2020-01-13 01:44:19 +00:00
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/*
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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) 2020 Jon Evans <jon@craftyjon.com>
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* Copyright (C) 2020 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 modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* 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 along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <3d_enums.h>
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#include <settings/parameters.h>
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#include <wx/config.h>
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#include "3d_viewer_settings.h"
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2020-03-25 13:13:03 +00:00
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using KIGFX::COLOR4D;
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2020-01-13 01:44:19 +00:00
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///! Update the schema version whenever a migration is required
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const int viewer3dSchemaVersion = 0;
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EDA_3D_VIEWER_SETTINGS::EDA_3D_VIEWER_SETTINGS() :
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APP_SETTINGS_BASE( "3d_viewer", viewer3dSchemaVersion ), m_Render()
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{
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m_params.emplace_back( new PARAM<int>( "render.engine", &m_Render.engine,
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static_cast<int>( RENDER_ENGINE::OPENGL_LEGACY ),
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static_cast<int>( RENDER_ENGINE::OPENGL_LEGACY ),
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static_cast<int>( RENDER_ENGINE::RAYTRACING ) ) );
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m_params.emplace_back( new PARAM<int>( "render.grid_type", &m_Render.grid_type,
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static_cast<int>( GRID3D_TYPE::NONE ),
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static_cast<int>( GRID3D_TYPE::NONE ),
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static_cast<int>( GRID3D_TYPE::GRID_10MM ) ) );
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m_params.emplace_back( new PARAM<int>( "render.material_mode", &m_Render.material_mode,
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static_cast<int>( MATERIAL_MODE::NORMAL ),
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static_cast<int>( MATERIAL_MODE::NORMAL ),
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static_cast<int>( MATERIAL_MODE::CAD_MODE ) ) );
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m_params.emplace_back( new PARAM<bool>(
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"render.opengl_copper_thickness", &m_Render.opengl_copper_thickness, true ) );
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m_params.emplace_back( new PARAM<bool>(
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"render.opengl_show_model_bbox", &m_Render.opengl_show_model_bbox, false ) );
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m_params.emplace_back( new PARAM<bool>( "render.raytrace_anti_aliasing",
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&m_Render.raytrace_anti_aliasing, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.raytrace_backfloor",
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&m_Render.raytrace_backfloor, false ) );
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m_params.emplace_back( new PARAM<bool>( "render.raytrace_post_processing",
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&m_Render.raytrace_post_processing, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.raytrace_procedural_textures",
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&m_Render.raytrace_procedural_textures, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.raytrace_reflections",
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&m_Render.raytrace_reflections, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.raytrace_refractions",
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&m_Render.raytrace_refractions, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.raytrace_shadows",
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&m_Render.raytrace_shadows, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.realistic", &m_Render.realistic, true ) );
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m_params.emplace_back(
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new PARAM<bool>( "render.show_adhesive", &m_Render.show_adhesive, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.show_axis", &m_Render.show_axis, true ) );
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m_params.emplace_back(
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new PARAM<bool>( "render.show_board_body", &m_Render.show_board_body, true ) );
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m_params.emplace_back(
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new PARAM<bool>( "render.show_comments", &m_Render.show_comments, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.show_eco", &m_Render.show_eco, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.show_footprints_insert",
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&m_Render.show_footprints_insert, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.show_footprints_normal",
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&m_Render.show_footprints_normal, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.show_footprints_virtual",
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&m_Render.show_footprints_virtual, true ) );
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m_params.emplace_back(
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new PARAM<bool>( "render.show_silkscreen", &m_Render.show_silkscreen, true ) );
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m_params.emplace_back(
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new PARAM<bool>( "render.show_soldermask", &m_Render.show_soldermask, true ) );
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m_params.emplace_back(
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new PARAM<bool>( "render.show_solderpaste", &m_Render.show_solderpaste, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.show_zones", &m_Render.show_zones, true ) );
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m_params.emplace_back( new PARAM<bool>( "render.subtract_mask_from_silk",
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&m_Render.subtract_mask_from_silk, false ) );
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}
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bool EDA_3D_VIEWER_SETTINGS::MigrateFromLegacy( wxConfigBase* aCfg )
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{
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bool ret = APP_SETTINGS_BASE::MigrateFromLegacy( aCfg );
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ret &= fromLegacy<int>( aCfg, "RenderEngine", "render.engine" );
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ret &= fromLegacy<int>( aCfg, "ShowGrid3D", "render.grid_type" );
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ret &= fromLegacy<int>( aCfg, "Render_Material", "render.material_mode" );
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ret &= fromLegacy<bool>(
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aCfg, "Render_OGL_ShowCopperThickness", "render.opengl_copper_thickness" );
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ret &= fromLegacy<bool>(
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aCfg, "Render_OGL_ShowModelBoudingBoxes", "render.opengl_show_model_bbox" );
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ret &= fromLegacy<bool>( aCfg, "Render_RAY_AntiAliasing", "render.raytrace_anti_aliasing" );
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ret &= fromLegacy<bool>( aCfg, "Render_RAY_Backfloor", "render.raytrace_backfloor" );
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ret &= fromLegacy<bool>( aCfg, "Render_RAY_PostProcess", "render.raytrace_post_processing" );
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ret &= fromLegacy<bool>(
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aCfg, "Render_RAY_ProceduralTextures", "render.raytrace_procedural_textures" );
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ret &= fromLegacy<bool>( aCfg, "Render_RAY_Reflections", "render.raytrace_reflections" );
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ret &= fromLegacy<bool>( aCfg, "Render_RAY_Refractions", "render.raytrace_refractions" );
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ret &= fromLegacy<bool>( aCfg, "Render_RAY_Shadows", "render.raytrace_shadows" );
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ret &= fromLegacy<bool>( aCfg, "ShowRealisticMode", "render.realistic" );
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ret &= fromLegacy<bool>( aCfg, "ShowAdhesiveLayers", "render.show_adhesive" );
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ret &= fromLegacy<bool>( aCfg, "ShowAxis", "render.show_axis" );
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ret &= fromLegacy<bool>( aCfg, "ShowBoardBody", "render.show_board_body" );
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ret &= fromLegacy<bool>( aCfg, "ShowCommentsLayers", "render.show_comments" );
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ret &= fromLegacy<bool>( aCfg, "ShowEcoLayers", "render.show_eco" );
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ret &= fromLegacy<bool>( aCfg, "ShowFootprints_Insert", "render.show_footprints_insert" );
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ret &= fromLegacy<bool>( aCfg, "ShowFootprints_Normal", "render.show_footprints_normal" );
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ret &= fromLegacy<bool>( aCfg, "ShowFootprints_Virtual", "render.show_footprints_virtual" );
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ret &= fromLegacy<bool>( aCfg, "ShowSilkScreenLayers", "render.show_silkscreen" );
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ret &= fromLegacy<bool>( aCfg, "ShowSolderMasLayers", "render.show_soldermask" );
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ret &= fromLegacy<bool>( aCfg, "ShowSolderPasteLayers", "render.show_solderpaste" );
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ret &= fromLegacy<bool>( aCfg, "ShowZones", "render.show_zones" );
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ret &= fromLegacy<bool>( aCfg, "SubtractMaskFromSilk", "render.subtract_mask_from_silk" );
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auto migrate_color =
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[&] ( const std::string& k_r, const std::string& k_g,
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const std::string &k_b, std::string dest )
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{
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COLOR4D color( 1, 1, 1, 1 );
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if( aCfg->Read( k_r, &color.r ) &&
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aCfg->Read( k_g, &color.g ) && aCfg->Read( k_b, &color.b ) )
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{
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( *this )[PointerFromString( dest )] = color;
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}
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};
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migrate_color( "BgColor_Red", "BgColor_Green", "BgColor_Blue", "colors.background_bottom" );
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migrate_color(
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"BgColor_Red_Top", "BgColor_Green_Top", "BgColor_Blue_Top", "colors.background_top" );
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migrate_color(
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"BoardBodyColor_Red", "BoardBodyColor_Green", "BoardBodyColor_Blue", "colors.board" );
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migrate_color( "CopperColor_Red", "CopperColor_Green", "CopperColor_Blue", "colors.copper" );
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migrate_color(
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"SilkColor_Red", "SilkColor_Green", "SilkColor_Blue", "colors.silkscreen_bottom" );
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migrate_color( "SilkColor_Red", "SilkColor_Green", "SilkColor_Blue", "colors.silkscreen_top" );
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migrate_color( "SMaskColor_Red", "SMaskColor_Green", "SMaskColor_Blue", "colors.soldermask" );
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migrate_color(
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"SPasteColor_Red", "SPasteColor_Green", "SPasteColor_Blue", "colors.solderpaste" );
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return ret;
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}
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