kicad/3d-viewer/3d_rendering/legacy/render_3d_legacy.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>
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* Copyright (C) 2015-2020 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
*/
/**
* @file render_3d_legacy.h
*/
#ifndef RENDER_3D_LEGACY_H_
#define RENDER_3D_LEGACY_H_
#include "../render_3d_base.h"
#include "layer_triangles.h"
#include "../3d_render_raytracing/shapes2D/polygon_2d.h"
#include "../3d_render_raytracing/shapes2D/triangle_2d.h"
#include "../3d_render_raytracing/shapes2D/4pt_polygon_2d.h"
#include "../3d_render_raytracing/shapes2D/filled_circle_2d.h"
#include "../3d_render_raytracing/shapes2D/ring_2d.h"
#include "../3d_render_raytracing/shapes2D/round_segment_2d.h"
#include "3d_model.h"
#include "3d_cache/3d_info.h"
#include <map>
typedef std::map< PCB_LAYER_ID, OPENGL_RENDER_LIST* > MAP_OGL_DISP_LISTS;
typedef std::list<TRIANGLE_DISPLAY_LIST* > LIST_TRIANGLES;
typedef std::map< wxString, MODEL_3D* > MAP_3DMODEL;
#define SIZE_OF_CIRCLE_TEXTURE 1024
/**
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* Object to render the board using openGL legacy mode.
*/
class RENDER_3D_LEGACY : public RENDER_3D_BASE
{
public:
explicit RENDER_3D_LEGACY( BOARD_ADAPTER& aAdapter, CAMERA& aCamera );
~RENDER_3D_LEGACY();
void SetCurWindowSize( const wxSize& aSize ) override;
bool Redraw( bool aIsMoving, REPORTER* aStatusReporter, REPORTER* aWarningReporter ) override;
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int GetWaitForEditingTimeOut() override;
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void SetCurrentIntersectedBoardItem( BOARD_ITEM* aCurrentIntersectedBoardItem )
{
m_currentIntersectedBoardItem = aCurrentIntersectedBoardItem;
}
private:
OPENGL_RENDER_LIST* generateHoles( const LIST_OBJECT2D& aListHolesObject2d,
const SHAPE_POLY_SET& aPoly, float aZtop,
float aZbot, bool aInvertFaces,
const BVH_CONTAINER_2D* aThroughHoles = nullptr );
OPENGL_RENDER_LIST* generateLayerList( const BVH_CONTAINER_2D* aContainer,
const SHAPE_POLY_SET* aPolyList,
PCB_LAYER_ID aLayerId,
const BVH_CONTAINER_2D* aThroughHoles = nullptr );
void addTopAndBottomTriangles( TRIANGLE_DISPLAY_LIST* aDst, const SFVEC2F& v0,
const SFVEC2F& v1, const SFVEC2F& v2, float top, float bot );
void addObjectTriangles( const RING_2D* aRing, TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot );
void addObjectTriangles( const POLYGON_4PT_2D* aPoly, TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot );
void addObjectTriangles( const FILLED_CIRCLE_2D* aFilledCircle,
TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot );
void addObjectTriangles( const TRIANGLE_2D* aTri, TRIANGLE_DISPLAY_LIST* aDstLayer,
float aZtop, float aZbot );
void addObjectTriangles( const ROUND_SEGMENT_2D* aSeg,
TRIANGLE_DISPLAY_LIST* aDstLayer, float aZtop, float aZbot );
void renderSolderMaskLayer( PCB_LAYER_ID aLayerID, float aZPosition,
bool aDrawMiddleSegments, bool aSkipRenderHoles );
void renderBoardBody( bool aSkipRenderHoles );
void getLayerZPos( PCB_LAYER_ID aLayerID, float& aOutZtop, float& aOutZbot ) const;
void generateRing( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius,
unsigned int aNr_sides_per_circle,
std::vector< SFVEC2F >& aInnerContourResult,
std::vector< SFVEC2F >& aOuterContourResult, bool aInvertOrder );
void generateCylinder( const SFVEC2F& aCenter, float aInnerRadius, float aOuterRadius,
float aZtop, float aZbot, unsigned int aNr_sides_per_circle,
TRIANGLE_DISPLAY_LIST* aDstLayer );
void generateViasAndPads();
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/**
* Load footprint models from the cache and load it to openGL lists in the form of
* #MODEL_3D objects.
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*
* This map of models will work as a local cache for this render. (cache based on
* MODEL_3D with associated openGL lists in GPU memory)
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*/
void load3dModels( REPORTER* aStatusReporter );
/**
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* @param aRenderTopOrBot true will render Top, false will render bottom
* @param aRenderTransparentOnly true will render only the transparent objects, false will
* render opaque
*/
void render3dModels( bool aRenderTopOrBot, bool aRenderTransparentOnly );
void render3dModelsSelected( bool aRenderTopOrBot, bool aRenderTransparentOnly,
bool aRenderSelectedOnly );
void renderFootprint( const FOOTPRINT* aFootprint, bool aRenderTransparentOnly,
bool aIsSelected );
void setLightFront( bool enabled );
void setLightTop( bool enabled );
void setLightBottom( bool enabled );
void render3dArrows();
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/**
* Create a 3D grid to an OpenGL display list.
*
* A horizontal grid (XY plane and Z = 0, and a vertical grid (XZ plane and Y = 0).
*/
void generate3dGrid( GRID3D_TYPE aGridType );
// Materials
void setupMaterials();
void setCopperMaterial();
void setPlatedCopperAndDepthOffset( PCB_LAYER_ID aLayer_id );
void unsetDepthOffset();
void setLayerMaterial( PCB_LAYER_ID aLayerID );
SFVEC4F getLayerColor( PCB_LAYER_ID aLayerID );
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bool initializeOpenGL();
OPENGL_RENDER_LIST* createBoard( const SHAPE_POLY_SET& aBoardPoly,
const BVH_CONTAINER_2D* aThroughHoles = nullptr );
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void reload( REPORTER* aStatusReporter, REPORTER* aWarningReporter );
void setArrowMaterial();
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void freeAllLists();
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struct
{
SMATERIAL m_Paste;
SMATERIAL m_SilkSBot;
SMATERIAL m_SilkSTop;
SMATERIAL m_SolderMask;
SMATERIAL m_EpoxyBoard;
SMATERIAL m_NonPlatedCopper; // raw copper
SMATERIAL m_Copper;
SMATERIAL m_Plastic;
SMATERIAL m_GrayMaterial;
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} m_materials;
MAP_OGL_DISP_LISTS m_layers;
OPENGL_RENDER_LIST* m_platedPadsFront;
OPENGL_RENDER_LIST* m_platedPadsBack;
MAP_OGL_DISP_LISTS m_outerLayerHoles;
MAP_OGL_DISP_LISTS m_innerLayerHoles;
OPENGL_RENDER_LIST* m_board;
OPENGL_RENDER_LIST* m_boardWithHoles;
OPENGL_RENDER_LIST* m_antiBoard;
OPENGL_RENDER_LIST* m_outerThroughHoles;
OPENGL_RENDER_LIST* m_outerViaThroughHoles;
OPENGL_RENDER_LIST* m_outerThroughHoleRings;
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LIST_TRIANGLES m_triangles; ///< store pointers so can be deleted latter
GLuint m_circleTexture;
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GLuint m_grid; ///< oGL list that stores current grid
GRID3D_TYPE m_lastGridType; ///< Stores the last grid type.
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OPENGL_RENDER_LIST* m_vias;
OPENGL_RENDER_LIST* m_padHoles;
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MAP_3DMODEL m_3dModelMap;
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BOARD_ITEM* m_currentIntersectedBoardItem;
SHAPE_POLY_SET m_antiBoardPolys; ///< The negative polygon representation of the board outline.
};
#endif // RENDER_3D_LEGACY_H_