGLE::SetColor( unsigned int aFaceColorRGBA )
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{
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m_vertexColorRGBA[0] = aFaceColorRGBA;
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m_vertexColorRGBA[1] = aFaceColorRGBA;
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m_vertexColorRGBA[2] = aFaceColorRGBA;
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}
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void TRIANGLE::SetColor( unsigned int aVertex1ColorRGBA, unsigned int aVertex2ColorRGBA,
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unsigned int aVertex3ColorRGBA )
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{
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m_vertexColorRGBA[0] = aVertex1ColorRGBA;
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m_vertexColorRGBA[1] = aVertex2ColorRGBA;
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m_vertexColorRGBA[2] = aVertex3ColorRGBA;
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}
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void TRIANGLE::SetUV( const SFVEC2F& aUV1, const SFVEC2F& aUV2, const SFVEC2F& aUV3 )
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{
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m_uv[0] = aUV1;
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m_uv[1] = aUV2;
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m_uv[2] = aUV3;
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}
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static const unsigned int s_modulo[] = { 0, 1, 2, 0, 1 };
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bool TRIANGLE::Intersect( const RAY& aRay, HITINFO& aHitInfo ) const
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{
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//!TODO: precalc this, improve it
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#define ku s_modulo[m_k + 1]
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#define kv s_modulo[m_k + 2]
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const SFVEC3F& O = aRay.m_Origin;
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const SFVEC3F& D = aRay.m_Dir;
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const SFVEC3F& A = m_vertex[0];
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const float lnd = 1.0f / (D[m_k] + m_nu * D[ku] + m_nv * D[kv]);
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const float t = ( m_nd - O[m_k] - m_nu * O[ku] - m_nv * O[kv] ) * lnd;
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if( !( ( aHitInfo.m_tHit > t ) && ( t > 0.0f ) ) )
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return false;
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const float hu = O[ku] + t * D[ku] - A[ku];
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const float hv = O[kv] + t * D[kv] - A[kv];
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const float beta = hv * m_bnu + hu * m_bnv;
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if( beta < 0.0f )
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return false;
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const float gamma = hu * m_cnu + hv * m_cnv;
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if( gamma < 0 )
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return false;
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const float v = gamma;
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const float u = beta;
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if( (u + v) > 1.0f )
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return false;
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if( glm::dot( D, m_n ) > 0.0f )
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return false;
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aHitInfo.m_tHit = t;
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aHitInfo.m_HitPoint = aRay.at( t );
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// interpolate vertex normals with UVW using Gouraud's shading
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aHitInfo.m_HitNormal =
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glm::normalize( ( 1.0f - u - v ) * m_normal[0] + u * m_normal[1] + v * m_normal[2] );
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m_material->Generate( aHitInfo.m_HitNormal, aRay, aHitInfo );
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aHitInfo.pHitObject = this;
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return true;
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#undef ku
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#undef kv
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}
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bool TRIANGLE::IntersectP( const RAY& aRay, float aMaxDistance ) const
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{
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//!TODO: precalc this
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#define ku s_modulo[m_k + 1]
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#define kv s_modulo[m_k + 2]
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const SFVEC3F O = aRay.m_Origin;
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const SFVEC3F D = aRay.m_Dir;
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const SFVEC3F A = m_vertex[0];
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const float lnd = 1.0f / (D[m_k] + m_nu * D[ku] + m_nv * D[kv]);
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const float t = ( m_nd - O[m_k] - m_nu * O[ku] - m_nv * O[kv] ) * lnd;
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if( !( ( aMaxDistance > t ) && ( t > 0.0f ) ) )
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return false;
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const float hu = O[ku] + t * D[ku] - A[ku];
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const float hv = O[kv] + t * D[kv] - A[kv];
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const float beta = hv * m_bnu + hu * m_bnv;
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if( beta < 0.0f )
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return false;
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const float gamma = hu * m_cnu + hv * m_cnv;
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if( gamma < 0.0f )
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return false;
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const float v = gamma;
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const float u = beta;
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if( (u + v) > 1.0f )
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return false;
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if( glm::dot( D, m_n ) > 0.0f )
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return false;
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return true;
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#undef ku
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#undef kv
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}
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bool TRIANGLE::Intersects( const BBOX_3D& aBBox ) const
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{
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//!TODO: improve
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return m_bbox.Intersects( aBBox );
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}
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SFVEC3F TRIANGLE::GetDiffuseColor( const HITINFO& aHitInfo ) const
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{
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const unsigned int rgbC1 = m_vertexColorRGBA[0];
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const unsigned int rgbC2 = m_vertexColorRGBA[1];
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const unsigned int rgbC3 = m_vertexColorRGBA[2];
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const SFVEC3F c1 = SFVEC3F( (float) ( ( rgbC1 >> 24 ) & 0xFF ) / 255.0f,
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(float) ( ( rgbC1 >> 16 ) & 0xFF ) / 255.0f,
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(float) ( ( rgbC1 >> 8 ) & 0xFF ) / 255.0f );
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const SFVEC3F c2 = SFVEC3F( (float) ( ( rgbC2 >> 24 ) & 0xFF ) / 255.0f,
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(float) ( ( rgbC2 >> 16 ) & 0xFF ) / 255.0f,
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(float) ( ( rgbC2 >> 8 ) & 0xFF ) / 255.0f );
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const SFVEC3F c3 = SFVEC3F( (float) ( ( rgbC3 >> 24 ) & 0xFF ) / 255.0f,
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(float) ( ( rgbC3 >> 16 ) & 0xFF ) / 255.0f,
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(float) ( ( rgbC3 >> 8 ) & 0xFF ) / 255.0f );
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const float u = aHitInfo.m_UV.x;
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const float v = aHitInfo.m_UV.y;
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const float w = 1.0f - u - v;
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return w * c1 + u * c2 + v * c3;
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}
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