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

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2020 Oleg Endo <olegendo@gcc.gnu.org>
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 2015-2024 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 _MODEL_3D_H_
#define _MODEL_3D_H_
#include <vector>
#include <plugins/3dapi/c3dmodel.h>
#include "../../common_ogl/openGL_includes.h"
#include "../raytracing/shapes3D/bbox_3d.h"
#include <3d_enums.h>
#include <wx/chartype.h>
class MODEL_3D
{
public:
/**
* Load a 3D model.
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*
* @note This must be called inside a gl context.
*
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* @param a3DModel a 3d model data to load.
* @param aMaterialMode a mode to render the materials of the model.
*/
MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode );
~MODEL_3D();
/**
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* Render the model into the current context.
*/
void DrawOpaque( bool aUseSelectedMaterial, SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ) const
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{
Draw( false, 1.0f, aUseSelectedMaterial, aSelectionColor, nullptr, nullptr );
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}
/**
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* Render the model into the current context.
*/
void DrawTransparent( float aOpacity, bool aUseSelectedMaterial,
SFVEC3F aSelectionColor = SFVEC3F( 0.0f ) ) const
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{
Draw( true, aOpacity, aUseSelectedMaterial, aSelectionColor, nullptr, nullptr );
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}
/**
* Render the model into the current context.
* if aModelWorldMatrix and aCameraWorldPos is provided,
* it renders the material groups sorted.
*/
void Draw( bool aTransparent, float aOpacity, bool aUseSelectedMaterial,
const SFVEC3F& aSelectionColor,
const glm::mat4 *aModelWorldMatrix,
const SFVEC3F *aCameraWorldPos ) const;
/**
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* Return true if have opaque meshes to render.
*/
bool HasOpaqueMeshes() const { return m_have_opaque_meshes; }
/**
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* Return true if have transparent mesh's to render.
*/
bool HasTransparentMeshes() const { return m_have_transparent_meshes; }
/**
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* Draw main bounding box of the model.
*/
void DrawBbox() const;
/**
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* Draw individual bounding boxes of each mesh.
*/
void DrawBboxes() const;
/**
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* Get the main bounding box.
* @return the main model bounding box.
*/
const BBOX_3D& GetBBox() const { return m_model_bbox; }
/**
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* Set some basic render states before drawing multiple models.
*/
static void BeginDrawMulti( bool aUseColorInformation );
/**
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* Cleanup render states after drawing multiple models.
*/
static void EndDrawMulti();
private:
static const wxChar* m_logTrace;
// the material mode that was used to generate the rendering data.
// FIXME: this can be selected at run-time and does not require re-creation
// of the whole model objects.
MATERIAL_MODE m_materialMode;
BBOX_3D m_model_bbox; ///< global bounding box for this model
std::vector<BBOX_3D> m_meshes_bbox; ///< individual bbox for each mesh
// unified vertex format for mesh rendering.
struct VERTEX
{
glm::vec3 m_pos;
glm::u8vec4 m_nrm; // only 3 components used
glm::u8vec4 m_color; // regular color
glm::u8vec4 m_cad_color; // "CAD" mode rendering color
glm::vec2 m_tex_uv;
};
// vertex buffer and index buffers that include all the individual meshes
// lumped together.
GLuint m_vertex_buffer = 0;
GLuint m_index_buffer = 0;
GLenum m_index_buffer_type = GL_INVALID_ENUM;
// internal material definition
// all meshes are grouped by material for rendering purposes.
struct MATERIAL : SMATERIAL
{
unsigned int m_render_idx_buffer_offset = 0;
unsigned int m_render_idx_count = 0;
BBOX_3D m_bbox; ///< bounding box for this material group, used for transparent material ordering
MATERIAL( const SMATERIAL& aOther ) : SMATERIAL( aOther ) { }
bool IsTransparent() const { return m_Transparency > FLT_EPSILON; }
};
std::vector<MATERIAL> m_materials;
// a model can consist of transparent and opaque parts. remember which
// ones are present during initial buffer and data setup. use it later
// during rendering.
bool m_have_opaque_meshes = false;
bool m_have_transparent_meshes = false;
// vertex buffer and index buffer for the bounding boxes.
// the first box is always the outer box, followed by inner boxes (one for each mesh).
static constexpr unsigned int bbox_vtx_count = 8;
static constexpr unsigned int bbox_idx_count = 24;
GLuint m_bbox_vertex_buffer = 0;
GLuint m_bbox_index_buffer = 0;
GLenum m_bbox_index_buffer_type = GL_INVALID_ENUM;
static void MakeBbox( const BBOX_3D& aBox, unsigned int aIdxOffset, VERTEX* aVtxOut,
GLuint* aIdxOut, const glm::vec4& aColor );
};
#endif // _MODEL_3D_H_