kicad/3d-viewer/3d_rendering/opengl/layer_triangles.h

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/*
* 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) 1992-2021 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
*/
#ifndef TRIANGLE_DISPLAY_LIST_H
#define TRIANGLE_DISPLAY_LIST_H
#include "../../common_ogl/openGL_includes.h"
#include <plugins/3dapi/xv3d_types.h>
#include <geometry/shape_line_chain.h>
#include <geometry/shape_poly_set.h>
#include <raytracing/accelerators/container_2d.h>
#include <vector>
#include <mutex>
typedef std::vector< SFVEC3F > SFVEC3F_VECTOR;
/**
* Container to manage a vector of triangles.
*/
class TRIANGLE_LIST
{
public:
/**
* @param aNrReservedTriangles is number of triangles expected to be used.
* @param aReserveNormals if you use normals, set it to bool to reserve space.
*/
TRIANGLE_LIST( unsigned int aNrReservedTriangles, bool aReserveNormals );
/**
* Reserve more triangles.
*/
void Reserve_More( unsigned int aNrReservedTriangles, bool aReserveNormals );
void AddTriangle( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3 );
void AddQuad( const SFVEC3F& aV1, const SFVEC3F& aV2, const SFVEC3F& aV3, const SFVEC3F& aV4 );
void AddNormal( const SFVEC3F& aN1, const SFVEC3F& aN2, const SFVEC3F& aN3 );
void AddNormal( const SFVEC3F& aN1, const SFVEC3F& aN2, const SFVEC3F& aN3,
const SFVEC3F& aN4 );
/**
* Get the array of vertices.
*
* @return a pointer to the start of array vertex.
*/
const float* GetVertexPointer() const { return (const float *)&m_vertexs[0].x; }
/**
* Get the array of normals.
*
* @return a pointer to start of array of normals.
*/
const float* GetNormalsPointer() const { return (const float*) &m_normals[0].x; }
unsigned int GetVertexSize() const { return (unsigned int) m_vertexs.size(); }
unsigned int GetNormalsSize() const { return (unsigned int) m_normals.size(); }
private:
SFVEC3F_VECTOR m_vertexs; ///< vertex array
SFVEC3F_VECTOR m_normals; ///< normals array
};
/**
* Store arrays of triangles to be used to create display lists.
*/
class TRIANGLE_DISPLAY_LIST
{
public:
/**
* Initialize arrays with reserved triangles.
*
* @param aNrReservedTriangles is the number of triangles to reserve.
*/
explicit TRIANGLE_DISPLAY_LIST( unsigned int aNrReservedTriangles );
~TRIANGLE_DISPLAY_LIST();
/**
* Check if the vertex arrays of the layers are as expected.
*
* @return true if layers are correctly setup.
*/
bool IsLayersSizeValid();
void AddToMiddleContourns( const SHAPE_LINE_CHAIN& outlinePath, float zBot, float zTop,
double aBiuTo3Du, bool aInvertFaceDirection,
const BVH_CONTAINER_2D* aThroughHoles = nullptr );
void AddToMiddleContourns( const SHAPE_POLY_SET& aPolySet, float zBot, float zTop,
double aBiuTo3Du, bool aInvertFaceDirection,
const BVH_CONTAINER_2D* aThroughHoles = nullptr );
void AddToMiddleContourns( const std::vector< SFVEC2F >& aContournPoints, float zBot,
float zTop, bool aInvertFaceDirection,
const BVH_CONTAINER_2D* aThroughHoles = nullptr );
std::mutex m_middle_layer_lock;
TRIANGLE_LIST* m_layer_top_segment_ends;
TRIANGLE_LIST* m_layer_top_triangles;
TRIANGLE_LIST* m_layer_middle_contourns_quads;
TRIANGLE_LIST* m_layer_bot_triangles;
TRIANGLE_LIST* m_layer_bot_segment_ends;
};
/**
* Store the OpenGL display lists to related with a layer.
*/
class OPENGL_RENDER_LIST
{
public:
/**
* Create the display lists for a layer.
*
* @param aLayerTriangles contains the layers array of vertex to render to display lists.
* @param aTextureIndexForSegEnds is the texture index to be used by segment ends.
* It is a black and white squared texture
* with a center circle diameter of the size
* of the texture.
*/
OPENGL_RENDER_LIST( const TRIANGLE_DISPLAY_LIST& aLayerTriangles,
GLuint aTextureIndexForSegEnds, float aZBot, float aZTop );
/**
* Destroy this class while free the display lists from GPU memory.
*/
~OPENGL_RENDER_LIST();
/**
* Call the display lists for the top elements and middle contours.
*/
void DrawTopAndMiddle() const;
/**
* Call the display lists for the bottom elements and middle contours.
*/
void DrawBotAndMiddle() const;
/**
* Call the display lists for the top elements.
*/
void DrawTop() const;
/**
* Call the display lists for the bottom elements.
*/
void DrawBot() const;
/**
* Call the display lists for the middle elements.
*/
void DrawMiddle() const;
/**
* Call to draw all the display lists.
*/
void DrawAll( bool aDrawMiddle = true ) const;
/**
* Draw all layers if they are visible by the camera if camera position is above the layer.
*
* This only works because the board is centered and the planes are always perpendicular to
* the Z axis.
*
* @param zCameraPos is the camera z axis position.
*/
void DrawAllCameraCulled( float zCameraPos, bool aDrawMiddle = true ) const;
void DrawAllCameraCulledSubtractLayer( bool aDrawMiddle,
const OPENGL_RENDER_LIST* aLayerToSubtractA = nullptr,
const OPENGL_RENDER_LIST* aLayerToSubtractB = nullptr,
const OPENGL_RENDER_LIST* aLayerToSubtractC = nullptr,
const OPENGL_RENDER_LIST* aLayerToSubtractD = nullptr ) const;
void ApplyScalePosition( float aZposition, float aZscale );
void ClearScalePosition() { m_haveTransformation = false; }
void SetItIsTransparent( bool aSetTransparent );
float GetZBot() const { return m_zBot; }
float GetZTop() const { return m_zTop; }
private:
GLuint generate_top_or_bot_seg_ends( const TRIANGLE_LIST* aTriangleContainer,
bool aIsNormalUp, GLuint aTextureId ) const;
GLuint generate_top_or_bot_triangles( const TRIANGLE_LIST* aTriangleContainer,
bool aIsNormalUp ) const;
GLuint generate_middle_triangles( const TRIANGLE_LIST* aTriangleContainer ) const;
void beginTransformation() const;
void endTransformation() const;
void setBlendfunction() const;
private:
float m_zBot;
float m_zTop;
GLuint m_layer_top_segment_ends;
GLuint m_layer_top_triangles;
GLuint m_layer_middle_contourns_quads;
GLuint m_layer_bot_triangles;
GLuint m_layer_bot_segment_ends;
bool m_haveTransformation;
float m_zPositionTransformation;
float m_zScaleTransformation;
bool m_draw_it_transparent;
};
#endif // TRIANGLE_DISPLAY_LIST_H